说说irrlicht的消息系统,除了irrlicht绘制主窗体,默认的消息处理过程,外部的消息监听是通过IrrlichtDevice设备类中一个接口
virtual void setEventReceiver(IEventReceiver* receiver) = 0;
这个接口是把receiver监听类作物除默认窗体过程外,消息传递对象,
先看看看IEventReceiver接口里面有什么东东,
class IEventReceiver
{
public:
//! Destructor
virtual ~IEventReceiver() {}
//! Called if an event happened.
/** Please take care that you should only return 'true' when you want to _prevent_ Irrlicht
* from processing the event any further. So 'true' does mean that an event is completely done.
* Therefore your return value for all unprocessed events should be 'false'.
\return True if the event was processed.
*/
virtual bool OnEvent(const SEvent& event) = 0;
};
这是一个抽象类,用户可以写一个事件监听类来实现这个接口,处理用户关心的事件
例如
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver() { }
virtual bool OnEvent(const SEvent& event)
{
if (event.EventType == EET_GUI_EVENT)
{
}
return false
}
};
具体消息流程如下图
要注意的是在MyEventReceiver类中,没有处理过的消息一定要返回,不然下面的GUI和场景系统会收不到消息.到时候你会感到很奇怪,为什么我GUI收不到点击的消息.