Cocos2d-x 3.x新事件分发机制总结

转载自 shahdza

http://cn.cocos2d-x.org/tutorial/show?id=1623

在2.x中处理事件需要用到委托代理(delegate),相信学过2.x的触摸事件的同学,都知道创建和移除的流程十分繁琐。而在3.x中由于加入了C++11的特性,而对事件的分发机制通过事件分发器Eventdispatcher 来进行统一的管理。


事件监听器主要有:

  • 触摸事件 : EventListenerTouchOneByOne、EventListenerTouchAllAtOnce

  • 鼠标响应事件 : EventListenerMouse

  • 键盘响应事件 : EventListenerKeyboard

  • 加速计事件 : EventListeneracceleration

  • 自定义事件 : EventListenerCustom

  • 物理碰撞事件 : EventListenerPhysicsContact

  • 游戏手柄事件 : EventListenerController

【事件分发器】

事件分发器Eventdispatcher,用于统一管理事件监听器的所有事件的分发。

1、_eventdispatcher

_eventdispatcher是Node的属性,通过Director::getInstance()->getEventdispatcher() 获得。

_eventdispatcher的工作由三部分组成:

(1)事件分发器 :Eventdispatcher。

(2)事件类型 :EventTouch,EventKeyboard 等。

(3)事件监听器 :EventListenerTouch,EventListenerKeyboard 等。

监听器实现了各种触发后的逻辑,在适当时候由事件分发器分发事件类型,然后调用相应类型的监听器。

2、添加/删除监听器

添加监听器:addEventListenerWithSceneGraPHPriority,addEventListenerWithFixedPriority。

删除监听器:removeEventListener,removeAllEventListeners。

3、主要函数

包含监听器的添加删除、暂停、恢复,优先级的设置,手动分发事件等。

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//
class Eventdispatcher: public Ref
{
/**
*添加监听器
*-addEventListenerWithSceneGraPHPriority
*-addEventListenerWithFixedPriority
*-addCustomEventListener
*/
//使用场景图的优先级为指定事件添加一个监听.
//listener:指定要监听的事件.
//node:这个节点的绘制顺序是基于监听优先级.
//优先级:0
void addEventListenerWithSceneGraPHPriority(EventListener*listener,Node*node);
//使用一定的优先级为指定事件添加一个监听.
//listener:指定要监听的事件.
//fixedPriority:这个监听器的固定优先级.
//优先级:fixedPriority。(但是不能为0,因为他是场景图的基本优先级)
addEventListenerWithFixedPriority(EventListener*listener, int fixedPriority);
//用户自定义监听器
EventListenerCustom*addCustomEventListener( const std::string&eventName, std::function< (EventCustom*)>&callback);
/**
*删除监听器
*-removeEventListener
*-removeEventListenersForType
*-removeEventListenersForTarget
*-removeCustomEventListeners
*-removeAllEventListeners
*/
//删除指定监听器
removeEventListener(EventListener*listener);
//删除某类型对应的所有监听器
//EventListener::Type::
//单点触摸:TOUCH_ONE_BY_ONE
//多点触摸:TOUCH_ALL_AT_ONCE
//键盘:KEYBOARD
//鼠标:MOUSE
//加速计:acceleration
//自定义:CUSTOM
removeEventListenersForType(EventListener::TypelistenerType);
//删除绑定在节点target上的所有监听器
removeEventListenersForTarget(Node*target,monospace!important; font-size:1em!important; min-height:inherit!important; color:gray!important; background:none!important">bool recursive= false );
//删除名字为customEventName的所有自定义监听器
removeCustomEventListeners( std::string&customEventName);
//移除所有监听器
removeAllEventListeners();
/**
*暂停、恢复在节点target上的所有监听器
*-pauseEventListenersForTarget
*-resumeEventListenersForTarget
*/
pauseEventListenersForTarget(Node*target,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">);
resumeEventListenersForTarget(Node*target,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">);
/**
*其他
*-setPriority
*-setEnabled
*-dispatchEvent
*-dispatchCustomEvent
*/
//设置某监听器的优先级
setPriority(EventListener*listener,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">fixedPriority);
//启用事件分发器
setEnabled( isEnabled);
isEnabled() ;
//手动派发自定义事件
dispatchEvent(Event*event);
//给名字为eventName的自定义监听器,绑定用户数据
dispatchCustomEvent( *optionalUserData=nullptr);
}
//

