cocos2d-x CCScrollView和CCTableView的使用

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在游戏和应用中经常要实现左右滑动展示游戏帮助、以列表显示内容的UI效果,就像android中的Gallery和ListView。本文通过CCScrollView和CCTableView分别来实现这两个效果,基于cocos2d-x 2.0.4版本。
首先来简单了解一下这两个东东,CCScrollView本身是一个CCLayer,而CCTableView是CCScrollView的子类,这是引擎已经帮我们封装好了的,CCTableView可以设置成横向和纵向,用它可以实现类似于Gallery和ListView的效果。
1. 首先实现游戏帮助界面
(1) 创建头文件GalleryLayer.h

#ifndef GALLERY_LAYER_H#define GALLERY_LAYER_H #include "cocos2d.h"#include "SimpleAudioEngine.h"#include "cocos-ext.h" USING_NS_CC;USING_NS_CC_EXT; class GalleryLayer : public cocos2d::CCLayer ,public CCScrollViewDelegate{public:    virtual bool init();       void menuCloseCallback(CCObject* pSender);     CREATE_FUNC(GalleryLayer); public:    //scrollview滚动的时候会调用    void scrollViewDidScroll(CCScrollView* view);    //scrollview缩放的时候会调用    void scrollViewDidZoom(CCScrollView* view);     virtual void onEnter();    virtual void onExit();     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); private:    //根据手势滑动的距离和方向滚动图层     void adjustScrollView(float offset);     CCScrollView *m_pScrollView;     CCPoint m_touchPoint;     int m_nCurPage;}; #endif


类GalleryLayer继承了CCScrollViewDelegate,实现了它的两个纯虚函数,主要是为了当scrollview滚动和缩放时回调这两函数,这样我们就可以在这两函数中做相关操作了。

(2) 看源文件GalleryLayer.cpp

 

 <pre name="code" class="html">#include "GalleryLayer.h"#include "ListViewLayer.h" using namespace cocos2d;using namespace cocos2d::extension; bool GalleryLayer::init(){    bool bRet = false;    do    {       CC_BREAK_IF( !CCLayer::init() );        m_nCurPage = 1;       CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();       CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();        CCLayer *pLayer = CCLayer::create();       char helpstr[30] = {0};       for (int i = 1; i <= 3; ++ i)       {           memset(helpstr, 0, sizeof(helpstr));           sprintf(helpstr,"bg_%02d.png",i);           CCSprite *pSprite = CCSprite::create(helpstr);           pSprite->setPosition(ccp(visibleSize.width * (i-0.5f), visibleSize.height / 2));           pLayer->addChild(pSprite);       }        m_pScrollView = CCScrollView::create(CCSizeMake(960, 640), pLayer);       m_pScrollView->setContentOffset(CCPointZero);       m_pScrollView->setTouchEnabled(false);       m_pScrollView->setDelegate(this);       m_pScrollView->setDirection(kCCScrollViewDirectionHorizontal);       pLayer->setContentSize(CCSizeMake(960*3, 640));        this->addChild(m_pScrollView);        CCSpriteFrameCache *pCache =  CCSpriteFrameCache::sharedSpriteFrameCache();        pCache->addSpriteFrame(CCSpriteFrame::create("button_normal.png",CCRectMake(0, 0, 64, 64)),"button_normal.png");       pCache->addSpriteFrame(CCSpriteFrame::create("button_selected.png",CCRectMake(0, 0, 64, 64)),"button_selected.png");       for (int i = 1; i <= 3; ++ i)       {           CCSprite *pPoint = CCSprite::createWithSpriteFrameName("button_normal.png");           pPoint->setTag(i);           pPoint->setPosition(ccp( origin.x + (visibleSize.width - 3 * pPoint->getContentSize().width)/2 + pPoint->getContentSize().width * (i-1), origin.y + 30));           this->addChild(pPoint);       }        CCSprite *pPoint = (CCSprite *)this->getChildByTag(1);        pPoint->setDisplayFrame(pCache->spriteFrameByName("button_selected.png"));         bRet = true;    }while(0);     return bRet; } void GalleryLayer::menuCloseCallback(CCObject* pSender){ } void GalleryLayer::scrollViewDidScroll(cocos2d::extension::CCScrollView *view){    CCLOG("scroll");} void GalleryLayer::scrollViewDidZoom(cocos2d::extension::CCScrollView *view){    CCLOG("zoom");} void GalleryLayer::onEnter(){    CCLayer::onEnter();    CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 1, false);} void GalleryLayer::onExit(){    CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);    CCLayer::onExit();    CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();} bool GalleryLayer::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent){    m_touchPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView());    return true;} void GalleryLayer::ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent){ } void GalleryLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent){    CCPoint endPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView());    float distance = endPoint.x - m_touchPoint.x;    if(fabs(distance) > 50)    {        adjustScrollView(distance);    }} void GalleryLayer::ccTouchCancelled(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent){    CCPoint endPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView());    float distance = endPoint.x - m_touchPoint.x;    if(fabs(distance) > 50)    {        adjustScrollView(distance);    }} void GalleryLayer::adjustScrollView(float offset){    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();    CCSpriteFrameCache *pCache =  CCSpriteFrameCache::sharedSpriteFrameCache();    CCSprite *pPoint = (CCSprite *)this->getChildByTag(m_nCurPage);    pPoint->setDisplayFrame(pCache->spriteFrameByName("button_normal.png"));    if (offset<0)    {        m_nCurPage ++;    }else    {        m_nCurPage --;    }     if (m_nCurPage <1)    {        m_nCurPage = 1;    }     if(m_nCurPage > 3)    {        CCLayer *pLayer = ListViewLayer::create();        CCScene *pScene = CCScene::create();        pScene->addChild(pLayer);        CCDirector::sharedDirector()->replaceScene(pScene);    }    else    {        pPoint = (CCSprite *)this->getChildByTag(m_nCurPage);        pPoint->setDisplayFrame(pCache->spriteFrameByName("button_selected.png"));        CCPoint  adjustPos = ccp(origin.x - visibleSize.width * (m_nCurPage-1), 0);        m_pScrollView->setContentOffset(adjustPos, true);    }}

