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【麦可网】Cocos2d-X跨平台游戏开发学习笔记---第十五课:Cocos2D-X事件处理1-7

QIULANZHU 分享于 2015-06-22

推荐:【麦可网】Cocos2d-X跨平台游戏开发学习笔记---第十二课:Cocos2D-X内存管理1-3

【麦可网】Cocos2d-X跨平台游戏开发---学习笔记 第十二课:Cocos2D-X内存管理1-3 ==========================================================================

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【麦可网】Cocos2d-X跨平台游戏开发---学习笔记

第十五课:Cocos2D-X事件处理1-7

=======================================================================================================================================================================

课程目标:

 - Cocos2D-X事件处理机制

 - Cocos2D-X输入框使用

课程重点:

 - Cocos2D-X事件处理机制

 - Cocos2D-X输入框使用

 - 为节点添加触摸事件

考核目标:

 - 掌握Cocos2D-X但多点触摸

 - 掌握Cocos2D-X重力感应事件

 - 掌握Cocos2D-X输入框使用

 - 理解为节点添加触摸事件

=======================================================================================================================================================================

一、单点/多点触摸事件接口

事件队列
CCTouchDispather				//存需要处理事件节点的类
CCTouchDelegate
CCTargetedTouchDelegate	//单点触摸的事件
CCStandardTouchDelegate	//多点触摸的事件

参考代码:tests->touch_dispatcher
-------------触摸事件接口-------------
class CC_DLL CCTouchDelegate
{
public:

    CCTouchDelegate() {}

    virtual ~CCTouchDelegate()
    {
    }

    //返回值bool来判读是否继续往下执行,true不执行后面的事件,反之则执行
    virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent); return false;};
    // optional

    virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
    virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
    virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}

    // optional
     virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
     virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
     virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
     virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}

};


二、单点/多点触摸事件处理

CCTargetedTouchDelegate
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
virtual bool ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
virtual bool ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
virtual bool ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, 0, true);

setTouchEnabled(true);		<span style="white-space:pre">			</span> //开启触摸使能
----------------触摸使能-----------------
void CCLayer::setTouchEnabled(bool enabled)
{
    if (m_bTouchEnabled != enabled)
    {
        m_bTouchEnabled = enabled;
        if (m_bRunning)
        {
            if (enabled)
            {
                this->registerWithTouchDispatcher();	//添加节点到管理器

            }
            else
            {
                // have problems?
  //节点移除管理器
                CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
            }
        }
    }
}

----------------触摸开始-----------------
void LayerTest1::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)
{
    ccTouchesMoved(pTouches, pEvent);
}

----------------触摸移动-----------------
void LayerTest1::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent)
{
    CCTouch *touch = (CCTouch*)pTouches->anyObject();
    CCPoint touchLocation = touch->getLocation();		//获得单点

    updateSize(touchLocation);					//更新尺寸
}

----------------更新尺寸-----------------
void LayerTest1::updateSize(CCPoint &touchLocation)
{    
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    
    CCSize newSize = CCSizeMake( fabs(touchLocation.x - s.width/2)*2, fabs(touchLocation.y - s.height/2)*2);	//重新计算大小
    
    CCLayerColor* l = (CCLayerColor*) getChildByTag(kTagLayer);

    l->setContentSize( newSize );				//重新绘制大写
}

默认情况下,节点是实现多点触控,要想节点实现单点触控,则复写以下虚函数,并把多点触摸函数改成单点触摸函数。
void LayerTest1::registerWithTouchDispatcher()
{
  CCTouchDispather::sharedDispatcher()->addTargetedDelegate(this,0,true);
}


三、重力感应事件处理

CCAccelerometerDelegate
virtual void didAccelerate(CCAcceleration *pAccelerationValue);
setAccelerometerEnabled(ture);

参考代码:tests->Accelerometer Test
setAccelerometerEnabled(true);		//启用重力感应


四、按键事件处理

class CC_DLL CCKeypadDelegate
{
public:
    // 返回键
    virtual void keyBackClicked() {}

    // 菜单键,安卓手机可用
    virtual void keyMenuClicked() {};
};

参考代码:tests->KeypadTest


五、为精灵添加事件

步骤1:继承触摸

推荐:iphone游戏开发之cocos2d

一、 CCNode官方API翻译   CCNode是cocos2d中最重要的一个基类,是一个抽象类,定义了所有节点的公共属性和方法,因为其重要性,所以这里把官方API对CCNode的属

步骤2:实现接口

步骤3:注册,添加到事件管理器

步骤4:从事件管理器中删除

 

