cocos2d-x学习笔记-CCMenu和CCMenuItem详解

转自:http://codingnow.cn/cocos2d-x/832.html

学习cocos2d-x中的菜单主要需要了解:菜单(CCMenu)和菜单项(CCMenuItem)以及CCMenuItem的具体子类。
a. 下面来学习一下相关的类。
1. CCMenu
菜单,是CCLayer的子类,是一个层(容器),可以往里面添加菜单项。下面是它的类结构图:cocos2d-x学习笔记-CCMenu和CCMenuItem详解_第1张图片
CCMenu默认接受触屏事件的优先级是-128(优先级很高,因为值越小,响应触屏事件的优先级越高),可以通过继承它实现自定义的效果,创建CCMenu对象的函数:

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static CCMenu* menuWithItems(CCMenuItem* item, ...);
static CCMenu* menuWithItem(CCMenuItem* item);

2. CCMenuItem
菜单项,开发中一般是直接使用它的子类。CCMenuItem有三个直接子类:
CCMenuItemLabel(字符标签菜单)、CCMenuItemSprite(图片菜单)、CCMenuItemToggle(开关菜单)
下面是CCMenuItem的类结构图:cocos2d-x学习笔记-CCMenu和CCMenuItem详解_第2张图片
现在分别来了解一下各个不同的菜单项。
(1) CCMenuItemLabel:使用文字标签创建菜单项
所有支持CCLabelProtocol的节点都可以用来创建CCMenuItemLabel,CCLabelProtocol是标签的共同接口。CCLabelProtocol也有三个直接子类,下面是类结构图:
cocos2d-x学习笔记-CCMenu和CCMenuItem详解_第3张图片
CCLabelTTF:同时也是CCSprite的子类,用来渲染文字标签的,可以指定字体,每次设置字符串内容时都需要重新创建纹理和渲染,性能不好,可以看它的相关源码:

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void CCLabelTTF::setString( const char *label)
     {
         if (m_pString)
         {
             delete m_pString;
             m_pString = NULL;
         }
         m_pString = new std::string(label);
 
         CCTexture2D *texture;
         if ( CCSize::CCSizeEqualToSize( m_tDimensions, CCSizeZero ) )
         {
             texture = new CCTexture2D();
             texture->initWithString(label, m_pFontName->c_str(), m_fFontSize);
         }
         else
         {
             texture = new CCTexture2D();
             texture->initWithString(label, m_tDimensions, m_eAlignment, m_pFontName->c_str(), m_fFontSize);
         }
         this ->setTexture(texture);
         texture->release();
 
         CCRect rect = CCRectZero;
         rect.size = m_pobTexture->getContentSize();
         this ->setTextureRect(rect);
     }

可以用CCLabelBMFont或者CCLabelAtlas代替它。
CCLabelBMFont:也是CCSpriteBatchNode的子类,创建CCLabelBMFont对象需要一个字符串和一个fnt格式的文件(字库),如:

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CCLabelBMFont *label = CCLabelBMFont::labelWithString( "Bitmap Font Atlas" , "fonts/bitmapFontTest.fnt" );

这个fnt文件包含了这些信息:对应图片的名字(图片包含了所有你要绘制的字符)、图片中的字符对应的unicode编码、字符在图片中的坐标、宽高等。初始化CCLabelBMFont对象时,会把图片添加到缓存(CCTextureCache)中,解析fnt文件,把fnt文件中对应的信息保存到一个ccBMFontDef类型的数组里面,数组的索引是charId(字符的unicode编码值),ccBMFontDef是一个结构体:

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typedef struct _BMFontDef {
         //! ID of the character
         unsigned int charID;
         //! origin and size of the font
         CCRect rect;
         //! The X amount the image should be offset when drawing the image (in pixels)
         int xOffset;
         //! The Y amount the image should be offset when drawing the image (in pixels)
         int yOffset;
         //! The amount to move the current position after drawing the character (in pixels)
         int xAdvance;
     } ccBMFontDef;

绘制字符串时,根据字符对应的unicode码去查找ccBMFontDef信息,从缓存中取出图片,再根据ccBMFontDef中坐标、宽高取出对应区域的字符图片,把字符在字符串中的索引位置作为tag添加到CCLabelBMFont中,因为CCLabelBMFont本身是CCSpriteBatchNode,这样就实现了批处理渲染精灵,提高了性能。下面是创建字符对应的CCSprite的部分代码:

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void CCLabelBMFont::createFontChars()
{
/** .... */
//以下代码是遍历字符串时:for循环内的代码
     const ccBMFontDef& fontDef = (*(m_pConfiguration->m_pBitmapFontArray))[c];
 
     CCRect rect = fontDef.rect;
 