4、关于事件监听器的优先权

通过 addEventListenerWithSceneGraPHPriority 添加的监听器,优先权为0。

通过 addEventListenerWithFixedPriority 添加的监听器,可以自定义优先权,但不能为0。

  • 优先级越低,越先响应事件。

  • 如果优先级相同,则上层的(z轴)先接收触摸事件。

5、使用步骤

(1)获取事件分发器 :dispatcher = Director::getInstance()->getEventdispatcher();

(2)创建监听器 :auto listener = EventListenerTouchOneByOne::create();

(3)绑定响应事件函数:listener->onTouchBegan = CC_CALLBACK_2(callback,this);

(4)将监听器添加到事件分发器dispatcher中:dispatcher->addEventListenerWithSceneGraPHPriority(Listener,this);

(5)编写回调响应函数bool callback(Touch* touch,Event* event) { ... }

【触摸事件】

1、单点触摸:EventListenerTouchOneByOne

单点触摸监听器相关:

8
//
static EventListenerTouchOneByOne*create();
std::function< (Touch*,Event*)>onTouchBegan; //只有这个返回值为bool
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,Event*)>onTouchMoved;
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,Event*)>onTouchEnded;
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,Event*)>onTouchCancelled;
使用举例:

23
//获取事件分发器
autodispatcher=Director::getInstance()->getEventdispatcher();
//创建单点触摸监听器EventListenerTouchOneByOne
autotouchListener=EventListenerTouchOneByOne::create();
//单点触摸响应事件绑定
touchListener->onTouchBegan=CC_CALLBACK_2(HelloWorld::onTouchBegan,153)!important; background:none!important">this );
touchListener->onTouchMoved=CC_CALLBACK_2(HelloWorld::onTouchMoved,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">);
touchListener->onTouchEnded=CC_CALLBACK_2(HelloWorld::onTouchEnded,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">);
touchListener->onTouchCancelled=CC_CALLBACK_2(HelloWorld::onTouchCancelled,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">);
//在事件分发器中,添加触摸监听器,事件响应委托给this处理
dispatcher->addEventListenerWithSceneGraPHPriority(touchListener,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">);
//单点触摸事件响应函数
onTouchBegan(Touch*touch,Event*unused_event){cclOG( "began" ); return true ;}
onTouchMoved(Touch*touch,monospace!important; font-size:1em!important; min-height:inherit!important; color:blue!important; background:none!important">"moved" );}
onTouchEnded(Touch*touch,monospace!important; font-size:1em!important; min-height:inherit!important; color:blue!important; background:none!important">"ended" );}
onTouchCancelled(Touch*touch,monospace!important; font-size:1em!important; min-height:inherit!important; color:blue!important; background:none!important">"cancelled" );}
2、多点触摸:EventListenerTouchAllAtOnce

多点触摸监听器相关:

8
EventListenerTouchAllAtOnce*create();
( std::vector<Touch*>&,Event*)>ontouchesBegan;
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,Event*)>ontouchesMoved;
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,Event*)>ontouchesEnded;
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,Event*)>ontouchesCancelled;
使用举例:

