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        <dc:date>2016-03-11T20:09:57+00:00</dc:date>
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        <title>Starling Builder最佳实践</title>
        <link>https://wiki.starling-framework.org/builder/best_practice_cn</link>
        <description>Starling Builder最佳实践

在编辑器中使用图集(atlases), 不要使用单独pngs

原因如下:

	*  如果纹理数量超出限制，AIR会抛出异常
	*  纹理是以图集分组的，单独pngs不能分组

编辑器和游戏使用相同的资产</description>
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Load in atlases, not individual pngs

Here&#039;s the reasons:

	*  AIR will throw an error if the textures numbers exceed its limitation
	*  Assets are grouped by atlases, you won&#039;t get the grouped feature using individual pngs</description>
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        <dc:date>2016-10-15T00:54:24+00:00</dc:date>
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        <title>怎样编译Starling Builder编辑器</title>
        <link>https://wiki.starling-framework.org/builder/compile_cn</link>
        <description>怎样编译Starling Builder编辑器

我们使用IntelliJ IDEA作为集成开发环境，其工程文件已提交到仓库。如果你用其他集成开发环境你需要手动建立工程。以下是设置步骤:

IntelliJ IDEA

	*  安装 AIR SDK 19+ 和 IntelliJ IDEA Ultimate Edition</description>
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        <dc:date>2017-02-18T18:28:33+00:00</dc:date>
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        <title>如何编译Starling Builder范例</title>
        <link>https://wiki.starling-framework.org/builder/compile_demo_cn</link>
        <description>如何编译Starling Builder范例

我们使用IntelliJ IDEA作为集成开发环境，其工程文件已提交到仓库。如果你用其他集成开发环境你需要手动建立工程。以下是设置步骤:

IntelliJ IDEA

	*  下载安装 AIR SDK 19+ 和 IntelliJ IDEA Ultimate Edition</description>
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        <dc:date>2018-02-12T05:45:55+00:00</dc:date>
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        <title>How to compile Starling Builder demo</title>
        <link>https://wiki.starling-framework.org/builder/compile_demo</link>
        <description>How to compile Starling Builder demo

We used IntelliJ IDEA as IDE and the project files are checked in. For other IDEs you need to create the project files yourselves.

IntelliJ IDEA

	*  Intall AIR SDK 19+ and IntelliJ IDEA Ultimate Edition
	*  Checkout the repo using:</description>
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        <dc:date>2018-02-12T05:46:48+00:00</dc:date>
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        <title>How to compile Starling Builder editor</title>
        <link>https://wiki.starling-framework.org/builder/compile</link>
        <description>How to compile Starling Builder editor

We used IntelliJ IDEA as IDE and the project files are checked in. For other IDEs you need to create the project files yourselves.

IntelliJ

	*  Intall AIR SDK 19+ and IntelliJ IDEA Ultimate Edition
	*  Checkout the repo using:</description>
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        <dc:date>2016-05-24T19:21:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Builder用户贡献指南</title>
        <link>https://wiki.starling-framework.org/builder/contribute_cn</link>
        <description>Starling Builder用户贡献指南

目前，编者只能放小部分工作时间到这个项目中。我们需要你的参与来一起改进这个项目！欢迎你为引擎，编辑器和扩展做贡献。以下是工作流指南：

	*  从github主仓库网页fork你要修改的项目(你需要一个github账号，申请账号是免费的)</description>
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        <dc:date>2016-10-01T03:09:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Builder User Contribution Guide</title>
        <link>https://wiki.starling-framework.org/builder/contribute</link>
        <description>Starling Builder User Contribution Guide

For the time being, I can only spend a small portion of my working time into the project.
So we need to work together to make it better! You can contribute to either engine, editor or extensions.

Here’s some guideline of the user contribution workflow</description>
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        <dc:date>2016-02-06T02:18:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>使用自定义类</title>
        <link>https://wiki.starling-framework.org/builder/custom_class_cn</link>
        <description>使用自定义类

有时你想创建某些跟游戏相关的类，你可以使用custom tab里的customComponentClass属性。如果你填入包含包名的完整类名，那么在游戏里将会创建相应的类。

需要注意的是，自定义类的构造函数签名需要跟原来的类一致，或者参数为空。</description>
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        <dc:date>2016-10-15T00:59:25+00:00</dc:date>
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        <title>自定义用户界面组件</title>
        <link>https://wiki.starling-framework.org/builder/custom_component_cn</link>
        <description>自定义用户界面组件

