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cocos2d-x 3.0 触摸机制的使用

2015-06-02 21:08 417 查看
http://blog.csdn.net/decajes/article/details/38233645cocos2d-x 3.0版本的事件分发的机制较之之前的版本进行了修改,把事件处理的逻辑分离出来,并通过不同的事件监听器来监听不同的事件。当一个节点收到了事件,就会指派一个事件分发器_eventDispatcher专门来分发这些事件。对于触摸来说,大概的过程就是我们先创建一个对应触摸事件的监听器,然后覆盖触摸事件的函数,并把它们绑定到监听器,然后可以设置一下这个监听器的属性,最后把监听器添加到分发器之中,系统就会自动进行触摸事件的处理。我们先看看单点触摸的使用,下面是源代码中关于单点触摸监听器的类,可以看到[cpp] view
plaincopyclass EventListenerTouchOneByOne: public EventListener{public:static const std::string LISTENER_ID;static EventListenerTouchOneByOne* create();virtual~EventListenerTouchOneByOne();void setSwallowTouches(bool needSwallow);bool isSwallowTouches();///Overridesvirtual EventListenerTouchOneByOne* clone() override;virtual bool checkAvailable() override;//public:std::function<bool(Touch*, Event*)>onTouchBegan;std::function<void(Touch*, Event*)>onTouchMoved;std::function<void(Touch*, Event*)>onTouchEnded;std::function<void(Touch*, Event*)> onTouchCancelled;private:EventListener TouchOneByOne();bool init();std::vector<Touch*>_claimedTouches;bool _needSwallow;friend class EventDispatcher;};</span>这个类看上去比较容易理解,下面我们用代码来演示一下怎么使用。在HelloWorld的init函数中注册监听器并添加到事件分发器中去。[cpp] view
plaincopy//添加一个测试的精灵autoonion = Sprite::create("onion.png");onion->setPosition(Point(visibleSize.width/2, visibleSize.height/2));onion->setScale(0.2);this->addChild(onion);//创建一个触摸监听器,这里使用单点触摸事件autoTouchListenr = EventListenerTouchOneByOne::create();//设置吞噬为true,不让触摸往下传递TouchListenr->setSwallowTouches(true);//和回调函数绑定TouchListenr->onTouchBegan= CC_CALLBACK_2(HelloWorld::onTouchBegan,this);TouchListenr->onTouchMoved= CC_CALLBACK_2(HelloWorld::onTouchMoved,this);TouchListenr->onTouchEnded= CC_CALLBACK_2(HelloWorld::onTouchEnded,this);//添加监听器到事件分发器中_eventDispatcher->addEventListenerWithSceneGraphPriority(TouchListenr,onion);下面我们覆盖单点触摸中提供的触摸函数:[cpp] view
plaincopybool HelloWorld::onTouchBegan(Touch* touch, Event* event){//获取精灵对象并取得精灵的矩阵autosprite = static_cast<Sprite*>(event->getCurrentTarget());Rect rect = sprite->getBoundingBox();//获取触摸点的坐标Point point = touch->getLocation();//判断触摸点是否在精灵的矩阵范围内if(rect.containsPoint(point)){return true;}return false;}void HelloWorld::onTouchMoved(Touch* touch, Event* event){//获取精灵对象autosprite = static_cast<Sprite*>(event->getCurrentTarget());//改变精灵的位置sprite->setPosition(sprite->getPosition()+ touch->getDelta());}void HelloWorld::onTouchEnded(Touch* touch, Event* event){CCLog("touch end!");}点击调试运行,可以在屏幕中拉动所测试的精灵,如下图:在上面的例子中我们看到了,传递过来的参数主要有Touch* touch和Event* event,我们可以进入源代码中查看他们的作用。Touch类是继承了REF,查看源代码中的主要成员如下:[cpp] view
plaincopy/**returns the current touch location in OpenGL coordinates */Point getLocation() const;/**returns the previous touch location in OpenGL coordinates */Point getPreviousLocation() const;/**returns the start touch location in OpenGL coordinates */Point getStartLocation() const;/**returns the delta of 2 current touches locations in screen coordinates */Point getDelta() const;/**returns the current touch location in screen coordinates */Point getLocationInView() const;/**returns the previous touch location in screen coordinates */Point getPreviousLocationInView() const;/**returns the start touch location in screen coordinates */Point getStartLocationInView() const;也就是Touch传入的是触摸点的坐标位置,并且Touch类为我们提供一些坐标的写法,那么我们就方便很多了。譬如上面例子中的触摸移动时,Touch就为我提供一个getDelta()来计算点的位移。而对于Event类,主要是传入处理的对象,看源代码有以下主要成员:[cpp] view
