Cocos2dx中在场景中弹出模态层时按钮的处理方法

在Cocos2dx游戏开发中经常会遇到在场景中弹出模态层,并在弹出层中添加按钮的情况。通常做法是在弹出层中添加一个背景颜色遮罩,然后在弹出层将触摸事件吞噬掉,使得在弹出层里处理触摸事件,判断触摸点是否在Button上,以此处理按钮事件。但是这样会出现按钮的显示不正常的问题,即按钮在点击之后会显示禁用的效果解决防范是创建按钮的时候传入三个图片参数,最后两个参数是按钮点击和禁用时的图片,将他们设置为一样就行了。下面贴出具体代码,并对代码测试。

PopupLayer.h

#ifndef __POPUP_LAYER_H__
#define __POPUP_LAYER_H__

#include "cocos2d.h"
#include "ui/UIButton.h"

typedef enum tagButtonResult
{
	ButtonResult_OK = 0
} ButtonResult;

typedef std::function<void(cocos2d::Ref*,ButtonResult)> ButtonTouchedCallback;

class PopupLayer : public cocos2d::Layer
{
public:	
    // Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'id' in cocos2d-iphone
    virtual bool init() override;

	// 触摸事件
	virtual bool onTouchBegan(cocos2d::Touch *touch,cocos2d::Event *unused_event);
	virtual void onTouchMoved(cocos2d::Touch *touch,cocos2d::Event *unused_event);
	virtual void onTouchEnded(cocos2d::Touch *touch,cocos2d::Event *unused_event);
	virtual void onTouchCancelled(cocos2d::Touch *touch,cocos2d::Event *unused_event);

	// implement the "static create()" method manually
	CREATE_FUNC(PopupLayer);

public:
	//设置按钮回调函数
	void SetCallBackFunc(ButtonTouchedCallback callfunc);

private:
	//销毁layer并调用回调函数
	void DestroySelf(cocos2d::Ref* sender,ButtonResult result);

	//按钮回调函数
	void buttonCallback(cocos2d::Ref* sender,cocos2d::ui::Widget::TouchEventType event);

protected:
	cocos2d::EventListenerTouchOneByOne*	m_touchListener;	//触屏事件监听器
	ButtonTouchedCallback					m_callback;			//按钮回调函数
};

#endif // __POPUP_LAYER_H__

PopupLayer.cpp
#include "PopupLayer.h"

USING_NS_CC;
using namespace ui;

const int TAG_BUTTON = 1;

// on "init" you need to initialize your instance
bool PopupLayer::init()
{
	if ( !Layer::init() )
	{
		return false;
	}

	m_callback = nullptr;

	//获取游戏区域
	Size visibleSize = Director::getInstance()->getVisibleSize();
	Vec2 origin = Director::getInstance()->getVisibleOrigin();

	//添加透明遮罩
	auto mask = LayerColor::create(Color4B(0,128),visibleSize.width,visibleSize.height);
	this->addChild(mask);

	//由于PopupLayer将触摸事件吞噬了,导致在判断点击事件的时候
	//使用了触摸点坐标是否在按钮是区域内的方式,这样Button的
	//setBright方法会使得点击按钮的时候显示Disable状态的图片,
	//因此将按钮的点击和禁用图片设置为一样,来解决这个问题。
	auto button = Button::create("test.png","test_effect.png","test_effect.png");
	button->setScale9Enabled(true);
	button->setTitleText("test button");
	button->setTitleFontSize(40);
	button->setContentSize(Size(visibleSize.width / 2,visibleSize.width / 4));
	button->setPosition(Vec2(origin.x + visibleSize.width / 2,origin.y + visibleSize.height / 2));
	button->addTouchEventListener(CC_CALLBACK_2(PopupLayer::buttonCallback,this));
	this->addChild(button,TAG_BUTTON);

	//触摸屏事件监听
	m_touchListener = EventListenerTouchOneByOne::create();
	m_touchListener->onTouchBegan = CC_CALLBACK_2(PopupLayer::onTouchBegan,this);
	m_touchListener->onTouchMoved = CC_CALLBACK_2(PopupLayer::onTouchMoved,this);
	m_touchListener->onTouchEnded = CC_CALLBACK_2(PopupLayer::onTouchEnded,this);
	m_touchListener->onTouchCancelled = CC_CALLBACK_2(PopupLayer::onTouchCancelled,this);
	m_touchListener->setSwallowTouches(true);
	this->getEventDispatcher()->addEventListenerWithFixedPriority(m_touchListener,-128);

	return true;
}

void PopupLayer::SetCallBackFunc(ButtonTouchedCallback callfunc)
{
	this->m_callback = callfunc;
}