23
//创建多点触摸监听器EventListenerTouchAllAtOnce
autotouchesListener=EventListenerTouchAllAtOnce::create();
//多点触摸响应事件绑定
touchesListener->ontouchesBegan=CC_CALLBACK_2(HelloWorld::ontouchesBegan,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">touchesListener->ontouchesMoved=CC_CALLBACK_2(HelloWorld::ontouchesMoved,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">touchesListener->ontouchesEnded=CC_CALLBACK_2(HelloWorld::ontouchesEnded,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">touchesListener->ontouchesCancelled=CC_CALLBACK_2(HelloWorld::ontouchesCancelled,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">dispatcher->addEventListenerWithSceneGraPHPriority(touchesListener,0)!important; background:none!important">//多点触摸事件响应函数
ontouchesBegan( std::vector<Touch*>&touches,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">);}
ontouchesMoved( ontouchesEnded( ontouchesCancelled( 【鼠标事件】

EventListenerMouse,主要用于监听鼠标的点击、松开、移动、滚轮的事件。

鼠标事件监听器相关:

8
EventListenerMouse*create();
(Event*event)>onMouseDown; //按下鼠标,单击鼠标
(Event*event)>onmouseup; //松开鼠标,按下的状态下松开
(Event*event)>onMouseMove; //移动鼠标,在屏幕中移动
(Event*event)>onMouseScroll; //滚动鼠标,滚动鼠标的滚轮
23
//创建鼠标事件监听器EventListenerMouse
EventListenerMouse*mouseListenter=EventListenerMouse::create();
//鼠标事件响应函数
mouseListenter->onMouseDown=CC_CALLBACK_1(HelloWorld::onMouseDown,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">mouseListenter->onmouseup=CC_CALLBACK_1(HelloWorld::onmouseup,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">mouseListenter->onMouseMove=CC_CALLBACK_1(HelloWorld::onMouseMove,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">mouseListenter->onMouseScroll=CC_CALLBACK_1(HelloWorld::onMouseScroll,0)!important; background:none!important">//添加鼠标事件监听器,事件响应处理委托给this
dispatcher->addEventListenerWithSceneGraPHPriority(mouseListenter,0)!important; background:none!important">//事件响应函数
onMouseDown(Event*event){cclOG( "Down" onmouseup(Event*event){cclOG( "UP" onMouseMove(Event*event){cclOG( "MOVE" onMouseScroll(Event*event){cclOG( "Scroll"

键盘事件】

EventListenerKeyboard,主要用于监听键盘某个键的按下、松开的事件。

键盘事件监听器相关:

17
EventListenerKeyboard*create();
(EventKeyboard::KeyCode,Event*)>onKeypressed; //按下某键
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,Event*)>onkeyreleased; //松开某键
//键盘按键枚举类型EventKeyboard::KeyCode
//KeyCode的值对应的不是键盘的键值、也不是ASCII码,只是纯粹的枚举类型
//如:
//EventKeyboard::KeyCode::KEY_A
//EventKeyboard::KeyCode::KEY_1
//EventKeyboard::KeyCode::KEY_F1
//EventKeyboard::KeyCode::KEY_SPACE
//EventKeyboard::KeyCode::KEY_ALT
//EventKeyboard::KeyCode::KEY_SHIFT
27
//创建键盘按键事件监听器
EventListenerKeyboard*keyboardListener=EventListenerKeyboard::create();
//绑定事件响应函数
keyboardListener->onKeypressed=CC_CALLBACK_2(HelloWorld::onKeypressed,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">keyboardListener->onkeyreleased=CC_CALLBACK_2(HelloWorld::onkeyreleased,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">
//添加监听器
dispatcher->addEventListenerWithSceneGraPHPriority(keyboardListener,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">);
//事件响应函数
onKeypressed(EventKeyboard::KeyCodekeyCode,Event*event){
if (EventKeyboard::KeyCode::KEY_J==keyCode){
cclOG( "pressed:J" );
}
}
onkeyreleased(EventKeyboard::KeyCodekeyCode,Event*event){
(EventKeyboard::KeyCode::KEY_SPACE==keyCode){
"Released:SPACE" );
}
}
【加速计事件】

