游戏引擎一般提供两种输入框:editbox和textfielttf。editbox比较简单,在iOS上效果也还行,但是在Android上就比较丑了,每次输入都会悬浮一个小框框。对于游戏来说eidtbox可以满足基本需求,毕竟输入还是少数情况。textfielttf是一种特殊的label,显示效果比较好,但是计算起来比较麻烦,要自己绘制光标,要自己绘制文字,自己计算增加和删除。
这里还是说一下自己实现的一种简陋的支持增加删除的方式吧。其实比较简单,原理就是记录每个字及每个字的位置,然后增加删除的时候既要对字处理也要对位置处理。(这里只针对单行进行说明,多行的还要自己维护高度等信息)。
先来说一下绘制函数,这里用的是自己维护的显示内容contentString
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bool
CCTextFieldTTFExtend::onDraw(CCTextFieldTTF *pSender)
{
CCLog(
"the contentstring in fieldttf extend is %s"
, contentString.c_str());
//检测是否有删改
pSender->setString(contentString.c_str());
if
(once == 1) {
once = 0;
if
(recordPos.size() > 0 && pSender->getContentSize().width - recordPos[recordPos.size()-1].point.x < 0) {
//有记录的数据,切操作之后显示的文字内容比记录的要短,说明进行的是删除操作
if
(posInList > 1) {
float
distance = recordPos[posInList-2].point.x - recordPos[posInList-1].point.x;
m_pCursorSprite->setPositionX(m_pCursorSprite->getPositionX() + distance/2);
pSender->setString(contentString.c_str());
updateDelete(pSender);
}
else
if
(posInList== 1){
float
distance = 0 - recordPos[posInList-1].point.x;
m_pCursorSprite->setPositionX(m_pCursorSprite->getPositionX() + distance/2);
pSender->setString(contentString.c_str());
updateDelete(pSender);
}
return
false
;
}
if
(recordPos.size() > 0 && pSender->getContentSize().width-recordPos[recordPos.size()-1].point.x > 1 ) {
//有记录的数据,切操作之后显示的文字内容比记录的要长,说明进行的是增加操作
float
distance = pSender->getContentSize().width - recordPos[recordPos.size()-1].point.x;
m_pCursorSprite->setPositionX(m_pCursorSprite->getPositionX() + distance/2);
pSender->setString(contentString.c_str());
updateAdd(pSender);
return
false
;
}
else
{
if
(recordPos.size() == 0 && pSender->getContentSize().width > 0){
//显现没有记录说明没有文字,现在有记录说明是增加操作
m_pCursorSprite->setPositionX(m_pCursorSprite->getPositionX() + pSender->getContentSize().width/2);
updateAdd(pSender);
}
}
}
return
false
;
}
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删除内容操作:
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//删除内容
void
CCTextFieldTTFExtend::deleteString(){
if
(
strcmp
(contentString.c_str(),
""
) && posInList < 1) {
return
;
}
//计算删除了几个汉字或字符
int
nDeleteLen = 1;
while
(0x80 == (0xC0 & contentString.at(posInString - nDeleteLen)))
{
++nDeleteLen;
}
string tempNext = contentString.substr(posInString);
string tempPrev = contentString.substr(0, posInString-nDeleteLen);
contentString = tempPrev + tempNext;
posInString -= nDeleteLen;
once = 1;
}
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增加内容操作:
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//增加内容
void
CCTextFieldTTFExtend::addString(
const
char
*text){
string tempPrev = contentString.substr(0, posInString);
string tempNext = contentString.substr(posInString);
string tempString = tempPrev + text + tempNext;
int
addLength = (
strlen
(tempString.c_str())-
strlen
(contentString.c_str()));
posInString += addLength;
contentString = tempString;
judgeChines = addLength;
CCLog(
"the contentString is %s"
, contentString.c_str());
once = 1;
}
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删除位置操作:
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void
CCTextFieldTTFExtend::updateDelete(CCTextFieldTTF * pSender){
//销毁足迹
float
distance = 0;
if
(posInList != 0) {
distance = recordPos[posInList].point.x - recordPos[posInList-1].point.x;
}
vector<RecordTTF> temp = recordPos;
recordPos.clear();
for
(
int
i = 0; i < posInList-1; ++ i) {
recordPos.push_back(temp[i]);
}
for
(
int
i = posInList; i < temp.size(); ++ i) {
temp[i].point.x -= distance;
recordPos.push_back(temp[i]);
