EventDispatcher事件分發機制先建立事件,註冊到事件管理中心_eventDispatcher,經過發佈事件獲得響應進行回調,完成事件流。node
有五種不一樣的事件機制:
EventListenerTouch 響應觸控事件
EventListenerKeyboard 響應鍵盤事件
EventListenerAcceleration 響應加速器事件
EventListenMouse 響應鼠標事件
EventListenerCustom 響應自定義的事件ide
優先權:函數
1.優先級越低,越先響應事件this
2.若是優先級相同,則上層的(z軸)先接收觸摸事件。spa
事件監聽器的優先級:code
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。 blog
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:dispatcher->removeEventListener(listener);事件
事件管理單例獲取:
_eventDispatcher是Node的屬性,經過它管理當前節點(場景、層、精靈等)的全部事件的分發。但它自己是一個單例模式值的引用,在Node的構造函數中,經過Director::getInstance()->getEventDispatcher(); 獲取,有了這個屬性,就能方便的處理事件。ci
觸摸事件:rem
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);//是否向下傳遞
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); //判斷觸摸區域是否在目標上 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......"); }
鍵盤事件
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!"); }
鼠標事件
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,this); this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,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!"); }
自定義事件
//自定義事件
funEventCustom(); //2秒後派發一次自定義事件,測試
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); }
加速器事件
除了觸摸,移動設備上一個很重要的輸入源是設備的方向,所以大多數設備都配備了加速計,用於測量設備靜止或勻速運動時所受到的重力方向。
重力感應來自移動設備的加速計,一般支持X,Y和Z三個方向的加速度感應,因此又稱爲三向加速計。在實際應用中,能夠根據3個方向的力度大小來計算手機傾斜的角度或方向。
加速計監聽器EventListenerAcceleration,其靜態create方法中有個Acceleration的參數。Acceleration是一個類,包含了加速計得到的3個方向的加速度。
void EventDispatcherTest::funEventAcceleration() { //啟動硬件設備
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); }
示例代碼
#ifndef __EventDispatcherTest__ #define __EventDispatcherTest__ #include "cocos2d.h" USING_NS_CC; class EventDispatcherTest : public Layer { public: CREATE_FUNC(EventDispatcherTest); virtual bool init(); static Scene* createScene(); LabelTTF* label; void funEventTouch(Sprite* sprite); void funEventKeyboard(); void funEventMouse(Sprite* sprite); void funEventCustom(); void funEventAcceleration(); bool onTouchBeganss(Touch* touch,Event* ev); void onTouchMovedss(Touch* touch,Event* ev); void onTouchEndedss(Touch* touch,Event* ev); void onTouchCancelledss(Touch* touch,Event* ev); void onKeyPressedss(EventKeyboard::KeyCode keycode,Event* ev); void onKeyReleasedss(EventKeyboard::KeyCode keycode,Event* ev); void onMouseDownss(Event* ev); void onMouseMovess(Event* ev); void onMouseUpss(Event* ev); void onMouseScrollss(Event* ev); void dispatcherCustomEvents(float at); void onEventCustom(EventCustom* event); void onAcceleration(Acceleration* acc,Event* event); }; #endif
#include "EventDispatcherTest.h" Scene* EventDispatcherTest::createScene() { auto scene = Scene::create(); auto layer = EventDispatcherTest::create(); scene->addChild(layer); return scene; } bool EventDispatcherTest::init() { Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); label = LabelTTF::create("Hello World", "Arial", 24); label->setPosition(Vec2(origin.x + visibleSize.width/2, origin.y + visibleSize.height - label->getContentSize().height)); this->addChild(label, 100); auto sprite = Sprite::create("MagentaSquare.png",Rect(0,0,100,100)); sprite->setPosition(visibleSize/2); this->addChild(sprite); //funEventTouch(sprite); //觸摸事件 //funEventKeyboard(); //鍵盤事件 //funEventMouse(sprite);//鼠標事件 //funEventAcceleration();//加速器事件 //自定義事件 funEventCustom(); //2秒後派發一次自定義事件,測試 scheduleOnce(schedule_selector(EventDispatcherTest::dispatcherCustomEvents),2.0f); return true; } 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);//是否向下傳遞 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); 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......"); } 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!"); } 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,this); this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,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!"); } 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); } void EventDispatcherTest::funEventAcceleration() { //啟動硬件設備 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); }