[转载]cocos2d-x触屏事件的分析

原文链接:

http://codingnow.cn/cocos2d-x/783.html

游戏跟视频最大的区别就是互动,玩家可以操控游戏中的角色,现在的移动设备几乎人手一台,基本上全部都是基于触屏操作的,今天就来学习一下cocos2d-x是怎么实现对触屏操作的处理的。
1.首先来了解一下相关的几个类、处理触屏事件时操作和执行的流程
CCTouch:它封装了触摸点,可以通过locationInView函数返回一个CCPoint。
CCTouchDelegate:它是触摸事件委托,就是系统捕捉到触摸事件后交由它或者它的子类处理,所以我们在处理触屏事件时,必须得继承它。它封装了下面这些处理触屏事件的函数:

virtualvoidccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
virtualvoidccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
virtualvoidccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
virtualvoidccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
 
virtualboolccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
virtualvoidccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
virtualvoidccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
virtualvoidccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);

ccTouchesCancelled和ccTouchCancelled函数很少用,在接到系统中断通知,需要取消触摸事件的时候才会调用此方法。如:应用长时间无响应、当前view从window上移除、触摸的时候来电话了等。

CCTargetedTouchDelegateCCStandardTouchDelegate是CCTouchDelegate的子类,类结构图如下:

CCStandardTouchDelegate用于处理多点触摸;CCTargetedTouchDelegate用于处理单点触摸。

CCTouchDispatcher:实现触摸事件分发,它封装了下面这两个函数,可以把CCStandardTouchDelegate和CCTargetedTouchDelegate添加到分发列表中:

voidaddStandardDelegate(CCTouchDelegate *pDelegate,intnPriority);
voidaddTargetedDelegate(CCTouchDelegate *pDelegate,intnPriority,boolbSwallowsTouches);

CCTouchHandler:封装了CCTouchDelegate和其对应的优先级,优先级越高,分发的时候越容易获得事件处理权,CCStandardTouchHandlerCCTargetedTouchHandler是它的子类。


下面分析一下触屏事件处理和执行流程:
用户自定义类继承CCTouchDelegate,重写触屏事件处理函数和registerWithTouchDispatcher函数,在init或者onEnter函数中调用registerWithTouchDispatcher函数,如:

voidGameLayer::registerWithTouchDispatcher()
{
    cocos2d::CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, 0,true);
}

把相应的CCTouchDelegate添加到CCTouchDispatcher的分发列表中。addTargetedDelegate函数会创建CCTouchDelegate对应的CCTouchHandler对象并添加到CCMutableArraym_pTargetedHandlers中,看源码:

voidCCTouchDispatcher::addTargetedDelegate(CCTouchDelegate *pDelegate,intnPriority,boolbSwallowsTouches)
{  
    CCTouchHandler *pHandler = CCTargetedTouchHandler::handlerWithDelegate(pDelegate, nPriority, bSwallowsTouches);
    if(! m_bLocked)
    {
        forceAddHandler(pHandler, m_pTargetedHandlers);
    }
    else
    {
        /**....*/
    }
}
 
voidCCTouchDispatcher::forceAddHandler(CCTouchHandler *pHandler, CCMutableArray *pArray)
{
    unsignedintu = 0;
 
    CCMutableArray::CCMutableArrayIterator iter;
    for(iter = pArray->begin(); iter != pArray->end(); ++iter)
    {
        CCTouchHandler *h = *iter;
         if(h)
         {
            if(h->getPriority() < pHandler->getPriority())
            {
                ++u;
            }
 
            if(h->getDelegate() == pHandler->getDelegate())
            {
                CCAssert(0,"");
                return;
            }
         }
    }
 
