Q:

CCScrollView for cocos2d-x that works?

Edit: With enough rewriting, and commenting, I have it running, will post final below for others.
Edit2: I've been more updating my own version, and I've learned the original coder was not very good with C++, you may want to go over everything in there before using it, check out comments below post
The currently available CCScrollView for cocos2d-x suffers from one major flaw: It's messed up.
Specifically, the cpp function headers do not match the .h file's.
The cpp file refers to UIEvent and NSMutableArray, not X-Platform.
The scroll view itself must have an array added, which limits your ability to use a for loop to create your menu items (if creating menu items), since you can't use a mutable one, and they don't subclass each other like iOS so you can't just use a mutable then say CCArray * array = mutable->getMutableArray() or similar.
Also, the defines are outdated (though fixable through adding the CCX_SAFE_DELETE via the translation rules on the cocos2d-x site), and a variety of random templates trying to create NS and UI objects that are not even within the project for I have no clue why.
The basic idea is, aside from the addition of using mutable arrays, this class is way too messed up to bother translating to C++. I don't believe the author compiled the version he has up, as the headers don't match. I thought I downloaded both (there's 2 of each) the cpp and .h files, and both have UIEvent instead of CC along with the other issues.
Note: I have fixed a variety of the above, and changed SelectorProtocol to CCObject in various places, but it's just getting overwhelming. 
Perhaps I should use the Parallax node instead?
This is just ridiculous, perhaps it's great for Cocos2d but it's not working on c2d-X. Anyway, I'll be recoding and searching, thanks for any suggestions!
Edit: Here's the classes I'm now using. Not done editing, but these will get anyone started, and compiling on more than just iPhone
Header: 
#ifndef __CCSCROLLLAYER__
#define __CCSCROLLLAYER__
//  CCScrollLayer.h
//
//  Copyright 2010 DK101
//  http://dk101.net/2010/11/30/implementing-page-scrolling-in-cocos2d/
//
//  Copyright 2010 Giv Parvaneh.
//  http://www.givp.org/blog/2010/12/30/scrolling-menus-in-cocos2d/
//
//  Copyright 2011 Stepan Generalov
//
//  Copyright 2011 Eli Yukelzon
//
//  Permission is hereby granted, free of charge, to any person obtaining a copy
//  of this software and associated documentation files (the "Software"), to deal
//  in the Software without restriction, including without limitation the rights
//  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//  copies of the Software, and to permit persons to whom the Software is
//  furnished to do so, subject to the following conditions:
//
//  The above copyright notice and this permission notice shall be included in
//  all copies or substantial portions of the Software.
//
//  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
//  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
//  THE SOFTWARE.

// Original source: https://github.com/cocos2d/cocos2d-iphone-extensions/tree/master/Extensions/CCScrollLayer 
// Last updated: October 1, 2011 

#include "cocos2d.h"

namespace cocos2d {

    class CCScrollLayer;

    class CCScrollLayerDelegate
    {
    public:
        /** Called when scroll layer begins scrolling.
         * Usefull to cancel CCTouchDispatcher standardDelegates.
         */
        virtual void scrollLayerScrollingStarted(CCScrollLayer* sender) {}

        /** Called at the end of moveToPage:
         * Doesn't get called in selectPage:
         */
        virtual void scrollLayerScrolledToPageNumber(CCScrollLayer* sender, unsigned int page) {}
    };

    /* 
     It is a very clean and elegant subclass of CCLayer that lets you pass-in an array 
     of layers and it will then create a smooth scroller. 
     Complete with the "snapping" effect. You can create screens with anything that can be added to a CCLayer.

     */ 
    class CCScrollLayer :   public CCLayer
    {

        int currentScreen; //added
        int totalScreens;
        float scrollWidth;
        float scrollHeight;
        float startWidth;
        float startHeight;
        int startSwipe;

    public:
        //CCScrollLayer();
        ~CCScrollLayer();

        static CCScrollLayer* nodeWithLayers(CCArray* layers, int widthOffset); 

        bool initWithLayers(CCArray* layers, int widthOffset); 

        /** Updates all pages positions & adds them as children if needed.
         * Can be used to update position of pages after screen reshape, or 
         * for update after dynamic page add/remove. 
         */
        void updatePages();

        /** Adds new page and reorders pages trying to set given number for newly added page.
         * If number > pages count - adds new page to the right end of the scroll layer.
         * If number <= 0 - adds new page to the left end of the scroll layer. 
         * @attention Designated addPage method. 
         */
        void addPage(CCLayer* aPage, unsigned int pageNumber);

