一 UILayers
定义了Layer名称
enum UILayers {
GAME,
JOY_STICK,
HUD,
POPUP,
POPUP1,
POPUP2,
ALERT,
NOTICE,
LOADING,
OVERLAY,
NUM
}
const UILayerNames = [
'game',
'joy_stick',
'hud',
'popup',
'popup1',
'popup2',
'alert',
'notice',
'loading',
'overlay'
];
二、UIController
UIController的功能有点类似this.node.on(TouchType,method, this)
,起到了桥接事件监听
与事件调用
的作用
-
调用:由实现类提供,以
UIEnterRoom
为例,onButtonEvent()
中的匿名方法就是事件的回到函数protected onCreated(): void { let layout = this.layout as Layout_UIEnterRoom; this.onButtonEvent(layout.btnClose, () => { this.close(); }); this.onButtonEvent(layout.btnEnter, this.onBtnCreateClicked, this); }
-
桥接:
btn.clickEvents = clickEvents
可以理解为this.node.on()
,而clickEvenets
包含了上述的回调函数,即cb
// 事件监听 // 可以理解为 this.node.on(...) onButtonEvent(){ ...; let agent = this.node.getComponent(__NodeEventAgent__); let btn = buttonNode.getComponent(Button); let clickEvents = btn.clickEvents; let handler = new EventHandler(); handler.target = this.node; handler.component = 'tgxNodeEventAgent'; handler.handler = 'onButtonClicked'; handler.customEventData = '' + UIController._idBase++; //附加额外信息 供事件转发使用 handler['$cb$'] = cb; handler['$target$'] = target; handler['$args$'] = args; btn.clickEvents = clickEvents; }
#三、 __NodeEventAgent__
实现了事件分发,UIController
中注册了一堆事件的监听,NodeEventAgent通过h.customEventData
筛选出事件对应的回调
onButtonClicked(evt: EventTouch, customEventData) {
...;
for (let i = 0; i < clickEvents.length; ++i) {
if (h.customEventData == customEventData) {
let cb = h['$cb$'];
let target = h['$target$']
let args = h['$args$'];
cb.apply(target, [btn, args]);
}
}
...;
}
#四、 事件监听及回调分发流程图