• cocos2d-x ScrollView、TableView


    转自:http://codingnow.cn/cocos2d-x/1024.html

    在游戏和应用中经常要实现左右滑动展示游戏帮助、以列表显示内容的UI效果,就像android中的Gallery和ListView。本文通过CCScrollView和CCTableView分别来实现这两个效果,基于cocos2d-x 2.0.4版本。
    首先来简单了解一下这两个东东,CCScrollView本身是一个CCLayer,而CCTableView是CCScrollView的子类,这是引擎已经帮我们封装好了的,CCTableView可以设置成横向和纵向,用它可以实现类似于Gallery和ListView的效果。
    1. 首先实现游戏帮助界面
    (1) 创建头文件GalleryLayer.h

    #ifndef GALLERY_LAYER_H
    #define GALLERY_LAYER_H
     
    #include "cocos2d.h"
    #include "SimpleAudioEngine.h"
    #include "cocos-ext.h"
     
    USING_NS_CC;
    USING_NS_CC_EXT;
     
    class GalleryLayer : public cocos2d::CCLayer ,public CCScrollViewDelegate
    {
    public:
        virtual bool init();  
     
        void menuCloseCallback(CCObject* pSender);
     
        CREATE_FUNC(GalleryLayer);
     
    public:
        //scrollview滚动的时候会调用
        void scrollViewDidScroll(CCScrollView* view);
        //scrollview缩放的时候会调用
        void scrollViewDidZoom(CCScrollView* view);
     
        virtual void onEnter();
        virtual void onExit();
     
        virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
        virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
        virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
        virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
     
    private:
        //根据手势滑动的距离和方向滚动图层
         void adjustScrollView(float offset);
         CCScrollView *m_pScrollView;
         CCPoint m_touchPoint;
         int m_nCurPage;
    };
     
    #endif

    类GalleryLayer继承了CCScrollViewDelegate,实现了它的两个纯虚函数,主要是为了当scrollview滚动和缩放时回调这两函数,这样我们就可以在这两函数中做相关操作了。

    (2) 看源文件GalleryLayer.cpp

    #include "GalleryLayer.h"
    #include "ListViewLayer.h"
     
    using namespace cocos2d;
    using namespace cocos2d::extension;
     
    bool GalleryLayer::init()
    {
        bool bRet = false;
        do
        {
           CC_BREAK_IF( !CCLayer::init() );
     
           m_nCurPage = 1;
           CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
           CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
     
           CCLayer *pLayer = CCLayer::create();
           char helpstr[30] = {0};
           for (int i = 1; i <= 3; ++ i)
           {
               memset(helpstr, 0, sizeof(helpstr));
               sprintf(helpstr,"bg_%02d.png",i);
               CCSprite *pSprite = CCSprite::create(helpstr);
               pSprite->setPosition(ccp(visibleSize.width * (i-0.5f), visibleSize.height / 2));
               pLayer->addChild(pSprite);
           }
     
           m_pScrollView = CCScrollView::create(CCSizeMake(960, 640), pLayer);
           m_pScrollView->setContentOffset(CCPointZero);
           m_pScrollView->setTouchEnabled(false);
           m_pScrollView->setDelegate(this);
           m_pScrollView->setDirection(kCCScrollViewDirectionHorizontal);
           pLayer->setContentSize(CCSizeMake(960*3, 640));
     
           this->addChild(m_pScrollView);
     
           CCSpriteFrameCache *pCache =  CCSpriteFrameCache::sharedSpriteFrameCache();
     
           pCache->addSpriteFrame(CCSpriteFrame::create("button_normal.png",CCRectMake(0, 0, 64, 64)),"button_normal.png");
           pCache->addSpriteFrame(CCSpriteFrame::create("button_selected.png",CCRectMake(0, 0, 64, 64)),"button_selected.png");
           for (int i = 1; i <= 3; ++ i)
           {
               CCSprite *pPoint = CCSprite::createWithSpriteFrameName("button_normal.png");
               pPoint->setTag(i);
               pPoint->setPosition(ccp( origin.x + (visibleSize.width - 3 * pPoint->getContentSize().width)/2 + pPoint->getContentSize().width * (i-1), origin.y + 30));
               this->addChild(pPoint);
           }
            CCSprite *pPoint = (CCSprite *)this->getChildByTag(1);
            pPoint->setDisplayFrame(pCache->spriteFrameByName("button_selected.png"));
     
            bRet = true;
        }while(0);
     
        return bRet;
     
