源代码版本号来自3.1rc
转载请注明
cocos2d-x源代码分析总文件夹
http://blog.csdn.net/u011225840/article/details/31743129
1.继承结构
在子类(controlButton,controlSwitch,controlStepper等中实现不同的UI组件)。以下通过源代码来分析control与controlButton。一起来体会以下向对象的魅力。
2.源代码分析
2.1control
在control总体的设计中也是如此,control中定义了一系列情况,来订制合适触发何种事件,而该事件是否触发某种Invocation。是能够动态设置的。
该Invocation就能够理解为详细的动作。
2.1.1 EventType
enum class EventType
{
TOUCH_DOWN = 1 << 0, // A touch-down event in the control.
DRAG_INSIDE = 1 << 1, // An event where a finger is dragged inside the bounds of the control.
DRAG_OUTSIDE = 1 << 2, // An event where a finger is dragged just outside the bounds of the control.
DRAG_ENTER = 1 << 3, // An event where a finger is dragged into the bounds of the control.
DRAG_EXIT = 1 << 4, // An event where a finger is dragged from within a control to outside its bounds.
TOUCH_UP_INSIDE = 1 << 5, // A touch-up event in the control where the finger is inside the bounds of the control.
TOUCH_UP_OUTSIDE = 1 << 6, // A touch-up event in the control where the finger is outside the bounds of the control.
TOUCH_CANCEL = 1 << 7, // A system event canceling the current touches for the control.
VALUE_CHANGED = 1 << 8 // A touch dragging or otherwise manipulating a control, causing it to emit a series of different values.
};
開始时,看见如此定义事实上有些不懂。可是为何须要这么设置呢,这样能够通过| 操作同一时候指定两个Event事件,而假设简单的使用 1 2 3 4,就不能通过|或者其它操作来唯一确定多个事件。
2.1.2 State
enum class State
{
NORMAL = 1 << 0, // The normal, or default state of a control—that is, enabled but neither selected nor highlighted.
HIGH_LIGHTED = 1 << 1, // Highlighted state of a control. A control enters this state when a touch down, drag inside or drag enter is performed. You can retrieve and set this value through the highlighted property.
DISABLED = 1 << 2, // Disabled state of a control. This state indicates that the control is currently disabled. You can retrieve and set this value through the enabled property.
SELECTED = 1 << 3 // Selected state of a control. This state indicates that the control is currently selected. You can retrieve and set this value through the selected property.
};
2.1.3 Control Events 的管理
2.1.3.1 sendActionsForControlEvents
void Control::sendActionsForControlEvents(EventType controlEvents)
{
//retain和release的作用是保证运行该actions的过程中。control不会被delete。
//可能会有actions会release 事件来源Ref--control,所以须要先retain,保证其运行全然部events后再release。
retain();
// For each control events
for (int i = 0; i < kControlEventTotalNumber; i++)
{
// If the given controlEvents bitmask contains the curent event
//bit位适配
if (((int)controlEvents & (1 << i)))
{
// Call invocations
const auto& invocationList = this->dispatchListforControlEvent((Control::EventType)(1<<i));
for(const auto &invocation : invocationList) {
invocation->invoke(this);
}
}
}
release();
}
Vector<Invocation*>& Control::dispatchListforControlEvent(EventType controlEvent)
{
//这个函数的作用是获得该类事件类型的InvocationVector
Vector<Invocation*>* invocationList = nullptr;
auto iter = _dispatchTable.find((int)controlEvent);
// If the invocation list does not exist for the dispatch table, we create it
if (iter == _dispatchTable.end())
{
invocationList = new Vector<Invocation*>();
_dispatchTable[(int)controlEvent] = invocationList;
}
else
{
invocationList = iter->second;
}
return *invocationList;
}
2.1.3.2 addTargetWithActionForControlEvents
void Control::addTargetWithActionForControlEvents(Ref* target, Handler action, EventType controlEvents)
{
// For each control events
for (int i = 0; i < kControlEventTotalNumber; i++)
{
// If the given controlEvents bitmask contains the curent event
if (((int)controlEvents & (1 << i)))
{
this->addTargetWithActionForControlEvent(target, action, (EventType)(1<<i));
}
}
}
void Control::addTargetWithActionForControlEvent(Ref* target, Handler action, EventType controlEvent)
{
// Create the invocation object
Invocation *invocation = Invocation::create(target, action, controlEvent);
// Add the invocation into the dispatch list for the given control event
auto& eventInvocationList = this->dispatchListforControlEvent(controlEvent);
//此时pushback的同一时候也会retain
eventInvocationList.pushBack(invocation);
}
2.1.3.3 removeTargetWithActionForControlEvent
void Control::removeTargetWithActionForControlEvents(Ref* target, Handler action, EventType controlEvents)
{
// For each control events
for (int i = 0; i < kControlEventTotalNumber; i++)
{
// If the given controlEvents bitmask contains the curent event
if (((int)controlEvents & (1 << i)))
{
this->removeTargetWithActionForControlEvent(target, action, (EventType)(1 << i));
}
}
}
void Control::removeTargetWithActionForControlEvent(Ref* target, Handler action, EventType controlEvent)
{
// Retrieve all invocations for the given control event
//<Invocation*>
auto& eventInvocationList = this->dispatchListforControlEvent(controlEvent);
//remove all invocations if the target and action are null
//TODO: should the invocations be deleted, or just removed from the array? Won't that cause issues if you add a single invocation for multiple events?