    pArray->insertObjectAtIndex(pHandler, u);
}

注意forceAddHandler函数中,pHandler是被添加的对象:pHandler->getPriority()的值越小u的值就越小,因此插入到目标容器中的位置也就越靠前,说明优先级的值越小优先级反而越高,也就能先响应事件(CCMenu的默认值是-128)。 前面事件分发时就是从m_pTargetedHandlers中取出CCXXXTouchHandler,然后调用handler对应的delegate的:pHandler->getDelegate()->ccTouchBegan(pTouch, pEvent);,执行的是CCTouchDispatcher的touches函数,考虑到篇幅问题,就不贴出具体代码了。该函数首先会先处理targeted 再处理standard,所以CCTargetedTouchDelegate比CCStandardTouchDelegate优先级高。那什么时候触发执行touches函数呢?CCTouchDispatcher继承了EGLTouchDelegate类,EGLTouchDelegate类源码:

classCC_DLL EGLTouchDelegate
{
public:
    virtualvoidtouchesBegan(CCSet* touches, CCEvent* pEvent) = 0;
    virtualvoidtouchesMoved(CCSet* touches, CCEvent* pEvent) = 0;
    virtualvoidtouchesEnded(CCSet* touches, CCEvent* pEvent) = 0;
    virtualvoidtouchesCancelled(CCSet* touches, CCEvent* pEvent) = 0;
 
    virtual~EGLTouchDelegate() {}
};

CCTouchDispatcher中实现了这四个函数,正是在这四个函数中调用了touches函数:

voidCCTouchDispatcher::touchesBegan(CCSet *touches, CCEvent *pEvent)
{
    if(m_bDispatchEvents)
    {
        this->touches(touches, pEvent, CCTOUCHBEGAN);
    }
}
/**其他三个方法类似 **/

这几个触屏处理函数是由具体平台底层调用的,在AppDelegate.cpp中有这段代码:

CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());

继续跟进setOpenGLView函数,发现了这段代码:

CCTouchDispatcher *pTouchDispatcher = CCTouchDispatcher::sharedDispatcher();
m_pobOpenGLView->setTouchDelegate(pTouchDispatcher);
pTouchDispatcher->setDispatchEvents(true);

调用了具体平台下的CCEGLView类中的setTouchDelegate函数。由于我是在windows平台下,所以CCEGLView此时对应CCEGLView_win32.h文件的CCEGLView类,对应的setTouchDelegate函数为:

void   setTouchDelegate(EGLTouchDelegate * pDelegate);

系统最终通过CCEGLView类的WindowProc函数处理鼠标在Windows窗口的DOWN、MOVE、UP事件,通过pDelegate分别调用touchesBegan、touchesMoved、touchesEnded函数。

LRESULTCCEGLView::WindowProc(UINTmessage,WPARAMwParam,LPARAMlParam)
{
    switch(message)
    {
    caseWM_LBUTTONDOWN:
        if(m_pDelegate && m_pTouch && MK_LBUTTON == wParam)
        {
            POINT pt = {(short)LOWORD(lParam), (short)HIWORD(lParam)};
            if(PtInRect(&m_rcViewPort, pt))
            {
                m_bCaptured =true;
                SetCapture(m_hWnd);
                m_pTouch->SetTouchInfo(0, (float)(pt.x - m_rcViewPort.left) / m_fScreenScaleFactor,
                    (float)(pt.y - m_rcViewPort.top) / m_fScreenScaleFactor);
                m_pSet->addObject(m_pTouch);
                m_pDelegate->touchesBegan(m_pSet, NULL);
            }
        }
        break;
 
    caseWM_MOUSEMOVE:
        if(MK_LBUTTON == wParam && m_bCaptured)
        {
            m_pTouch->SetTouchInfo(0, (float)((short)LOWORD(lParam)- m_rcViewPort.left) / m_fScreenScaleFactor,
                (float)((short)HIWORD(lParam) - m_rcViewPort.top) / m_fScreenScaleFactor);
            m_pDelegate->touchesMoved(m_pSet, NULL);
        }
        break;
 
    caseWM_LBUTTONUP:
        if(m_bCaptured)
        {
            m_pTouch->SetTouchInfo(0, (float)((short)LOWORD(lParam)- m_rcViewPort.left) / m_fScreenScaleFactor,
                (float)((short)HIWORD(lParam) - m_rcViewPort.top) / m_fScreenScaleFactor);
            m_pDelegate->touchesEnded(m_pSet, NULL);
            m_pSet->removeObject(m_pTouch);
            ReleaseCapture();
            m_bCaptured =false;
        }
        break;
/** .... */
}
}

