EventDispatcher事件分发机制先创建事件,注册到事件管理中心_eventDispatcher,通过发布事件得到响应进行回调,完成事件流。

有五种不同的事件机制:
EventListenerTouch 响应触控事件
EventListenerKeyboard 响应键盘事件
EventListenerAcceleration 响应加速器事件
EventListenMouse 响应鼠标事件
EventListenerCustom 响应自定义的事件

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。

事件监听器的优先级:

   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);

事件管理单例获取:
   _eventDispatcher是Node的属性,通过它管理当前节点(场景、层、精灵等)的所有事件的分发。但它本身是一个单例模式值的引用,在 Node的构造函数中,通过Director::getInstance()->getEventDispatcher(); 获取,有了这个属性,就能方便的处理事件。

 

触摸事件:

  

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void EventDispatcherTest::funEventTouch(Sprite* sprite)
{    this->_eventDispatcher->removeAllEventListeners();
    
    auto listener = EventListenerTouchOneByOne::create();
    listener->onTouchBegan = CC_CALLBACK_2(EventDispatcherTest::onTouchBeganss,this);
    listener->onTouchMoved = CC_CALLBACK_2(EventDispatcherTest::onTouchMovedss,this);
    listener->onTouchEnded = CC_CALLBACK_2(EventDispatcherTest::onTouchEndedss,this);
    listener->onTouchCancelled = CC_CALLBACK_2(EventDispatcherTest::onTouchCancelledss,this);
    listener->setSwallowTouches(true);//是否向下传递
    this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,sprite);
}bool EventDispatcherTest::onTouchBeganss(Touch* touch,Event* ev)
{
    auto target = static_cast<Sprite*>(ev->getCurrentTarget());

    Vec2 locationInNode = target->convertToNodeSpace(touch->getLocation());
    Size s = target->getContentSize();
    Rect rect = Rect(0, 0, s.width, s.height);
  //判断触摸区域是否在目标上    if (rect.containsPoint(locationInNode))
    {
        label->setString("onTouchBegan......");
        target->setOpacity(180);        return true;
    }    return false;
}void EventDispatcherTest::onTouchMovedss(Touch* touch,Event* ev)
{
    auto target = static_cast<Sprite*>(ev->getCurrentTarget());
    target->setPosition(target->getPosition() + touch->getDelta());
    label->setString("onTouchMoved......");
}void EventDispatcherTest::onTouchEndedss(Touch* touch,Event* ev)
{
    auto target = static_cast<Sprite*>(ev->getCurrentTarget());
    target->setOpacity(255);
    label->setString("onTouchEnded......");
}void EventDispatcherTest::onTouchCancelledss(Touch* touch,Event* ev)
{
    label->setString("onTouchCancelled......");
}

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键盘事件

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void EventDispatcherTest::funEventKeyboard()
{    this->_eventDispatcher->removeAllEventListeners();

    auto listener = EventListenerKeyboard::create();
    listener->onKeyPressed = CC_CALLBACK_2(EventDispatcherTest::onKeyPressedss,this);
    listener->onKeyReleased = CC_CALLBACK_2(EventDispatcherTest::onKeyReleasedss,this);    this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,this);
}void EventDispatcherTest::onKeyPressedss(EventKeyboard::KeyCode keycode,Event* ev)
{    char txt[100] = {};
    sprintf_s(txt,"key %d is Pressed!",(int)keycode);
    label->setString(txt);
}void EventDispatcherTest::onKeyReleasedss(EventKeyboard::KeyCode keycode,Event* ev)
{
    label->setString("key is Released!");
}

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鼠标事件

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void EventDispatcherTest::funEventMouse(Sprite* sprite)
{    this->_eventDispatcher->removeAllEventListeners();

    auto listener = EventListenerMouse::create();
    listener->onMouseDown = CC_CALLBACK_1(EventDispatcherTest::onMouseDownss,this);
    listener->onMouseMove = CC_CALLBACK_1(EventDispatcherTest::onMouseMovess,this);
    listener->onMouseUp = CC_CALLBACK_1(EventDispatcherTest::onMouseUpss,this);
    listener->onMouseScroll = CC_CALLBACK_1(EventDispatcherTest::onMouseScrollss,this);    this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,sprite);
}void EventDispatcherTest::onMouseDownss(Event* ev)
{
    label->setString("onMouseDown!");
}void EventDispatcherTest::onMouseMovess(Event* ev)
{
    label->setString("onMouseMove!");
}void EventDispatcherTest::onMouseUpss(Event* ev)
{
    label->setString("onMouseUp!");
}void EventDispatcherTest::onMouseScrollss(Event* ev)
{
    label->setString("onMouseScroll!");
}

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自定义事件

  

//自定義事件     funEventCustom();     //2秒後派發一次自定義事件,測試
     scheduleOnce(schedule_selector(EventDispatcherTest::dispatcherCustomEvents),2.0f);

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void EventDispatcherTest::funEventCustom()
{
    auto listener = EventListenerCustom::create("custom_event_1",CC_CALLBACK_1(EventDispatcherTest::onEventCustom,this));    this->_eventDispatcher->addEventListenerWithFixedPriority(listener,1);//添加到事件分發器}void EventDispatcherTest::dispatcherCustomEvents(float at)
{    //派發事件custom_event_1  事件內容為字符串custom event test!
    this->_eventDispatcher->dispatchCustomEvent("custom_event_1","custom event test!");
}void EventDispatcherTest::onEventCustom(EventCustom* event)
{
    auto data = static_cast<char*>(event->getUserData());
    label->setString(data);
}

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加速器事件

  除了触摸,移动设备上一个很重要的输入源是设备的方向,因此大多数设备都配备了加速计,用于测量设备静止或匀速运动时所受到的重力方向。

重力感应来自移动设备的加速计,通常支持X,Y和Z三个方向的加速度感应,所以又称为三向加速计。在实际应用中,可以根据3个方向的力度大小来计算手机倾斜的角度或方向。

加速计监听器EventListenerAcceleration,其静态create方法中有个Acceleration的参数。Acceleration是一个类,包含了加速计获得的3个方向的加速度。

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void EventDispatcherTest::funEventAcceleration()
{    //啟動硬件設備
    Device::setAccelerometerEnabled(true); 

    auto listener = EventListenerAcceleration::create(CC_CALLBACK_2(EventDispatcherTest::onAcceleration,this));    this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,this);
}void EventDispatcherTest::onAcceleration(Acceleration* acc,Event* event)
{    char str[100]={};
    sprintf_s(str,"x:%2d,y:%2d,z:%2d,timestamp:%2d",acc->x,acc->y,acc->z,acc->timestamp);
    log(str);
}