您的位置:首页 > 移动开发 > Cocos引擎

cocos2d-x学习笔记-触屏事件详解

2013-10-11 09:18 441 查看
游戏跟视频最大的区别就是互动,玩家可以操控游戏中的角色,现在的移动设备几乎人手一台,基本上全部都是基于触屏操作的,今天就来学习一下cocos2d-x是怎么实现对触屏操作的处理的。

1.首先来了解一下相关的几个类、处理触屏事件时操作和执行的流程

CCTouch:它封装了触摸点,可以通过locationInView函数返回一个CCPoint。

CCTouchDelegate:它是触摸事件委托,就是系统捕捉到触摸事件后交由它或者它的子类处理,所以我们在处理触屏事件时,必须得继承它。它封装了下面这些处理触屏事件的函数:

[cpp]

virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);

virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);

virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);

virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);

virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);

virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);

virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);

virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);

ccTouchesCancelled和ccTouchCancelled函数很少用,在接到系统中断通知,需要取消触摸事件的时候才会调用此方法。如:应用长时间无响应、当前view从window上移除、触摸的时候来电话了等。

CCTargetedTouchDelegate和CCStandardTouchDelegate是CCTouchDelegate的子类,类结构图如下:



CCStandardTouchDelegate用于处理多点触摸;CCTargetedTouchDelegate用于处理单点触摸。

CCTouchDispatcher:实现触摸事件分发,它封装了下面这两个函数,可以把CCStandardTouchDelegate和CCTargetedTouchDelegate添加到分发列表中:

[cpp] view plaincopy

void addStandardDelegate(CCTouchDelegate *pDelegate, int nPriority);

void addTargetedDelegate(CCTouchDelegate *pDelegate, int nPriority, bool bSwallowsTouches);

CCTouchHandler:封装了CCTouchDelegate和其对应的优先级,优先级越高,分发的时候越容易获得事件处理权,CCStandardTouchHandler和CCTargetedTouchHandler是它的子类。

下面分析一下触屏事件处理和执行流程:

用户自定义类继承CCTouchDelegate,重写触屏事件处理函数和registerWithTouchDispatcher函数,在init或者onEnter函数中调用registerWithTouchDispatcher函数,如:

[cpp]

void GameLayer::registerWithTouchDispatcher()

{

cocos2d::CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, 0, true);

}

把相应的CCTouchDelegate添加到CCTouchDispatcher的分发列表中。addTargetedDelegate函数会创建CCTouchDelegate对应的CCTouchHandler对象并添加到CCMutableArraym_pTargetedHandlers中,看源码

[cpp

void CCTouchDispatcher::addTargetedDelegate(CCTouchDelegate *pDelegate, int nPriority, bool bSwallowsTouches)

{

CCTouchHandler *pHandler = CCTargetedTouchHandler::handlerWithDelegate(pDelegate, nPriority, bSwallowsTouches);

if (! m_bLocked)

{

forceAddHandler(pHandler, m_pTargetedHandlers);

}

else

{

/**....*/

}

}

void CCTouchDispatcher::forceAddHandler(CCTouchHandler *pHandler, CCMutableArray *pArray)

{

unsigned int u = 0;

CCMutableArray::CCMutableArrayIterator iter;

for (iter = pArray->begin(); iter != pArray->end(); ++iter)

{

CCTouchHandler *h = *iter;

if (h)

{

if (h->getPriority() < pHandler->getPriority())

{

++u;

}

if (h->getDelegate() == pHandler->getDelegate())

{

CCAssert(0, "");

return;

}

}

}

pArray->insertObjectAtIndex(pHandler, u);

}

事件分发时就是从m_pTargetedHandlers中取出CCXXXTouchHandler,然后调用delegate的:pHandler->getDelegate()->ccTouchBegan(pTouch, pEvent);,执行的是CCTouchDispatcher的touches函数,考虑到篇幅问题,就不贴出具体代码了。该函数首先会先处理targeted 再处理standard,所以CCTargetedTouchDelegate比CCStandardTouchDelegate优先级高。那什么时候触发执行touches函数呢?CCTouchDispatcher继承了EGLTouchDelegate类,EGLTouchDelegate类源码:

[cpp]

class CC_DLL EGLTouchDelegate

{

public:

virtual void touchesBegan(CCSet* touches, CCEvent* pEvent) = 0;

virtual void touchesMoved(CCSet* touches, CCEvent* pEvent) = 0;

virtual void touchesEnded(CCSet* touches, CCEvent* pEvent) = 0;

virtual void touchesCancelled(CCSet* touches, CCEvent* pEvent) = 0;

virtual ~EGLTouchDelegate() {}

};

CCTouchDispatcher中实现了这四个函数,正是在这四个函数中调用了touches函数:

[cpp]

void CCTouchDispatcher::touchesBegan(CCSet *touches, CCEvent *pEvent)

{

if (m_bDispatchEvents)

{

this->touches(touches, pEvent, CCTOUCHBEGAN);

}

}

/**其他三个方法类似 **/

这几个触屏处理函数是由具体平台底层调用的,在AppDelegate.cpp中有这段代码:

[cpp]

CCDirector *pDirector = CCDirector::sharedDirector();

pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());

继续跟进setOpenGLView函数,发现了这段代码:

[cpp]

CCTouchDispatcher *pTouchDispatcher = CCTouchDispatcher::sharedDispatcher();

m_pobOpenGLView->setTouchDelegate(pTouchDispatcher);

pTouchDispatcher->setDispatchEvents(true);

调用了具体平台下的CCEGLView类中的setTouchDelegate函数。由于我是在windows平台下,所以CCEGLView此时对应CCEGLView_win32.h文件的CCEGLView类,对应的setTouchDelegate函数为:

[cpp]

void setTouchDelegate(EGLTouchDelegate * pDelegate);

系统最终通过CCEGLView类的WindowProc函数处理鼠标在Windows窗口的DOWN、MOVE、UP事件,通过pDelegate分别调用touchesBegan、touchesMoved、touchesEnded函数。

[cpp]

LRESULT CCEGLView::WindowProc(UINT message,
WPARAM wParam, LPARAM lParam)

{

switch (message)

{

case WM_LBUTTONDOWN:

if (m_pDelegate && m_pTouch && MK_LBUTTON == wParam)

{

POINT pt = {(short)LOWORD(lParam), (short)HIWORD(lParam)};

if (PtInRect(&m_rcViewPort, pt))

{

m_bCaptured = true;

SetCapture(m_hWnd);

m_pTouch->SetTouchInfo(0, (float)(pt.x - m_rcViewPort.left) / m_fScreenScaleFactor,

(float)(pt.y - m_rcViewPort.top) / m_fScreenScaleFactor);

m_pSet->addObject(m_pTouch);

m_pDelegate->touchesBegan(m_pSet, NULL);

}

}

break;

case WM_MOUSEMOVE:

if (MK_LBUTTON == wParam && m_bCaptured)

{

m_pTouch->SetTouchInfo(0, (float)((short)LOWORD(lParam)- m_rcViewPort.left) / m_fScreenScaleFactor,

(float)((short)HIWORD(lParam) - m_rcViewPort.top) / m_fScreenScaleFactor);

m_pDelegate->touchesMoved(m_pSet, NULL);

}

break;

case WM_LBUTTONUP:

if (m_bCaptured)

{

m_pTouch->SetTouchInfo(0, (float)((short)LOWORD(lParam)- m_rcViewPort.left) / m_fScreenScaleFactor,

(float)((short)HIWORD(lParam) - m_rcViewPort.top) / m_fScreenScaleFactor);

m_pDelegate->touchesEnded(m_pSet, NULL);

m_pSet->removeObject(m_pTouch);

ReleaseCapture();

m_bCaptured = false;

}

break;

/** .... */

}

}

ok,现在应该明白了触屏操作相关函数的执行过程了,在其他平台下应该类似。

2. 实现触屏事件处理

知道了原理之后,实现起来就很简单了:定义一个CCTouchDelegate(或者其子类CCTargetedTouchDelegate/CCStandardTouchDelegate),然后重写那几个处理函数(began、move、end),并把定义好的CCTouchDelegate添加到分发列表中,在onExit函数中实现从分发列表中删除。

