cocos2d-x v3.0alpha0加入
EventListenerTouch
- responds to touch eventsEventListenerKeyboard
- responds to keyboard eventsEventListenerAcceleration
- reponds to accelerometer eventsEventListenMouse
- responds to mouse eventsEventListenerCustom
- responds to custom eventsauto sprite1 = Sprite::create("Images/CyanSquare.png"); sprite1->setPosition(origin+Point(size.width/2, size.height/2) + Point(-80, 80)); addChild(sprite1, 10); auto sprite2 = Sprite::create("Images/MagentaSquare.png"); sprite2->setPosition(origin+Point(size.width/2, size.height/2)); addChild(sprite2, 20); auto sprite3 = Sprite::create("Images/YellowSquare.png"); sprite3->setPosition(Point(0, 0)); sprite2->addChild(sprite3, 1);
//Create a "one by one" touch event listener (processes one touch at a time) auto listener1 = EventListenerTouchOneByOne::create(); // When "swallow touches" is true, then returning 'true' from the onTouchBegan method will "swallow" the touch event, preventing other listeners from using it. listener1->setSwallowTouches(true); // Example of using a lambda expression to implement onTouchBegan event callback function listener1->onTouchBegan = [](Touch* touch, Event* event){ // event->getCurrentTarget() returns the *listener's* sceneGraphPriority node. auto target = static_cast<Sprite*>(event->getCurrentTarget()); //Get the position of the current point relative to the button Point locationInNode = target->convertToNodeSpace(touch->getLocation()); Size s = target->getContentSize(); Rect rect = Rect(0, 0, s.width, s.height); //Check the click area if (rect.containsPoint(locationInNode)) { log("sprite began... x = %f, y = %f", locationInNode.x, locationInNode.y); target->setOpacity(180); return true; } return false; }; //Trigger when moving touch listener1->onTouchMoved = [](Touch* touch, Event* event){ auto target = static_cast<Sprite*>(event->getCurrentTarget()); //Move the position of current button sprite target->setPosition(target->getPosition() + touch->getDelta()); }; //Process the touch end event listener1->onTouchEnded = [=](Touch* touch, Event* event){ auto target = static_cast<Sprite*>(event->getCurrentTarget()); log("sprite onTouchesEnded.. "); target->setOpacity(255); //Reset zOrder and the display sequence will change if (target == sprite2) { sprite1->setZOrder(100); } else if(target == sprite1) { sprite1->setZOrder(0); } };
//Add listener _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1, sprite1); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1->clone(), sprite2); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1->clone(), sprite3);
//Initializing and binding auto listener = EventListenerKeyboard::create(); listener->onKeyPressed = CC_CALLBACK_2(KeyboardTest::onKeyPressed, this); listener->onKeyReleased = CC_CALLBACK_2(KeyboardTest::onKeyReleased, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); // Implementation of the keyboard event callback function prototype void KeyboardTest::onKeyPressed(EventKeyboard::KeyCode keyCode, Event* event) { log("Key with keycode %d pressed", keyCode); } void KeyboardTest::onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event) { log("Key with keycode %d released", keyCode); }
auto listener = EventListenerAcceleration::create(CC_CALLBACK_2(AccelerometerTest::onAcceleration, this)); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); // Implementation of the accelerometer callback function prototype void AccelerometerTest::onAcceleration(Acceleration* acc, Event* event) { // Processing logic here }
_mouseListener = EventListenerMouse::create(); _mouseListener->onMouseMove = CC_CALLBACK_1(MouseTest::onMouseMove, this); _mouseListener->onMouseUp = CC_CALLBACK_1(MouseTest::onMouseUp, this); _mouseListener->onMouseDown = CC_CALLBACK_1(MouseTest::onMouseDown, this); _mouseListener->onMouseScroll = CC_CALLBACK_1(MouseTest::onMouseScroll, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(_mouseListener, this);
void MouseTest::onMouseDown(Event *event) { EventMouse* e = (EventMouse*)event; string str = "Mouse Down detected, Key: "; str += tostr(e->getMouseButton()); // ... } void MouseTest::onMouseUp(Event *event) { EventMouse* e = (EventMouse*)event; string str = "Mouse Up detected, Key: "; str += tostr(e->getMouseButton()); // ... } void MouseTest::onMouseMove(Event *event) { EventMouse* e = (EventMouse*)event; string str = "MousePosition X:"; str = str + tostr(e->getCursorX()) + " Y:" + tostr(e->getCursorY()); // ... } void MouseTest::onMouseScroll(Event *event) { EventMouse* e = (EventMouse*)event; string str = "Mouse Scroll detected, X: "; str = str + tostr(e->getScrollX()) + " Y: " + tostr(e->getScrollY()); // ... }
_listener = EventListenerCustom::create("game_custom_event1", [=](EventCustom* event){ std::string str("Custom event 1 received, "); char* buf = static_cast<char*>(event->getUserData()); str += buf; str += " times"; statusLabel->setString(str.c_str()); }); _eventDispatcher->addEventListenerWithFixedPriority(_listener, 1);自定义的事件监听器正如上面所示,提供一个响应函数并注册到事件分发器。不过你还需要通过下面的代码来实现事件的触发:
static int count = 0; ++count; char* buf = new char[10]; sprintf(buf, "%d", count); EventCustom event("game_custom_event1"); event.setUserData(buf); _eventDispatcher->dispatchEvent(&event); CC_SAFE_DELETE_ARRAY(buf);上面的例子创建了一个EventCustom对象并且设置了UserData,然后调用代码 _eventDispatcher->dispatchEvent(&event);手工地分发事件。这样就能触发前面定义的回调函数。
_eventDispatcher->removeEventListener(listener);
_eventDispatcher->removeAllEventListeners();