}
posInList --;
}
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添加足迹的操作:
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void
CCTextFieldTTFExtend::updateAdd(CCTextFieldTTF * pSender){
//原先字段的前部
vector<RecordTTF> temp = recordPos;
recordPos.clear();
for
(
int
i = 0; i < posInList; ++ i) {
recordPos.push_back(temp[i]);
}
//现增加的部分
float
distance = 0;
if
(posInList > 0) {
RecordTTF local;
distance = pSender->getContentSize().width - temp[temp.size()-1].point.x;
local.point = CCPoint(temp[posInList-1].point.x += distance, 0);
CCLog(
"现在的 %f"
, local.point.x);
local.flag = judgeChines;
recordPos.push_back(local);
}
else
{
if
(temp.size() < 1){
RecordTTF local;
local.point = CCPoint(pSender->getContentSize().width, 0);
local.flag = judgeChines;
recordPos.push_back(local);
}
else
{
RecordTTF local;
CCLog(
"the contentSize is %f"
, pSender->getContentSize().width);
distance = pSender->getContentSize().width - temp[temp.size()-1].point.x;
local.point = CCPoint(temp[posInList-1].point.x += distance, 0);
CCLog(
"现在的 %f"
, local.point.x);
local.flag = judgeChines;
recordPos.push_back(local);
}
}
//原先文字的后部
for
(
int
i = posInList; i < temp.size(); ++ i) {
temp[i].point.x += distance;
recordPos.push_back(temp[i]);
}
posInList ++;
}
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还有一种可能,如果要换行的话,我这里采用的是用系统控件的方式。
但是iOS上输入完内容之后,只有回车才能关闭键盘,点击空白处,或者自己的按钮都接收不到触摸事件,这时改一下lib/cocos2d-x/cocos2dx/platform/ios/EAGLView.mm,
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-(
void
) handleTouchesAfterKeyboardShow
{
NSArray *subviews = self.subviews;
for
(UIView* view in subviews)
{
if
([view isKindOfClass:NSClassFromString(@
"CustomUITextField"
)])
{
if
([view isFirstResponder])
{
[view resignFirstResponder];
return
;
}
}
if
([view isKindOfClass:NSClassFromString(@
"UITextView"
)])
{
if
([view isFirstResponder])
{
[view resignFirstResponder];
return
;
}
}
}
}
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原因代码也说的比较清楚了,原先Quick只对自己的控件进行了处理,现在你增加一下把系统控件也处理以下。
此外,在做Android微信授权登陆的时候出现从cocos2dActivity跳转出去再跳转回来之后所有的cocos2d输入框不显示键盘,跟踪发现启动键盘确实走到
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Cocos2dxGLSurfaceView.sHandler =
new
Handler() {
@Override
public
void
handleMessage(final Message msg) {
switch
(msg.what) {
case
HANDLER_OPEN_IME_KEYBOARD:
Log.i(
""
,
"接收到启动键盘通知"
);
if
(null != Cocos2dxGLSurfaceView.
this
.mCocos2dxEditText && Cocos2dxGLSurfaceView.
this
.mCocos2dxEditText.requestFocus()) {
Log.i(
""
,
"接收到启动键盘通知 开始启动键盘"
);
Cocos2dxGLSurfaceView.
this
.mCocos2dxEditText.removeTextChangedListener(Cocos2dxGLSurfaceView.sCocos2dxTextInputWraper);
Cocos2dxGLSurfaceView.
this
.mCocos2dxEditText.setText(
""
);
final String text = (String) msg.obj;
Cocos2dxGLSurfaceView.
this
.mCocos2dxEditText.append(text);
Cocos2dxGLSurfaceView.sCocos2dxTextInputWraper.setOriginText(text);
Cocos2dxGLSurfaceView.
this
.mCocos2dxEditText.addTextChangedListener(Cocos2dxGLSurfaceView.sCocos2dxTextInputWraper);
final InputMethodManager imm = (InputMethodManager) Cocos2dxGLSurfaceView.mCocos2dxGLSurfaceView.getContext().getSystemService(Context.INPUT_METHOD_SERVICE);
imm.showSoftInput(Cocos2dxGLSurfaceView.
this
.mCocos2dxEditText, 0);
Log.d(
"GLSurfaceView"
,
"showSoftInput"
);
}
break
;
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原因是我将微信授权的回调activity也设成了cocos2dActivity。具体是什么造成的没有去深究,将其改为activity,并注意下到底是UIThread还是OpenGLThread,这样的问题就没有了。大部分这种操作都是线程混乱造成的,出现这种类似的情况,多看一下是否是线程的原因。
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来源网址:http://blog.csdn.net/helius_sun/article/details/42271949