cocos2d-x 触屏事件详解

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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:
[cpp] 

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); 

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:

[cpp] view plaincopy
void addStandardDelegate(CCTouchDelegate *pDelegate, int nPriority); 
void addTargetedDelegate(CCTouchDelegate *pDelegate, int nPriority, bool bSwallowsTouches); 
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:

[cpp] 

void GameLayer::registerWithTouchDispatcher() {     cocos2d::CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, 0, true); } 
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:
[cpp
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); } 

事件分发时就是从m_pTargetedHandlers中取出CCXXXTouchHandler,然后调用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:
[cpp] 

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() {} }; 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:[cpp] void CCTouchDispatcher::touchesBegan(CCSet *touches, CCEvent *pEvent) {     if (m_bDispatchEvents)     {         this->touches(touches, pEvent, CCTOUCHBEGAN);     } } 

/**其他三个方法类似 **/ 

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:
[cpp] 

CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView()); 

继续跟进setOpenGLView函数,发现了这段代码:
[cpp] 

CCTouchDispatcher *pTouchDispatcher = CCTouchDispatcher::sharedDispatcher(); m_pobOpenGLView->setTouchDelegate(pTouchDispatcher); pTouchDispatcher->setDispatchEvents(true); 

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:
[cpp] 
void    setTouchDelegate(EGLTouchDelegate * pDelegate); 

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。
[cpp] 

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; /** .... */ } } 

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:

[cpp]
//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);         /** .... **/ } 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:[cpp]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(); } 

(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:
[cpp] 

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();     } 

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:
[cpp]

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; } 

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,并且消耗掉此触屏消息,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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