四个步骤代码对应如下:

参考代码:tests->Touches Test


步骤1:继承触摸
class Paddle : public CCSprite, public CCTargetedTouchDelegate
{
……
};

步骤2:实现接口
bool Paddle::ccTouchBegan(CCTouch* touch, CCEvent* event)
{
if (m_state != kPaddleStateUngrabbed) return false;
//判断触摸点是否在矩形区域内
    if ( !containsTouchLocation(touch) ) return false;	    
    m_state = kPaddleStateGrabbed;
    return true;
}

其中:
bool Paddle::containsTouchLocation(CCTouch* touch)
{
//坐标转换,坐标原点设置在精灵的锚点
    return rect().containsPoint(convertTouchToNodeSpaceAR(touch));
}

CCRect Paddle::rect()
{
    CCSize s = getTexture()->getContentSize();
    return CCRectMake(-s.width / 2, -s.height / 2, s.width, s.height);
}

#define CCRectMake(x, y, width, height) CCRect((float)(x), (float)(y), (float)(width), (float)(height))

---------------------------------------------------------
void Paddle::ccTouchMoved(CCTouch* touch, CCEvent* event)
{
    // If it weren't for the TouchDispatcher, you would need to keep a reference
    // to the touch from touchBegan and check that the current touch is the same
    // as that one.
    // Actually, it would be even more complicated since in the Cocos dispatcher
    // you get CCSets instead of 1 UITouch, so you'd need to loop through the set
    // in each touchXXX method.
    
    CCAssert(m_state == kPaddleStateGrabbed, "Paddle - Unexpected state!");    
    
    CCPoint touchPoint = touch->getLocation();
    
    setPosition( ccp(touchPoint.x, getPosition().y) );
}

void Paddle::ccTouchEnded(CCTouch* touch, CCEvent* event)
{
    CCAssert(m_state == kPaddleStateGrabbed, "Paddle - Unexpected state!");    
    
    m_state = kPaddleStateUngrabbed;
} 

步骤3:注册,添加到事件管理器
void Paddle::onEnter()
{
    CCDirector* pDirector = CCDirector::sharedDirector();
    pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
    CCSprite::onEnter();
}

步骤4:从事件管理器中删除
void Paddle::onExit()
{
    CCDirector* pDirector = CCDirector::sharedDirector();
    pDirector->getTouchDispatcher()->removeDelegate(this);
    CCSprite::onExit();
} 


六、通知中心

//添加监听消息
CCNotificationCenter::sharedNotificationCenter()->addObserver(this, callfuncO_selector(GameManager::onClickTest), CLICK_TEST_MSG, NULL);
//发送消息
CCNotificationCenter::sharedNotificationCenter()->postNotification(CLICK_TEST_MSG, (CCObject*)data);
//取消监听消息
CCNotificationCenter::sharedNotificationCenter()->removerObserver(this, CLICK_TEST_MSG);
//收到消息后的执行动作
void GameManager::onClickTest(CCObject *obj)
{
}


七、输入框使用

步骤1:创建文本框

步骤2:启用事件处理

步骤3:注册事件

步骤4:实现键盘的弹出

步骤5:判读键盘是否挡住其它节点

参考代码:tests->TextInputTest


CCTextFieldTTF				//创建输入框
CCIMEDelegate				//输入法,弹出键盘
CCTextFieldDelegate		<span style="white-space:pre">	</span>//添加输入效果的接口	

-----------------------------------------------------
class CC_DLL CCIMEDelegate
{
public:
    virtual ~CCIMEDelegate();

    virtual bool attachWithIME();		//打开键盘
    virtual bool detachWithIME();		//关闭键盘
……
};
--------------------------触摸按下--------------------------
bool KeyboardNotificationLayer::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
    CCLOG("++++++++++++++++++++++++++++++++++++++++++++");
    m_beginPos = pTouch->getLocation();    
    return true;
}
--------------------------触摸结束--------------------------
void KeyboardNotificationLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
{
    if (! m_pTrackNode)
    {
        return;
    }
    
    CCPoint endPos = pTouch->getLocation();    

    float delta = 5.0f;								
    if (::abs(endPos.x - m_beginPos.x) > delta		//排除滑动操作
        || ::abs(endPos.y - m_beginPos.y) > delta)
    {
        // not click
        m_beginPos.x = m_beginPos.y = -1;
        return;
    }

