cocos2d-x-3.1 事件分发机制 (coco2d-x 学习笔记七)


触摸事件

Sprite* sp1 = Sprite::create("Images/t1.png");
sp1->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));
addChild(sp1, 10,1);

auto mTouchListener = EventListenerTouchOneByOne::create();  //单点触摸事件
mTouchListener->setSwallowTouches(true);   //true向下传递

mTouchListener->onTouchBegan = [](Touch* touch, Event* event){  //匿名方式设置事件
Sprite* target = static_cast<Sprite*>(event->getCurrentTarget());

Point locationInNode = target->convertToNodeSpace(touch->getLocation());
Size s = target->getContentSize();
Rect normal = Rect(0, 0, s.width, s.height);
if (normal.containsPoint(locationInNode)){
	log("x=%f,y=%f", locationInNode.x, locationInNode.y);
	target->setOpacity(0x7F);   //设置透明度
	return true;                //向下传递事件
	}
	return false;
};

//绑定方式设置事件 其onTouchBegan函数的内容和匿名方式内容一样
//listener1->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);  

mTouchListener->onTouchMoved = [](Touch* touch, Event* event){};  //触摸移动监听
mTouchListener->onTouchEnded = [](Touch* touch, Event* event){};  //触摸监听结束

/*
_eventDispatcher是Node的属性,通过它管理当前节点(场景、层、精灵等)的全部事件的分发。
但它本身是一个单例模式值的引用,在Node的构造函数中,
通过Director::getInstance()->getEventDispatcher(); 获取,有了这个属性,就能方便的处理事件。
*/
//将触摸事件交给事件分发器管理

_eventDispatcher->addEventListenerWithSceneGraphPriority(mTouchListener, sp1);  

/*ps:当再次使用 mTouchListener 的时候,须要使用clone()方法创建一个新的克隆。由于在使用addEventListenerWithSceneGraphPriority方法时,会对当前使用的事件监听器加入�一个已注冊的标记,这使得它不可以被加入�多次。另外,有一点很重要mTouchListener是跟Node绑定的,在Node的析构函数中会被移除。
*/
 
 
 
 
 
 
 
 
 
 

键盘响应事件

auto mKeyboardListener = EventListenerKeyboard::create();  //键盘响应事件

//键盘按下事件监听
mKeyboardListener->onKeyPressed = [](EventKeyboard::KeyCode keyCode, Event* event){
	log("keyCode=%d", keyCode);
};
//键盘释放事件监听
mKeyboardListener->onKeyReleased = [](EventKeyboard::KeyCode keyCode, Event* event){
	log("keyCode=%d", keyCode);
if (EventKeyboard::KeyCode::KEY_ESCAPE == keyCode){
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
	MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.", "Alert");
	return;
#endif
	Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
	exit(0);
#endif
	}
};

_eventDispatcher->addEventListenerWithSceneGraphPriority(mKeyboardListener, this);  //将键盘响应事件交给分发器来管理 


鼠标响应事件

auto _mouseListener = EventListenerMouse::create();

// 事件响应逻辑
_mouseListener->onMouseMove = [=](Event *event){
	EventMouse* e = (EventMouse*)event;
	log("Key=%d", e->getMouseButton());
};
_mouseListener->onMouseUp = [=](Event *event){};
_mouseListener->onMouseDown = [=](Event *event){};
_mouseListener->onMouseScroll = [=](Event *event){};
// 加入�到事件分发器
_eventDispatcher->addEventListenerWithSceneGraphPriority(_mouseListener, this);


自己定义事件


auto mCustomListener = EventListenerCustom::create("my_custom_l", [](EventCustom* event){
char* c = static_cast<char*>(event->getUserData());
log("%s", c);
});
/*
将自自己定义事件交给分发器来管理,这样的方式是使用优先级别来设置
SceneGraphPriority和FixedPriority差别在于前者是在析构函数中会被移除
后者是须要手动移除
*/_eventDispatcher->addEventListenerWithFixedPriority(mCustomListener, 1);

EventCustom _event("my_custom_l");
//char* cstr = "this is my custom listener!";

static int count = 0;
++count;
char* buf;
sprintf(buf, "this is my custom %d", count);

_event.setUserData(buf);

_eventDispatcher->dispatchEvent(&_event);  //手动触发自己定义事件
 
  
 
  

加速计事件
//启动加速硬件设备
Device::setAccelerometerEnabled(true);

auto mAcListener = EventListenerAcceleration::create([](Acceleration* acc, Event* event){
#define FIX_POS(_pos, _min, _max) \
if (_pos < _min)        \
	_pos = _min;        \
else if (_pos > _max)   \
	_pos = _max;        \
//log("x=%lf,y=%lf", acc->x, acc->y);

	auto ballSize = sp1->getContentSize();

	auto ptNow = sp1->getPosition();

	ptNow.x += acc->x * 9.81f;
	ptNow.y += acc->y * 9.81f;

	FIX_POS(ptNow.x, (VisibleRect::left().x + ballSize.width / 2.0), (VisibleRect::right().x - ballSize.width / 2.0));
	FIX_POS(ptNow.y, (VisibleRect::bottom().y + ballSize.height / 2.0), (VisibleRect::top().y - ballSize.height / 2.0));
	sp1->setPosition(ptNow);
});

_eventDispatcher->addEventListenerWithSceneGraphPriority(mAcListener, this);





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