于cocos2d-x v3.0alpha0加入
http://blog.csdn.net/huang_hws/article/details/18554749
介绍
cocos2d-x 3.0介绍了一种新的响应用户事件的机制,本文档介绍它的使用。
基础:
-
EventListenerTouch
- responds to touch events -
EventListenerKeyboard
- responds to keyboard events -
EventListenerAcceleration
- reponds to accelerometer events -
EventListenMouse
- responds to mouse events -
EventListenerCustom
- responds to custom events
接下来就是用EventDispatcher注册你的事件监听器。
当事件发生时(用户触碰屏幕,键盘输入等),EventDispatcher就会分配一个事件对象(如EventTouch,EventKeyboard)到适当的事件监听器来调用你的回调函数。每一个事件对象都包含有该事件的相关信息(如触碰事件的座标轴)。
例子
在下面的例子中,我们将在场景中添加三个互相重叠的按钮。每一个都会响应触碰事件。
创建三个sprite作为图片按钮
- auto sprite1 = Sprite::create("Images/CyanSquare.png");
- sprite1->setPosition(origin+Point(size.width/2, size.height/2) + Point(-80, 80));
- addChild(sprite1,153)">10);
- auto sprite2 = Sprite::create("Images/MagentaSquare.png");
- sprite2->setPosition(origin+Point(size.width/2));
- addChild(sprite2,153)">20);
- auto sprite3 = Sprite::create("Images/YellowSquare.png");
- sprite3->setPosition(Point(0,153)">0));
- sprite2->addChild(sprite3,153)">1);
创建一个单一的事件监听器并且实现回调
PS:lambda表达式看起来碉堡的样子,翻译者表达除了知道它跟js中的匿名函数一样之外,不知道它还有啥其他的特点。
- //Create a "one by one" touch event listener (processes one touch at a time)
- auto listener1 = EventListenerTouchOneByOne::create();
- // When "swallow touches" is true,then returning 'true' from the onTouchBegan method will "swallow" the touch event,preventing other listeners from using it.
- listener1->setSwallowTouches(true);
- // Example of using a lambda expression to implement onTouchBegan event callback function
- listener1->onTouchBegan = [](Touch* touch, Event* event){
- // event->getCurrentTarget() returns the *listener's* sceneGraPHPriority node.
- auto target = static_cast<Sprite*>(event->getCurrentTarget());
- //Get the position of the current point relative to the button
- Point locationInNode = target->convertToNodeSpace(touch->getLocation());
- Size s = target->getContentSize();
- Rect rect = Rect(s.width, s.height);
- //Check the click area
- if (rect.containsPoint(locationInNode))
- {
- log("sprite began... x = %f,y = %f", locationInNode.x, locationInNode.y);
- target->setOpacity(180);
- return true;
- }
- return false;
- };
- //Trigger when moving touch
- listener1->onTouchMoved = [](Touch* touch, Event* event){
- auto target = static_cast<Sprite*>(event->getCurrentTarget());
- //Move the position of current button sprite
- target->setPosition(target->getPosition() + touch->getDelta());
- };
- //Process the touch end event
- listener1->onTouchEnded = [=](Touch* touch, Event* event){
- auto target = static_cast<Sprite*>(event->getCurrentTarget());
- log("sprite onTouchesEnded.. ");
- target->setOpacity(255);
- //Reset zOrder and the display sequence will change
- if (target == sprite2)
- {
- sprite1->setZOrder(100);
- }
- else if(target == sprite1)
- {
- sprite1->setZOrder(0);
- }
- };
添加一个事件监听器到事件派发器
_eventDispatcher是Node的一个属性,使用它来管理当前节点(Scene,Layer和Sprite)不同事件的分配。
注意:上面的例子中在第二次以后调用addEventListenerWithSceneGraPHPriority使用clone()方法是因为每一个事件监听器只能被添加一次,addEventListenerWithSceneGraPHPriority函数和addEventListenerWithFixedPriority函数会在添加事件监听器时设置一个已注册标识,一旦设置了标识,就不能再用于注册事件监听了。
还有一个需要注意的:如果是固定优先值的监听器添加到一个节点(addEventListenerWithFixedPriority),那当这个节点被移除时必须同时手动移除这个监听器,但是添加场景图优先监听器到节点(addEventListenerWithSceneGraPHPriority)就不用这么麻烦,监听器和节点是绑定好的,一旦节点的析构函数被调用,监听器也会同时被移除。
新的触碰制
新的事件机制移除掉了代理的事件处理逻辑,将事件处理封装到监听器里,通过以下步骤来实现监听逻辑:
FixedPriority和SceneGraPHPriority
事件派发器通过优先权来决定先执行哪个监听器。