if (!target && !action)
{
//remove objects
eventInvocationList.clear();
}
else
{
std::vector<Invocation*> tobeRemovedInvocations;
//normally we would use a predicate, but this won't work here. Have to do it manually
for(const auto &invocation : eventInvocationList) {
bool shouldBeRemoved=true;
if (target)
{
shouldBeRemoved=(target==invocation->getTarget());
}
if (action)
{
shouldBeRemoved=(shouldBeRemoved && (action==invocation->getAction()));
}
// Remove the corresponding invocation object
if (shouldBeRemoved)
{
tobeRemovedInvocations.push_back(invocation);
}
}
for(const auto &invocation : tobeRemovedInvocations) {
eventInvocationList.eraseObject(invocation);
}
}
}
2.2 ControlButton
2.2.1 Touch
bool ControlButton::onTouchBegan(Touch *pTouch, Event *pEvent)
{
//是否接收该touch
if (!isTouchInside(pTouch) || !isEnabled() || !isVisible() || !hasVisibleParents() )
{
return false;
}
//感觉这段与hasVisibleParents反复了,能够删除
for (Node *c = this->_parent; c != nullptr; c = c->getParent())
{
if (c->isVisible() == false)
{
return false;
}
}
_isPushed = true;
this->setHighlighted(true);
//touch down事件仅仅在began中触发
sendActionsForControlEvents(Control::EventType::TOUCH_DOWN);
return true;
}
void ControlButton::onTouchMoved(Touch *pTouch, Event *pEvent)
{
if (!isEnabled() || !isPushed() || isSelected())
{
if (isHighlighted())
{
setHighlighted(false);
}
return;
}
bool isTouchMoveInside = isTouchInside(pTouch);
//在inside内部move而且当前状态不是highlight,说明从外部移入到内部,触发事件drag enter
if (isTouchMoveInside && !isHighlighted())
{
setHighlighted(true);
sendActionsForControlEvents(Control::EventType::DRAG_ENTER);
}
//inside内部move而且当前状态时highlight,说明在内部移动,触发事件 drag inside
else if (isTouchMoveInside && isHighlighted())
{
sendActionsForControlEvents(Control::EventType::DRAG_INSIDE);
}
//outside move 可是当前状态是highlight,证明从内移动到外。触发事件drag exit
else if (!isTouchMoveInside && isHighlighted())
{
setHighlighted(false);
sendActionsForControlEvents(Control::EventType::DRAG_EXIT);
}
//outside move 而且 不是highlight 在外部移动,触发事件 drag outside
else if (!isTouchMoveInside && !isHighlighted())
{
sendActionsForControlEvents(Control::EventType::DRAG_OUTSIDE);
}
}
void ControlButton::onTouchEnded(Touch *pTouch, Event *pEvent)
{
_isPushed = false;
setHighlighted(false);
//在这里事实上应该添加推断的,对于controlButton放在scrollView或者tableView或者能够移动的layer上的时候
//应该给用户一个开关选择。依据移动了距离的多少推断用户是否要触发touch up inside和 outside 事件。
if (isTouchInside(pTouch))
{
sendActionsForControlEvents(Control::EventType::TOUCH_UP_INSIDE);
}
else
{
sendActionsForControlEvents(Control::EventType::TOUCH_UP_OUTSIDE);
}
}
void ControlButton::onTouchCancelled(Touch *pTouch, Event *pEvent)
{
_isPushed = false;
setHighlighted(false);
sendActionsForControlEvents(Control::EventType::TOUCH_CANCEL);
}
2.2.2 create and needlayout
2.2.2.1 create相关
bool ControlButton::initWithLabelAndBackgroundSprite(Node* node, Scale9Sprite* backgroundSprite)
{
if (Control::init())
{
CCASSERT(node != nullptr, "Label must not be nil.");
LabelProtocol* label = dynamic_cast<LabelProtocol*>(node);
CCASSERT(backgroundSprite != nullptr, "Background sprite must not be nil.");
CCASSERT(label != nullptr || backgroundSprite != nullptr, "");
_parentInited = true;
_isPushed = false;
// Adjust the background image by default
setAdjustBackgroundImage(true);
setPreferredSize(Size::ZERO);
// Zooming button by default
_zoomOnTouchDown = true;
_scaleRatio = 1.1f;
// Set the default anchor point
ignoreAnchorPointForPosition(false);
setAnchorPoint(Vec2::ANCHOR_MIDDLE);
// Set the nodes,label
setTitleLabel(node);
