用户交互这里指的就是用户在手机上的点击,滑动以及晃动手机等行为,从而得到相应的反馈。今天学习Cocos2dx,遇到交互问题,所以就写出来和大家分享一下。我这里是以Android连接为例的,因为目前我只会Android相关的开发。好了,不多说,看下面步骤:
第一步:在Android中,交互操作的入口在SurfaceView或是GLSurfaceView中的onTouchEvent时间中。本例代码所在位置org.cocos2dx.lib---->Cocos2dxGLSurfaceView.java
public boolean onTouchEvent(final MotionEvent pMotionEvent) {
// these data are used in ACTION_MOVE and ACTION_CANCEL
final int pointerNumber = pMotionEvent.getPointerCount();
final int[] ids = new int[pointerNumber];
final float[] xs = new float[pointerNumber];
final float[] ys = new float[pointerNumber];
for (int i = 0; i < pointerNumber; i++) {
ids[i] = pMotionEvent.getPointerId(i);
xs[i] = pMotionEvent.getX(i);
ys[i] = pMotionEvent.getY(i);
}
switch (pMotionEvent.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_POINTER_DOWN:
final int indexPointerDown = pMotionEvent.getAction() >> MotionEvent.ACTION_POINTER_INDEX_SHIFT;
final int idPointerDown = pMotionEvent.getPointerId(indexPointerDown);
final float xPointerDown = pMotionEvent.getX(indexPointerDown);
final float yPointerDown = pMotionEvent.getY(indexPointerDown);
this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionDown(idPointerDown, xPointerDown, yPointerDown);
}
});
break;
case MotionEvent.ACTION_DOWN:
// there are only one finger on the screen
final int idDown = pMotionEvent.getPointerId(0);
final float xDown = xs[0];
final float yDown = ys[0];
this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionDown(idDown, xDown, yDown);
}
});
break;
case MotionEvent.ACTION_MOVE:
this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionMove(ids, xs, ys);
}
});
break;
case MotionEvent.ACTION_POINTER_UP:
final int indexPointUp = pMotionEvent.getAction() >> MotionEvent.ACTION_POINTER_INDEX_SHIFT;
final int idPointerUp = pMotionEvent.getPointerId(indexPointUp);
final float xPointerUp = pMotionEvent.getX(indexPointUp);
final float yPointerUp = pMotionEvent.getY(indexPointUp);
this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionUp(idPointerUp, xPointerUp, yPointerUp);
}
});
break;
case MotionEvent.ACTION_UP:
// there are only one finger on the screen
final int idUp = pMotionEvent.getPointerId(0);
final float xUp = xs[0];
final float yUp = ys[0];
this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionUp(idUp, xUp, yUp);
}
});
break;
case MotionEvent.ACTION_CANCEL:
this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionCancel(ids, xs, ys);
}
});
break;
}
return true;
}
第二步: Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionDown(idDown, xDown, yDown)等相关语句的方法在org.cocos2dx.lib------>Cocos2dxRender.java,代码如下:
private static native void nativeTouchesBegin(final int id, final float x, final float y);
private static native void nativeTouchesEnd(final int id, final float x, final float y);
private static native void nativeTouchesMove(final int[] ids, final float[] xs, final float[] ys);
private static native void nativeTouchesCancel(final int[] ids, final float[] xs, final float[] ys);
public void handleActionDown(final int id, final float x, final float y) {
Cocos2dxRenderer.nativeTouchesBegin(id, x, y);
}
public void handleActionUp(final int id, final float x, final float y) {
Cocos2dxRenderer.nativeTouchesEnd(id, x, y);
}
public void handleActionCancel(final int[] ids, final float[] xs, final float[] ys) {
Cocos2dxRenderer.nativeTouchesCancel(ids, xs, ys);
}
public void handleActionMove(final int[] ids, final float[] xs, final float[] ys) {
Cocos2dxRenderer.nativeTouchesMove(ids, xs, ys);
}
protected void onLoadNativeLibraries() {
try {
ApplicationInfo ai = getPackageManager().getApplicationInfo(getPackageName(), PackageManager.GET_META_DATA);
Bundle bundle = ai.metaData;
String libName = bundle.getString("android.app.lib_name");
System.loadLibrary(libName);
} catch (Exception e) {
e.printStackTrace();
}
}
bundle.getString("android.app.lib_name")文件是找出.so文件。和它相关内容在Android工程中AndroidManifest.xml里,内容如下:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.cocos.CocosProject4"
android:versionCode="1"
android:versionName="1.0"
android:installLocation="auto">
<uses-sdk android:minSdkVersion="9"/>
<uses-feature android:glEsVersion="0x00020000" />
<application android:label="@string/app_name"
android:icon="@drawable/icon">
<!-- Tell Cocos2dxActivity the name of our .so -->
<meta-data android:name="android.app.lib_name"
android:value="cocos2dcpp" />