    }
     
    void GalleryLayer::menuCloseCallback(CCObject* pSender)
    {
     
    }
     
    void GalleryLayer::scrollViewDidScroll(cocos2d::extension::CCScrollView *view)
    {
        CCLOG("scroll");
    }
     
    void GalleryLayer::scrollViewDidZoom(cocos2d::extension::CCScrollView *view)
    {
        CCLOG("zoom");
    }
     
    void GalleryLayer::onEnter()
    {
        CCLayer::onEnter();
        CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 1, false);
    }
     
    void GalleryLayer::onExit()
    {
        CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
        CCLayer::onExit();
        CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
    }
     
    bool GalleryLayer::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
    {
        m_touchPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView());
        return true;
    }
     
    void GalleryLayer::ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent)
    {
     
    }
     
    void GalleryLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
    {
        CCPoint endPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView());
        float distance = endPoint.x - m_touchPoint.x;
        if(fabs(distance) > 50)
        {
            adjustScrollView(distance);
        }
    }
     
    void GalleryLayer::ccTouchCancelled(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
    {
        CCPoint endPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView());
        float distance = endPoint.x - m_touchPoint.x;
        if(fabs(distance) > 50)
        {
            adjustScrollView(distance);
        }
    }
     
    void GalleryLayer::adjustScrollView(float offset)
    {
        CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
        CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
        CCSpriteFrameCache *pCache =  CCSpriteFrameCache::sharedSpriteFrameCache();
        CCSprite *pPoint = (CCSprite *)this->getChildByTag(m_nCurPage);
        pPoint->setDisplayFrame(pCache->spriteFrameByName("button_normal.png"));
        if (offset<0)
        {
            m_nCurPage ++;
        }else
        {
            m_nCurPage --;
        }
     
        if (m_nCurPage <1)
        {
            m_nCurPage = 1;
        }
     
        if(m_nCurPage > 3)
        {
            CCLayer *pLayer = ListViewLayer::create();
            CCScene *pScene = CCScene::create();
            pScene->addChild(pLayer);
            CCDirector::sharedDirector()->replaceScene(pScene);
        }
        else
        {
            pPoint = (CCSprite *)this->getChildByTag(m_nCurPage);
            pPoint->setDisplayFrame(pCache->spriteFrameByName("button_selected.png"));
            CCPoint  adjustPos = ccp(origin.x - visibleSize.width * (m_nCurPage-1), 0);
            m_pScrollView->setContentOffset(adjustPos, true);
        }
    }

    这里一共有三张图,是从捕鱼达人中拿出来的背景图,当滚完三张图时就跳转到ListViewLayer场景去,上面的代码比较容易懂。
    首先创建一个CCLayer,包含三张背景图,设置CCLayer的ContentSize,并设置三张图片的位置
    然后设置CCLayer为CCScrollview的内容,并设置CCScrollView的显示区域。
    最后根据用户滑动的方向和距离,通过设置scrollview的setContentOffset,滚动视图。
    CCScrollview.h文件中封装了一个枚举类型,一共有四个方向,常用横向和纵向,这里使用了横向。

    typedef enum {
        kCCScrollViewDirectionNone = -1,
        kCCScrollViewDirectionHorizontal = 0,
        kCCScrollViewDirectionVertical,
        kCCScrollViewDirectionBoth
    } CCScrollViewDirection;

    下面来看看这部分的效果:

