Cocos2d-x的几种EventListener和_eventDispatcher的add函数的区别

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简单区分几种EventListener和_eventDispatcher添加监听时的区别。

监听器分为:

EventListenerTouch 触摸监听

EventListenerKeyboard 键盘监听

EventListenerMouse 鼠标监听

EventListenerCustom 自定义监听

EventListenerAcceleration 加速计监听

前三种是系统自带的事件类型(由系统触发) 后两种是用户设置的事件类型(人为触发)

一个操作可以触发多个事件


    _eventDispatcher->addEventListenerWithSceneGraphPriority(cocos2d::EventListener *listener, cocos2d::Node *node);
    _eventDispatcher->addEventListenerWithFixedPriority(cocos2d::EventListener *listener, int fixedPriority);
第一种更常用,相当于监听器绑定到节点上,在上层(Z Order大的)的优先响应,方便设计时多层节点层叠时的事件监听。

第二种,相当于给监听器一个优先级,数字越小越优先响应。


以下两种没有用过~~~~~~~~~~~~~~~

_eventDispatcher->addCustomEventListener(const std::string &eventName, const std::function<void (EventCustom *)> &callback);
自定义事件监听器怎么用????? 在后面

_eventDispatcher->addEventListener(cocos2d::EventListener *listener);
为什么不提倡这个??????




EventListenerTouch 触摸监听 包括单点和多点

单点触摸事件中的onTouchCancelled事件在设备中断操作(有新通知或者电话出现时)时回触发,一般可以讲onTouchEnded中的操作也写到该函数中

    //单点触摸监听,精灵跟随鼠标移动,释放后回到中心
    //onTouchCancelled该怎样触发??????????????触点划出屏幕时不会触发这个!!!!!!!!!!!!!!!!!手机通知或者电话导致中断会触发
    auto listenerTouch=EventListenerTouchOneByOne::create();
    //在Began中返回true可以使触摸不传递到下层,及吞掉触摸事件
    listenerTouch->onTouchBegan=[=](Touch* touch,Event* event){
        boy->setPosition(touch->getLocation());
        CCLOG("Touch Began!");
        return true;
    };
    listenerTouch->onTouchMoved=[=](Touch* touch,Event* event){
        boy->setPosition(touch->getLocation());
        CCLOG("Touch Moved!");
    };
    listenerTouch->onTouchEnded=[=](Touch* touch,Event* event){
        boy->runAction(MoveTo::create(0.5f, Vec2(480,320)));
        CCLOG("Touch Ended!");
    };
    listenerTouch->onTouchCancelled=[=](Touch* touch,Event* event){
        CCLOG("Touch Cancelled!");
    };
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerTouch, this);

//多点触摸暂时没有调试~~~~~~~~~~~~~~~~~~~



EventListenerMouse 鼠标监听

鼠标监听中事件包括onMouseMove  onMouseUp onMouseDown onMouseScroll

    //鼠标事件
    auto listenerMouse=EventListenerMouse::create();
    listenerMouse->onMouseUp=[](Event* event){
        EventMouse* e=(EventMouse*)event;//转换为EventMouse才能读取
        log("%d",e->getMouseButton());
    };
    listenerMouse->onMouseScroll=[](Event* event){
        EventMouse* e=(EventMouse*)event;
        log("scroll X:%f Y:%f",e->getScrollX(),e->getScrollY());
        //X轴方向的滚动是什么鬼?
    };
    listenerMouse->onMouseMove=[](Event* event){
        EventMouse* e=(EventMouse*)event;
        //log("%d",e->getMouseButton());
        log("X:%f/tY:%f",e->getCursorX(),e->getCursorY());//根据笛卡尔坐标显示,不是cocos坐标
    };
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerMouse, this);


EventListenerKeyboard 键盘监听事件

键盘监听事件只包括onKeyPressed  onKeyReleased  

    //键盘按键监听
    auto listenerKey=EventListenerKeyboard::create();
    listenerKey->onKeyPressed=[=](EventKeyboard::KeyCode keyCode,Event* event){
        if (keyCode==EventKeyboard::KeyCode::KEY_A) {
            log("AAAAA");//可以直接用==
        }
        else log("Pressed Key:%d",keyCode);
    };
    listenerKey->onKeyReleased=[=](EventKeyboard::KeyCode keyCode,Event* event){
        log("Released Key:%d",keyCode);
    };
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerKey, this);


EventListenerCustom 自定义监听器

自定义监听器需要通过对应的事件来触发,定义事件时要与监听器名字对应

//自定义监听器,需要定义触发条件,需要手动触发,手动触发时注意自定义监听器的名字
    auto listenerCustom=EventListenerCustom::create("Event Name 1", [=](EventCustom* event){
        log("Custom Event,User Data:%s",event->getUserData());
    });
    _eventDispatcher->addEventListenerWithFixedPriority(listenerCustom, 1);
    
    //定义一个触摸监听,在触摸时触发自定义监听
    auto listenerTouch=EventListenerTouchOneByOne::create();
    listenerTouch->onTouchBegan=[=](Touch* touch,Event* event){
        log("Touch Listener1!");
        //触发自定义监听器
        EventCustom myEvent("Event Name 1");
        char data[20]="I am data of user!";
        myEvent.setUserData(data);
        _eventDispatcher->dispatchEvent(&myEvent);//不是dispatchCustomEvent
        log("Touch Listener2!");//测试事件被自定义监听器处理后,触摸事件的监听器能否继续处理,测试结果是可以的
        return true;
    };
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerTouch, this);


EventListenerAcceleration 加速计事件

加速计事件还没有测试~~~~~~~~~~~~~~~~










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