     CCSprite *fontChar;
 
     fontChar = (CCSprite*)( this ->getChildByTag(i));
     if ( ! fontChar )
     {
         fontChar = new CCSprite();
         fontChar->initWithBatchNodeRectInPixels( this , rect);
         this ->addChild(fontChar, 0, i);
         fontChar->release();
     }
     else
     {
         // reusing fonts
         fontChar->setTextureRectInPixels(rect, false , rect.size);
 
         // restore to default in case they were modified
         fontChar->setIsVisible( true );
         fontChar->setOpacity(255);
     }
 
/** .... */
}

CCLabelAtlas:也是CCAtlasNode的子类,创建一个CCLabelAtlas对象的代码如下:

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static CCLabelAtlas * labelWithString( const char *label, const char *charMapFile, unsigned int itemWidth, unsigned int itemHeight, unsigned char startCharMap);
//示例
CCLabelAtlas* label1 = CCLabelAtlas::labelWithString( "123 Test" , "fonts/tuffy_bold_italic-charmap.png" , 48, 64, ' ' );

参数的含义:要绘制的字符,图片文件,图片文件中每个字符的宽度,图片文件中每个字符的高度,图片的起始字符。
CCAtlasNode封装了一个CCTextureAtlas的变量,CCTextureAtlas初始化图片文件的时候会把图片加载到缓存(CCTextureCache)中:

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bool CCTextureAtlas::initWithFile( const char * file, unsigned int capacity)
{
     // retained in property
     CCTexture2D *texture = CCTextureCache::sharedTextureCache()->addImage(file);
 
     if (texture)
     {
         return initWithTexture(texture, capacity);
     }
     else
     {
         CCLOG( "cocos2d: Could not open file: %s" , file);
         delete this ;
 
         return NULL;
     }
}

接下来CCTextureAtlas负责管理该大图,可以随意绘制图片的某一矩形区域,渲染方式采用的是OpenGL ES VBO(顶点缓冲对象,保存在显存中)。 CCTextureAtlas有一个m_pQuads属性,它是CCTextureAtlas类的核心,是一个ccV3F_C4B_T2F_Quad类型的数组,ccV3F_C4B_T2F_Quad是一个结构体,有四个成员属性,它们都是ccV3F_C4B_T2F类,分别表示左上,左下,右上,右下。看源码:

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//! a Point with a vertex point, a tex coord point and a color 4B
typedef struct _ccV3F_C4B_T2F
{
     //! vertices (3F)
     ccVertex3F      vertices;           // 12 bytes
//  char __padding__[4];
 
     //! colors (4B)
     ccColor4B       colors;             // 4 bytes
//  char __padding2__[4];
 
     // tex coords (2F)
     ccTex2F         texCoords;          // 8 byts
} ccV3F_C4B_T2F;
 
//! 4 ccVertex2FTex2FColor4B Quad
typedef struct _ccV2F_C4B_T2F_Quad
{
     //! bottom left
     ccV2F_C4B_T2F   bl;
     //! bottom right
     ccV2F_C4B_T2F   br;
     //! top left
     ccV2F_C4B_T2F   tl;
     //! top right
     ccV2F_C4B_T2F   tr;
} ccV2F_C4B_T2F_Quad;

ccV3F_C4B_T2F有三个成员,分别表示:顶点、颜色、纹理坐标。
CCTextureAtlas类就是根据这个数组来绘制矩形的,数组的容量就是要绘制的字符数量。指定字符串的时候:是根据指定字符的ASCII码值跟startCharMap(图片起始字符)ASCII码值的偏移量,得到该字符在图片上的区域的,然后生成绘制矩形所需要的数据,源码:

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//CCLabelAtlas - CCLabelProtocol
     void CCLabelAtlas::setString( const char *label)
     {
         /** .... */
         this ->updateAtlasValues();
 
         /** .... */
     }
 
     //CCLabelAtlas - Atlas generation
     void CCLabelAtlas::updateAtlasValues()
     {
         unsigned int n = m_sString.length();
 
         ccV3F_C4B_T2F_Quad quad;
 
         const unsigned char *s = (unsigned char *)m_sString.c_str();
 
         CCTexture2D *texture = m_pTextureAtlas->getTexture();
         float textureWide = ( float ) texture->getPixelsWide();
         float textureHigh = ( float ) texture->getPixelsHigh();
 
         for (unsigned int i = 0; i < n; i++) {
             unsigned char a = s[i] - m_cMapStartChar;
             float row = ( float ) (a % m_uItemsPerRow);
             float col = ( float ) (a / m_uItemsPerRow);
 