setBackgroundSprite(backgroundSprite);
// Set the default color and opacity
setColor(Color3B::WHITE);
setOpacity(255.0f);
setOpacityModifyRGB(true);
// Initialize the dispatch table,開始时候的状态皆为normal
setTitleForState(label->getString(), Control::State::NORMAL);
setTitleColorForState(node->getColor(), Control::State::NORMAL);
setTitleLabelForState(node, Control::State::NORMAL);
setBackgroundSpriteForState(backgroundSprite, Control::State::NORMAL);
setLabelAnchorPoint(Vec2::ANCHOR_MIDDLE);
// Layout update
needsLayout();
return true;
}
//couldn't init the Control
else
{
return false;
}
}
std::unordered_map<int, std::string> _titleDispatchTable;
std::unordered_map<int, Color3B> _titleColorDispatchTable;
Map<int, Node*> _titleLabelDispatchTable;
Map<int, Scale9Sprite*> _backgroundSpriteDispatchTable;
而且通过一系列get set函数将状态与这些属性相关联,详细的不再赘述。
2.2.2.2 needlayout
void ControlButton::needsLayout()
{
//总体步骤:获取特定状态下的label和sprite。然后将button的size设置为两者的最大值,然后显示两者
if (!_parentInited) {
return;
}
// Hide the background and the label
if (_titleLabel != nullptr) {
_titleLabel->setVisible(false);
}
if (_backgroundSprite) {
_backgroundSprite->setVisible(false);
}
// Update anchor of all labels
this->setLabelAnchorPoint(this->_labelAnchorPoint);
// Update the label to match with the current state
_currentTitle = getTitleForState(_state);
_currentTitleColor = getTitleColorForState(_state);
this->setTitleLabel(getTitleLabelForState(_state));
LabelProtocol* label = dynamic_cast<LabelProtocol*>(_titleLabel);
if (label && !_currentTitle.empty())
{
label->setString(_currentTitle);
}
if (_titleLabel)
{
_titleLabel->setColor(_currentTitleColor);
}
if (_titleLabel != nullptr)
{
_titleLabel->setPosition(Vec2 (getContentSize().width / 2, getContentSize().height / 2));
}
// Update the background sprite
this->setBackgroundSprite(this->getBackgroundSpriteForState(_state));
if (_backgroundSprite != nullptr)
{
_backgroundSprite->setPosition(Vec2 (getContentSize().width / 2, getContentSize().height / 2));
}
// Get the title label size
Size titleLabelSize;
if (_titleLabel != nullptr)
{
titleLabelSize = _titleLabel->getBoundingBox().size;
}
// Adjust the background image if necessary
if (_doesAdjustBackgroundImage)
{
// Add the margins
if (_backgroundSprite != nullptr)
{
_backgroundSprite->setContentSize(Size(titleLabelSize.width + _marginH * 2, titleLabelSize.height + _marginV * 2));
}
}
else
{
//TODO: should this also have margins if one of the preferred sizes is relaxed?
if (_backgroundSprite != nullptr)
{
Size preferredSize = _backgroundSprite->getPreferredSize();
if (preferredSize.width <= 0)
{
preferredSize.width = titleLabelSize.width;
}
if (preferredSize.height <= 0)
{
preferredSize.height = titleLabelSize.height;
}
_backgroundSprite->setContentSize(preferredSize);
}
}
// Set the content size
//总体来说。须要注意的就是这里。将两者size的最大值赋给本身
Rect rectTitle;
if (_titleLabel != nullptr)
{
rectTitle = _titleLabel->getBoundingBox();
}
Rect rectBackground;
if (_backgroundSprite != nullptr)
{
rectBackground = _backgroundSprite->getBoundingBox();
}
Rect maxRect = ControlUtils::RectUnion(rectTitle, rectBackground);
setContentSize(Size(maxRect.size.width, maxRect.size.height));
if (_titleLabel != nullptr)
{
_titleLabel->setPosition(Vec2(getContentSize().width/2, getContentSize().height/2));
// Make visible the background and the label
_titleLabel->setVisible(true);
}
if (_backgroundSprite != nullptr)
{
_backgroundSprite->setPosition(Vec2(getContentSize().width/2, getContentSize().height/2));
_backgroundSprite->setVisible(true);
}
}