【麦可网】Cocos2d-X跨平台游戏开发---学习笔记
第十五课:Cocos2D-X事件处理1-7
=======================================================================================================================================================================
课程目标:
- Cocos2D-X事件处理机制
- Cocos2D-X输入框使用
课程重点:
- Cocos2D-X事件处理机制
- Cocos2D-X输入框使用
- 为节点添加触摸事件
考核目标:
- 掌握Cocos2D-X但多点触摸
- 掌握Cocos2D-X重力感应事件
- 掌握Cocos2D-X输入框使用
- 理解为节点添加触摸事件
=======================================================================================================================================================================
一、单点/多点触摸事件接口
事件队列
CCTouchDispather //存需要处理事件节点的类
CCTouchDelegate
CCTargetedTouchDelegate //单点触摸的事件
CCStandardTouchDelegate //多点触摸的事件
参考代码:tests->touch_dispatcher
-------------触摸事件接口-------------
class CC_DLL CCTouchDelegate
{
public:
CCTouchDelegate() {}
virtual ~CCTouchDelegate()
{
}
//返回值bool来判读是否继续往下执行,true不执行后面的事件,反之则执行
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent); return false;};
// optional
virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
// optional
virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
};
二、单点/多点触摸事件处理
CCTargetedTouchDelegate
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
virtual bool ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
virtual bool ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
virtual bool ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, 0, true);
setTouchEnabled(true); <span style="white-space:pre"> </span> //开启触摸使能
----------------触摸使能-----------------
void CCLayer::setTouchEnabled(bool enabled)
{
if (m_bTouchEnabled != enabled)
{
m_bTouchEnabled = enabled;
if (m_bRunning)
{
if (enabled)
{
this->registerWithTouchDispatcher(); //添加节点到管理器
}
else
{
// have problems?
//节点移除管理器
CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
}
}
}
}
----------------触摸开始-----------------
void LayerTest1::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)
{
ccTouchesMoved(pTouches, pEvent);
}
----------------触摸移动-----------------
void LayerTest1::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent)
{
CCTouch *touch = (CCTouch*)pTouches->anyObject();
CCPoint touchLocation = touch->getLocation(); //获得单点
updateSize(touchLocation); //更新尺寸
}
----------------更新尺寸-----------------
void LayerTest1::updateSize(CCPoint &touchLocation)
{
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCSize newSize = CCSizeMake( fabs(touchLocation.x - s.width/2)*2, fabs(touchLocation.y - s.height/2)*2); //重新计算大小
CCLayerColor* l = (CCLayerColor*) getChildByTag(kTagLayer);
l->setContentSize( newSize ); //重新绘制大写
}
默认情况下,节点是实现多点触控,要想节点实现单点触控,则复写以下虚函数,并把多点触摸函数改成单点触摸函数。
void LayerTest1::registerWithTouchDispatcher()
{
CCTouchDispather::sharedDispatcher()->addTargetedDelegate(this,0,true);
}
三、重力感应事件处理
CCAccelerometerDelegate
virtual void didAccelerate(CCAcceleration *pAccelerationValue);
setAccelerometerEnabled(ture);
参考代码:tests->Accelerometer Test
setAccelerometerEnabled(true); //启用重力感应
四、按键事件处理
class CC_DLL CCKeypadDelegate
{
public:
// 返回键
virtual void keyBackClicked() {}
// 菜单键,安卓手机可用
virtual void keyMenuClicked() {};
};
参考代码:tests->KeypadTest
五、为精灵添加事件
步骤1:继承触摸
步骤2:实现接口
步骤3:注册,添加到事件管理器
步骤4:从事件管理器中删除
四个步骤代码对应如下:
参考代码:tests->Touches Test
步骤1:继承触摸
class Paddle : public CCSprite, public CCTargetedTouchDelegate
{
……
};
步骤2:实现接口
bool Paddle::ccTouchBegan(CCTouch* touch, CCEvent* event)
{
if (m_state != kPaddleStateUngrabbed) return false;
//判断触摸点是否在矩形区域内
if ( !containsTouchLocation(touch) ) return false;
m_state = kPaddleStateGrabbed;
return true;
}
其中:
bool Paddle::containsTouchLocation(CCTouch* touch)
{
//坐标转换,坐标原点设置在精灵的锚点
return rect().containsPoint(convertTouchToNodeSpaceAR(touch));
}
CCRect Paddle::rect()
{
CCSize s = getTexture()->getContentSize();
return CCRectMake(-s.width / 2, -s.height / 2, s.width, s.height);
}
#define CCRectMake(x, y, width, height) CCRect((float)(x), (float)(y), (float)(width), (float)(height))
---------------------------------------------------------
void Paddle::ccTouchMoved(CCTouch* touch, CCEvent* event)
{
// If it weren't for the TouchDispatcher, you would need to keep a reference
// to the touch from touchBegan and check that the current touch is the same
// as that one.