在平常的开发中,一般有两种方式:(1)继承CCLayer,在层中处理触屏函数。(2)继承CCSprite和CCTouchDelegate(或者其子类)。

上面两种方式,从原理上来说是一样的。

1. 下面是采用继承CCLayer的方式处理触屏事件。

(1)CCStandardTouchDelegate

添加CCStandardTouchDelegate是非常简单的,只需要重写触屏处理函数和调用setIsTouchEnabled(true)。主要代码如下:

[cpp]

//init函数中

this->setIsTouchEnabled(true);

void GameLayer::ccTouchesBegan(CCSet* pTouches,CCEvent* pEvent)

{

CCSetIterator it = pTouches->begin();

CCTouch* touch = (CCTouch*)(*it);

CCpoint touchLocation = touch->locationInView( touch->view() );

touchLocation = CCDirector::sharedDirector()->convertToGL(m_tBeginPos);

/** .... **/

}

这里为什么没有把CCStandardTouchDelegate添加进分发列表和从分发列表删除的操作呢,因为setIsTouchEnabled函数已经帮我们做了,看源码:

[cpp]

void CCLayer::setIsTouchEnabled(bool enabled)

{

if (m_bIsTouchEnabled != enabled)

{

m_bIsTouchEnabled = enabled;

if (m_bIsRunning)

{

if (enabled)

{

this->registerWithTouchDispatcher();

}

else

{

// have problems?

CCTouchDispatcher::sharedDispatcher()->removeDelegate(this);

}

}

}

}

void CCLayer::registerWithTouchDispatcher()

{

/** .... **/

CCTouchDispatcher::sharedDispatcher()->addStandardDelegate(this,0);

}

void CCLayer::onExit()

{

if( m_bIsTouchEnabled )

{

CCTouchDispatcher::sharedDispatcher()->removeDelegate(this);

unregisterScriptTouchHandler();

}

CCNode::onExit();

}

(2) CCTargetedTouchDelegate

直接看cocos2d-x中的CCMenu(菜单)类,它是继承CCLayer的。部分源码如下:

[cpp]

class CC_DLL CCMenu : public CCLayer, public CCRGBAProtocol

{

/** .... */

virtual void registerWithTouchDispatcher();

/**

@brief For phone event handle functions

*/

virtual bool ccTouchBegan(CCTouch* touch, CCEvent* event);

virtual void ccTouchEnded(CCTouch* touch, CCEvent* event);

virtual void ccTouchCancelled(CCTouch *touch, CCEvent* event);

virtual void ccTouchMoved(CCTouch* touch, CCEvent* event);

/**

@since v0.99.5

override onExit

*/

virtual void onExit();

/** .... */

};

}

//Menu - Events,在CCLayer的onEnter中被调用

void CCMenu::registerWithTouchDispatcher()

{

CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, kCCMenuTouchPriority, true);

}

bool CCMenu::ccTouchBegan(CCTouch* touch, CCEvent* event)

{

/** .... */

}

void CCMenu::onExit()

{

/** .... */

CCLayer::onExit();

}

2.下面实现继承CCSprite的方式

定义一个Ball类继承CCSprite和CCTargetedTouchDelegate。源码如下:

[cpp]

class Ball : public CCSprite, public CCTargetedTouchDelegate

{

public:

Ball(void);

virtual ~Ball(void);

virtual void onEnter();

virtual void onExit();

virtual bool ccTouchBegan(CCTouch* touch, CCEvent* event);

virtual void ccTouchMoved(CCTouch* touch, CCEvent* event);

virtual void ccTouchEnded(CCTouch* touch, CCEvent* event);

/** .... */

};

void Ball::onEnter()

{

CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, 0, true);

CCSprite::onEnter();

}

void Ball::onExit()

{

CCTouchDispatcher::sharedDispatcher()->removeDelegate(this);

CCSprite::onExit();

}

bool Ball::ccTouchBegan(CCTouch* touch, CCEvent* event)

{

CCPoint touchPoint = touch->locationInView( touch->view() );

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

/** .... */

return true;

}

注意:virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)的返回值对触屏消息是有影响的。

如果返回false,表示不处理ccTouchMoved(),ccTouchEnded(),ccTouchCanceld()方法,而交由后面接收触屏消息的对象处理;如果返回true,表示会处理ccTouchMoved(),ccTouchEnded(),ccTouchCanceld()方法,并且消耗掉此触屏消息,后面需要接收触屏消息的对象就接收不到触屏消息了。
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: