原文連接: html
http://codingnow.cn/cocos2d-x/783.html windows
遊戲跟視頻最大的區別就是互動,玩家能夠操控遊戲中的角色,如今的移動設備幾乎人手一臺,基本上所有都是基於觸屏操做的,今天就來學習一下cocos2d-x是怎麼實現對觸屏操做的處理的。
1.首先來了解一下相關的幾個類、處理觸屏事件時操做和執行的流程
CCTouch:它封裝了觸摸點,能夠經過locationInView函數返回一個CCPoint。
CCTouchDelegate:它是觸摸事件委託,就是系統捕捉到觸摸事件後交由它或者它的子類處理,因此咱們在處理觸屏事件時,必須得繼承它。它封裝了下面這些處理觸屏事件的函數: 數組
virtualvoidccTouchesBegan(CCSet *pTouches, CCEvent *pEvent); virtualvoidccTouchesMoved(CCSet *pTouches, CCEvent *pEvent); virtualvoidccTouchesEnded(CCSet *pTouches, CCEvent *pEvent); virtualvoidccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent); virtualboolccTouchBegan(CCTouch *pTouch, CCEvent *pEvent); virtualvoidccTouchMoved(CCTouch *pTouch, CCEvent *pEvent); virtualvoidccTouchEnded(CCTouch *pTouch, CCEvent *pEvent); virtualvoidccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
ccTouchesCancelled和ccTouchCancelled函數不多用,在接到系統中斷通知,須要取消觸摸事件的時候纔會調用此方法。如:應用長時間無響應、當前view從window上移除、觸摸的時候來電話了等。 app
CCTargetedTouchDelegate和CCStandardTouchDelegate是CCTouchDelegate的子類,類結構圖以下:
CCStandardTouchDelegate用於處理多點觸摸;CCTargetedTouchDelegate用於處理單點觸摸。 ide
CCTouchDispatcher:實現觸摸事件分發,它封裝了下面這兩個函數,能夠把CCStandardTouchDelegate和CCTargetedTouchDelegate添加到分發列表中: 函數
voidaddStandardDelegate(CCTouchDelegate *pDelegate,intnPriority); voidaddTargetedDelegate(CCTouchDelegate *pDelegate,intnPriority,boolbSwallowsTouches);
CCTouchHandler:封裝了CCTouchDelegate和其對應的優先級,優先級越高,分發的時候越容易得到事件處理權,CCStandardTouchHandler和CCTargetedTouchHandler是它的子類。 學習
下面分析一下觸屏事件處理和執行流程:
用戶自定義類繼承CCTouchDelegate,重寫觸屏事件處理函數和registerWithTouchDispatcher函數,在init或者onEnter函數中調用registerWithTouchDispatcher函數,如: this
voidGameLayer::registerWithTouchDispatcher() { cocos2d::CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, 0,true); }
把相應的CCTouchDelegate添加到CCTouchDispatcher的分發列表中。addTargetedDelegate函數會建立CCTouchDelegate對應的CCTouchHandler對象並添加到CCMutableArraym_pTargetedHandlers中,看源碼: spa
voidCCTouchDispatcher::addTargetedDelegate(CCTouchDelegate *pDelegate,intnPriority,boolbSwallowsTouches) { CCTouchHandler *pHandler = CCTargetedTouchHandler::handlerWithDelegate(pDelegate, nPriority, bSwallowsTouches); if(! m_bLocked) { forceAddHandler(pHandler, m_pTargetedHandlers); } else { /**....*/ } } voidCCTouchDispatcher::forceAddHandler(CCTouchHandler *pHandler, CCMutableArray *pArray) { unsignedintu = 0; CCMutableArray::CCMutableArrayIterator iter; for(iter = pArray->begin(); iter != pArray->end(); ++iter) { CCTouchHandler *h = *iter; if(h) { if(h->getPriority() < pHandler->getPriority()) { ++u; } if(h->getDelegate() == pHandler->getDelegate()) { CCAssert(0,""); return; } } } pArray->insertObjectAtIndex(pHandler, u); }
