游戏跟视频最大的区别就是互动,玩家可以操控游戏中的角色,现在的移动设备几乎人手一台,基本上全部都是基于触屏操作的,今天就来学习一下cocos2d-x是怎么实现对触屏操作的处理的。
1.首先来了解一下相关的几个类、处理触屏事件时操作和执行的流程
CCTouch:它封装了触摸点,可以通过locationInView函数返回一个CCPoint。
CCTouchDelegate:它是触摸事件委托,就是系统捕捉到触摸事件后交由它或者它的子类处理,所以我们在处理触屏事件时,必须得继承它。它封装了下面这些处理触屏事件的函数:
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virtual void
ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
virtual void
ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
virtual void
ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
virtual void
ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
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);
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ccTouchesCancelled和ccTouchCancelled函数很少用,在接到系统中断通知,需要取消触摸事件的时候才会调用此方法。如:应用长时间无响应、当前view从window上移除、触摸的时候来电话了等。
CCTargetedTouchDelegate和CCStandardTouchDelegate是CCTouchDelegate的子类,类结构图如下:
CCStandardTouchDelegate用于处理多点触摸;CCTargetedTouchDelegate用于处理单点触摸。
CCTouchDispatcher:实现触摸事件分发,它封装了下面这两个函数,可以把CCStandardTouchDelegate和CCTargetedTouchDelegate添加到分发列表中:
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void addStandardDelegate(CCTouchDelegate
*pDelegate, int nPriority);
void addTargetedDelegate(CCTouchDelegate
*pDelegate, int nPriority,
bool bSwallowsTouches);
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CCTouchHandler:封装了CCTouchDelegate和其对应的优先级,优先级越高,分发的时候越容易获得事件处理权,CCStandardTouchHandler和CCTargetedTouchHandler是它的子类。
下面分析一下触屏事件处理和执行流程:
用户自定义类继承CCTouchDelegate,重写触屏事件处理函数和registerWithTouchDispatcher函数,在init或者onEnter函数中调用registerWithTouchDispatcher函数,如:
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void GameLayer::registerWithTouchDispatcher()
{
cocos2d::CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate( this ,
0, true );
}
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把相应的CCTouchDelegate添加到CCTouchDispatcher的分发列表中。addTargetedDelegate函数会创建CCTouchDelegate对应的CCTouchHandler对象并添加到CCMutableArraym_pTargetedHandlers中,看源码:
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void CCTouchDispatcher::addTargetedDelegate(CCTouchDelegate
*pDelegate, int nPriority,
bool bSwallowsTouches)
{
CCTouchHandler
*pHandler = CCTargetedTouchHandler::handlerWithDelegate(pDelegate, nPriority, bSwallowsTouches);
if (!
m_bLocked)
{
forceAddHandler(pHandler,
m_pTargetedHandlers);
}
else
{
/**....*/
}
}
void CCTouchDispatcher::forceAddHandler(CCTouchHandler
*pHandler, CCMutableArray *pArray)
{
unsigned int u
= 0;
CCMutableArray::CCMutableArrayIterator
iter;
for (iter
= pArray->begin(); iter != pArray->end(); ++iter)
{
CCTouchHandler
*h = *iter;
if (h)
{
if (h->getPriority()
< pHandler->getPriority())
{
++u;
}
if (h->getDelegate()
== pHandler->getDelegate())
{
CCAssert(0, "" );
return ;
}
}
}
pArray->insertObjectAtIndex(pHandler,
u);
}
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注意forceAddHandler函数中,pHandler是被添加的对象:pHandler->getPriority()的值越小u的值就越小,因此插入到目标容器中的位置也就越靠前,说明优先级的值越小优先级反而越高,也就能先响应事件(CCMenu的默认值是-128)。 前面事件分发时就是从m_pTargetedHandlers中取出CCXXXTouchHandler,然后调用handler对应的delegate的:pHandler->getDelegate()->ccTouchBegan(pTouch, pEvent);,执行的是CCTouchDispatcher的touches函数,考虑到篇幅问题,就不贴出具体代码了。该函数首先会先处理targeted 再处理standard,所以CCTargetedTouchDelegate比CCStandardTouchDelegate优先级高。那什么时候触发执行touches函数呢?CCTouchDispatcher继承了EGLTouchDelegate类,EGLTouchDelegate类源码:
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class CC_DLL
EGLTouchDelegate
{
public :
virtual void
touchesBegan(CCSet* touches, CCEvent* pEvent) = 0;
virtual void
touchesMoved(CCSet* touches, CCEvent* pEvent) = 0;
virtual void
touchesEnded(CCSet* touches, CCEvent* pEvent) = 0;
virtual void
touchesCancelled(CCSet* touches, CCEvent* pEvent) = 0;
virtual ~EGLTouchDelegate()
{}
};
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CCTouchDispatcher中实现了这四个函数,正是在这四个函数中调用了touches函数:
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void CCTouchDispatcher::touchesBegan(CCSet
*touches, CCEvent *pEvent)
{
if (m_bDispatchEvents)
{
this ->touches(touches,
pEvent, CCTOUCHBEGAN);
}
}
/**其他三个方法类似
**/
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这几个触屏处理函数是由具体平台底层调用的,在AppDelegate.cpp中有这段代码:
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CCDirector
*pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());
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继续跟进setOpenGLView函数,发现了这段代码:
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CCTouchDispatcher
*pTouchDispatcher = CCTouchDispatcher::sharedDispatcher();
m_pobOpenGLView->setTouchDelegate(pTouchDispatcher);
pTouchDispatcher->setDispatchEvents( true );
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调用了具体平台下的CCEGLView类中的setTouchDelegate函数。由于我是在windows平台下,所以CCEGLView此时对应CCEGLView_win32.h文件的CCEGLView类,对应的setTouchDelegate函数为:
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void setTouchDelegate(EGLTouchDelegate
* pDelegate);
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系统最终通过CCEGLView类的WindowProc函数处理鼠标在Windows窗口的DOWN、MOVE、UP事件,通过pDelegate分别调用touchesBegan、touchesMoved、touchesEnded函数。
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LRESULT CCEGLView::WindowProc( UINT message,
WPARAM wParam,
LPARAM lParam)
{
switch (message)
{
case WM_LBUTTONDOWN:
if (m_pDelegate
&& m_pTouch && MK_LBUTTON == wParam)
{
POINT
pt = {( short )LOWORD(lParam),
( short )HIWORD(lParam)};
if (PtInRect(&m_rcViewPort,
pt))
{
m_bCaptured
= true ;
SetCapture(m_hWnd);
m_pTouch->SetTouchInfo(0,
( float )(pt.x
- m_rcViewPort.left) / m_fScreenScaleFactor,
( float )(pt.y
- m_rcViewPort.top) / m_fScreenScaleFactor);
m_pSet->addObject(m_pTouch);
m_pDelegate->touchesBegan(m_pSet,
NULL);
}
}
break ;
case WM_MOUSEMOVE:
if (MK_LBUTTON
== wParam && m_bCaptured)
{
m_pTouch->SetTouchInfo(0,
( float )(( short )LOWORD(lParam)-
m_rcViewPort.left) / m_fScreenScaleFactor,
( float )(( short )HIWORD(lParam)
- m_rcViewPort.top) / m_fScreenScaleFactor);
m_pDelegate->touchesMoved(m_pSet,
NULL);
}
break ;
case WM_LBUTTONUP:
if (m_bCaptured)
{
m_pTouch->SetTouchInfo(0,
( float )(( short )LOWORD(lParam)-
m_rcViewPort.left) / m_fScreenScaleFactor,
( float )(( short )HIWORD(lParam)
- m_rcViewPort.top) / m_fScreenScaleFactor);
m_pDelegate->touchesEnded(m_pSet,
NULL);
m_pSet->removeObject(m_pTouch);
ReleaseCapture();
m_bCaptured
= false ;
}
break ;
/**
.... */
}
}
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ok,现在应该明白了触屏操作相关函数的执行过程了,在其他平台下应该类似。
2. 实现触屏事件处理
知道了原理之后,实现起来就很简单了:定义一个CCTouchDelegate(或者其子类CCTargetedTouchDelegate/CCStandardTouchDelegate),然后重写那几个处理函数(began、move、end),并把定义好的CCTouchDelegate添加到分发列表中,在onExit函数中实现从分发列表中删除。
在平常的开发中,一般有两种方式:(1)继承CCLayer,在层中处理触屏函数。(2)继承CCSprite和CCTouchDelegate(或者其子类)。
上面两种方式,从原理上来说是一样的。
1. 下面是采用继承CCLayer的方式处理触屏事件。
(1)CCStandardTouchDelegate
添加CCStandardTouchDelegate是非常简单的,只需要重写触屏处理函数和调用setIsTouchEnabled(true)。主要代码如下:
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//init函数中
this ->setIsTouchEnabled( true );
void GameLayer::ccTouchesBegan(CCSet*
pTouches,CCEvent* pEvent)
{
CCSetIterator
it = pTouches->begin();
CCTouch*
touch = (CCTouch*)(*it);
CCpoint
touchLocation = touch->locationInView( touch->view() );
touchLocation
= CCDirector::sharedDirector()->convertToGL(m_tBeginPos);
/**
.... **/
}
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这里为什么没有把CCStandardTouchDelegate添加进分发列表和从分发列表删除的操作呢,因为setIsTouchEnabled函数已经帮我们做了,看源码:
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void CCLayer::setIsTouchEnabled( bool enabled)
{
if (m_bIsTouchEnabled
!= enabled)
{
m_bIsTouchEnabled
= enabled;
if (m_bIsRunning)
{
if (enabled)
{
this ->registerWithTouchDispatcher();
}
else
{
//
have problems?