#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
             // Issue #938. Don't use texStepX & texStepY
             float left      = (2 * row * m_uItemWidth + 1) / (2 * textureWide);
             float right     = left + (m_uItemWidth * 2 - 2) / (2 * textureWide);
             float top       = (2 * col * m_uItemHeight + 1) / (2 * textureHigh);
             float bottom    = top + (m_uItemHeight * 2 - 2) / (2 * textureHigh);
#else
             float left      = row * m_uItemWidth / textureWide;
             float right     = left + m_uItemWidth / textureWide;
             float top       = col * m_uItemHeight / textureHigh;
             float bottom    = top + m_uItemHeight / textureHigh;
#endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
 
             quad.tl.texCoords.u = left;
             quad.tl.texCoords.v = top;
             quad.tr.texCoords.u = right;
             quad.tr.texCoords.v = top;
             quad.bl.texCoords.u = left;
             quad.bl.texCoords.v = bottom;
             quad.br.texCoords.u = right;
             quad.br.texCoords.v = bottom;
 
             quad.bl.vertices.x = ( float ) (i * m_uItemWidth);
             quad.bl.vertices.y = 0;
             quad.bl.vertices.z = 0.0f;
             quad.br.vertices.x = ( float )(i * m_uItemWidth + m_uItemWidth);
             quad.br.vertices.y = 0;
             quad.br.vertices.z = 0.0f;
             quad.tl.vertices.x = ( float )(i * m_uItemWidth);
             quad.tl.vertices.y = ( float )(m_uItemHeight);
             quad.tl.vertices.z = 0.0f;
             quad.tr.vertices.x = ( float )(i * m_uItemWidth + m_uItemWidth);
             quad.tr.vertices.y = ( float )(m_uItemHeight);
             quad.tr.vertices.z = 0.0f;
 
             m_pTextureAtlas->updateQuad(&quad, i);
 
         }
     }

所以图片上的字符排列顺序要按照ASCII码表的顺序连续排列。CCLabelAtlas的绘制效率高,但是限制性太多,没有CCLabelBMFont灵活。

从类结构图可以看到CCMenuItemLabel有两个子类CCMenuItemAtlasFontCCMenuItemFont,CCMenuItemAtlasFont是使用CCLabelAtlas创建MenuItemLabel的辅助类,CCMenuItemFont是使用CCLabelTTF创建MenuItemLabel的辅助类。如下源码所示:

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bool CCMenuItemAtlasFont::initFromString( const char *value, const char *charMapFile, int itemWidth, int itemHeight, char startCharMap, CCObject* target, SEL_MenuHandler selector)
     {
         CCAssert( value != NULL && strlen (value) != 0, "value length must be greater than 0" );
         CCLabelAtlas *label = new CCLabelAtlas();
         label->initWithString(value, charMapFile, itemWidth, itemHeight, startCharMap);
         label->autorelease();
         if (CCMenuItemLabel::initWithLabel(label, target, selector))
         {
             // do something ?
         }
         return true ;
     }
 
  bool CCMenuItemFont::initFromString( const char *value, CCObject* target, SEL_MenuHandler selector)
     {
         CCAssert( value != NULL && strlen (value) != 0, "Value length must be greater than 0" );
 
         m_strFontName = _fontName;
         m_uFontSize = _fontSize;
 
         CCLabelTTF *label = CCLabelTTF::labelWithString(value, m_strFontName.c_str(), ( float )m_uFontSize);
         if (CCMenuItemLabel::initWithLabel(label, target, selector))
         {
             // do something ?
         }
         return true ;
     }

2. CCMenuItemSprite和CCMenuItemImage:本质上都是使用图片创建菜单项,前者是使用精灵对象创建,后者使用图片名称创建,CCMenuItemImage是CCMenuItemSprite的子类。可以使用三套图片:未选中状态、选中状态、不可用状态,前面两种状态的图片是必需的,不可用状态的图片可选。如下代码所示:

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static CCMenuItemSprite * itemFromNormalSprite(CCNode* normalSprite, CCNode* selectedSprite, CCNode* disabledSprite = NULL);
 
static CCMenuItemImage* itemFromNormalImage( const char *normalImage, const char *selectedImage);
  static CCMenuItemImage* itemFromNormalImage( const char *normalImage, const char *selectedImage, const char *disabledImage);

3. CCMenuItemToggle: 开关菜单
它是一个容器,可以切换包含的子项(可以是任何的MenuItem对象)。它封装了一个CCMutableArray<CCMenuItem*>*类型的属性m_pSubItems。代码示例:

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static CCMenuItemToggle* itemWithTarget(CCObject* target, SEL_MenuHandler selector, CCMenuItem* item, ...);       
 
CCMenuItemToggle* item1 = CCMenuItemToggle::itemWithTarget( this ,menu_selector(MenuLayer4::menuCallback),
CCMenuItemFont::itemFromString( "On" ),
CCMenuItemFont::itemFromString( "Off" ),NULL );

b. 分析了菜单的各个相关类的原理和用法后,现在来看看如何使用它们,下面示例代码整合了各种菜单项的创建:

