cocos2d-x CCScrollView和CCTableView的使用

转载请注明来自:Alex Zhou的程序世界,本文链接:http://codingnow.cn/cocos2d-x/1024.html

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在游戏和应用中经常要实现左右滑动展示游戏帮助、以列表显示内容的UI效果,就像android中的Gallery和ListView。本文通过CCScrollView和CCTableView分别来实现这两个效果,基于cocos2d-x 2.0.4版本。
首先来简单了解一下这两个东东,CCScrollView本身是一个CCLayer,而CCTableView是CCScrollView的子类,这是引擎已经帮我们封装好了的,CCTableView可以设置成横向和纵向,用它可以实现类似于Gallery和ListView的效果。
1. 首先实现游戏帮助界面
(1) 创建头文件GalleryLayer.h

class GalleryLayer : public cocos2d::CCLayer ,public CCScrollViewDelegate

{

public:

    virtual bool init();  



    void menuCloseCallback(CCObject* pSender);



    CREATE_FUNC(GalleryLayer);



public:

	//scrollview滚动的时候会调用

	void scrollViewDidScroll(CCScrollView* view);

	//scrollview缩放的时候会调用

	void scrollViewDidZoom(CCScrollView* view);



	virtual void onEnter();

	virtual void onExit();



	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);



private:

	//根据手势滑动的距离和方向滚动图层

	 void adjustScrollView(float offset);

	 CCScrollView *m_pScrollView;

	 CCPoint m_touchPoint;

	 int m_nCurPage;

};

类GalleryLayer继承了CCScrollViewDelegate,实现了它的两个纯虚函数,主要是为了当scrollview滚动和缩放时回调这两函数,这样我们就可以在这两函数中做相关操作了。

(2) 看源文件GalleryLayer.cpp

 
#include "GalleryLayer.h"

#include "ListViewLayer.h"



using namespace cocos2d;

using namespace cocos2d::extension;



bool GalleryLayer::init()

{

	bool bRet = false;

	do

	{

       CC_BREAK_IF( !CCLayer::init() );



	   m_nCurPage = 1;

	   CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();

	   CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();



	   CCLayer *pLayer = CCLayer::create();

	   char helpstr[30] = {0};

	   for (int i = 1; i <= 3; ++ i)

	   {

		   memset(helpstr, 0, sizeof(helpstr));

		   sprintf(helpstr,"bg_%02d.png",i);

		   CCSprite *pSprite = CCSprite::create(helpstr);

		   pSprite->setPosition(ccp(visibleSize.width * (i-0.5f), visibleSize.height / 2));

		   pLayer->addChild(pSprite);

	   }

	   

	   m_pScrollView = CCScrollView::create(CCSizeMake(960, 640), pLayer);

	   m_pScrollView->setContentOffset(CCPointZero);

	   m_pScrollView->setTouchEnabled(false);

	   m_pScrollView->setDelegate(this);

	   m_pScrollView->setDirection(kCCScrollViewDirectionHorizontal);



	   pLayer->setContentSize(CCSizeMake(960*3, 640));



	   this->addChild(m_pScrollView);







	   CCSpriteFrameCache *pCache =  CCSpriteFrameCache::sharedSpriteFrameCache();



   

	   pCache->addSpriteFrame(CCSpriteFrame::create("button_normal.png",CCRectMake(0, 0, 64, 64)),"button_normal.png");

	   pCache->addSpriteFrame(CCSpriteFrame::create("button_selected.png",CCRectMake(0, 0, 64, 64)),"button_selected.png");

	   for (int i = 1; i <= 3; ++ i)

	   {

		   CCSprite *pPoint = CCSprite::createWithSpriteFrameName("button_normal.png");

		   pPoint->setTag(i);

		   pPoint->setPosition(ccp( origin.x + (visibleSize.width - 3 * pPoint->getContentSize().width)/2 + pPoint->getContentSize().width * (i-1), origin.y + 30));

		   this->addChild(pPoint);

	   }

		CCSprite *pPoint = (CCSprite *)this->getChildByTag(1);

		pPoint->setDisplayFrame(pCache->spriteFrameByName("button_selected.png"));

	

		bRet = true;

	}while(0);



	return bRet;



}



void GalleryLayer::menuCloseCallback(CCObject* pSender)

{



}



void GalleryLayer::scrollViewDidScroll(cocos2d::extension::CCScrollView *view)

{

	CCLOG("scroll");

}



void GalleryLayer::scrollViewDidZoom(cocos2d::extension::CCScrollView *view)

{

	CCLOG("zoom");

}



void GalleryLayer::onEnter()

{

	CCLayer::onEnter();

	CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 1, false);

}



void GalleryLayer::onExit()

{

	CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);

	CCLayer::onExit();

	CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();

}





bool GalleryLayer::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)

{

	m_touchPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView());

	return true;

}



void GalleryLayer::ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent)

{

	

}



void GalleryLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)

{

	CCPoint endPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView());

	float distance = endPoint.x - m_touchPoint.x;

	if(fabs(distance) > 50)

	{

		adjustScrollView(distance);

	}

}



void GalleryLayer::ccTouchCancelled(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)

{

	CCPoint endPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView());

	float distance = endPoint.x - m_touchPoint.x;

	if(fabs(distance) > 50)

	{

		adjustScrollView(distance);

	}

}



void GalleryLayer::adjustScrollView(float offset)

{

	CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();

	CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

	CCSpriteFrameCache *pCache =  CCSpriteFrameCache::sharedSpriteFrameCache();

	CCSprite *pPoint = (CCSprite *)this->getChildByTag(m_nCurPage);

	pPoint->setDisplayFrame(pCache->spriteFrameByName("button_normal.png"));

	if (offset<0)

	{

		m_nCurPage ++;