注意forceAddHandler函數中,pHandler是被添加的對象:pHandler->getPriority()的值越小u的值就越小,所以插入到目標容器中的位置也就越靠前,說明優先級的值越小優先級反而越高,也就能先響應事件(CCMenu的默認值是-128)。 前面事件分發時就是從m_pTargetedHandlers中取出CCXXXTouchHandler,而後調用handler對應的delegate的:pHandler->getDelegate()->ccTouchBegan(pTouch, pEvent);,執行的是CCTouchDispatcher的touches函數,考慮到篇幅問題,就不貼出具體代碼了。該函數首先會先處理targeted 再處理standard,因此CCTargetedTouchDelegate比CCStandardTouchDelegate優先級高。那何時觸發執行touches函數呢?CCTouchDispatcher繼承了EGLTouchDelegate類,EGLTouchDelegate類源碼: code
classCC_DLL EGLTouchDelegate { public: virtualvoidtouchesBegan(CCSet* touches, CCEvent* pEvent) = 0; virtualvoidtouchesMoved(CCSet* touches, CCEvent* pEvent) = 0; virtualvoidtouchesEnded(CCSet* touches, CCEvent* pEvent) = 0; virtualvoidtouchesCancelled(CCSet* touches, CCEvent* pEvent) = 0; virtual~EGLTouchDelegate() {} };
CCTouchDispatcher中實現了這四個函數,正是在這四個函數中調用了touches函數:
voidCCTouchDispatcher::touchesBegan(CCSet *touches, CCEvent *pEvent) { if(m_bDispatchEvents) { this->touches(touches, pEvent, CCTOUCHBEGAN); } } /**其餘三個方法相似 **/
這幾個觸屏處理函數是由具體平臺底層調用的,在AppDelegate.cpp中有這段代碼:
CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());
繼續跟進setOpenGLView函數,發現了這段代碼:
CCTouchDispatcher *pTouchDispatcher = CCTouchDispatcher::sharedDispatcher(); m_pobOpenGLView->setTouchDelegate(pTouchDispatcher); pTouchDispatcher->setDispatchEvents(true);
調用了具體平臺下的CCEGLView類中的setTouchDelegate函數。因爲我是在windows平臺下,因此CCEGLView此時對應CCEGLView_win32.h文件的CCEGLView類,對應的setTouchDelegate函數爲:
void setTouchDelegate(EGLTouchDelegate * pDelegate);
系統最終經過CCEGLView類的WindowProc函數處理鼠標在Windows窗口的DOWN、MOVE、UP事件,經過pDelegate分別調用touchesBegan、touchesMoved、touchesEnded函數。
LRESULTCCEGLView::WindowProc(UINTmessage,WPARAMwParam,LPARAMlParam) { switch(message) { caseWM_LBUTTONDOWN: if(m_pDelegate && m_pTouch && MK_LBUTTON == wParam) { POINT pt = {(short)LOWORD(lParam), (short)HIWORD(lParam)}; if(PtInRect(&m_rcViewPort, pt)) { m_bCaptured =true; SetCapture(m_hWnd); m_pTouch->SetTouchInfo(0, (float)(pt.x - m_rcViewPort.left) / m_fScreenScaleFactor, (float)(pt.y - m_rcViewPort.top) / m_fScreenScaleFactor); m_pSet->addObject(m_pTouch); m_pDelegate->touchesBegan(m_pSet, NULL); } } break; caseWM_MOUSEMOVE: if(MK_LBUTTON == wParam && m_bCaptured) { m_pTouch->SetTouchInfo(0, (float)((short)LOWORD(lParam)- m_rcViewPort.left) / m_fScreenScaleFactor, (float)((short)HIWORD(lParam) - m_rcViewPort.top) / m_fScreenScaleFactor); m_pDelegate->touchesMoved(m_pSet, NULL); } break; caseWM_LBUTTONUP: if(m_bCaptured) { m_pTouch->SetTouchInfo(0, (float)((short)LOWORD(lParam)- m_rcViewPort.left) / m_fScreenScaleFactor, (float)((short)HIWORD(lParam) - m_rcViewPort.top) / m_fScreenScaleFactor); m_pDelegate->touchesEnded(m_pSet, NULL); m_pSet->removeObject(m_pTouch); ReleaseCapture(); m_bCaptured =false; } break; /** .... */ } }
