在Cocos2dx 3.0版本中,废弃了以往2.x版本的写法,我们先来看一下Layer.h中的一段代码:
virtual
bool
onTouchBegan(Touch *touch, Event *unused_event);
virtual
void
onTouchMoved(Touch *touch, Event *unused_event);
virtual
void
onTouchEnded(Touch *touch, Event *unused_event);
virtual
void
onTouchCancelled(Touch *touch, Event *unused_event);
//多点触摸
virtual
void
onTouchesBegan(
const
std::vector<Touch*>& touches, Event *unused_event);
virtual
void
onTouchesMoved(
const
std::vector<Touch*>& touches, Event *unused_event);
virtual
void
onTouchesEnded(
const
std::vector<Touch*>& touches, Event *unused_event);
virtual
void
onTouchesCancelled(
const
std::vector<Touch*>&touches, Event *unused_event);
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单点触摸:(即只有注册的Layer才能接收触摸事件)
onTouchBegan
如果返回true:本层的后续Touch事件可以被触发,并阻挡向后层传递
如果返回false,本层的后续Touch事件不能被触发,并向后传递,也就是不会调用
onTouchMoved
简单点来说,如果:
1.Layer 只有一层的情况:
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virtual
bool
onTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
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a.返回false,则ccTouchMoved(),ccTouchEnded()不会再接收到消息
b.返回true,则ccTouchMoved(),ccTouchEnded()可以接收到消息
2.Layer 有多层的情况:
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virtual
bool
onTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
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a.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
b.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
单点触摸简单用法:
在Layer中添加如下代码,重写onTouchxxx函数
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auto dispatcher = Director::getInstance()->getEventDispatcher();
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = CC_CALLBACK_2(GameLayer::onTouchBegan,
this
);
listener->onTouchMoved = CC_CALLBACK_2(GameLayer::onTouchMoved,
this
);
listener->onTouchEnded = CC_CALLBACK_2(GameLayer::onTouchEnded,
this
);
listener->setSwallowTouches(
true
);
//不向下传递触摸
dispatcher->addEventListenerWithSceneGraphPriority(listener,
this
);
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listener->setSwallowTouches(true),不向下触摸,简单点来说,比如有两个sprite ,A 和 B,A在上B在下(位置重叠),触摸A的时候,B不会受到影响;
listener->setSwallowTouches(false)反之,向下传递触摸,触摸A也等于触摸了B;
多点触摸点单用法(多个Layer获取屏幕事件):
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auto dispatcher = Director::getInstance()->getEventDispatcher();
auto listener1 = EventListenerTouchAllAtOnce::create();
listener1->onTouchesBegan = CC_CALLBACK_2(GameLayer::onTouchesBegan,
this
);
listener1->onTouchesMoved = CC_CALLBACK_2(GameLayer::onTouchesMoved,
this
);
listener1->onTouchesEnded = CC_CALLBACK_2(GameLayer::onTouchesEnded,
this
);
dispatcher->addEventListenerWithSceneGraphPriority(listener1,
this
);
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或者setTouchEnabled(true),然后重写layer的onTouchsxxx函数
关于eventDispatcher
1) 获取方法:
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auto dispatcher = Director::getInstance()->getEventDispatcher();
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事件监听器包含以下几种:
触摸事件 (EventListenerTouch)
键盘响应事件 (EventListenerKeyboard)
加速记录事件 (EventListenerAcceleration)
鼠标响应事件 (EventListenerMouse)
自定义事件 (EventListenerCustom)
以上事件监听器统一由 _eventDispatcher 来进行管理。
2)优先权:
1.优先级越低,越先响应事件
2.如果优先级相同,则上层的(z轴)先接收触摸事件
有两种方式将 事件监听器 listener1 添加到 事件调度器_eventDispatcher 中:
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void
EventDispatcher::addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node)
void
EventDispatcher::addEventListenerWithFixedPriority(EventListener* listener,
int
fixedPriority)
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代码展开一下:
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void
EventDispatcher::addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node)
{
CCASSERT(listener && node,
"Invalid parameters."
);
CCASSERT(!listener->isRegistered(),
"The listener has been registered."
);
if
(!listener->checkAvailable())
return
;
listener->setSceneGraphPriority(node);
listener->setFixedPriority(0);
listener->setRegistered(
true
);
addEventListener(listener);
}
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void
EventDispatcher::addEventListenerWithFixedPriority(EventListener* listener,
int
fixedPriority)
{
CCASSERT(listener,
"Invalid parameters."
);
CCASSERT(!listener->isRegistered(),
"The listener has been registered."
);
CCASSERT(fixedPriority != 0,
"0 priority is forbidden for fixed priority since it's used for scene graph based priority."
);
if
(!listener->checkAvailable())
return
;
listener->setSceneGraphPriority(nullptr);
listener->setFixedPriority(fixedPriority);
listener->setRegistered(
true
);
listener->setPaused(
false
);
addEventListener(listener);
}
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(1)addEventListenerWithSceneGraphPriority 的事件监听器优先级是0,而且在 addEventListenerWithFixedPriority 中的事件监听器的优先级不可以设置为 0,因为这个是保留给 SceneGraphPriority 使用的。
(2)另外,有一点非常重要,FixedPriority listener添加完之后需要手动remove,而SceneGraphPriority listener是跟node绑定的,在node的析构函数中会被移除。
移除方法:
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dispatcher->removeEventListener(listener);
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其实还可以这么用:
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//1加入用户触摸事件侦听
auto listener=EventListenerTouchOneByOne::create();
listener->setSwallowTouches(
true
);
listener->onTouchBegan=[&](Touch * t,Event * e){
//改变贪食蛇移动的方向
int
col=t->getLocation().x/32;
int
row=t->getLocation().y/32;
int
spHeadCol=spHead->getPositionX()/32;
int
spHeadRow=spHead->getPositionY()/32;
if
(
abs
(spHeadCol-col)>
abs
(spHeadRow-row))
{
if
(spHeadCol<col)
{
spHead->m_dir=ENUM_DIR::DIR_RIGHT;
}
else
{
spHead->m_dir=ENUM_DIR::DIR_LEFT;
}
}
else
{
if
(spHeadRow<row)
{
spHead->m_dir=ENUM_DIR::DIR_UP;
}
else
{
spHead->m_dir=ENUM_DIR::DIR_DOWN;
}
}
return
true
;
};
//这条语句像不像Java中的匿名接口对象,像不像Objective-C中Block ,他有个很华丽的名字 lambda,读音为:腊母达,相信未来你会喜欢上这妹子的
//3注册这个侦听到消息分发器中
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,
this
);
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