在cocos2dx 3.0版本中,廢棄了以往2.x版本的寫法,咱們先來看一下Layer.h中的一段代碼 node
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- /* Callback function should not be deprecated, it will generate lots of warnings.
- Since 'setTouchEnabled' was deprecated, it will make warnings if developer overrides onTouchXXX and invokes setTouchEnabled(true) instead of using EventDispatcher::addEventListenerWithXXX.
- */
- //單點觸摸
- virtual bool onTouchBegan(Touch *touch, Event *unused_event);
- virtual void onTouchMoved(Touch *touch, Event *unused_event);
- virtual void onTouchEnded(Touch *touch, Event *unused_event);
- virtual void onTouchCancelled(Touch *touch, Event *unused_event);
- //多點觸摸
- virtual void onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event);
- virtual void onTouchesMoved(const std::vector<Touch*>& touches, Event *unused_event);
- virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event *unused_event);
- virtual void onTouchesCancelled(const std::vector<Touch*>&touches, Event *unused_event);
單點觸摸:(即只有註冊的Layer才能接收觸摸事件) ide
onTouchBegan:若是返回true:本層的後續Touch事件能夠被觸發,並阻擋向後層傳遞 函數
若是返回false,本層的後續Touch事件不能被觸發,並向後傳遞 this
簡單點來講,若是 spa
1.Layer 只有一層的狀況: code
virtual bool onTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
a.返回false,則ccTouchMoved(),ccTouchEnded()不會再接收到消息
b.返回true,則ccTouchMoved(),ccTouchEnded()能夠接收到消息
2.Layer 有多層的狀況:
virtual bool onTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
a.返回false,則本層的onTouchMoved(),onTouchEnded()不會再接收到消息,可是本層之下的其它層會接收到消息
b.返回true,則本層的onTouchMoved(),onTouchEnded()能夠接收到消息,可是本層之下的其它層不能再接收到消息
單點觸摸簡單用法: 事件
在Layer中添加以下代碼,重寫onTouchxxx函數 rem
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- auto dispatcher = Director::getInstance()->getEventDispatcher();
- auto listener = EventListenerTouchOneByOne::create();
- listener->onTouchBegan = CC_CALLBACK_2(GameLayer::onTouchBegan,this);
- listener->onTouchMoved = CC_CALLBACK_2(GameLayer::onTouchMoved,this);
- listener->onTouchEnded = CC_CALLBACK_2(GameLayer::onTouchEnded,this);
- listener->setSwallowTouches(true);//不向下傳遞觸摸
- dispatcher->addEventListenerWithSceneGraphPriority(listener,this);
listener->setSwallowTouches(true),不向下觸摸,簡單點來講,好比有兩個sprite ,A 和 B,A在上B在下(位置重疊),觸摸A的時候,B不會受到影響 get
listener->setSwallowTouches(false)反之,向下傳遞觸摸,觸摸A也等於觸摸了B
多點觸摸點單用法(多個Layer獲取屏幕事件): it
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- auto dispatcher = Director::getInstance()->getEventDispatcher();
- auto listener1 = EventListenerTouchAllAtOnce::create();
- listener1->onTouchesBegan = CC_CALLBACK_2(GameLayer::onTouchesBegan,this);
- listener1->onTouchesMoved = CC_CALLBACK_2(GameLayer::onTouchesMoved,this);
- listener1->onTouchesEnded = CC_CALLBACK_2(GameLayer::onTouchesEnded,this);
- dispatcher->addEventListenerWithSceneGraphPriority(listener1,this);
或者setTouchEnabled(true),而後重寫layer的onTouchsxxx函數
關於eventDispatcher:
-
獲取方法:
-
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- auto dispatcher = Director::getInstance()->getEventDispatcher();
事件監聽器包含如下幾種:
優先權:
1.優先級越低,越先響應事件
2.若是優先級相同,則上層的(z軸)先接收觸摸事件
有兩種方式將 事件監聽器 listener1 添加到 事件調度器_eventDispatcher 中:
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- void EventDispatcher::addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node)
- void EventDispatcher::addEventListenerWithFixedPriority(EventListener* listener, int fixedPriority)
代碼展開一下:
(1)addEventListenerWithSceneGraphPriority 的事件監聽器優先級是0,
並且在 addEventListenerWithFixedPriority 中的事件監聽器的優先級不能夠設置爲 0,由於這個是保留給 SceneGraphPriority 使用的。
(2)另外,有一點很是重要,FixedPriority listener添加完以後須要手動remove,而SceneGraphPriority listener是跟node綁定的,在node的析構函數中會被移除。
移除方法:
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- dispatcher->removeEventListener(listener);