- FixedPriority 整形值。低权值的事件监听器将优于高权值的事件监听器
- SceneGraPHPriority Node的指针。Node的z顺序高的(绘制于顶部的)节点将优于z顺序低的节点。这将保证了诸如触碰事件的自顶向下传播
其他的事件派发处理模块
除了触碰事件响应,现在的模块也使用相同的事件处理方式。
键盘事件
- //Initializing and binding
- auto listener = EventListenerKeyboard::create();
- listener->onKeyPressed = CC_CALLBACK_2(KeyboardTest::onKeyPressed, this);
- listener->onKeyReleased = CC_CALLBACK_2(KeyboardTest::onKeyReleased, this);
- _eventDispatcher->addEventListenerWithSceneGraPHPriority(listener, this);
- // Implementation of the keyboard event callback function prototype
- void KeyboardTest::onKeyPressed(EventKeyboard::KeyCode keyCode, Event* event)
- {
- log("Key with keycode %d pressed", keyCode);
- }
- void KeyboardTest::onKeyReleased(EventKeyboard::KeyCode keyCode,68)">"Key with keycode %d released", keyCode);
- }
加速计事件
使用加速计事件,需要先启用设备的加速计:
Device::setAccelerometerEnabled(true);
然后创建相关的监听器:
- auto listener = EventListenerAcceleration::create(CC_CALLBACK_2(AccelerometerTest::onAcceleration, this));
- _eventDispatcher->addEventListenerWithSceneGraPHPriority(listener,136)">// Implementation of the accelerometer callback function prototype
- void AccelerometerTest::onAcceleration(Acceleration* acc, Event* event)
- {
- // Processing logic here
- }
鼠标事件
像其他的事件类型一样,首先需要创建事件监听器:
- _mouseListener = EventListenerMouse::create();
- _mouseListener->onMouseMove = CC_CALLBACK_1(MouseTest::onMouseMove, this);
- _mouseListener->onMouseUp = CC_CALLBACK_1(MouseTest::onMouseUp, this);
- _mouseListener->onMouseDown = CC_CALLBACK_1(MouseTest::onMouseDown, this);
- _mouseListener->onMouseScroll = CC_CALLBACK_1(MouseTest::onMouseScroll, this);
- _eventDispatcher->addEventListenerWithSceneGraPHPriority(_mouseListener, this);
然后实现每一个回调函数:
- void MouseTest::onMouseDown(Event *event)
- {
- EventMouse* e = (EventMouse*)event;
- string str = "Mouse Down detected,Key: ";
- str += tostr(e->getMouseButton());
- // ...
- }
- void MouseTest::onMouseUp(Event *event)
- {
- EventMouse* e = (EventMouse*)event;
- string str = "Mouse Up detected,136)">void MouseTest::onMouseMove(Event *event)
- {
- EventMouse* e = (EventMouse*)event;
- string str = "MousePosition X:";
- str = str + tostr(e->getCursorX()) + " Y:" + tostr(e->getCursorY());
- void MouseTest::onMouseScroll(Event *event)
- {
- EventMouse* e = (EventMouse*)event;
- string str = "Mouse Scroll detected,X: ";
- str = str + tostr(e->getScrollX()) + " Y: " + tostr(e->getScrollY());
- // ...
- }
自定义事件
自定义的事件监听器正如上面所示,提供一个响应函数并注册到事件分发器。不过你还需要通过下面的代码来实现事件的触发:
- _listener = EventListenerCustom::create("game_custom_event1", [=](EventCustom* event){
- std::string str("Custom event 1 received,");
- char* buf = static_cast<char*>(event->getUserData());
- str += buf;
- str += " times";
- statusLabel->setString(str.c_str());
- });
- _eventDispatcher->addEventListenerWithFixedPriority(_listener,153)">1);
上面的例子创建了一个EventCustom对象并且设置了UserData,然后调用代码 _eventDispatcher->dispatchEvent(&event);手工地分发事件。这样就能触发前面定义的回调函数。
- static int count = 0;
- ++count;
- char* buf = new char[10];
- sprintf(buf, "%d", count);
- EventCustom event("game_custom_event1");
- event.setUserData(buf);
- _eventDispatcher->dispatchEvent(&event);
- CC_SAFE_DELETE_ARRAY(buf);
移除事件监听器
下面的代码移除一个监听器:
- _eventDispatcher->removeEventListener(listener);
移除所有的监听器可以用下面的代码:
- _eventDispatcher->removeAllEventListeners();
注意:使用removeAll后,菜单事件也不会响应,因为它需要接收触碰事件。
原文地址:http://www.cocos2d-x.org/docs/manual/framework/native/input/event-dispatcher/en