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。_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。
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 响应加速事件 EventListenMouse 响应鼠标事件 EventListenerCustom 响应自定义的事件优先级:
addEventListenerWithFixedPriority(EventListener* Listener,int fixedPriority) 中 fixedPriority 的值越低,则优先级越高。若优先级相同。Layer 的z顺序高的(绘制于顶部的)层将优于z顺序低的层。这将保证了诸如触碰事件的自顶向下传播
注意:如果是固定优先值的监听器添加到一个节点(addEventListenerWithFixedPriority),那当这个节点被移除时必须同时手动移除这个监听器,但是添加场景图优先监听器到节点(addEventListenerWithSceneGraPHPriority)就不用这么麻烦,监听器和节点是绑定好的,一旦节点的析构函数被调用,监听器也会同时被移除。
触摸事件:
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......");}
键盘事件:
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!"); }
鼠标事件:
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,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!");}
自定义事件:
//自定义事件funEventCustom();//2秒发派一次自定义事件,测试scheduleOnce(schedule_selector(EventdispatcherTest::dispatcherCustomEvents),2.0f);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);}
加速事件:
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。
voID EventdispatcherTest::funEventacceleration(){ //启动硬件设备 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);}总结
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