cocos2dx3.0自定义回调函数,传递自己想要的参数

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         近日,由于自己需要用到一个特效道具,show完特效后会删除场上几个同一类的精灵,为避免同时使用这两个道具时,产生冲突,导致前一个特效的精灵未被删除,所以想了个自定义回调函数的方法,众所周知,定义一个回调函数的用法大致是:

__String* draw = __String::create("1");    draw->retain();    for (auto sprite : _sp)    {        i++;        auto time=DelayTime::create(0.002f * i);        auto call = __CCCallFuncND::create(this,callfuncND_selector(gameLayer::showLine),draw);//callfuncND_selector算是一个比较常见的,传递一个void类型的参数        sprite->setTag((int)_sp.size());        sprite->runAction(Sequence::create(time,call, NULL));    }

但是翻遍底层逻辑,回调函数里边并不支持别的类型,转到callfuncND_selector的定义处,我们可以清楚的看到:

class Node;typedef void (Ref::*SEL_CallFunc)();typedef void (Ref::*SEL_CallFuncN)(Node*);typedef void (Ref::*SEL_CallFuncND)(Node*, void*);typedef void (Ref::*SEL_CallFuncO)(Ref*);typedef void (Ref::*SEL_MenuHandler)(Ref*);typedef void (Ref::*SEL_SCHEDULE)(float);#define callfunc_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFunc>(&_SELECTOR)#define callfuncN_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFuncN>(&_SELECTOR)#define callfuncND_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFuncND>(&_SELECTOR)#define callfuncO_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFuncO>(&_SELECTOR)#define menu_selector(_SELECTOR) static_cast<cocos2d::SEL_MenuHandler>(&_SELECTOR)#define schedule_selector(_SELECTOR) static_cast<cocos2d::SEL_SCHEDULE>(&_SELECTOR)

其中只支持void,node,ref以及float等类型,而我现在需要一个能够传递Vector的回调函数,所以只有自己重写一个了,因为正好callfuncND_selector满足我需要的格式,传递一个psender,以及一个void类型的函数,所以可以抄袭这个类:

class CC_DLL  __CCCallFuncND : public CallFunc{public:    /** creates the action with the callback and the data to pass as an argument */    CC_DEPRECATED_ATTRIBUTE static __CCCallFuncND * create(Ref* target, SEL_CallFuncND selector, void* d);        //    // Overrides    //virtual __CCCallFuncND* clone() const override;    virtual void execute() override;    protected:    __CCCallFuncND() {}    virtual ~__CCCallFuncND() {}        /** initializes the action with the callback and the data to pass as an argument */    bool initWithTarget(Ref* target, SEL_CallFuncND selector, void* d);    SEL_CallFuncND _callFuncND;    void* _data;private:    CC_DISALLOW_COPY_AND_ASSIGN(__CCCallFuncND);};

将自己需要的回调函数重写:

//重写动作回调函数typedef void (Ref::*ZYFun)(Node*, Vector<Mysprite*>);//将ZYFun声明为带node,和一个容器的函数,其中Mysprite是我自定义的类,继承自Sprite#define zy_selector(_SELECTOR) static_cast<::ZYFun>(&_SELECTOR)//再宏定义zy_selector回调形式class CC_DLL  __ZYCallFuncND : public CallFunc  //重写回调函数的类,取名叫__ZYcallFuncND类似<span style="font-family: Menlo;">__CCCallFuncND</span>{public://    CC_DEPRECATED_ATTRIBUTE    static __ZYCallFuncND * create(Ref* target, ZYFun selector, Vector<Mysprite*> d);//将参数换成自己的,传递的内容换成自定义的容器形式    virtual __ZYCallFuncND* clone() const override;    virtual void execute() override;    protected:    __ZYCallFuncND() {}    virtual ~__ZYCallFuncND() {}        /** initializes the action with the callback and the data to pass as an argument */    bool initWithTarget(Ref* target, ZYFun selector,Vector<Mysprite*> d);        ZYFun _callFuncND;    Vector<Mysprite*> _data;    private:    CC_DISALLOW_COPY_AND_ASSIGN(__ZYCallFuncND);};
再看下cpp文件:

//__ZYCallFuncND自定义的回调函数__ZYCallFuncND * __ZYCallFuncND::create(Ref* target, ZYFun selector, Vector<Mysprite*> d){    __ZYCallFuncND* ret = new __ZYCallFuncND();        if (ret && ret->initWithTarget(target, selector, d))    {        ret->autorelease();        return ret;    }        CC_SAFE_DELETE(ret);    return nullptr;}bool __ZYCallFuncND::initWithTarget(Ref* target, ZYFun selector, Vector<Mysprite*> d){    if (CallFunc::initWithTarget(target))    {        _data = d;        _callFuncND = selector;        return true;    }        return false;}void __ZYCallFuncND::execute(){    if (_callFuncND)    {        (_selectorTarget->*_callFuncND)(_target, _data);    }}__ZYCallFuncND * __ZYCallFuncND::clone() const{    // no copy constructor    auto a = new __ZYCallFuncND();        if( _selectorTarget)    {        a->initWithTarget(_selectorTarget, _callFuncND, _data);    }        a->autorelease();    return a;}

最后你就可以使用自己的回调函数形式,顺利的传入自己的容器了:

if (_spp.size()>0)    {        auto call = __ZYCallFuncND::create(this,zy_selector(gameLayer::boomefover),_spp);        auto timee=DelayTime::create(0.3);        this->runAction(Sequence::create(timee,call, NULL));    }



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