	}else

	{

		m_nCurPage --;

	}



	if (m_nCurPage <1)

	{

		m_nCurPage = 1;

	}



	if(m_nCurPage > 3)

	{

		CCLayer *pLayer = ListViewLayer::create();

		CCScene *pScene = CCScene::create();

		pScene->addChild(pLayer);

		CCDirector::sharedDirector()->replaceScene(pScene);

	}

	else

	{

		pPoint = (CCSprite *)this->getChildByTag(m_nCurPage);

		pPoint->setDisplayFrame(pCache->spriteFrameByName("button_selected.png"));

		CCPoint  adjustPos = ccp(origin.x - visibleSize.width * (m_nCurPage-1), 0);

		m_pScrollView->setContentOffset(adjustPos, true);

	}

}

这里一共有三张图,是从捕鱼达人中拿出来的背景图,当滚完三张图时就跳转到ListViewLayer场景去,上面的代码比较容易懂。
首先创建一个CCLayer,包含三张背景图,设置CCLayer的ContentSize,并设置三张图片的位置
然后设置CCLayer为CCScrollview的内容,并设置CCScrollView的显示区域。
最后根据用户滑动的方向和距离,通过设置scrollview的setContentOffset,滚动视图。
CCScrollview.h文件中封装了一个枚举类型,一共有四个方向,常用横向和纵向,这里使用了横向。

typedef enum {

	kCCScrollViewDirectionNone = -1,

    kCCScrollViewDirectionHorizontal = 0,

    kCCScrollViewDirectionVertical,

    kCCScrollViewDirectionBoth

} CCScrollViewDirection;

下面来看看这部分的效果:
cocos2d-x CCScrollView和CCTableView的使用
cocos2d-x CCScrollView和CCTableView的使用

2. 现在来实现列表展示(ListView)的效果
(1)创建ListViewLayer.h

#include "cocos2d.h"

#include "cocos-ext.h"



class ListViewLayer : public cocos2d::CCLayer, public cocos2d::extension::CCTableViewDataSource, public cocos2d::extension::CCTableViewDelegate

{

public:

    virtual bool init();  

    

    virtual void scrollViewDidScroll(cocos2d::extension::CCScrollView* view);



    virtual void scrollViewDidZoom(cocos2d::extension::CCScrollView* view);



	//处理触摸事件

    virtual void tableCellTouched(cocos2d::extension::CCTableView* table, cocos2d::extension::CCTableViewCell* cell);

	//每一项的宽度和高度

    virtual cocos2d::CCSize cellSizeForTable(cocos2d::extension::CCTableView *table);

	//生成列表每一项的内容

    virtual cocos2d::extension::CCTableViewCell* tableCellAtIndex(cocos2d::extension::CCTableView *table, unsigned int idx);

	//一共多少项

    virtual unsigned int numberOfCellsInTableView(cocos2d::extension::CCTableView *table);



    CREATE_FUNC(ListViewLayer);

};

 

ListViewLayer继承了CCTableViewDataSource和CCTableViewDelegate。这两个抽象类封装了几个有用的函数,我们在下面的源码中将实现它们。
(2)源文件 ListViewLayer.cpp

 
bool ListViewLayer::init()

{

	bool bRet = false;

	do

	{

		CC_BREAK_IF( !CCLayer::init() );



		CCTableView* pTableView = CCTableView::create(this, CCSizeMake(960, 640));

		pTableView->setDirection(kCCScrollViewDirectionVertical);

		pTableView->setPosition(CCPointZero);

		pTableView->setDelegate(this);

		pTableView->setVerticalFillOrder(kCCTableViewFillTopDown);

		this->addChild(pTableView);

		pTableView->reloadData();



		bRet = true;

	}while(0);



	return bRet;

}







void ListViewLayer::tableCellTouched(CCTableView* table, CCTableViewCell* cell)

{

    CCLog("cell touched at index: %i", cell->getIdx());

}



CCSize ListViewLayer::cellSizeForTable(CCTableView *table)

{

    return CCSizeMake(960, 120);

}



CCTableViewCell* ListViewLayer::tableCellAtIndex(CCTableView *table, unsigned int idx)

{

    CCString *pString = CCString::createWithFormat("%d", idx);

    CCTableViewCell *pCell = table->dequeueCell();

    if (!pCell) {

        pCell = new CCTableViewCell();

        pCell->autorelease();

        CCSprite *pSprite = CCSprite::create("listitem.png");

        pSprite->setAnchorPoint(CCPointZero);

		pSprite->setPosition(CCPointZero);

        pCell->addChild(pSprite);



        CCLabelTTF *pLabel = CCLabelTTF::create(pString->getCString(), "Arial", 20.0);

        pLabel->setPosition(CCPointZero);

		pLabel->setAnchorPoint(CCPointZero);

        pLabel->setTag(123);

        pCell->addChild(pLabel);

    }

    else

    {

        CCLabelTTF *pLabel = (CCLabelTTF*)pCell->getChildByTag(123);

        pLabel->setString(pString->getCString());

    }





    return pCell;

}



unsigned int ListViewLayer::numberOfCellsInTableView(CCTableView *table)

{

    return 20;

}





void ListViewLayer::scrollViewDidScroll(CCScrollView *view)

{

}



void ListViewLayer::scrollViewDidZoom(CCScrollView *view)

{

}

首先需要创建CCTableView,设置它的显示区域和显示方向,这里使用了纵向。设置每个子项的宽度和高度,子项的数量以及每个子项对应的内容。每个子项是一个CCTableViewCell,这里进行了优化,复用了子项对象。
下面是效果图:

cocos2d-x CCScrollView和CCTableView的使用

源码下载地址:http://download.csdn.net/detail/zhoujianghai/4975604

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