回调函数里判断是弹起事件时会调用UIButton的removeFromParent方法,这时会导致游戏崩溃,代码中断在void Widget::onTouchEnded(Touch *touch, Event *unusedEvent)方法里的releaseUpEvent()调用处。
响应UIButton的触摸弹起事件时,删除UIButton控件崩溃
修改代码解决方法1
解决办法
void Widget::releaseUpEvent()
{
if (_touchEventListener && _touchEventSelector)
{
(_touchEventListener->*_touchEventSelector)(this,TOUCH_EVENT_ENDED);
}
if (_touchEventCallback) {
_touchEventCallback(this, TouchEventType::ENDED);
}
}
换个位置就好了
调用callback完以后释放本对象,但代码没执行完 继续调用Listener,这时释放的地址很可能不为空,就导致出错了。
2.不需要修改引擎代码
释放的时候改用
改用 widget->runAction(RemoveSelf::create());
代替原来的removeFromParent()
原理:我们可以看看引擎对removeSelf的实现
//
// Remove Self
//
RemoveSelf * RemoveSelf::create(bool isNeedCleanUp /*= true*/)
{
RemoveSelf *ret = new RemoveSelf();
if (ret && ret->init(isNeedCleanUp)) {
ret->autorelease();
}
return ret;
}
bool RemoveSelf::init(bool isNeedCleanUp) {
_isNeedCleanUp = isNeedCleanUp;
return true;
}
void RemoveSelf::update(float time) {
CC_UNUSED_PARAM(time);
_target->removeFromParentAndCleanup(_isNeedCleanUp);
}
RemoveSelf *RemoveSelf::reverse() const
{
return RemoveSelf::create(_isNeedCleanUp);
}
RemoveSelf * RemoveSelf::clone() const
{
// no copy constructor
auto a = new RemoveSelf();
a->init(_isNeedCleanUp);
a->autorelease();
return a;
}
弹起事件中不是直接调用remove,而是设置一个标志,在update中检测到标志再remove.