用户交互这里指的就是用户在手机上的点击,滑动以及晃动手机等行为,从而得到相应的反馈。今天学习Cocos2dx,遇到交互问题,所以就写出来和大家分享一下。我这里是以AndroID连接为例的,因为目前我只会AndroID相关的开发。好了,不多说,看下面步骤:
第一步:在AndroID中,交互 *** 作的入口在SurfaceVIEw或是GLSurfaceVIEw中的ontouchEvent时间中。本例代码所在位置org.cocos2dx.lib---->Cocos2dxGLSurfaceVIEw.java
public boolean ontouchEvent(final MotionEvent pMotionEvent) { // these data are used in ACTION_MOVE and ACTION_CANCEL final int pointerNumber = pMotionEvent.getPointerCount(); final int[] IDs = new int[pointerNumber]; final float[] xs = new float[pointerNumber]; final float[] ys = new float[pointerNumber]; for (int i = 0; i < pointerNumber; i++) { IDs[i] = pMotionEvent.getPointerID(i); xs[i] = pMotionEvent.getX(i); ys[i] = pMotionEvent.getY(i); } switch (pMotionEvent.getAction() & MotionEvent.ACTION_MASK) { case MotionEvent.ACTION_POINTER_DOWN: final int indexPointerDown = pMotionEvent.getAction() >> MotionEvent.ACTION_POINTER_INDEX_SHIFT; final int IDPointerDown = pMotionEvent.getPointerID(indexPointerDown); final float xPointerDown = pMotionEvent.getX(indexPointerDown); final float yPointerDown = pMotionEvent.getY(indexPointerDown); this.queueEvent(new Runnable() { @OverrIDe public voID run() { Cocos2dxGLSurfaceVIEw.this.mCocos2dxRenderer.handleActionDown(IDPointerDown,xPointerDown,yPointerDown); } }); break; case MotionEvent.ACTION_DOWN: // there are only one finger on the screen final int IDDown = pMotionEvent.getPointerID(0); final float xDown = xs[0]; final float yDown = ys[0]; this.queueEvent(new Runnable() { @OverrIDe public voID run() { Cocos2dxGLSurfaceVIEw.this.mCocos2dxRenderer.handleActionDown(IDDown,xDown,yDown); } }); break; case MotionEvent.ACTION_MOVE: this.queueEvent(new Runnable() { @OverrIDe public voID run() { Cocos2dxGLSurfaceVIEw.this.mCocos2dxRenderer.handleActionMove(IDs,xs,ys); } }); break; case MotionEvent.ACTION_POINTER_UP: final int indexPointUp = pMotionEvent.getAction() >> MotionEvent.ACTION_POINTER_INDEX_SHIFT; final int IDPointerUp = pMotionEvent.getPointerID(indexPointUp); final float xPointerUp = pMotionEvent.getX(indexPointUp); final float yPointerUp = pMotionEvent.getY(indexPointUp); this.queueEvent(new Runnable() { @OverrIDe public voID run() { Cocos2dxGLSurfaceVIEw.this.mCocos2dxRenderer.handleActionUp(IDPointerUp,xPointerUp,yPointerUp); } }); break; case MotionEvent.ACTION_UP: // there are only one finger on the screen final int IDUp = pMotionEvent.getPointerID(0); final float xUp = xs[0]; final float yUp = ys[0]; this.queueEvent(new Runnable() { @OverrIDe public voID run() { Cocos2dxGLSurfaceVIEw.this.mCocos2dxRenderer.handleActionUp(IDUp,xUp,yUp); } }); break; case MotionEvent.ACTION_CANCEL: this.queueEvent(new Runnable() { @OverrIDe public voID run() { Cocos2dxGLSurfaceVIEw.this.mCocos2dxRenderer.handleActionCancel(IDs,ys); } }); break; } return true; }
第二步:Cocos2dxGLSurfaceVIEw.this.mCocos2dxRenderer.handleActionDown(IDDown,yDown)等相关语句的方法在org.cocos2dx.lib------>Cocos2dxRender.java,代码如下:
private static native voID nativetouchesBegin(final int ID,final float x,final float y); private static native voID nativetouchesEnd(final int ID,final float y); private static native voID nativetouchesMove(final int[] IDs,final float[] xs,final float[] ys); private static native voID nativetouchesCancel(final int[] IDs,final float[] ys); public voID handleActionDown(final int ID,final float y) { Cocos2dxRenderer.nativetouchesBegin(ID,x,y); } public voID handleActionUp(final int ID,final float y) { Cocos2dxRenderer.nativetouchesEnd(ID,y); } public voID handleActionCancel(final int[] IDs,final float[] ys) { Cocos2dxRenderer.nativetouchesCancel(IDs,ys); } public voID handleActionMove(final int[] IDs,final float[] ys) { Cocos2dxRenderer.nativetouchesMove(IDs,ys); }
protected voID onLoadNativelibrarIEs() { try { ApplicationInfo ai = getPackageManager().getApplicationInfo(getPackagename(),PackageManager.GET_Meta_DATA); Bundle bundle = ai.MetaData; String libname = bundle.getString("androID.app.lib_name"); System.loadlibrary(libname); } catch (Exception e) { e.printstacktrace(); } }bundle.getString("androID.app.lib_name")文件是找出.so文件。和它相关内容在AndroID工程中AndroIDManifest.xml里,内容如下:
<?xml version="1.0" enCoding="utf-8"?><manifest xmlns:androID="http://schemas.androID.com/apk/res/androID" package="org.cocos.CocosProject4" androID:versionCode="1" androID:versionname="1.0" androID:installLocation="auto"> <uses-sdk androID:minSdkVersion="9"/> <uses-feature androID:glEsversion="0x00020000" /> <application androID:label="@string/app_name" androID:icon="@drawable/icon"> <!-- Tell Cocos2dxActivity the name of our .so --> <Meta-data androID:name="androID.app.lib_name" androID:value="cocos2dcpp" /> <activity androID:name="org.cocos2dx.cpp.AppActivity" androID:label="@string/app_name" androID:screenorIEntation="landscape" androID:theme="@androID:style/theme.NoTitlebar.Fullscreen" androID:configChanges="orIEntation"> <intent-filter> <action androID:name="androID.intent.action.MAIN" /> <category androID:name="androID.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <supports-screens androID:anyDensity="true" androID:smallScreens="true" androID:normalScreens="true" androID:largeScreens="true" androID:xlargeScreens="true"/> <uses-permission androID:name="androID.permission.INTERNET"/></manifest>
第四步:cocos2dcpp.so文件的生成,因为native 方法都在这里面。它的生成在AndroID工程中的jni文件里么的AndroID.mk文件(相关内容参考链接)。native方法所在文件路径cocos2d-x-3.6/cocos/platform/androID/jni/touchesJni.cpp,内容如下:
#include "base/CCDirector.h"#include "base/CCEventKeyboard.h"#include "base/CCEventdispatcher.h"#include "platform/androID/CCGLVIEwImpl-androID.h"#include <androID/log.h>#include <jni.h>using namespace cocos2d;extern "C" { JNIEXPORT voID JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativetouchesBegin(jnienv * env,jobject thiz,jint ID,jfloat x,jfloat y) { intptr_t IDlong = ID; cocos2d::Director::getInstance()->getopenGLVIEw()->handletouchesBegin(1,&IDlong,&x,&y); } JNIEXPORT voID JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativetouchesEnd(jnienv * env,jfloat y) { intptr_t IDlong = ID; cocos2d::Director::getInstance()->getopenGLVIEw()->handletouchesEnd(1,&y); } JNIEXPORT voID JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativetouchesMove(jnienv * env,jintArray IDs,jfloatArray xs,jfloatArray ys) { int size = env->GetArrayLength(IDs); jint ID[size]; jfloat x[size]; jfloat y[size]; env->GetIntArrayRegion(IDs,size,ID); env->GetfloatArrayRegion(xs,x); env->GetfloatArrayRegion(ys,y); intptr_t IDlong[size]; for(int i = 0; i < size; i++) IDlong[i] = ID[i]; cocos2d::Director::getInstance()->getopenGLVIEw()->handletouchesMove(size,IDlong,y); } JNIEXPORT voID JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativetouchesCancel(jnienv * env,y); intptr_t IDlong[size]; for(int i = 0; i < size; i++) IDlong[i] = ID[i]; cocos2d::Director::getInstance()->getopenGLVIEw()->handletouchesCancel(size,y); } }
第五步:cocos2d::Director::getInstance()->getopenGLVIEw()->handletouchesBegin(1,&y)这个方法是如何起作用的呢,文件位置在 cocos2d-x-3.6/cocos/platform/CCGLVIEw.cpp,内如如下:
voID GLVIEw::handletouchesBegin(int num,intptr_t IDs[],float xs[],float ys[]){ intptr_t ID = 0; float x = 0.0f; float y = 0.0f; int unusedindex = 0; Eventtouch touchEvent; for (int i = 0; i < num; ++i) { ID = IDs[i]; x = xs[i]; y = ys[i]; auto iter = g_touchIDReorderMap.find(ID); // it is a new touch if (iter == g_touchIDReorderMap.end()) { unusedindex = getUnUsedindex(); // The touches is more than MAX_touches ? if (unusedindex == -1) { cclOG("The touches is more than MAX_touches,unusedindex = %d",unusedindex); continue; } touch* touch = g_touches[unusedindex] = new (std::nothrow) touch(); touch->settouchInfo(unusedindex,(x - _vIEwPortRect.origin.x) / _scaleX,(y - _vIEwPortRect.origin.y) / _scaleY); cclOGINFO("x = %f y = %f",touch->getLocationInVIEw().x,touch->getLocationInVIEw().y); g_touchIDReorderMap.insert(std::make_pair(ID,unusedindex)); touchEvent._touches.push_back(touch); } } if (touchEvent._touches.size() == 0) { cclOG("touchesBegan: size = 0"); return; } touchEvent._eventCode = Eventtouch::EventCode::BEGAN; auto dispatcher = Director::getInstance()->getEventdispatcher(); dispatcher->dispatchEvent(&touchEvent);}
第六步:使用。首先要给_eventdispathcer(在CCNote.cpp文件中)添加Listener,示例如下:
auto Listener = EventListenertouchAllAtOnce::create(); Listener->ontouchesBegan = CC_CALLBACK_2(ParticleDemo::ontouchesBegan,this); Listener->ontouchesMoved = CC_CALLBACK_2(ParticleDemo::ontouchesMoved,this); Listener->ontouchesEnded = CC_CALLBACK_2(ParticleDemo::ontouchesEnded,this); _eventdispatcher->addEventListenerWithSceneGraPHPriority(Listener,this);其次就是我们实际 *** 作,使交互产生什么样的变化,代码如下:
voID ParticleDemo::ontouchesBegan(const std::vector<touch*>& touches,Event *event){ ontouchesEnded(touches,event);}voID ParticleDemo::ontouchesMoved(const std::vector<touch*>& touches,Event *event){ return ontouchesEnded(touches,event);}voID ParticleDemo::ontouchesEnded(const std::vector<touch*>& touches,Event *event){ auto touch = touches[0]; auto location = touch->getLocation(); auto pos = Vec2::ZERO; if (_background) { pos = _background->convertToWorldspace(Vec2::ZERO); } if (_emitter != nullptr) { _emitter->setposition(location -pos); }}
上面代码是ParticleTest中的内容,通过dispathcer将参数最终传递给要变化的_mitter,就是粒子发射器的移动。
好了,以上就是这个过程,当然,要想完全理解,那就要修炼内功了,怎么做,你懂的~
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