如果Starling Builder的内置组件和配置不能满足你的要求，你可以轻易的定制它。

通过修改配置文件自定义组件属性

如果你想要增加一些属性到某个用户界面组件，或者添加一些已经链接进编辑器的用户界面组件，你并不需要重新编译编辑器。你只需要修改一个配置文件。</description>
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        <dc:date>2016-02-06T02:22:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Use custom component class with Starling Builder</title>
        <link>https://wiki.starling-framework.org/builder/custom-class</link>
        <description>Use custom component class with Starling Builder

Sometimes you want your UI components to initialize as specific game-related class, you can make use of the customComponentClass property in the custom tab of any UI element.
Just put in the full qualify class name of the specific class, the client code will be initialized a that class instead.</description>
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        <dc:date>2016-10-15T00:30:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Customize UI components with Starling Builder</title>
        <link>https://wiki.starling-framework.org/builder/custom-component</link>
        <description>Customize UI components with Starling Builder

Sometimes the built-in Starling Builder components and configs do not satisfy what you need, it&#039;s easy to customize it.

Customize component properties with config change

If you want to add a property into the property UI, or add some new UI components that&#039;s already linked into the editor, you don&#039;t need to recompile the app. All you need is to change a config file.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-07-30T01:37:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>DBSprite: 在Starling Builder中使用DragonBones</title>
        <link>https://wiki.starling-framework.org/builder/dbsprite_cn</link>
        <description>DBSprite: 在Starling Builder中使用DragonBones

Starling Builder通过一个叫DBSprite的自定义组件读取DragonBones动画。以下文档介绍如何在编辑器和项目中使用DragonBones

在编辑器中使用

	*  更新编辑器到最新版本</description>
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        <dc:date>2016-07-30T01:40:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>DBSprite: DragonBones support for Starling Builder</title>
        <link>https://wiki.starling-framework.org/builder/dbsprite</link>
        <description>DBSprite: DragonBones support for Starling Builder

Starling Builder supports loading DragonBones animation through a custom component called DBSprite. The following document explains how to setup both editor and game.

For editor

	*  Upgrade to the latest version of the editor.</description>
    </item>
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        <dc:date>2016-11-11T21:02:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Builder 扩展指南</title>
        <link>https://wiki.starling-framework.org/builder/extensions_cn</link>
        <description>Starling Builder 扩展指南

你可以在无需重新编译编辑器的情况下扩展Starling Builder的功能。

请参考extension仓库
&lt;https://github.com/yuhengh/starling-builder-extensions&gt;

目前来说（v0.8），编辑器支持以下两个扩展

	*  EmbeddedComponents.swf
	*  EmbeddedTheme.swf</description>
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        <dc:date>2018-02-12T05:52:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Builder extension guide</title>
        <link>https://wiki.starling-framework.org/builder/extensions</link>
        <description>Starling Builder extension guide

With Starling Builder extension, you are able to add custom components and theme without recompiling the editor.

The extension repository is located at
&lt;https://github.com/yuhengh/starling-builder-extensions&gt;

For the time being (v2.5), the editor supports the following 2 extensions:</description>
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        <dc:date>2017-08-02T14:29:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title></title>
        <link>https://wiki.starling-framework.org/builder/faq_cn</link>
        <description>wh0cd666499 &lt;a href=&lt;http://cytotec.us.org/&gt;&gt;where can i buy cytotec&lt;/a&gt;</description>
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        <dc:date>2017-04-14T05:32:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Builder FAQ</title>
        <link>https://wiki.starling-framework.org/builder/faq</link>
        <description>Starling Builder FAQ

Engine

What does the engine do?

The engine is responsible for converting layouts to/from display objects. It also has built in localization and tweening support.
There’s a helper class called StageUtil to handle multiple resolutions in a Starling Builder recommended way, but it’s totally optional.</description>
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        <dc:date>2017-03-20T01:53:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling builder 编辑器指南</title>
        <link>https://wiki.starling-framework.org/builder/guide_cn</link>
        <description>Starling builder 编辑器指南

术语

Starling Builder是基于Starling框架的用户界面编辑器，它建立在Starling/Feathers UI框架之上。Starling是基于Adobe Stage3D的2D渲染/游戏引擎，它负责渲染所有可视化元素到屏幕。Feathers是基于Starling的用户界面库，它提供更多高级的用户界面组件。编辑器支持不同的用户界面组件，你可以从包名知道它们的来源。Starling组件的包名是starling.*，feathers组件的包名是feathers.*，Starling Builder组件的包名是starlingbuilder.*。…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2017-03-20T01:51:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Builder editor’s guide</title>
        <link>https://wiki.starling-framework.org/builder/guide</link>
        <description>Starling Builder editor’s guide