EventListeneracceleration,主要用于监听移动设备的所受重力方向感应事件。

重力感应来自移动设备的加速计,通常支持 (X,Y,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。

1、加速计信息类acceleration

该类中每个方向的加速度,大小都为一个重力加速度大小。

6
//加速计信息
{
double x; y; z;
};
2、开启加速计感应

在使用加速计事件监听器之前,需要先启用此硬件设备:

1
Device::setAccelerometerEnabled( );

3、加速计监听器相关

5
EventListeneracceleration*create( (acceleration*,Event*)>&callback);
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,Event*)>onaccelerationEvent;
4、使用举例

41
//标签:显示加速计信息
label=Label::createWithTTF( "noused" , "MarkerFelt.ttf" ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,12);
label->setPosition(visibleSize/2);
->addChild(label);
//小球:可视化加速计
ball=Sprite::create( "ball.png" ball->setPosition(visibleSize/2);
->addChild(ball);
//获取事件分发器
autodispatcher=Director::getInstance()->getEventdispatcher();
//需要开启移动设备的加速计
);
//创建加速计事件监听器
autoaccelerationListener=EventListeneracceleration::create(CC_CALLBACK_2(HelloWorld::onaccelerationEvent,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">));
//添加加速计监听器
dispatcher->addEventListenerWithSceneGraPHPriority(accelerationListener,monospace!important; font-size:1em!important; min-height:inherit!important; background:none!important">
//事件响应函数
HelloWorld::onaccelerationEvent(acceleration*acceleration,Event*event)
{
char s[100];
sprintf (s,monospace!important; font-size:1em!important; min-height:inherit!important; color:blue!important; background:none!important">"X:%f;Y:%f;Z:%f;" ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,acceleration->x,acceleration->y,acceleration->z);
label->setString(s);
//改变小球ball的位置
float x=ball->getPositionX()+acceleration->x*10;
y=ball->getPositionY()+acceleration->y*10;
Vec2pos=Vec2(x,y);
pos.clamp(ball->getContentSize()/2,Vec2(288,512)-ball->getContentSize()/2);
ball->setPosition(pos); //设置位置
}
5、实际效果

在电脑上看不出效果,需要移植到手机上,才能看到加速计的效果

自定义事件】

以上是系统自带的事件类型,事件由系统内部自动触发,如 触摸屏幕,键盘响应等。

EventListenerCustom 自定义事件,它不是由系统自动触发,而是人为的干涉。

1、创建自定义监听器

5
//eventName:监听器名字
//callback:监听器函数
EventListenerCustom*create( (EventCustom*)>&callback);
2、分发自定义事件

自定义的事件监听器,需要通过手动的方式,将事件分发出去。

通过 EventCustom(string eventName); 来获取自定义监听器。

通过 dispatcher->dispatchEvent(&event); 来手动将事件分发出去。

4
EventCustomevent( "your_event_type" );
dispatcher->dispatchEvent(&event);
3、使用举例

23
//创建自定义事件监听器
//监听器名字:"custom_event"
//事件响应函数:HelloWorld::onCustomEvent
autocustomListener=EventListenerCustom::create( "custom_event" ));
//添加自定义事件监听器,优先权为1
dispatcher->addEventListenerWithFixedPriority(customListener,1);
//手动分发监听器的事件,通过dispatchEvent
EventCustomevent=EventCustom( );
dispatcher->dispatchEvent(&event);
HelloWorld::onCustomEvent(EventCustom*event)
{
"onCustomEvent" );
}
4、说明

  • 每个自定义的事件监听器,都有一个监听器名字eventName。

  • 需要手动通过 dispatcher->dispatchEvent(&event); 来手动将事件分发出去。

  • 可以通过 dispatcher->dispatchCustomEvent(,); 来给自定义事件监听器绑定一个用户数据。

来源网址:http://www.jb51.cc/article/p-zwifwspg-wx.html

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