ok,现在应该明白了触屏操作相关函数的执行过程了,在其他平台下应该类似。

2. 实现触屏事件处理
知道了原理之后,实现起来就很简单了:定义一个CCTouchDelegate(或者其子类CCTargetedTouchDelegate/CCStandardTouchDelegate),然后重写那几个处理函数(began、move、end),并把定义好的CCTouchDelegate添加到分发列表中,在onExit函数中实现从分发列表中删除。
在平常的开发中,一般有两种方式:(1)继承CCLayer,在层中处理触屏函数。(2)继承CCSprite和CCTouchDelegate(或者其子类)
上面两种方式,从原理上来说是一样的。
1. 下面是采用继承CCLayer的方式处理触屏事件。
(1)CCStandardTouchDelegate
添加CCStandardTouchDelegate是非常简单的,只需要重写触屏处理函数和调用setIsTouchEnabled(true)。主要代码如下:

//init函数中
this->setIsTouchEnabled(true);
 
voidGameLayer::ccTouchesBegan(CCSet* pTouches,CCEvent* pEvent)
{
    CCSetIterator it = pTouches->begin();
    CCTouch* touch = (CCTouch*)(*it);
    CCpoint touchLocation = touch->locationInView( touch->view() );
    touchLocation = CCDirector::sharedDirector()->convertToGL(m_tBeginPos);
        /** .... **/
}

这里为什么没有把CCStandardTouchDelegate添加进分发列表和从分发列表删除的操作呢,因为setIsTouchEnabled函数已经帮我们做了,看源码:

voidCCLayer::setIsTouchEnabled(boolenabled)
{
    if(m_bIsTouchEnabled != enabled)
    {
        m_bIsTouchEnabled = enabled;
        if(m_bIsRunning)
        {
            if(enabled)
            {
                this->registerWithTouchDispatcher();
            }
            else
            {
                // have problems?
                CCTouchDispatcher::sharedDispatcher()->removeDelegate(this);
            }
        }
    }
}
voidCCLayer::registerWithTouchDispatcher()
{
    /** .... **/
    CCTouchDispatcher::sharedDispatcher()->addStandardDelegate(this,0);
}
voidCCLayer::onExit()
{
    if( m_bIsTouchEnabled )
    {
        CCTouchDispatcher::sharedDispatcher()->removeDelegate(this);
        unregisterScriptTouchHandler();
    }
 
    CCNode::onExit();
}

(2) CCTargetedTouchDelegate
直接看cocos2d-x中的CCMenu(菜单)类,它是继承CCLayer的。部分源码如下:

classCC_DLL CCMenu :publicCCLayer,publicCCRGBAProtocol
    {
        /** .... */
        virtualvoidregisterWithTouchDispatcher();
 
        /**
        @brief For phone event handle functions
        */
        virtualboolccTouchBegan(CCTouch* touch, CCEvent* event);
        virtualvoidccTouchEnded(CCTouch* touch, CCEvent* event);
        virtualvoidccTouchCancelled(CCTouch *touch, CCEvent* event);
        virtualvoidccTouchMoved(CCTouch* touch, CCEvent* event);
 
        /**
        @since v0.99.5
        override onExit
        */
        virtualvoidonExit();
 
        /** .... */
    };
}
 
//Menu - Events,在CCLayer的onEnter中被调用
voidCCMenu::registerWithTouchDispatcher()
{
CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, kCCMenuTouchPriority,true);
}
 
boolCCMenu::ccTouchBegan(CCTouch* touch, CCEvent* event)
{
        /** .... */
}
 
 voidCCMenu::onExit()
{
         /** .... */
        CCLayer::onExit();
}

2.下面实现继承CCSprite的方式
定义一个Ball类继承CCSprite和CCTargetedTouchDelegate。源码如下:

classBall :publicCCSprite,publicCCTargetedTouchDelegate
{
public:
    Ball(void);
    virtual~Ball(void);
 
    virtualvoidonEnter();
    virtualvoidonExit();
 
    virtualboolccTouchBegan(CCTouch* touch, CCEvent* event);
    virtualvoidccTouchMoved(CCTouch* touch, CCEvent* event);
    virtualvoidccTouchEnded(CCTouch* touch, CCEvent* event);
/** .... */
 
