在Cocos2dx 3.0版本中,废弃了以往2.x版本的写法,我们先来看一下Layer.h中的一段代码:
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//单点触摸 virtual bool onTouchBegan(Touch *touch, Event *unused_event); virtual void onTouchMoved(Touch *touch, Event *unused_event); virtual void onTouchEnded(Touch *touch, Event *unused_event); virtual void onTouchCancelled(Touch *touch, Event *unused_event); //多点触摸 virtual void onTouchesBegan( const std::vector<Touch*>& touches, Event *unused_event); virtual void onTouchesMoved( const std::vector<Touch*>& touches, Event *unused_event); virtual void onTouchesEnded( const std::vector<Touch*>& touches, Event *unused_event); virtual void onTouchesCancelled( const std::vector<Touch*>&touches, Event *unused_event); |
单点触摸:(即只有注册的Layer才能接收触摸事件)
onTouchBegan
如果返回true:本层的后续Touch事件可以被触发,并阻挡向后层传递
如果返回false,本层的后续Touch事件不能被触发,并向后传递,也就是不会调用
onTouchMoved
简单点来说,如果:
1.Layer 只有一层的情况:
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virtual bool onTouchBegan(CCTouch *pTouch, CCEvent *pEvent); |
a.返回false,则ccTouchMoved(),ccTouchEnded()不会再接收到消息
b.返回true,则ccTouchMoved(),ccTouchEnded()可以接收到消息
2.Layer 有多层的情况:
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virtual bool onTouchBegan(CCTouch *pTouch, CCEvent *pEvent); |
a.返回false,则本层的onTouchMoved(),onTouchEnded()不会再接收到消息,但是本层之下的其它层会接收到消息
b.返回true,则本层的onTouchMoved(),onTouchEnded()可以接收到消息,但是本层之下的其它层不能再接收到消息
单点触摸简单用法:
在Layer中添加如下代码,重写onTouchxxx函数
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auto dispatcher = Director::getInstance()->getEventDispatcher(); auto listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = CC_CALLBACK_2(GameLayer::onTouchBegan, this ); listener->onTouchMoved = CC_CALLBACK_2(GameLayer::onTouchMoved, this ); listener->onTouchEnded = CC_CALLBACK_2(GameLayer::onTouchEnded, this ); listener->setSwallowTouches( true ); //不向下传递触摸 dispatcher->addEventListenerWithSceneGraphPriority(listener, this ); |
listener->setSwallowTouches(true),不向下触摸,简单点来说,比如有两个sprite ,A 和 B,A在上B在下(位置重叠),触摸A的时候,B不会受到影响;
listener->setSwallowTouches(false)反之,向下传递触摸,触摸A也等于触摸了B;
多点触摸点单用法(多个Layer获取屏幕事件):
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auto dispatcher = Director::getInstance()->getEventDispatcher(); auto listener1 = EventListenerTouchAllAtOnce::create(); listener1->onTouchesBegan = CC_CALLBACK_2(GameLayer::onTouchesBegan, this ); listener1->onTouchesMoved = CC_CALLBACK_2(GameLayer::onTouchesMoved, this ); listener1->onTouchesEnded = CC_CALLBACK_2(GameLayer::onTouchesEnded, this ); dispatcher->addEventListenerWithSceneGraphPriority(listener1, this ); |
或者setTouchEnabled(true),然后重写layer的onTouchsxxx函数
关于eventDispatcher
1) 获取方法:
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auto dispatcher = Director::getInstance()->getEventDispatcher(); |
事件监听器包含以下几种:
触摸事件 (EventListenerTouch)
键盘响应事件 (EventListenerKeyboard)
加速记录事件 (EventListenerAcceleration)
鼠标响应事件 (EventListenerMouse)
自定义事件 (EventListenerCustom)
以上事件监听器统一由 _eventDispatcher 来进行管理。
2)优先权:
1.优先级越低,越先响应事件
2.如果优先级相同,则上层的(z轴)先接收触摸事件
有两种方式将 事件监听器 listener1 添加到 事件调度器_eventDispatcher 中:
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void EventDispatcher::addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node) void EventDispatcher::addEventListenerWithFixedPriority(EventListener* listener, int fixedPriority) |
代码展开一下:
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void EventDispatcher::addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node) { CCASSERT(listener && node, "Invalid parameters." ); CCASSERT(!listener->isRegistered(), "The listener has been registered." ); if (!listener->checkAvailable()) return ; listener->setSceneGraphPriority(node); listener->setFixedPriority(0); listener->setRegistered( true ); addEventListener(listener); } |
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void EventDispatcher::addEventListenerWithFixedPriority(EventListener* listener, int fixedPriority) { CCASSERT(listener, "Invalid parameters." ); CCASSERT(!listener->isRegistered(), "The listener has been registered." ); CCASSERT(fixedPriority != 0, "0 priority is forbidden for fixed priority since it's used for scene graph based priority." ); if (!listener->checkAvailable()) return ; listener->setSceneGraphPriority(nullptr); listener->setFixedPriority(fixedPriority); listener->setRegistered( true ); listener->setPaused( false ); addEventListener(listener); } |
(1)addEventListenerWithSceneGraphPriority 的事件监听器优先级是0,而且在 addEventListenerWithFixedPriority 中的事件监听器的优先级不可以设置为 0,因为这个是保留给 SceneGraphPriority 使用的。
(2)另外,有一点非常重要,FixedPriority listener添加完之后需要手动remove,而SceneGraphPriority listener是跟node绑定的,在node的析构函数中会被移除。
移除方法:
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dispatcher->removeEventListener(listener); |
其实还可以这么用:
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//1加入用户触摸事件侦听 auto listener=EventListenerTouchOneByOne::create(); listener->setSwallowTouches( true ); listener->onTouchBegan=[&](Touch * t,Event * e){ //改变贪食蛇移动的方向 int col=t->getLocation().x/32; int row=t->getLocation().y/32; int spHeadCol=spHead->getPositionX()/32; int spHeadRow=spHead->getPositionY()/32; if ( abs (spHeadCol-col)> abs (spHeadRow-row)) { if (spHeadCol<col) { spHead->m_dir=ENUM_DIR::DIR_RIGHT; } else { spHead->m_dir=ENUM_DIR::DIR_LEFT; } } else { if (spHeadRow<row) { spHead->m_dir=ENUM_DIR::DIR_UP; } else { spHead->m_dir=ENUM_DIR::DIR_DOWN; } } return true ; }; //这条语句像不像Java中的匿名接口对象,像不像Objective-C中Block ,他有个很华丽的名字 lambda,读音为:腊母达,相信未来你会喜欢上这妹子的 //3注册这个侦听到消息分发器中 _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this ); |