plaincopy/**Gets the event type */inline Type getType() const { return_type; };/**Stops propagation for current event */inline void stopPropagation() { _isStopped = true; };/**Checks whether the event has been stopped */inline bool isStopped() const { return_isStopped; };/**@brief Gets current target of the event* @return The target with which the eventassociates.* @note It onlys be available when the eventlistener is associated with node.* It returns 0 when the listener isassociated with fixed priority.*/inline Node* getCurrentTarget() { return_currentTarget; };那么我们在处理触摸对象的时候和例子那样通过getCurrentTarget()来获取对象并处理即可。另一方面,我们在把监听器添加到事件分发器的时候,会看到代码提示两种方法,一个为:addEventListenerWithSceneGraphPriority,另一个为addEventListenerWithFixedPriority。同样可以查看源代码如下:[cpp] view
plaincopy/**Adds a event listener for a specified event with the priority of scene graph.* @param listener The listener of a specifiedevent.* @param node The priority of the listener isbased on the draw order of this node.* @note The priority of scene graph will be fixed value 0. So the order oflistener item* in the vector will be ' <0, scenegraph (0 priority), >0'.*/voidaddEventListenerWithSceneGraphPriority(EventListener*listener, Node* node);/**Adds a event listener for a specified event with the fixed priority.* @param listener The listener of a specifiedevent.* @param fixedPriority The fixed priority ofthe listener.* @note A lower priority will be called beforethe ones that have a higher value.* 0 priority is forbidden for fixedpriority since it's used for scene graph based priority.*/voidaddEventListenerWithFixedPriority(EventListener*listener, int fixedPriority);根据注释可以知道,前者的触发优先级是按照第二个参数中的node的显示顺序来确定的,而且默认的fixedPriority为0,也就是如果精灵位置靠前,则会优先响应触摸。而后者按照第二个参数的整形变量值的大小来确定的,而且不能为0,值越小那么优先响应触摸。两者除了优先级不一样,移除的过程也有差异。前者会在触摸对象对应的node析构之后系统会帮我们调用移除触摸,但是后者就需要我们手动移除,这一点要注意。下面我们可以修改上述例子的代码,添加多两个精灵,然后在分发事件代码中添加:[cpp] view
plaincopy_eventDispatcher->addEventListenerWithSceneGraphPriority(TouchListenr->clone(),onion2);_eventDispatcher->addEventListenerWithSceneGraphPriority(TouchListenr->clone(),onion3);点击运行可以测试一下,没有问题。要是想使用addEventListenerWithFixedPriority的方式的话,虽然可以自定义优先级,但是由于没有绑定node对象,所以还需要在触摸函数中引入需要控制的对象才行。但是最后别忘了使用_eventDispatcher->removeEventListener(listerName);来实现监听器的移除。多点触摸和单点触摸类似,看下面多点触摸监听器的源码。[cpp] view
plaincopyclass EventListenerTouchAllAtOnce: public EventListener{public:static const std::string LISTENER_ID;static EventListenerTouchAllAtOnce* create();virtual ~EventListenerTouchAllAtOnce();///Overridesvirtua lEventListenerTouchAllAtOnce* clone() override;virtual bool checkAvailable() override;//public:std::function<void(conststd::vector<Touch*>&,Event*)> onTouchesBegan;std::function<void(conststd::vector<Touch*>&,Event*)> onTouchesMoved;std::function<void(conststd::vector<Touch*>&,Event*)> onTouchesEnded;std::function<void(conststd::vector<Touch*>&,Event*)> onTouchesCancelled;private:EventListener TouchAllAtOnce();bool init();private:friend class EventDispatcher;};
可以发现多点触摸就是传入多个Touch对象而已,然后处理的时候可以遍历vector<Touch*>来逐个处理每一个点,例子可以参考源码自带的例子MutiTouchTest。
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