这里一共有三张图,是从捕鱼达人中拿出来的背景图,当滚完三张图时就跳转到ListViewLayer场景去,上面的代码比较容易懂。首先创建一个CCLayer,包含三张背景图,设置CCLayer的ContentSize,并设置三张图片的位置然后设置CCLayer为CCScrollview的内容,并设置CCScrollView的显示区域。最后根据用户滑动的方向和距离,通过设置scrollview的setContentOffset,滚动视图。CCScrollview.h文件中封装了一个枚举类型,一共有四个方向,常用横向和纵向,这里使用了横向。

typedef enum {    kCCScrollViewDirectionNone = -1,    kCCScrollViewDirectionHorizontal = 0,    kCCScrollViewDirectionVertical,    kCCScrollViewDirectionBoth} CCScrollViewDirection;


下面来看看这部分的效果:

2. 现在来实现列表展示(ListView)的效果
(1)创建ListViewLayer.h


#ifndef LISTVIEW_LAYER_H#define LISTVIEW_LAYER_H #include "cocos2d.h"#include "cocos-ext.h" class ListViewLayer : public cocos2d::CCLayer, public cocos2d::extension::CCTableViewDataSource, public cocos2d::extension::CCTableViewDelegate{public:    virtual bool init();       virtual void scrollViewDidScroll(cocos2d::extension::CCScrollView* view);     virtual void scrollViewDidZoom(cocos2d::extension::CCScrollView* view);     //处理触摸事件,可以计算点击的是哪一个子项    virtual void tableCellTouched(cocos2d::extension::CCTableView* table, cocos2d::extension::CCTableViewCell* cell);    //每一项的宽度和高度    virtual cocos2d::CCSize cellSizeForTable(cocos2d::extension::CCTableView *table);    //生成列表每一项的内容    virtual cocos2d::extension::CCTableViewCell* tableCellAtIndex(cocos2d::extension::CCTableView *table, unsigned int idx);    //一共多少项    virtual unsigned int numberOfCellsInTableView(cocos2d::extension::CCTableView *table);     CREATE_FUNC(ListViewLayer);}; #endif 



ListViewLayer继承了CCTableViewDataSource和CCTableViewDelegate。这两个抽象类封装了几个有用的函数,我们在下面的源码中将实现它们。
(2)源文件 ListViewLayer.cpp

#include "ListViewLayer.h" USING_NS_CC;USING_NS_CC_EXT; bool ListViewLayer::init(){    bool bRet = false;    do    {        CC_BREAK_IF( !CCLayer::init() );         CCTableView* pTableView = CCTableView::create(this, CCSizeMake(960, 640));        pTableView->setDirection(kCCScrollViewDirectionVertical);        pTableView->setPosition(CCPointZero);        pTableView->setDelegate(this);        pTableView->setVerticalFillOrder(kCCTableViewFillTopDown);        this->addChild(pTableView);        pTableView->reloadData();         bRet = true;    }while(0);     return bRet;} void ListViewLayer::tableCellTouched(CCTableView* table, CCTableViewCell* cell){    CCLog("cell touched at index: %i", cell->getIdx());} CCSize ListViewLayer::cellSizeForTable(CCTableView *table){    return CCSizeMake(960, 120);} CCTableViewCell* ListViewLayer::tableCellAtIndex(CCTableView *table, unsigned int idx){    CCString *pString = CCString::createWithFormat("%d", idx);    CCTableViewCell *pCell = table->dequeueCell();    if (!pCell) {        pCell = new CCTableViewCell();        pCell->autorelease();        CCSprite *pSprite = CCSprite::create("listitem.png");        pSprite->setAnchorPoint(CCPointZero);        pSprite->setPosition(CCPointZero);        pCell->addChild(pSprite);         CCLabelTTF *pLabel = CCLabelTTF::create(pString->getCString(), "Arial", 20.0);        pLabel->setPosition(CCPointZero);        pLabel->setAnchorPoint(CCPointZero);        pLabel->setTag(123);        pCell->addChild(pLabel);    }    else    {        CCLabelTTF *pLabel = (CCLabelTTF*)pCell->getChildByTag(123);        pLabel->setString(pString->getCString());    }     return pCell;} unsigned int ListViewLayer::numberOfCellsInTableView(CCTableView *table){    return 20;} void ListViewLayer::scrollViewDidScroll(CCScrollView *view){} void ListViewLayer::scrollViewDidZoom(CCScrollView *view){}


首先需要创建CCTableView,设置它的显示区域和显示方向,这里使用了纵向。设置每个子项的宽度和高度,子项的数量以及每个子项对应的内容。每个子项是一个CCTableViewCell,这里进行了优化,复用了子项对象。
下面是效果图:

源码下载地址:http://download.csdn.net/detail/zhoujianghai/4975604

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