ok,如今應該明白了觸屏操做相關函數的執行過程了,在其餘平臺下應該相似。
2. 實現觸屏事件處理
知道了原理以後,實現起來就很簡單了:定義一個CCTouchDelegate(或者其子類CCTargetedTouchDelegate/CCStandardTouchDelegate),而後重寫那幾個處理函數(began、move、end),並把定義好的CCTouchDelegate添加到分發列表中,在onExit函數中實現從分發列表中刪除。
在日常的開發中,通常有兩種方式:(1)繼承CCLayer,在層中處理觸屏函數。(2)繼承CCSprite和CCTouchDelegate(或者其子類)。
上面兩種方式,從原理上來講是同樣的。
1. 下面是採用繼承CCLayer的方式處理觸屏事件。
(1)CCStandardTouchDelegate
添加CCStandardTouchDelegate是很是簡單的,只須要重寫觸屏處理函數和調用setIsTouchEnabled(true)。主要代碼以下:
//init函數中 this->setIsTouchEnabled(true); voidGameLayer::ccTouchesBegan(CCSet* pTouches,CCEvent* pEvent) { CCSetIterator it = pTouches->begin(); CCTouch* touch = (CCTouch*)(*it); CCpoint touchLocation = touch->locationInView( touch->view() ); touchLocation = CCDirector::sharedDirector()->convertToGL(m_tBeginPos); /** .... **/ }
這裏爲何沒有把CCStandardTouchDelegate添加進分發列表和從分發列表刪除的操做呢,由於setIsTouchEnabled函數已經幫咱們作了,看源碼:
voidCCLayer::setIsTouchEnabled(boolenabled) { if(m_bIsTouchEnabled != enabled) { m_bIsTouchEnabled = enabled; if(m_bIsRunning) { if(enabled) { this->registerWithTouchDispatcher(); } else { // have problems? CCTouchDispatcher::sharedDispatcher()->removeDelegate(this); } } } } voidCCLayer::registerWithTouchDispatcher() { /** .... **/ CCTouchDispatcher::sharedDispatcher()->addStandardDelegate(this,0); } voidCCLayer::onExit() { if( m_bIsTouchEnabled ) { CCTouchDispatcher::sharedDispatcher()->removeDelegate(this); unregisterScriptTouchHandler(); } CCNode::onExit(); }
(2) CCTargetedTouchDelegate
直接看cocos2d-x中的CCMenu(菜單)類,它是繼承CCLayer的。部分源碼以下:
classCC_DLL CCMenu :publicCCLayer,publicCCRGBAProtocol { /** .... */ virtualvoidregisterWithTouchDispatcher(); /** @brief For phone event handle functions */ virtualboolccTouchBegan(CCTouch* touch, CCEvent* event); virtualvoidccTouchEnded(CCTouch* touch, CCEvent* event); virtualvoidccTouchCancelled(CCTouch *touch, CCEvent* event); virtualvoidccTouchMoved(CCTouch* touch, CCEvent* event); /** @since v0.99.5 override onExit */ virtualvoidonExit(); /** .... */ }; } //Menu - Events,在CCLayer的onEnter中被調用 voidCCMenu::registerWithTouchDispatcher() { CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, kCCMenuTouchPriority,true); } boolCCMenu::ccTouchBegan(CCTouch* touch, CCEvent* event) { /** .... */ } voidCCMenu::onExit() { /** .... */ CCLayer::onExit(); }