        /** Adds new page to the right end of the scroll layer. */
        void addPage(CCLayer* aPage);

        /** Removes page if it's one of scroll layers pages (not children)
         * Does nothing if page not found.
         */
        void removePage(CCLayer* aPage);

        /** Removes page with given number. Doesn nothing if there's no page for such number. */
        void removePageWithNumber(unsigned int pageNumber);

        /* Moves scrollLayer to page with given number & invokes delegate
         * method scrollLayer:scrolledToPageNumber: at the end of CCMoveTo action. 
         * Does nothing if number >= totalScreens or < 0.
         */
        void moveToPage(unsigned int pageNumber);

        /* Immedeatly moves scrollLayer to page with given number without running CCMoveTo. 
         * Does nothing if number >= totalScreens or < 0.
         */
        void selectPage(unsigned int pageNumber);

        CC_SYNTHESIZE(CCScrollLayerDelegate*, m_pDelegate, Delegate);

        /** Calibration property. Minimum moving touch length that is enough
         * to cancel menu items and start scrolling a layer. 
         */
        CC_SYNTHESIZE(CGFloat, m_fMinimumTouchLengthToSlide, MinimumTouchLengthToSlide);

        /** Calibration property. Minimum moving touch length that is enough to change
         * the page, without snapping back to the previous selected page.
         */
        CC_SYNTHESIZE(CGFloat, m_fMinimumTouchLengthToChangePage, MinimumTouchLengthToChangePage);

        /** If YES - when starting scrolling CCScrollLayer will claim touches, that are 
         * already claimed by others targetedTouchDelegates by calling CCTouchDispatcher#touchesCancelled
         * Usefull to have ability to scroll with touch above menus in pages.
         * If NO - scrolling will start, but no touches will be cancelled.
         * Default is YES.
         */
        CC_SYNTHESIZE(bool, m_bStealTouches, StealTouches);

        /** Whenever show or not white/grey dots under the scroll layer.
         * If yes - dots will be rendered in parents transform (rendered after scroller visit).
         */
        CC_SYNTHESIZE(bool, m_bShowPagesIndicator, ShowPagesIndicator);

        /** Position of dots center in parent coordinates. 
         * (Default value is screenWidth/2, screenHeight/4)
         */
        CC_SYNTHESIZE_PASS_BY_REF(CCPoint, m_tPagesIndicatorPosition, PagesIndicatorPosition);

        /** Total pages available in scrollLayer. */
        unsigned int getTotalScreens() const;

        /** Current page number, that is shown. Belongs to the [0, totalScreen] interval. */
        CC_SYNTHESIZE_READONLY(unsigned int, m_uCurrentScreen, CurrentScreen);

        /** Offset, that can be used to let user see next/previous page. */
        CC_SYNTHESIZE(CGFloat, m_fPagesWidthOffset, PagesWidthOffset);

        /** Offset that can be used to let user see empty space over first or last page. */
        CC_SYNTHESIZE(CGFloat, m_fMarginOffset, MarginOffset);

        /** Array of pages CCLayer's  */
        CC_SYNTHESIZE_READONLY(CCArray*, m_pLayers, Pages);
    protected:
        // The x coord of initial point the user starts their swipe.
        CGFloat m_fStartSwipe;

        // Internal state of scrollLayer (scrolling or idle).
        int m_iState;
        bool m_bStealingTouchInProgress;
        // Holds the touch that started the scroll
        CCTouch* m_pScrollTouch;

        //void visit();
        //void moveToPageEnded();
        unsigned int pageNumberForPosition(const CCPoint& position);
        CCPoint positionForPageWithNumber(unsigned int pageNumber);
        void claimTouch(CCTouch* pTouch);
        void cancelAndStoleTouch(CCTouch* pTouch, CCEvent* pEvent);

        //void registerWithTouchDispatcher();
        bool ccTouchBegan(CCTouch* pTouch, CCEvent* pEvent);
        void ccTouchMoved(CCTouch* pTouch, CCEvent* pEvent);
        void ccTouchEnded(CCTouch* pTouch, CCEvent* pEvent);
        //void ccTouchCancelled(CCTouch* pTouch, CCEvent* pEvent);
        };
} //end namespace

#endif

CPP
//  CCScrollLayer.cpp
//  Museum
//
//  Created by GParvaneh on 29/12/2010.
//  Copyright 2010. All rights reserved.
//  Ported to C++ by Lior Tamam on 03/04/2011
#include "CCScrollLayer.h"

using namespace cocos2d;