Terminology

Starling Builder is an UI editor for Starling Framework. It’s built on top of Starling and Feathers UI framework. Starling is a graphics/game engine that renders all the visible element to the screen. Feathers is an UI library with more complex UI components on top of Starling framework. There are different UI components from Starling, Feathers or Starling Builder. The package name before denote where it belongs to. Starling components start with sta…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-07-09T17:50:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Builder 移植到 Haxe/OpenFL</title>
        <link>https://wiki.starling-framework.org/builder/haxe_cn</link>
        <description>Starling Builder 移植到 Haxe/OpenFL

如果你想使用Starling和Starling Builder构建html5游戏，请查看移植到Haxe语言的版本

&lt;https://github.com/yuhengh/starling-builder-haxe&gt;

这是一个在线demo，可以在桌面、平板和手机的浏览器上流畅运行

&lt;http://starlingbuilder.github.io/demo-haxe&gt;</description>
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        <dc:date>2016-07-09T17:46:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Builder for Haxe/OpenFL</title>
        <link>https://wiki.starling-framework.org/builder/haxe</link>
        <description>Starling Builder for Haxe/OpenFL

If you want to build html5 games using Starling and Starling Builder. You should check out the Haxe port of the library 

&lt;https://github.com/yuhengh/starling-builder-haxe&gt;

Here’s an online html5 demo, works in desktop, tablet and phone browsers.

&lt;http://starlingbuilder.github.io/demo-haxe&gt;</description>
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        <dc:date>2016-02-05T15:17:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>使用feathers布局</title>
        <link>https://wiki.starling-framework.org/builder/layout_cn</link>
        <description>使用feathers布局

你可以在starling builder里很方便地利用feathers ui框架的布局支持

创建一个LayoutGroup/ScrollContainer, 添加显示对象并创建你需要的布局。当调整布局的时候，你能够看到其位置会实时地变化，微调位置变得非常方便。</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-01-14T03:33:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Using feathers layout</title>
        <link>https://wiki.starling-framework.org/builder/layout</link>
        <description>Using feathers layout

You can make use of feathers ui framework&#039;s layout support without hassle inside Starling Builder.

Create a LayoutGroup/ScrollContainer, add your display objects and create the layout you need. When adjusting the layout, you can actually see the positioning change in the runtime, it makes it very convenient to fine tune the position to the way you want.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-10-15T01:00:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>官方自定义用户界面组件列表</title>
        <link>https://wiki.starling-framework.org/builder/list_components_cn</link>
        <description>官方自定义用户界面组件列表
namedescriptionContainerButton作为容器的按钮。你可以使用编辑器在按钮里面放置任意组件Gauge一个简单的进度条GradientQuad一个能够定义4个顶点渐变色色的QuadPixelMaskDisplayObject像素级遮罩显示对象</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/list_components">
        <dc:format>text/html</dc:format>
        <dc:date>2016-10-15T00:37:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>List of official Custom UI Components</title>
        <link>https://wiki.starling-framework.org/builder/list_components</link>
        <description>List of official Custom UI Components
namedescriptionContainerButtonA button as a container, you can layout whatever you want inside ContainerButton using the editorGaugeA simple implementation of progress barGradientQuadA quad you can specify colors of 4 vertices</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/localization_cn">
        <dc:format>text/html</dc:format>
        <dc:date>2016-07-30T01:44:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>本地化支持</title>
        <link>https://wiki.starling-framework.org/builder/localization_cn</link>
        <description>本地化支持

在编辑器里本地化

编辑器内嵌了文本的本地化支持，你可以点击Localization -&gt; [地点]切换到一个不同的语言，你可以立即看到文本的变化。

默认状态下，你需要修改YOUR_WORKSPACE/localization目录下的string.json文件，这个文件通过[key][locale]的格式索引</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/localization">
        <dc:format>text/html</dc:format>
        <dc:date>2016-10-24T08:49:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Localization support in Starling Builder</title>
        <link>https://wiki.starling-framework.org/builder/localization</link>
        <description>Localization support in Starling Builder

Localization from the editor

Localization is built into Starling Builder, you can click on menu

Localization -&gt; [locale] to switch to different languages for texts and see the result in the editor right away.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/migration_cn">
        <dc:format>text/html</dc:format>
        <dc:date>2016-10-15T00:56:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Builder项目移植指南</title>
        <link>https://wiki.starling-framework.org/builder/migration_cn</link>
        <description>Starling Builder项目移植指南

Starling Builder会同时支持Starling 1.x和2.x。这个文档会帮助你把你的项目从Starling 1.x移植到Starling 2.x。

引擎

引擎可以同时支持Starling 1.x和Starling 2.x，所以引擎仓库最新的master分支总是能够正常工作，不管你用的Starling是什么版本。</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/migration">
        <dc:format>text/html</dc:format>
        <dc:date>2016-10-15T00:27:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Builder migration guide</title>
        <link>https://wiki.starling-framework.org/builder/migration</link>
        <description>Starling Builder migration guide

Starling Builder will support both Starling 1.x and 2.x for a long time. This guide will help you to migrate your project using Starling Builder from Starling 1.x to Starling 2.x without problems.

Engine

The engine is simple enough to support Starling 1.x and 2.x at the same time, so the latest engine master branch will always work for your project, no matter what version of Starling you are running.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/multiple_resolution_cn">
        <dc:format>text/html</dc:format>
        <dc:date>2016-10-15T00:51:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>支持多种分辨率</title>
        <link>https://wiki.starling-framework.org/builder/multiple_resolution_cn</link>
        <description>支持多种分辨率

手机有上百种分辨率。我们希望只需用一套布局文件就能够支持所有分辨率。在这里我们提供一个最佳实践。

在编辑器里，我们设置画布大小为游戏的设计分辨率。
设计分辨率是用来确定stage大小的分辨率，它是设备无关的。如果设计分辨率是640*960，那么所有界面元素应该在设计分辨率之内。确切来说，宽不能超过640，高不能超过960。</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/multiple_resolution">
        <dc:format>text/html</dc:format>
        <dc:date>2016-10-15T00:21:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Support multiple resolution with Starling Builder</title>
        <link>https://wiki.starling-framework.org/builder/multiple_resolution</link>
        <description>Support multiple resolution with Starling Builder

There&#039;s are hundreds of devices with different resolutions, we want to have 1 set of layout working for all of them. Here’s our best practice:

In the editor, we set the canvas size to the game&#039;s design resolution.
Design resolution is the resolution used to determine size of the stage. It&#039;s device-independent. Let&#039;s say your design resolution is 640*960, then every UI element should be designed to stay within the design resolution, specifically…</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/nested_layout_cn">
        <dc:format>text/html</dc:format>
        <dc:date>2017-02-21T01:45:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>使用嵌套布局</title>
        <link>https://wiki.starling-framework.org/builder/nested_layout_cn</link>
        <description>使用嵌套布局

你可以通过创建嵌套布局（布局中包含布局）来重用布局。例如你可能有一个通用的对话框标题。如果使用嵌套布局，就不需要在不同对话框中重复标题布局数据。当你要改变标题布局外观的时候，所有引用该标题布局的对话框将可以自动更新。</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/nested-layout">
        <dc:format>text/html</dc:format>
        <dc:date>2017-02-21T01:47:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Create nested layouts with Starling Builder</title>
        <link>https://wiki.starling-framework.org/builder/nested-layout</link>
        <description>Create nested layouts with Starling Builder

You can create nested layouts (layout files inside layout files) to reuse layout files. A possible use case is a generic title bar for multiple popups. If you use an external layout for the title bar, then you don&#039;t need to duplicate data in multiple popups. When you change the look of the title bar, it will be automatically updated in all the popups that using it.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/start">
        <dc:format>text/html</dc:format>
        <dc:date>2017-06-20T03:36:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Starling Builder</title>
        <link>https://wiki.starling-framework.org/builder/start</link>
        <description>Starling Builder

Overview



Starling Builder is an open source user interface editor for Starling.

It’s built on top of Starling/Feathers UI framework.
You can edit your user interfaces in Starling Builder, export them to JSON layout files, and create the starling display objects directly in the game. It provides an</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/texture_scale_cn">
        <dc:format>text/html</dc:format>
        <dc:date>2016-08-31T17:51:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>自定义纹理比例</title>
        <link>https://wiki.starling-framework.org/builder/texture_scale_cn</link>
        <description>自定义纹理比例

默认情况下，纹理比例为1。如果你想自定义纹理比例，你可以编辑文件YOUR_WORKSAPCE/setting/texture_options.json。配置文件的格式如下：


