cocos2d-x 源码分析 : control 源码分析 ( 控制类组件 controlButton)

来源:互联网 发布:新款mac锁屏快捷键 编辑:程序博客网 时间:2024/05/29 14:22

源码版本来自3.1rc

转载请注明


cocos2d-x源码分析总目录

http://blog.csdn.net/u011225840/article/details/31743129


1.继承结构

       control的设计整体感觉挺美的,在父类control定义了整个控制事件的基础以及管理,虽然其继承了Layer,但其本身和UI组件的实现并没有关联。在子类(controlButton,controlSwitch,controlStepper等中实现不同的UI组件)。下面通过源码来分析control与controlButton,一起来体会下面向对象的魅力。

2.源码分析

        2.1control 

          看过我Scheduler源码分析的朋友应该熟悉,Scheduler本身属于一种Manager,而具体定时的动作来自于CallBackSelector。在control整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,是可以动态设置的。该Invocation就可以理解为具体的动作。

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.    };

        开始时,看见如此定义其实有些不懂。但是为何需要这么设置呢,这样可以通过| 操作同时指定两个Event事件,而如果简单的使用 1 2 3 4,就不能通过|或者其他操作来唯一确定多个事件。
        从上到下,事件分别是在内部触摸,内部拖动,外部拖动,拖动时进入,拖动时离开,内部松开,外部松开,取消,值发生改变。

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.    };

       在control组件下,每一个state都会有对应的UI形态,普通状态下,UI展示的view可以同被选择状态下UI展示的view不同。通过一个map来对应state和UI的存取。

2.1.3 Control Events 的管理

       2.1.3.1 sendActionsForControlEvents

       触发对应事件列表的事件action,注意Events是如何表示的(通过bit位的相符,而不是一个list,速度快!)
void Control::sendActionsForControlEvents(EventType controlEvents){//retain和release的作用是保证执行该actions的过程中,control不会被delete。//可能会有actions会release 事件来源Ref--control,所以需要先retain,保证其执行完所有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的同时也会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);        }    }}


       在介绍controlbutton之前,我必须要再次强调下control源码关于事件类型和状态的处理:使用bit位是否match可以唯一确定存,并可以消除使用list的影响,适合于enum类比较少且需要同时传递多个的情况。

2.2 ControlButton

      2.2.1 Touch

        对于controlButton,何时触发什么事件是在触摸机制中决定的,通过分析其源码可以很好看出。

       
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重复了,可以删除    for (Node *c = this->_parent; c != nullptr; c = c->getParent())    {        if (c->isVisible() == false)        {            return false;        }    }        _isPushed = true;    this->setHighlighted(true);//touch down事件只在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并且当前状态不是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并且当前状态时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 但是当前状态是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 并且 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);        //在这里其实应该增加判断的,对于controlButton放在scrollView或者tableView或者可以移动的layer上的时候//应该给用户一个开关选择,根据移动了距离的多少判断用户是否要触发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

      control button 本质是一个label与一个scale9sprite,在其初始化中可以看出。

      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,开始时候的状态皆为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;    }}

          controlButton通过4个map,将状态相关的信息与UI需要显示的view存储起来。titleDispatch存放的是不同状态下label的string,titleColor存放的是不同状态下label的颜色,titleLabel存放的是不同状态下title绑定的Node,backgroundsprite是不同状态下的sprite。     

    std::unordered_map<int, std::string> _titleDispatchTable;    std::unordered_map<int, Color3B> _titleColorDispatchTable;    Map<int, Node*> _titleLabelDispatchTable;    Map<int, Scale9Sprite*> _backgroundSpriteDispatchTable;

        并且通过一系列get set函数将状态与这些属性相关联,具体的不再赘述。


2.2.2.2 needlayout

      
void ControlButton::needsLayout(){//整体步骤: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,需要注意的就是这里,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);       }   }

3.小结

         关于其他control类组件包括:
         controlColourPicker:颜色选择器
         controlHuePicker:色调选择器
         controlSwitch:开关
         controlSlider:滑块
         controlStepper:计步器
         controlPotentioMeter:恒电位仪表。。。(一个圆形仪表,可以旋转,并且有一个圆形的progress bar)
         controlsaturationbrightnessPicker:饱和度亮度选择器
 

1 0