在cocos2dx 3.2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
//单点触摸
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);
//单点触摸
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);
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
简单点来说, 如果
1.Layer 只有一层的情况:
virtual bool onTouchBegan( CCTouch *pTouch, CCEvent *pEvent);
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:
virtual bool onTouchBegan( CCTouch *pTouch, CCEvent *pEvent);
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
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);
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);
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):
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);
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);
或者setTouchEnabled(true),然后重写layer的onTouchsxxx函数
关于eventDispatcher:
-
获取方法:
-
auto dispatcher = Director::getInstance()->getEventDispatcher();
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。
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:
void EventDispatcher::addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node)
void EventDispatcher::addEventListenerWithFixedPriority(EventListener* listener, int fixedPriority)
EventDispatcher::addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node)
void EventDispatcher::addEventListenerWithFixedPriority(EventListener* listener, int fixedPriority)
代码展开一下:
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);
}
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);
}
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);
}
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);
}
(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:
dispatcher->removeEventListener(listener);
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