// Actually, it would be even more complicated since in the Cocos dispatcher
// you get CCSets instead of 1 UITouch, so you'd need to loop through the set
// in each touchXXX method.
CCAssert(m_state == kPaddleStateGrabbed, "Paddle - Unexpected state!");
CCPoint touchPoint = touch->getLocation();
setPosition( ccp(touchPoint.x, getPosition().y) );
}
void Paddle::ccTouchEnded(CCTouch* touch, CCEvent* event)
{
CCAssert(m_state == kPaddleStateGrabbed, "Paddle - Unexpected state!");
m_state = kPaddleStateUngrabbed;
}
步骤3:注册,添加到事件管理器
void Paddle::onEnter()
{
CCDirector* pDirector = CCDirector::sharedDirector();
pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
CCSprite::onEnter();
}
步骤4:从事件管理器中删除
void Paddle::onExit()
{
CCDirector* pDirector = CCDirector::sharedDirector();
pDirector->getTouchDispatcher()->removeDelegate(this);
CCSprite::onExit();
}
六、通知中心
//添加监听消息
CCNotificationCenter::sharedNotificationCenter()->addObserver(this, callfuncO_selector(GameManager::onClickTest), CLICK_TEST_MSG, NULL);
//发送消息
CCNotificationCenter::sharedNotificationCenter()->postNotification(CLICK_TEST_MSG, (CCObject*)data);
//取消监听消息
CCNotificationCenter::sharedNotificationCenter()->removerObserver(this, CLICK_TEST_MSG);
//收到消息后的执行动作
void GameManager::onClickTest(CCObject *obj)
{
}
七、输入框使用
步骤1:创建文本框
步骤2:启用事件处理
步骤3:注册事件
步骤4:实现键盘的弹出
步骤5:判读键盘是否挡住其它节点
参考代码:tests->TextInputTest
CCTextFieldTTF //创建输入框
CCIMEDelegate //输入法,弹出键盘
CCTextFieldDelegate <span style="white-space:pre"> </span>//添加输入效果的接口
-----------------------------------------------------
class CC_DLL CCIMEDelegate
{
public:
virtual ~CCIMEDelegate();
virtual bool attachWithIME(); //打开键盘
virtual bool detachWithIME(); //关闭键盘
……
};
--------------------------触摸按下--------------------------
bool KeyboardNotificationLayer::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
CCLOG("++++++++++++++++++++++++++++++++++++++++++++");
m_beginPos = pTouch->getLocation();
return true;
}
--------------------------触摸结束--------------------------
void KeyboardNotificationLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
{
if (! m_pTrackNode)
{
return;
}
CCPoint endPos = pTouch->getLocation();
float delta = 5.0f;
if (::abs(endPos.x - m_beginPos.x) > delta //排除滑动操作
|| ::abs(endPos.y - m_beginPos.y) > delta)
{
// not click
m_beginPos.x = m_beginPos.y = -1;
return;
}
// decide the trackNode is clicked.