//销毁layer并调用回调函数
void PopupLayer::DestroySelf(cocos2d::Ref* sender,ButtonResult result)
{
	this->getEventDispatcher()->removeEventListener(m_touchListener);
	m_callback(sender,result);
	this->removeFromParentAndCleanup(true);
}

// 触摸开始事件
bool PopupLayer::onTouchBegan(cocos2d::Touch *touch,cocos2d::Event *unused_event)
{
	auto button = (Button*)this->getChildByTag(TAG_BUTTON);
	if (button != nullptr)
	{
		const Size& size = button->getContentSize();
		const Vec2& pos = button->getPosition();
		Rect rect = Rect(pos.x - size.width / 2,pos.y - size.height / 2,size.width,size.height);
		auto touchLocation = touch->getLocation();

		if (rect.containsPoint(touchLocation))
		{
			button->setBright(false);
			button->onTouchBegan(touch,unused_event);
		}
	}
	return true;
}

// 触摸滑动
void PopupLayer::onTouchMoved(cocos2d::Touch *touch,size.height);
		auto touchLocation = touch->getLocation();

		if (rect.containsPoint(touchLocation))
		{
			button->onTouchMoved(touch,unused_event);
		}
		else
		{
			button->setBright(true);
		}
	}
}

// 触摸结束事件
void PopupLayer::onTouchEnded(cocos2d::Touch *touch,size.height);
		auto touchLocation = touch->getLocation();

		button->setBright(true);
		if (rect.containsPoint(touchLocation))
		{
			button->onTouchEnded(touch,unused_event);
		}
	}
}

// 触摸取消事件
void PopupLayer::onTouchCancelled(cocos2d::Touch *touch,size.height);
		auto touchLocation = touch->getLocation();

		button->setBright(true);
		if (rect.containsPoint(touchLocation))
		{
			button->onTouchCancelled(touch,unused_event);
		}
	}
}

void PopupLayer::buttonCallback(cocos2d::Ref* sender,cocos2d::ui::Widget::TouchEventType event)
{
	if (Widget::TouchEventType::CANCELED == event)
	{
		auto button = (Button*)sender;
		if (button != nullptr)
		{
			if (TAG_BUTTON == button->getTag())
			{
				DestroySelf(sender,ButtonResult::ButtonResult_OK);
			}
		}
	}
}

HelloWorldScene.h

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "PopupLayer.h"

class HelloWorld : public cocos2d::Scene
{
public:
    static cocos2d::Scene* createScene();

    virtual bool init();
    
    // a selector callback
    void menuCloseCallback(cocos2d::Ref* pSender);
    
    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);

public:
	//弹出框按钮事件
	void buttonPopupCallback(cocos2d::Ref* sender,ButtonResult result);
};

#endif // __HELLOWORLD_SCENE_H__

HelloWorldScene.cpp

#include "HelloWorldScene.h"

USING_NS_CC;

Scene* HelloWorld::createScene()
{
    return HelloWorld::create();
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Scene::init() )
    {
        return false;
    }
    
    auto visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image,which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png","CloseSelected.png",CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
    
    closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2,origin.y + closeItem->getContentSize().height/2));

    // create menu,it's an autorelease object
    auto menu = Menu::create(closeItem,NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu,1);

    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    
    auto label = Label::createWithTTF("Hello World","fonts/Marker Felt.ttf",24);
    
    // position the label on the center of the screen
    label->setPosition(Vec2(origin.x + visibleSize.width/2,origin.y + visibleSize.height - label->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(label,1);

    // add "HelloWorld" splash screen"
    auto sprite = Sprite::create("HelloWorld.png");

    // position the sprite on the center of the screen
    sprite->setPosition(Vec2(visibleSize.width/2 + origin.x,visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
    this->addChild(sprite,0);

	//添加弹出模态层
	auto login = PopupLayer::create();
	login->SetCallBackFunc(CC_CALLBACK_2(HelloWorld::buttonPopupCallback,this));
	this->addChild(login,10);
    
    return true;
}


void HelloWorld::menuCloseCallback(Ref* pSender)
{
    //Close the cocos2d-x game scene and quit the application
    Director::getInstance()->end();

    #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
    
    /*To navigate back to native iOS screen(if present) without quitting the application,do not use Director::getInstance()->end() and exit(0) as given above,instead trigger a custom event created in RootViewController.mm as below*/
    
    //EventCustom customEndEvent("game_scene_close_event");
    //_eventDispatcher->dispatchEvent(&customEndEvent);
}

void HelloWorld::buttonPopupCallback(cocos2d::Ref* sender,ButtonResult result)
{
	switch (result)
	{
	case ButtonResult::ButtonResult_OK:
		Director::getInstance()->end();
		break;
	default:
		break;
	}
}

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