CCScrollLayer* CCScrollLayer::nodeWithLayers(CCArray*  layers, int widthOffset)
{   
    CCScrollLayer *pRet = new CCScrollLayer();
    if (pRet && pRet->initWithLayers(layers, widthOffset))
    {
        pRet->autorelease();
        return pRet;
    }
    CCX_SAFE_DELETE(pRet);
    return NULL;
}

bool CCScrollLayer::initWithLayers(CCArray* layers, int widthOffset)
{   
    if (CCLayer::init())
    {       
        // Make sure the layer accepts touches
        CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this,0,true);

        // Set up the starting variables
        //if(!widthOffset)
        {
        //  widthOffset = 0;
        }   
        currentScreen = 1;

        // offset added to show preview of next/previous screens
        scrollWidth  = (int)CCDirector::sharedDirector()->getWinSize().width - widthOffset;
        scrollHeight = (int)CCDirector::sharedDirector()->getWinSize().height;
        startWidth = scrollWidth;
        startHeight = scrollHeight;

        // Loop through the array and add the screens
        unsigned int i;
        for (i=0; i<layers->count(); i++)
        {
            CCLayer* l = (CCLayer*)layers->objectAtIndex(i);
            //l->setAnchorPoint(ccp(0,0));
            //l->setPosition(ccp((i*scrollWidth),0));
            addChild(l);            
        }

        // Setup a count of the available screens
        totalScreens = layers->count();
        return true;    
    }
    else
    {
        return false;
    }   
}

void CCScrollLayer::setMaximumScrollHeight(float maxHeight)
{
    //Make the offset match expected pixels (include the current screen if at ccp(0,0)
    maxHeight -= CCDirector::sharedDirector()->getWinSize().height;
    maximumScrollHeight = maxHeight;
}

 CCScrollLayer::~CCScrollLayer()
{
    CCTouchDispatcher::sharedDispatcher()->removeDelegate(this);
    CCLayer::onExit();
}

bool CCScrollLayer::ccTouchBegan(CCTouch *touch, CCEvent *withEvent)
{
//  
//  CCPoint touchPoint = touch->locationInView();
//  touchPoint = CCDirector::sharedDirector()->convertToGL(touchPoint);
//  
//  startSwipe = (int)touchPoint.y;
    return true;
}

void CCScrollLayer::ccTouchMoved(CCTouch *touch, CCEvent *withEvent)
{   
    CCPoint touchPoint = touch->locationInView();
    CCPoint prevPoint = touch->previousLocationInView();

    touchPoint = CCDirector::sharedDirector()->convertToGL(touchPoint);
    prevPoint = CCDirector::sharedDirector()->convertToGL(prevPoint);

    CCPoint difference = ccp( touchPoint.x - prevPoint.x , touchPoint.y - prevPoint.y);
    CCPoint currentPos = this->getPosition();

    currentPos = ccp( currentPos.x, currentPos.y+difference.y);

    if (currentPos.y > maximumScrollHeight) 
    {
        currentPos.y = maximumScrollHeight;
        //this->setPositionY(maximumScrollHeight);
    }
    else if (currentPos.y < 0)
    {
        currentPos.y = 0;
       // this->setPositionY(0);
    }
    this->setPosition(currentPos);
}

/*
void CCScrollLayer::ccTouchEnded(CCTouch *touch, CCEvent *withEvent)
{

    //CCPoint touchPoint = touch->locationInView();
    //touchPoint = CCDirector::sharedDirector()->convertToGL(touchPoint);

    int newX = (int)touchPoint.x;

    if ( (newX - startSwipe) < -scrollWidth / 3 && (currentScreen+1) <= totalScreens )
    {
    //  this->moveToNextPage();
    }
    else if ( (newX - startSwipe) > scrollWidth / 3 && (currentScreen-1) > 0 )
    {
    //  this->moveToPreviousPage();
    }
    else
    {
    //  this->moveToPage(currentScreen);        
    }   

}
*/

A:

Reviving an old thread to add new information, for anyone who found this through a search engine: CCScrollView is now part of the GUI extension and seems to work fairly well. There should be no more need for the implementations referenced above.

A:

Check out the forums on Cocos2d-x's site for the latest one. They're being reworked right now by the author based on this.
http://www.cocos2d-x.org/boards/18/topics/1090?r=10835#message-10835