CCRect rect;
CCPoint point = convertTouchToNodeSpaceAR(pTouch);
CCLOG("KeyboardNotificationLayer:clickedAt(%f,%f)", point.x, point.y);
rect = getRect(m_pTrackNode);
CCLOG("KeyboardNotificationLayer:TrackNode at(origin:%f,%f, size:%f,%f)",
rect.origin.x, rect.origin.y, rect.size.width, rect.size.height);
this->onClickTrackNode(rect.containsPoint(point)); //判断在输入框内点击
CCLOG("----------------------------------");
}
--------------------------判断是否打开键盘--------------------------
void TextFieldTTFDefaultTest::onClickTrackNode(bool bClicked)
{
CCTextFieldTTF * pTextField = (CCTextFieldTTF*)m_pTrackNode;
if (bClicked)
{
// TextFieldTTFTest be clicked
CCLOG("TextFieldTTFDefaultTest:CCTextFieldTTF attachWithIME");
pTextField->attachWithIME();
}
else
{
// TextFieldTTFTest not be clicked
CCLOG("TextFieldTTFDefaultTest:CCTextFieldTTF detachWithIME");
pTextField->detachWithIME();
}
}
--------------------------键盘打开前的动作--------------------------
比如键盘把输入框遮住了,输入框要整体往上移动,代码则放在这里面
void KeyboardNotificationLayer::keyboardWillShow(CCIMEKeyboardNotificationInfo& info) //包含键盘信息,如尺寸
{
CCLOG("TextInputTest:keyboardWillShowAt(origin:%f,%f, size:%f,%f)",
info.end.origin.x, info.end.origin.y, info.end.size.width, info.end.size.height);
if (! m_pTrackNode)
{
return;
}
CCRect rectTracked = getRect(m_pTrackNode);
CCLOG("TextInputTest:trackingNodeAt(origin:%f,%f, size:%f,%f)",
rectTracked.origin.x, rectTracked.origin.y, rectTracked.size.width, rectTracked.size.height);
// 如果键盘没有覆盖输入框,则直接返回
if (! rectTracked.intersectsRect(info.end))
{
return;
}
// assume keyboard at the bottom of screen, calculate the vertical adjustment.
float adjustVert = info.end.getMaxY() - rectTracked.getMinY();
CCLOG("TextInputTest:needAdjustVerticalPosition(%f)", adjustVert);
// 所有的子节点都向上移动
CCArray * children = getChildren();
CCNode * node = 0;
int count = children->count();
CCPoint pos;
for (int i = 0; i < count; ++i)
{
node = (CCNode*)children->objectAtIndex(i);
pos = node->getPosition();
pos.y += adjustVert;
node->setPosition(pos);
}
}
--------------------------为输入和删除文字添加动画--------------------------
继承于CCTextFieldDelegate
virtual bool onTextFieldAttachWithIME(CCTextFieldTTF * pSender);
virtual bool onTextFieldDetachWithIME(CCTextFieldTTF * pSender);
virtual bool onTextFieldInsertText(CCTextFieldTTF * pSender, const char * text, int nLen);
virtual bool onTextFieldDeleteBackward(CCTextFieldTTF * pSender, const char * delText, int nLen);
virtual bool onDraw(CCTextFieldTTF * pSender);
===================================================================
总结:
理解了这几个步骤就差不多了
步骤1:创建文本框 CCTextFieldTTF
步骤2:启用触摸事件处理 KeyboardNotificationLayer
步骤3:注册事件 registerWithTouchDispatcher
步骤4:实现键盘的弹出 attachWithIME
步骤5:判读键盘是否挡住其它节点 keyboardWillShow
步骤6:设置输入动画 CCTextFieldDelegate
开心一刻:
小明上课迟到了。
老师怒:小明,今天来这么晚?
小明:睡过了!
老师:怎么会睡过呢?
小明:做梦梦见老师讲课,就想多听一会…
老师:滚!
【麦可网】Cocos2d-X跨平台游戏开发---教程下载:http://pan.baidu.com/s/1kTio1Av
【麦可网】Cocos2d-X跨平台游戏开发---笔记系列:http://blog.youkuaiyun.com/qiulanzhu