    // decide the trackNode is clicked.
    CCRect rect;
    CCPoint point = convertTouchToNodeSpaceAR(pTouch);
    CCLOG("KeyboardNotificationLayer:clickedAt(%f,%f)", point.x, point.y);

    rect = getRect(m_pTrackNode);
    CCLOG("KeyboardNotificationLayer:TrackNode at(origin:%f,%f, size:%f,%f)",
        rect.origin.x, rect.origin.y, rect.size.width, rect.size.height);

    this->onClickTrackNode(rect.containsPoint(point));	//判断在输入框内点击
    CCLOG("----------------------------------");
}



--------------------------判断是否打开键盘--------------------------
void TextFieldTTFDefaultTest::onClickTrackNode(bool bClicked)
{
    CCTextFieldTTF * pTextField = (CCTextFieldTTF*)m_pTrackNode;
    if (bClicked)
    {
        // TextFieldTTFTest be clicked
        CCLOG("TextFieldTTFDefaultTest:CCTextFieldTTF attachWithIME");
        pTextField->attachWithIME();
    }
    else
    {
        // TextFieldTTFTest not be clicked
        CCLOG("TextFieldTTFDefaultTest:CCTextFieldTTF detachWithIME");
        pTextField->detachWithIME();
    }
}

--------------------------键盘打开前的动作--------------------------
比如键盘把输入框遮住了,输入框要整体往上移动,代码则放在这里面
void KeyboardNotificationLayer::keyboardWillShow(CCIMEKeyboardNotificationInfo& info)		//包含键盘信息,如尺寸
{
    CCLOG("TextInputTest:keyboardWillShowAt(origin:%f,%f, size:%f,%f)",
        info.end.origin.x, info.end.origin.y, info.end.size.width, info.end.size.height);

    if (! m_pTrackNode)
    {
        return;
    }

    CCRect rectTracked = getRect(m_pTrackNode);
    CCLOG("TextInputTest:trackingNodeAt(origin:%f,%f, size:%f,%f)",
        rectTracked.origin.x, rectTracked.origin.y, rectTracked.size.width, rectTracked.size.height);

    // 如果键盘没有覆盖输入框,则直接返回
    if (! rectTracked.intersectsRect(info.end))
    {
        return;
    }

    // assume keyboard at the bottom of screen, calculate the vertical adjustment.
    float adjustVert = info.end.getMaxY() - rectTracked.getMinY();
    CCLOG("TextInputTest:needAdjustVerticalPosition(%f)", adjustVert);

    // 所有的子节点都向上移动
    CCArray * children = getChildren();
    CCNode * node = 0;
    int count = children->count();
    CCPoint pos;
    for (int i = 0; i < count; ++i)
    {
        node = (CCNode*)children->objectAtIndex(i);
        pos = node->getPosition();
        pos.y += adjustVert;
        node->setPosition(pos);
    }
}

--------------------------为输入和删除文字添加动画--------------------------
继承于CCTextFieldDelegate

    virtual bool onTextFieldAttachWithIME(CCTextFieldTTF * pSender);
    virtual bool onTextFieldDetachWithIME(CCTextFieldTTF * pSender);
    virtual bool onTextFieldInsertText(CCTextFieldTTF * pSender, const char * text, int nLen);
    virtual bool onTextFieldDeleteBackward(CCTextFieldTTF * pSender, const char * delText, int nLen);
    virtual bool onDraw(CCTextFieldTTF * pSender);

===================================================================

总结:

理解了这几个步骤就差不多了

步骤1:创建文本框 CCTextFieldTTF

步骤2:启用触摸事件处理 KeyboardNotificationLayer

步骤3:注册事件 registerWithTouchDispatcher

步骤4:实现键盘的弹出 attachWithIME

步骤5:判读键盘是否挡住其它节点 keyboardWillShow

步骤6:设置输入动画 CCTextFieldDelegate

 

开心一刻:

小明上课迟到了。

  老师怒:小明,今天来这么晚?

  小明:睡过了!

  老师:怎么会睡过呢?

  小明:做梦梦见老师讲课,就想多听一会…

老师:滚!

 

【麦可网】Cocos2d-X跨平台游戏开发---教程下载:http://pan.baidu.com/s/1kTio1Av

【麦可网】Cocos2d-X跨平台游戏开发---笔记系列:http://blog.csdn.net/qiulanzhu




推荐:【麦可网】Cocos2d-X跨平台游戏开发学习笔记---第十七课:Cocos2D-X动作行为1-5

【麦可网】Cocos2d-X跨平台游戏开发---学习笔记 第十七课:Cocos2D-X动作行为1-5 ==========================================================================

【麦可网】Cocos2d-X跨平台游戏开发---学习笔记 第十五课:Cocos2D-X事件处理1-7 ========================================================================================================

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