触摸机制的概念
通过对要监听触摸的节点进行注册,然后自定义相应的触摸函数,由事件监听器实现对触摸的监听并且实现相应的响应动作。
触摸的分类
单点触摸
下面是实现单点触摸监听的步骤:
//第一步:先创建一个要进行触摸检测的精灵
auto spr=Sprite::create("helloworld.png");
//第二步:创建一个事件监听器
auto touchListener= EventListenerTouchOneByOne::create();
//第三步:设置不让触摸检测传递到下一层
touchListener->setSwallowTouches(true);
//******重点*****
//第四步(第一种方法):设置相应的触摸函数
//先在头文件中声明四个回调函数:
std::function<bool(Touch*t, Event*)>onTouchBegan;
std::function<void(Touch*, Event*)>onTouchMoved;
std::function<void(Touch*, Event*)>onTouchEnded;
std::function<void(Touch*, Event*)> onTouchCancelled;
//然后在设置对应函数:
listner>onTouchBegan=CC_CALLBACK_2(GameTest::onTouchBegan,this);
listner->onTouchMoved=CC_CALLBACK_2(GameTest::onTouchMoved, this);
listner->onTouchEnded=CC_CALLBACK_2(GameTest::onTouchEnded, this);
//将监听器添加带事件派发器中
_eventDispatcher->addEventListenerWithSceneGraphPriority(listner, spr);
//给监听器设置优先级,越高越先响应
listner->setFixedPriority(1);
//第四步(第二种方法):使用lambda表达式,这种更加方便
listner->onTouchBegan = [](Touch*t, Event*e) { return true; };
listner->onTouchMoved = [](Touch*t, Event*e) {};
listner->onTouchEnded = [](Touch*t, Event*e) {};
多点触摸
多点触摸和单点触摸类似,不过使用的参数使用vector数组来存储了多个touch触摸点的坐标位置,下面是不同的地方
std::function<void(conststd::vector<Touch*>&,Event*)> onTouchesBegan;
std::function<void(conststd::vector<Touch*>&,Event*)> onTouchesMoved;
std::function<void(conststd::vector<Touch*>&,Event*)> onTouchesEnded;
std::function<void(conststd::vector<Touch*>&,Event*)> onTouchesCancelled;
触摸函数的两个参数的含义
Touch*的作用:传入触摸点的坐标位置,下面是Touch类中提供的一些方法。
Vec2 getLocation() const;
/** Returns the previous touch location in OpenGL coordinates.
*
* @return The previous touch location in OpenGL coordinates.
*/
Vec2 getPreviousLocation() const;
/** Returns the start touch location in OpenGL coordinates.
*
* @return The start touch location in OpenGL coordinates.
*/
Vec2 getStartLocation() const;
/** Returns the delta of 2 current touches locations in screen coordinates.
*
* @return The delta of 2 current touches locations in screen coordinates.
*/
Vec2 getDelta() const;
/** Returns the current touch location in screen coordinates.
*
* @return The current touch location in screen coordinates.
*/
Vec2 getLocationInView() const;
/** Returns the previous touch location in screen coordinates.
*
* @return The previous touch location in screen coordinates.
*/
Vec2 getPreviousLocationInView() const;
/** Returns the start touch location in screen coordinates.
*
* @return The start touch location in screen coordinates.
*/
Vec2 getStartLocationInView() const;
/** Set the touch information. It always used to monitor touch event.
*
* @param id A given id
* @param x A given x coordinate.
* @param y A given y coordinate.
*/
Event*作用:主要是传入要进行操作的对象比如:键盘,鼠标,游戏手柄等等,下面是它提供的一些函数。
Type getType() const { return _type; }
/** Stops propagation for current event.
*/
void stopPropagation() { _isStopped = true; }
/** Checks whether the event has been stopped.
*
* @return True if the event has been stopped.
*/
bool isStopped() const { return _isStopped; }
/** Gets current target of the event.
* @return The target with which the event associates.
* @note It's only available when the event listener is associated with node.
* It returns 0 when the listener is associated with fixed priority.
*/
Node* getCurrentTarget() { return _currentTarget; }
其他注意事项
virtual bool onTouchBegan( Touch *Touch, Event *Event);
①如果返回false,则本层的onTouchMoved(),onTouchEnded()不会再接收到消息,但是本层之下的其它层会接收到消息
②如果返回true,则本层的onTouchMoved(),onTouchEnded()可以接收到消息,但是本层之下的其它层不能再接收到消息