2.下面實現繼承CCSprite的方式
定義一個Ball類繼承CCSprite和CCTargetedTouchDelegate。源碼以下:
classBall :publicCCSprite,publicCCTargetedTouchDelegate { public: Ball(void); virtual~Ball(void); virtualvoidonEnter(); virtualvoidonExit(); virtualboolccTouchBegan(CCTouch* touch, CCEvent* event); virtualvoidccTouchMoved(CCTouch* touch, CCEvent* event); virtualvoidccTouchEnded(CCTouch* touch, CCEvent* event); /** .... */ }; voidBall::onEnter() { CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, 0,true); CCSprite::onEnter(); } voidBall::onExit() { CCTouchDispatcher::sharedDispatcher()->removeDelegate(this); CCSprite::onExit(); } boolBall::ccTouchBegan(CCTouch* touch, CCEvent* event) { CCPoint touchPoint = touch->locationInView( touch->view() ); touchPoint = CCDirector::sharedDirector()->convertToGL( touchPoint ); /** .... */ returntrue; }
注意:virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)的返回值對觸屏消息是有影響的。
若是返回false,表示不處理ccTouchMoved(),ccTouchEnded(),ccTouchCanceld()方法,而交由後面接收觸屏消息的對象處理;若是返回true,表示會處理ccTouchMoved(),ccTouchEnded(),ccTouchCanceld()方法。請看CCTouchDispatcher.cpp的touches函數部分源碼,它是用來分發事件的:
boolbClaimed =false; if(uIndex == CCTOUCHBEGAN) { bClaimed = pHandler->getDelegate()->ccTouchBegan(pTouch, pEvent); //返回true if(bClaimed) { pHandler->getClaimedTouches()->addObject(pTouch); } }else if(pHandler->getClaimedTouches()->containsObject(pTouch)) { // moved ended canceled bClaimed =true; switch(sHelper.m_type) { caseCCTOUCHMOVED: pHandler->getDelegate()->ccTouchMoved(pTouch, pEvent); break; caseCCTOUCHENDED: pHandler->getDelegate()->ccTouchEnded(pTouch, pEvent); pHandler->getClaimedTouches()->removeObject(pTouch); break; caseCCTOUCHCANCELLED: pHandler->getDelegate()->ccTouchCancelled(pTouch, pEvent); pHandler->getClaimedTouches()->removeObject(pTouch); break; } }
if(bClaimed && pHandler->isSwallowsTouches()) { if(bNeedsMutableSet) { pMutableTouches->removeObject(pTouch); } break; }
把該觸摸對象CCTouch從數組pMutableTouches中移除了,而且跳出當前for循環,而CCStandardTouchHandler須要從pMutableTouches取出觸摸對象進行處理的,這樣後面的CCTargetedTouchHandler和CCStandardTouchHandler就都處理不了。
本身的一些總結:
遊戲在加載完成時,調用AppDelegate::applicationDidFinishLaunching(),根據不一樣平臺,設置響應平臺的時間處理機制。
在遊戲窗口處理函數中,分發對應的鼠標事件如WM_LBUTTONDOWN,WM_LBUTTONUP等(另:窗口重繪等),在WM_LBUTTONUP事件中,根據鼠標事件的是否要求爲單點觸控仍是多點觸控,在CCTouchDispatcher::touches函數中進行進行響應。
對於CCTouchDispatcher::touches中的響應,舉個例子。一個菜單menu項,在ccTouchEnded函數中,最終調用建立menu item時設置的回調函數。代碼以下:
void CCMenuItem::activate() { if (m_bIsEnabled) { if (m_pListener) { (m_pListener->*m_pfnSelector)(this); } }
/*...*/ }
另外,對於WM_LBUTTONDOWN事件的處理也應該注意。上面博客中有涉及到,很是好,對鼠標事件的介紹很完善,嘿嘿我喜歡。。