    2. 现在来实现列表展示(ListView)的效果
    (1)创建ListViewLayer.h

    #ifndef LISTVIEW_LAYER_H
    #define LISTVIEW_LAYER_H
     
    #include "cocos2d.h"
    #include "cocos-ext.h"
     
    class ListViewLayer : public cocos2d::CCLayer, public cocos2d::extension::CCTableViewDataSource, public cocos2d::extension::CCTableViewDelegate
    {
    public:
        virtual bool init();  
     
        virtual void scrollViewDidScroll(cocos2d::extension::CCScrollView* view);
     
        virtual void scrollViewDidZoom(cocos2d::extension::CCScrollView* view);
     
        //处理触摸事件,可以计算点击的是哪一个子项
        virtual void tableCellTouched(cocos2d::extension::CCTableView* table, cocos2d::extension::CCTableViewCell* cell);
        //每一项的宽度和高度
        virtual cocos2d::CCSize cellSizeForTable(cocos2d::extension::CCTableView *table);
        //生成列表每一项的内容
        virtual cocos2d::extension::CCTableViewCell* tableCellAtIndex(cocos2d::extension::CCTableView *table, unsigned int idx);
        //一共多少项
        virtual unsigned int numberOfCellsInTableView(cocos2d::extension::CCTableView *table);
     
        CREATE_FUNC(ListViewLayer);
    };
     
    #endif

    ListViewLayer继承了CCTableViewDataSource和CCTableViewDelegate。这两个抽象类封装了几个有用的函数,我们在下面的源码中将实现它们。
    (2)源文件 ListViewLayer.cpp

    #include "ListViewLayer.h"
     
    USING_NS_CC;
    USING_NS_CC_EXT;
     
    bool ListViewLayer::init()
    {
        bool bRet = false;
        do
        {
            CC_BREAK_IF( !CCLayer::init() );
     
            CCTableView* pTableView = CCTableView::create(this, CCSizeMake(960, 640));
            pTableView->setDirection(kCCScrollViewDirectionVertical);
            pTableView->setPosition(CCPointZero);
            pTableView->setDelegate(this);
            pTableView->setVerticalFillOrder(kCCTableViewFillTopDown);
            this->addChild(pTableView);
            pTableView->reloadData();
     
            bRet = true;
        }while(0);
     
        return bRet;
    }
     
    void ListViewLayer::tableCellTouched(CCTableView* table, CCTableViewCell* cell)
    {
        CCLog("cell touched at index: %i", cell->getIdx());
    }
     
    CCSize ListViewLayer::cellSizeForTable(CCTableView *table)
    {
        return CCSizeMake(960, 120);
    }
     
    CCTableViewCell* ListViewLayer::tableCellAtIndex(CCTableView *table, unsigned int idx)
    {
        CCString *pString = CCString::createWithFormat("%d", idx);
        CCTableViewCell *pCell = table->dequeueCell();
        if (!pCell) {
            pCell = new CCTableViewCell();
            pCell->autorelease();
            CCSprite *pSprite = CCSprite::create("listitem.png");
            pSprite->setAnchorPoint(CCPointZero);
            pSprite->setPosition(CCPointZero);
            pCell->addChild(pSprite);
     
            CCLabelTTF *pLabel = CCLabelTTF::create(pString->getCString(), "Arial", 20.0);
            pLabel->setPosition(CCPointZero);
            pLabel->setAnchorPoint(CCPointZero);
            pLabel->setTag(123);
            pCell->addChild(pLabel);
        }
        else
        {
            CCLabelTTF *pLabel = (CCLabelTTF*)pCell->getChildByTag(123);
            pLabel->setString(pString->getCString());
        }
     
        return pCell;
    }
     
    unsigned int ListViewLayer::numberOfCellsInTableView(CCTableView *table)
    {
        return 20;
    }
     
    void ListViewLayer::scrollViewDidScroll(CCScrollView *view)
    {
    }
     
    void ListViewLayer::scrollViewDidZoom(CCScrollView *view)
    {
    }

    首先需要创建CCTableView,设置它的显示区域和显示方向,这里使用了纵向。设置每个子项的宽度和高度,子项的数量以及每个子项对应的内容。每个子项是一个CCTableViewCell,这里进行了优化,复用了子项对象。
    下面是效果图:

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  • 原文地址:https://www.cnblogs.com/sevenyuan/p/3180614.html
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