};
 
voidBall::onEnter()
{
    CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, 0,true);
    CCSprite::onEnter();
}
 
voidBall::onExit()
{
    CCTouchDispatcher::sharedDispatcher()->removeDelegate(this);
    CCSprite::onExit();
}
 
boolBall::ccTouchBegan(CCTouch* touch, CCEvent* event)
{
    CCPoint touchPoint = touch->locationInView( touch->view() );
    touchPoint = CCDirector::sharedDirector()->convertToGL( touchPoint );   
/** .... */
    returntrue;
}

注意:virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)的返回值对触屏消息是有影响的。
如果返回false,表示不处理ccTouchMoved(),ccTouchEnded(),ccTouchCanceld()方法,而交由后面接收触屏消息的对象处理;如果返回true,表示会处理ccTouchMoved(),ccTouchEnded(),ccTouchCanceld()方法。请看CCTouchDispatcher.cpp的touches函数部分源码,它是用来分发事件的:

boolbClaimed =false;
if(uIndex == CCTOUCHBEGAN)
{
    bClaimed = pHandler->getDelegate()->ccTouchBegan(pTouch, pEvent);
    //返回true
    if(bClaimed)
    {
        pHandler->getClaimedTouches()->addObject(pTouch);
    }
}else
if(pHandler->getClaimedTouches()->containsObject(pTouch))
{
    // moved ended canceled
    bClaimed =true;
 
    switch(sHelper.m_type)
    {
    caseCCTOUCHMOVED:
        pHandler->getDelegate()->ccTouchMoved(pTouch, pEvent);
        break;
    caseCCTOUCHENDED:
        pHandler->getDelegate()->ccTouchEnded(pTouch, pEvent);
        pHandler->getClaimedTouches()->removeObject(pTouch);
        break;
    caseCCTOUCHCANCELLED:
        pHandler->getDelegate()->ccTouchCancelled(pTouch, pEvent);
        pHandler->getClaimedTouches()->removeObject(pTouch);
        break;
    }
}

如果返回true,并且addTargetedDelegate(CCTouchDelegate *pDelegate, int nPriority, bool bSwallowsTouches),bSwallowsTouches为true,则表示消耗掉此触屏消息,后面需要接收触屏消息的对象就接收不到触屏消息了。


if(bClaimed && pHandler->isSwallowsTouches())
{
     if(bNeedsMutableSet)
     {
           pMutableTouches->removeObject(pTouch);
     }
     break;
}

把该触摸对象CCTouch从数组pMutableTouches中移除了,并且跳出当前for循环,而CCStandardTouchHandler需要从pMutableTouches取出触摸对象进行处理的,这样后面的CCTargetedTouchHandler和CCStandardTouchHandler就都处理不了。


自己的一些总结:

    游戏在加载完成时,调用AppDelegate::applicationDidFinishLaunching(),根据不同平台,设置响应平台的时间处理机制。

    在游戏窗口处理函数中,分发对应的鼠标事件如WM_LBUTTONDOWN,WM_LBUTTONUP等(另:窗口重绘等),在WM_LBUTTONUP事件中,根据鼠标事件的是否要求为单点触控还是多点触控,在CCTouchDispatcher::touches函数中进行进行响应。

    对于CCTouchDispatcher::touches中的响应,举个例子。一个菜单menu项,在ccTouchEnded函数中,最终调用创建menu item时设置的回调函数。代码如下:

void CCMenuItem::activate()
{
	if (m_bIsEnabled)
        {
		if (m_pListener)
		{
			(m_pListener->*m_pfnSelector)(this);
		}
         }
         /*...*/
}

    另外,对于WM_LBUTTONDOWN事件的处理也应该注意。上面博客中有涉及到,非常好,对鼠标事件的介绍很完善,嘿嘿我喜欢。。

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