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void MenuLayer::onEnter()
{
     CCLayer::onEnter();
     CCSize winSize = CCDirector::sharedDirector()->getWinSize();
 
     /**---CCMenuItemLabel:由指定的字符串标签创建菜单--**/
     //CCMenuItemFont:内部使用CCLabelTTF
     CCMenuItemFont::setFontName( "Arial" );
     CCMenuItemFont::setFontSize(22);
     CCMenuItemFont* pFontMenuItem = CCMenuItemFont::itemFromString( "font item" , this , menu_selector(MenuLayer::menuCallback));
     CCMenu* pFontMenu = CCMenu::menuWithItems(pFontMenuItem,NULL);
     pFontMenu->setPosition( ccp(winSize.width/2,winSize.height - 30) );
     this ->addChild(pFontMenu);
 
     //CCMenuItemAtlasFont:内部使用CCLabelAtlas
     CCMenuItemAtlasFont* pAtlasFontMenuItem = CCMenuItemAtlasFont::itemFromString( "123456789" , s_imgPathNum, 15, 19, '0' , this , menu_selector(MenuLayer::menuCallback));
     CCMenu* pAtlasFontMenu = CCMenu::menuWithItems(pAtlasFontMenuItem,NULL);
     pAtlasFontMenu->setPosition( ccp(winSize.width/2,winSize.height - 60) );
     this ->addChild(pAtlasFontMenu);
 
     //CCLabelBMFont
     CCLabelBMFont* pBMFontLabel = CCLabelBMFont::labelWithString( "configuration" , s_imgPathBMFont);
     CCMenuItemLabel* pItemBMFontLabel = CCMenuItemLabel::itemWithLabel(pBMFontLabel, this , menu_selector(MenuLayer::menuCallback));
     CCMenu* pBMFontMenu = CCMenu::menuWithItems(pItemBMFontLabel,NULL);
     pBMFontMenu->setPosition( ccp(winSize.width/2,winSize.height - 90) );
     this ->addChild(pBMFontMenu);
 
     /**--CCMenuItemSprite:由指定的精灵类创建菜单--**/
     CCSprite* spriteNormal = CCSprite::spriteWithFile(s_imgPathMenuItem, CCRectMake(0,23*2,115,23));
     CCSprite* spriteSelected = CCSprite::spriteWithFile(s_imgPathMenuItem, CCRectMake(0,23*1,115,23));
     CCSprite* spriteDisabled = CCSprite::spriteWithFile(s_imgPathMenuItem, CCRectMake(0,23*0,115,23));
     CCMenuItemSprite* pMenuItemSprite = CCMenuItemSprite::itemFromNormalSprite(spriteNormal, spriteSelected, spriteDisabled, this , menu_selector(MenuLayer::menuCallback));
     CCMenu* pSpriteMenu = CCMenu::menuWithItems(pMenuItemSprite,NULL);
     pSpriteMenu->setPosition( ccp(winSize.width/2,winSize.height - 120) );
     this ->addChild(pSpriteMenu);
 
     //CCMenuItemImage:由指定的图片文件名创建菜单
     CCMenuItemImage* pMenuItemImage = CCMenuItemImage::itemFromNormalImage(s_imgPathCloseNormal, s_imgPathCloseSelected, this , menu_selector(MenuLayer::menuCallback) );
     CCMenu* pImageMenu = CCMenu::menuWithItem(pMenuItemImage);
     pImageMenu->setPosition( ccp(winSize.width/2,winSize.height - 150) );
     this ->addChild(pImageMenu);
 
     //CCMenuItemToggle:开关菜单,切换效果
     //这里只使用了CCMenuItemFont,还可以使用其他的CCMenuItem
     CCMenuItemToggle* pMenuItemToggle = CCMenuItemToggle::itemWithTarget( this , menu_selector(MenuLayer::menuCallback),
                                                               CCMenuItemFont::itemFromString( "On" ),
                                                               CCMenuItemFont::itemFromString( "Off" ),
                                                               NULL );
     CCMenu* pToggleMenu = CCMenu::menuWithItems(pMenuItemToggle,NULL);
     pToggleMenu->setPosition( ccp(winSize.width/2,winSize.height - 180) );
     this ->addChild(pToggleMenu);
}

运行效果如下:
cocos2d-x学习笔记-CCMenu和CCMenuItem详解_第4张图片
程序使用的图片素材:


CCLabelBMFont代码段使用的素材是:cocos2d-x安装目录/tests/Resources/fonts/bitmapFontTest3.fnt和对应的png文件

ps:CCMenuItem默认使用的字体是Marker Felt,字体大小是32,在CCMenuItem.h中定义了:

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#define kCCItemSize 32
static unsigned int _fontSize = kCCItemSize;
static std::string _fontName = "Marker Felt" ;

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