CCTouchDispatcher::sharedDispatcher()->removeDelegate( this );
}
}
}
}
void CCLayer::registerWithTouchDispatcher()
{
/**
.... **/
CCTouchDispatcher::sharedDispatcher()->addStandardDelegate( this ,0);
}
void CCLayer::onExit()
{
if (
m_bIsTouchEnabled )
{
CCTouchDispatcher::sharedDispatcher()->removeDelegate( this );
unregisterScriptTouchHandler();
}
CCNode::onExit();
}
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(2) CCTargetedTouchDelegate
直接看cocos2d-x中的CCMenu(菜单)类,它是继承CCLayer的。部分源码如下:
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class CC_DLL
CCMenu : public CCLayer,
public CCRGBAProtocol
{
/**
.... */
virtual void
registerWithTouchDispatcher();
/**
@brief
For phone event handle functions
*/
virtual bool
ccTouchBegan(CCTouch* touch, CCEvent* event);
virtual void
ccTouchEnded(CCTouch* touch, CCEvent* event);
virtual void
ccTouchCancelled(CCTouch *touch, CCEvent* event);
virtual void
ccTouchMoved(CCTouch* touch, CCEvent* event);
/**
@since
v0.99.5
override
onExit
*/
virtual void
onExit();
/**
.... */
};
}
//Menu
- Events,在CCLayer的onEnter中被调用
void CCMenu::registerWithTouchDispatcher()
{
CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate( this ,
kCCMenuTouchPriority, true );
}
bool CCMenu::ccTouchBegan(CCTouch*
touch, CCEvent* event)
{
/**
.... */
}
void CCMenu::onExit()
{
/**
.... */
CCLayer::onExit();
}
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2.下面实现继承CCSprite的方式
定义一个Ball类继承CCSprite和CCTargetedTouchDelegate。源码如下:
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class Ball
: public CCSprite,
public CCTargetedTouchDelegate
{
public :
Ball( void );
virtual ~Ball( void );
virtual void
onEnter();
virtual void
onExit();
virtual bool
ccTouchBegan(CCTouch* touch, CCEvent* event);
virtual void
ccTouchMoved(CCTouch* touch, CCEvent* event);
virtual void
ccTouchEnded(CCTouch* touch, CCEvent* event);
/**
.... */
};
void Ball::onEnter()
{
CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate( this ,
0, true );
CCSprite::onEnter();
}
void Ball::onExit()
{
CCTouchDispatcher::sharedDispatcher()->removeDelegate( this );
CCSprite::onExit();
}
bool Ball::ccTouchBegan(CCTouch*
touch, CCEvent* event)
{
CCPoint
touchPoint = touch->locationInView( touch->view() );
touchPoint
= CCDirector::sharedDirector()->convertToGL( touchPoint );
/**
.... */
return true ;
}
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注意:virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)的返回值对触屏消息是有影响的。
如果返回false,表示不处理ccTouchMoved(),ccTouchEnded(),ccTouchCanceld()方法,而交由后面接收触屏消息的对象处理;如果返回true,表示会处理ccTouchMoved(),ccTouchEnded(),ccTouchCanceld()方法。请看CCTouchDispatcher.cpp的touches函数部分源码,它是用来分发事件的:
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bool bClaimed
= false ;
if (uIndex
== CCTOUCHBEGAN)
{
bClaimed
= pHandler->getDelegate()->ccTouchBegan(pTouch, pEvent);
//返回true
if (bClaimed)
{
pHandler->getClaimedTouches()->addObject(pTouch);
}
} else
if (pHandler->getClaimedTouches()->containsObject(pTouch))
{
//
moved ended canceled
bClaimed
= true ;
switch (sHelper.m_type)
{
case CCTOUCHMOVED:
pHandler->getDelegate()->ccTouchMoved(pTouch,
pEvent);
break ;
case CCTOUCHENDED:
pHandler->getDelegate()->ccTouchEnded(pTouch,
pEvent);
pHandler->getClaimedTouches()->removeObject(pTouch);
break ;
case CCTOUCHCANCELLED:
pHandler->getDelegate()->ccTouchCancelled(pTouch,
pEvent);
pHandler->getClaimedTouches()->removeObject(pTouch);
break ;
}
}
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如果返回true,并且addTargetedDelegate(CCTouchDelegate *pDelegate, int nPriority, bool bSwallowsTouches),bSwallowsTouches为true,则表示消耗掉此触屏消息,后面需要接收触屏消息的对象就接收不到触屏消息了。
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if (bClaimed
&& pHandler->isSwallowsTouches())
{
if (bNeedsMutableSet)
{
pMutableTouches->removeObject(pTouch);
}
break ;
}
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把该触摸对象CCTouch从数组pMutableTouches中移除了,并且跳出当前for循环,而CCStandardTouchHandler需要从pMutableTouches取出触摸对象进行处理的,这样后面的CCTargetedTouchHandler和CCStandardTouchHandler就都处理不了。
http://blog.youkuaiyun.com/zyxhjy/article/details/8126301