{
	&quot;YOUR_2X_ASSET&quot;: {&quot;scale&quot;:2}
}


Starling Builder尝试匹配每个纹理的url到每一个键值，如果匹配的话纹理比例将会设置到相应键值的数值。
键值可以是一个</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/texture_scale">
        <dc:format>text/html</dc:format>
        <dc:date>2016-08-31T17:46:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Custom texture scale in Starling Builder</title>
        <link>https://wiki.starling-framework.org/builder/texture_scale</link>
        <description>Custom texture scale in Starling Builder

By default the texture scale is default to 1. However if you want to have a custom texture scale, you can edit YOUR_WORKSAPCE/setting/texture_options.json, or create one if not exist. Here&#039;s the sample structure of the config file</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/tff_font">
        <dc:format>text/html</dc:format>
        <dc:date>2015-12-15T20:41:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How to embed a ttf font</title>
        <link>https://wiki.starling-framework.org/builder/tff_font</link>
        <description>How to embed a ttf font

In order to load a ttf font, you can’t just drop the ttf files to AssetManager, you need to compile it into a swf.
It’s recommended to do it inside your custom theme.
For more information about how custom theme works see</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/theme_cn">
        <dc:format>text/html</dc:format>
        <dc:date>2017-04-15T15:44:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>自定义feathers主题</title>
        <link>https://wiki.starling-framework.org/builder/theme_cn</link>
        <description>自定义feathers主题

你可以编译一个主题到扩展里，然后导入编辑器里使用，具体流程如下：

	*  打开 &lt;https://github.com/yuhengh/starling-builder-extensions&gt; 工程, 你可以找到一个名为theme的build config

	*  这是一个范例工程把一个修改过的MetalWorksMobileTheme主题编译进一个swf文件里</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/theme">
        <dc:format>text/html</dc:format>
        <dc:date>2017-07-06T19:22:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Use custom feathers theme with Starling Builder</title>
        <link>https://wiki.starling-framework.org/builder/theme</link>
        <description>Use custom feathers theme with Starling Builder

You can compile a theme into an extension to use it in the editor. Here are the instructions:

	*  Open the &lt;https://github.com/yuhengh/starling-builder-extensions&gt; project, you can find a build config called theme

	*  This is an sample project that compiled a modified version of MetalWorksMobileTheme into a swf.</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/ttf_font_cn">
        <dc:format>text/html</dc:format>
        <dc:date>2018-02-07T04:20:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>怎么内嵌ttf字体</title>
        <link>https://wiki.starling-framework.org/builder/ttf_font_cn</link>
        <description>怎么内嵌ttf字体

如果要使用ttf字体，你不能像其它资产那样从AssetManager中读取，你需要把它编译进swf文件里。

我们建议把ttf字体嵌入到自定义主题中。关于自定义主题的更多信息请参考这里

你可以通过这个方式嵌入字体。
如果要支持starling textfield，你需要确保设置embedAsCFF=“false”，然后在构造函数中注册字体。</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/ttf_font">
        <dc:format>text/html</dc:format>
        <dc:date>2018-02-07T04:20:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>How to embed a ttf font</title>
        <link>https://wiki.starling-framework.org/builder/ttf_font</link>
        <description>How to embed a ttf font

In order to load a ttf font, you can’t just drop the ttf files to AssetManager, you need to compile it into a swf.
It’s recommended to do it inside your custom theme.
For more information about how custom theme works see</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/tween_cn">
        <dc:format>text/html</dc:format>
        <dc:date>2016-04-15T20:04:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>使用补间</title>
        <link>https://wiki.starling-framework.org/builder/tween_cn</link>
        <description>使用补间

你可以添加自定义补间到任意用户界面元素并在编辑器内测试效果。
选择一个界面元素并到tween tab里编辑tweenData，然后点击play按钮去测试它。



为了让DefaultTweenBuilder正常工作你需要按照如下格式输入。这个格式可以是单个object或者包含多个objects的array。</description>
    </item>
    <item rdf:about="https://wiki.starling-framework.org/builder/tween">
        <dc:format>text/html</dc:format>
        <dc:date>2016-04-15T20:03:10+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Using tween in Starling Builder</title>
        <link>https://wiki.starling-framework.org/builder/tween</link>
        <description>Using tween in Starling Builder

You can add custom tween to any UI elements and test it inside the editor.
Select an UI element and go to the tween tab to edit tweenData, then hit play button to test it.



In order to make DefaultTweenBuilder working properly you need to put in data in the following format. It can be either an object or an array of objects</description>
    </item>
</rdf:RDF>
