cocos2d-x学习笔记——EventDispatcher事件分发机制
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EventDispatcher 事件分发机制先创建事件,注册到事件管理中心 _eventDispatcher,通过发布事件得到响应进行回调,完成事件流。_eventDispatcher是Node的属性,通过它管理当前节点(场景、层、精灵等)的所有事件的分发。但它本身是一个单例模式值的引用,在Node的构造函数中,通过Director::getInstance()->getEventDispatcher(); 获取,有了这个属性,就能方便的处理事件。
有五种不同的事件机制:
- EventListenerTouch 响应触控事件
- EventListenerKeyboard 响应键盘事件
- EventListenerAcceleration 响应加速器事件
- EventListenMouse 响应鼠标事件
- EventListenerCustom 响应自定义的事件
优先级:
- addEventListenerWithFixedPriority(EventListener* listener, int fixedPriority) 中 fixedPriority 的值越低,则优先级越高。
若优先级相同。Layer 的z顺序高的(绘制于顶部的)层将优于z顺序低的层。这将保证了诸如触碰事件的自顶向下传播
注意:如果是固定优先值的监听器添加到一个节点(addEventListenerWithFixedPriority),那当这个节点被移除时必须同时手动移除这个监听器,但是添加场景图优先监听器到节点(addEventListenerWithSceneGraphPriority)就不用这么麻烦,监听器和节点是绑定好的,一旦节点的析构函数被调用,监听器也会同时被移除。
触摸事件:
void EventDispatcherTest::funEventTouch(Sprite* sprite){ this->_eventDispatcher->removeAllEventListeners(); auto listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = CC_CALLBACK_2(EventDispatcherTest::onTouchBeganss,this); listener->onTouchMoved = CC_CALLBACK_2(EventDispatcherTest::onTouchMovedss,this); listener->onTouchEnded = CC_CALLBACK_2(EventDispatcherTest::onTouchEndedss,this); listener->onTouchCancelled = CC_CALLBACK_2(EventDispatcherTest::onTouchCancelledss,this); listener->setSwallowTouches(true);//是否向下传递 this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,sprite);}bool EventDispatcherTest::onTouchBeganss(Touch* touch,Event* ev){ auto target = static_cast<Sprite*>(ev->getCurrentTarget()); Vec2 locationInNode = target->convertToNodeSpace(touch->getLocation()); Size s = target->getContentSize(); Rect rect = Rect(0, 0, s.width, s.height); //判断触摸区域是否在目标上 if (rect.containsPoint(locationInNode)) { label->setString("onTouchBegan......"); target->setOpacity(180); return true; } return false;}void EventDispatcherTest::onTouchMovedss(Touch* touch,Event* ev){ auto target = static_cast<Sprite*>(ev->getCurrentTarget()); target->setPosition(target->getPosition() + touch->getDelta()); label->setString("onTouchMoved......");}void EventDispatcherTest::onTouchEndedss(Touch* touch,Event* ev){ auto target = static_cast<Sprite*>(ev->getCurrentTarget()); target->setOpacity(255); label->setString("onTouchEnded......");}void EventDispatcherTest::onTouchCancelledss(Touch* touch,Event* ev){ label->setString("onTouchCancelled......");}
键盘事件:
void EventDispatcherTest::funEventKeyboard(){ this->_eventDispatcher->removeAllEventListeners(); auto listener = EventListenerKeyboard::create(); listener->onKeyPressed = CC_CALLBACK_2(EventDispatcherTest::onKeyPressedss,this); listener->onKeyReleased = CC_CALLBACK_2(EventDispatcherTest::onKeyReleasedss,this); this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,this);}void EventDispatcherTest::onKeyPressedss(EventKeyboard::KeyCode keycode,Event* ev){ char txt[100] = {}; sprintf_s(txt,"key %d is Pressed!",(int)keycode); label->setString(txt);}void EventDispatcherTest::onKeyReleasedss(EventKeyboard::KeyCode keycode,Event* ev){ label->setString("key is Released!");}
鼠标事件:
void EventDispatcherTest::funEventMouse(Sprite* sprite){ this->_eventDispatcher->removeAllEventListeners(); auto listener = EventListenerMouse::create(); listener->onMouseDown = CC_CALLBACK_1(EventDispatcherTest::onMouseDownss,this); listener->onMouseMove = CC_CALLBACK_1(EventDispatcherTest::onMouseMovess,this); listener->onMouseUp = CC_CALLBACK_1(EventDispatcherTest::onMouseUpss,this); listener->onMouseScroll = CC_CALLBACK_1(EventDispatcherTest::onMouseScrollss,this); this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,sprite);}void EventDispatcherTest::onMouseDownss(Event* ev){ label->setString("onMouseDown!");}void EventDispatcherTest::onMouseMovess(Event* ev){ label->setString("onMouseMove!");}void EventDispatcherTest::onMouseUpss(Event* ev){ label->setString("onMouseUp!");}void EventDispatcherTest::onMouseScrollss(Event* ev){ label->setString("onMouseScroll!");}
自定义事件:
//自定义事件funEventCustom();//2秒发派一次自定义事件,测试scheduleOnce(schedule_selector(EventDispatcherTest::dispatcherCustomEvents),2.0f);void EventDispatcherTest::funEventCustom(){ auto listener = EventListenerCustom::create("custom_event_1",CC_CALLBACK_1(EventDispatcherTest::onEventCustom,this)); this->_eventDispatcher->addEventListenerWithFixedPriority(listener,1);//添加到事件分發器}void EventDispatcherTest::dispatcherCustomEvents(float at){ //派發事件custom_event_1 事件內容為字符串custom event test! this->_eventDispatcher->dispatchCustomEvent("custom_event_1","custom event test!");}void EventDispatcherTest::onEventCustom(EventCustom* event){ auto data = static_cast<char*>(event->getUserData()); label->setString(data);}
加速器事件:
除了触摸,移动设备上一个很重要的输入源是设备的方向,因此大多数设备都配备了加速计,用于测量设备静止或匀速运动时所受到的重力方向。
重力感应来自移动设备的加速计,通常支持X,Y和Z三个方向的加速度感应,所以又称为三向加速计。在实际应用中,可以根据3个方向的力度大小来计算手机倾斜的角度或方向。
加速计监听器EventListenerAcceleration,其静态create方法中有个Acceleration的参数。Acceleration是一个类,包含了加速计获得的3个方向的加速度。
void EventDispatcherTest::funEventAcceleration(){ //启动硬件设备 Device::setAccelerometerEnabled(true); auto listener = EventListenerAcceleration::create(CC_CALLBACK_2(EventDispatcherTest::onAcceleration,this)); this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,this);}void EventDispatcherTest::onAcceleration(Acceleration* acc,Event* event){ char str[100]={}; sprintf_s(str,"x:%2d,y:%2d,z:%2d,timestamp:%2d",acc->x,acc->y,acc->z,acc->timestamp); log(str);}
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