虽然重写了底层的dispatch,但对这层的使用影响并不大。我们同样需要重写:
//单点响应
virtual bool onTouchBegan(Touch* touch, Event *event) override;
virtual void onTouchMoved(Touch* touch, Event *event) override;
virtual void onTouchEnded(Touch* touch, Event *event) override;
virtual void onTouchCancelled(Touch *touch, Event *event) override;
//多点响应
virtual bool onTouchesBegan(Touch* touch, Event *event) override;
virtual void onTouchesMoved(Touch* touch, Event *event) override;
virtual void onTouchesEnded(Touch* touch, Event *event) override;
virtual void onTouchesCancelled(Touch *touch, Event *event) override;
//单点响应
virtual bool onTouchBegan(Touch* touch, Event *event) override;
virtual void onTouchMoved(Touch* touch, Event *event) override;
virtual void onTouchEnded(Touch* touch, Event *event) override;
virtual void onTouchCancelled(Touch *touch, Event *event) override;
//多点响应
virtual bool onTouchesBegan(Touch* touch, Event *event) override;
virtual void onTouchesMoved(Touch* touch, Event *event) override;
virtual void onTouchesEnded(Touch* touch, Event *event) override;
virtual void onTouchesCancelled(Touch *touch, Event *event) override;
重写这些函数来对layer的点击做处理。当然,我们需要:
setTouchEnabled(true)。
setTouchEnabled(true)。
此外有个小改动。对于单点触控响应,可以调用:
//设置为单点响应
setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
//设置为多点响应(默认)
setTouchMode(Touch::DispatchMode::ALL_AT_ONCE);
//设置为单点响应
setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
//设置为多点响应(默认)
setTouchMode(Touch::DispatchMode::ALL_AT_ONCE);
进行设置,而不需要再用设置Delegate的方式来做了。
3、TouchEvent响应
这是新加入的响应方式。它主要是使用在UIWidget上的。可以将其看做是函数回调的一个扩展,为更多的响应处理提供可能。使用方法大致是:
//声明
void touchButton(Object* object,TouchEventType type);
//挂接到控件上
uiButton->addTouchEventListener(this,toucheventselector(HelloWorld::touchButton));
//实现
void HelloWorld::touchButton(Object* object,TouchEventType type)
{
LabelTTF* label;
switch (type)
{
case TouchEventType::TOUCH_EVENT_BEGAN:
label = static_cast(getChildByTag(11));
label->setString("按下按钮");
break;
case TouchEventType::TOUCH_EVENT_MOVED:
label = static_cast(getChildByTag(11));
label->setString("按下按钮移动");
break;
case TouchEventType::TOUCH_EVENT_ENDED:
label = static_cast(getChildByTag(11));
label->setString("放开按钮");
break;
case TouchEventType::TOUCH_EVENT_CANCELED:
label = static_cast(getChildByTag(11));
label->setString("取消点击");
break;
default:
break;
}
}
//声明
void touchButton(Object* object,TouchEventType type);
//挂接到控件上
uiButton->addTouchEventListener(this,toucheventselector(HelloWorld::touchButton));
//实现
void HelloWorld::touchButton(Object* object,TouchEventType type)
{
LabelTTF* label;
switch (type)
{
case TouchEventType::TOUCH_EVENT_BEGAN:
label = static_cast(getChildByTag(11));
label->setString("按下按钮");
break;
case TouchEventType::TOUCH_EVENT_MOVED:
label = static_cast(getChildByTag(11));
label->setString("按下按钮移动");
break;
case TouchEventType::TOUCH_EVENT_ENDED:
label = static_cast(getChildByTag(11));
label->setString("放开按钮");
break;
case TouchEventType::TOUCH_EVENT_CANCELED:
label = static_cast(getChildByTag(11));
label->setString("取消点击");
break;
default:
break;
}
}
因为所有的UIWidget都要添加到UILayer上,而UILayer通常作为UI的Widget都会在最上层,所以可以“基本上”认为这种使用方式会优先于其他方式处理点击消息。因为UILayer也会有层级的改变,比如它和MenuItem之间的关系。所以说“基本上”。
4、Listener消息响应方式
这种实现也是新加入的。它更像是点击的一个层次过滤器。点击时,在listener队里中进行过滤。每一个listener检查自己保存的touch消息响应是否会被触发。一层一层过滤,最后在到Layer的touch消息响应。
我觉得它的设计的初衷是为任意sprite提供一套自己制定的点击响应。但这样的实现仍然要写很多条件判断,没有能够控件化。可能我的理解有些偏差,欢迎讨论。
它被设计成一个全局点击响应控制。具体的用法大致是这样:
//auto dispatcher = EventDispatcher::getInstance();
// auto myListener = EventListenerTouch::create(Touch::DispatchMode::ONE_BY_ONE);
auto dispatcher = Director::getInstance()->getEventDispatcher();
auto myListener = EventListenerTouchOneByOne::create();
//如果不加入此句消息依旧会向下传递
myListener->setSwallowTouches(true);
myListener->onTouchBegan = [=](Touch* touch,Event* event)
{
//some check
if (pass)
{
return true;
}
return false;
};
myListener->onTouchMoved = [=](Touch* touch,Event* event)
{
//do something
};
myListener->onTouchEnded = [=](Touch* touch,Event* event)
{
//do something
};
dispatcher->addEventListenerWithSceneGraphPriority(myListener,mySprite1);
dispatcher->addEventListenerWithSceneGraphPriority(myListener,mySprite2);
//auto dispatcher = EventDispatcher::getInstance();
//auto myListener = EventListenerTouch::create(Touch::DispatchMode::ONE_BY_ONE);
auto dispatcher = Director::getInstance()->getEventDispatcher();
auto myListener = EventListenerTouchOneByOne::create();
//如果不加入此句消息依旧会向下传递
myListener->setSwallowTouches(true);
myListener->onTouchBegan = [=](Touch* touch,Event* event)
{
//some check
if (pass)
{
return true;
}
return false;
};
myListener->onTouchMoved = [=](Touch* touch,Event* event)
{
//do something
};
myListener->onTouchEnded = [=](Touch* touch,Event* event)
{
//do something
};
dispatcher->addEventListenerWithSceneGraphPriority(myListener,mySprite1);
dispatcher->addEventListenerWithSceneGraphPriority(myListener,mySprite2);
其原理是在dispatcher中检查listener列表,例如myListener或加进来的其他listener。然后每个listener检查自己中的Item看能否达到检查条件,例如:mySprite1,mySprite2。然后执行相应的操作。但这样的话,当控件很多的时候,每一次事件都进行这种双链表的检查操作不知会不会影响些性能?
3、实例
光说不练假把式,于是就动手写了一个上面的Demo:
点击背景区域可以移动整个场景,点击蓝色小方块可以半透明移动它,点击蓝色按钮可以更改文字,显示状态。点击右下角按钮退出程序。
项目配置可参照:
4、总结
根据不同的交互需要,选择不同的实现方式,会更有利于我们的维护和扩展,相应例子可以在下面下载。
Demo下载:http://download.csdn.net/detail/fansongy/6399291 不要资源分,觉得好劳烦点下 “顶” ~
Demo For Beta2 下载:http://download.csdn.net/detail/fansongy/6892047