<activity android:name="org.cocos2dx.cpp.AppActivity"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<supports-screens android:anyDensity="true"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"/>
<uses-permission android:name="android.permission.INTERNET"/>
</manifest>
第四步:cocos2dcpp.so文件的生成,因为native 方法都在这里面。它的生成在Android工程中的jni文件里么的Android.mk文件(相关内容参考链接)。native方法所在文件路径cocos2d-x-3.6/cocos/platform/android/jni/TouchesJni.cpp,内容如下:
#include "base/CCDirector.h"
#include "base/CCEventKeyboard.h"
#include "base/CCEventDispatcher.h"
#include "platform/android/CCGLViewImpl-android.h"
#include <android/log.h>
#include <jni.h>
using namespace cocos2d;
extern "C" {
JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeTouchesBegin(JNIEnv * env, jobject thiz, jint id, jfloat x, jfloat y) {
intptr_t idlong = id;
cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesBegin(1, &idlong, &x, &y);
}
JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeTouchesEnd(JNIEnv * env, jobject thiz, jint id, jfloat x, jfloat y) {
intptr_t idlong = id;
cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesEnd(1, &idlong, &x, &y);
}
JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeTouchesMove(JNIEnv * env, jobject thiz, jintArray ids, jfloatArray xs, jfloatArray ys) {
int size = env->GetArrayLength(ids);
jint id[size];
jfloat x[size];
jfloat y[size];
env->GetIntArrayRegion(ids, 0, size, id);
env->GetFloatArrayRegion(xs, 0, size, x);
env->GetFloatArrayRegion(ys, 0, size, y);
intptr_t idlong[size];
for(int i = 0; i < size; i++)
idlong[i] = id[i];
cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesMove(size, idlong, x, y);
}
JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeTouchesCancel(JNIEnv * env, jobject thiz, jintArray ids, jfloatArray xs, jfloatArray ys) {
int size = env->GetArrayLength(ids);
jint id[size];
jfloat x[size];
jfloat y[size];
env->GetIntArrayRegion(ids, 0, size, id);
env->GetFloatArrayRegion(xs, 0, size, x);
env->GetFloatArrayRegion(ys, 0, size, y);
intptr_t idlong[size];
for(int i = 0; i < size; i++)
idlong[i] = id[i];
cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesCancel(size, idlong, x, y);
}
}
第五步:cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesBegin(1, &idlong, &x, &y)这个方法是如何起作用的呢,文件位置在 cocos2d-x-3.6/cocos/platform/CCGLView.cpp,内如如下:
void GLView::handleTouchesBegin(int num, intptr_t ids[], float xs[], float ys[])
{
intptr_t id = 0;
float x = 0.0f;
float y = 0.0f;
int unusedIndex = 0;
EventTouch touchEvent;
for (int i = 0; i < num; ++i)
{
id = ids[i];
x = xs[i];
y = ys[i];
auto iter = g_touchIdReorderMap.find(id);
// it is a new touch
if (iter == g_touchIdReorderMap.end())
{
unusedIndex = getUnUsedIndex();
// The touches is more than MAX_TOUCHES ?
if (unusedIndex == -1) {
CCLOG("The touches is more than MAX_TOUCHES, unusedIndex = %d", unusedIndex);
continue;
}
Touch* touch = g_touches[unusedIndex] = new (std::nothrow) Touch();
touch->setTouchInfo(unusedIndex, (x - _viewPortRect.origin.x) / _scaleX,
(y - _viewPortRect.origin.y) / _scaleY);
CCLOGINFO("x = %f y = %f", touch->getLocationInView().x, touch->getLocationInView().y);
g_touchIdReorderMap.insert(std::make_pair(id, unusedIndex));
touchEvent._touches.push_back(touch);
}
}
if (touchEvent._touches.size() == 0)
{
CCLOG("touchesBegan: size = 0");
return;
}
touchEvent._eventCode = EventTouch::EventCode::BEGAN;
auto dispatcher = Director::getInstance()->getEventDispatcher();
dispatcher->dispatchEvent(&touchEvent);
}
第六步:使用。首先要给_eventDispathcer(在CCNote.cpp文件中)添加listener,示例如下:
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(ParticleDemo::onTouchesBegan, this);
listener->onTouchesMoved = CC_CALLBACK_2(ParticleDemo::onTouchesMoved, this);
listener->onTouchesEnded = CC_CALLBACK_2(ParticleDemo::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
其次就是我们实际操作,使交互产生什么样的变化,代码如下:
void ParticleDemo::onTouchesBegan(const std::vector<Touch*>& touches, Event *event)
{
onTouchesEnded(touches, event);
}
void ParticleDemo::onTouchesMoved(const std::vector<Touch*>& touches, Event *event)
{
return onTouchesEnded(touches, event);
}
void ParticleDemo::onTouchesEnded(const std::vector<Touch*>& touches, Event *event)
{
auto touch = touches[0];
auto location = touch->getLocation();
auto pos = Vec2::ZERO;
if (_background)
{
pos = _background->convertToWorldSpace(Vec2::ZERO);
}
if (_emitter != nullptr)
{
_emitter->setPosition(location -pos);
}
}
上面代码是ParticleTest中的内容,通过dispathcer将参数最终传递给要变化的_mitter,就是粒子发射器的移动。
好了,以上就是这个过程,当然,要想完全理解,那就要修炼内功了,怎么做,你懂的~