- 触摸事件 : EventListenerTouchOneByOne、EventListenerTouchAllAtOnce
- 鼠标响应事件 : EventListenerMouse
- 键盘响应事件 : EventListenerKeyboard
- 加速计事件 : EventListenerAcceleration
- 自定义事件 : EventListenerCustom
- 物理碰撞事件 : EventListenerPhysicsContact
- 游戏手柄事件 : EventListenerController
// class EventDispatcher : public Ref {
/** * 添加监听器
* - addEventListenerWithSceneGraphPriority
* - addEventListenerWithFixedPriority
* - addCustomEventListener
*/
//使用 场景图的优先级 为指定事件添加一个监听.
//listener : 指定要监听的事件.
//node : 这个节点的绘制顺序是基于监听优先级.
//优先级 : 0
void addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node);
//使用 一定的优先级 为指定事件添加一个监听.
//listener : 指定要监听的事件.
//fixedPriority : 这个监听器的固定优先级.
//优先级 : fixedPriority。(但是不能为0,因为他是场景图的基本优先级)
void addEventListenerWithFixedPriority(EventListener* listener, int fixedPriority);
//用户自定义监听器
EventListenerCustom* addCustomEventListener(const std::string &eventName, const std::function& callback);
/**
* 删除监听器
* - removeEventListener
* - removeEventListenersForType
* - removeEventListenersForTarget
* - removeCustomEventListeners
* - removeAllEventListeners
*/
//删除指定监听器
void removeEventListener(EventListener* listener);
//删除某类型对应的所有监听器
//EventListener::Type::
// 单点触摸 : TOUCH_ONE_BY_ONE
// 多点触摸 : TOUCH_ALL_AT_ONCE
// 键盘 : KEYBOARD
// 鼠标 : MOUSE
// 加速计 : ACCELERATION
// 自定义 : CUSTOM
void removeEventListenersForType(EventListener::Type listenerType);
//删除绑定在节点target上的所有监听器
void removeEventListenersForTarget(Node* target, bool recursive = false);
//删除名字为customEventName的所有自定义监听器
void removeCustomEventListeners(const std::string& customEventName);
//移除所有监听器 void removeAllEventListeners();
/**
* 暂停、恢复在节点target上的所有监听器
* - pauseEventListenersForTarget
* - resumeEventListenersForTarget
*/
void pauseEventListenersForTarget(Node* target, bool recursive = false);
void resumeEventListenersForTarget(Node* target, bool recursive = false);
/**
* 其他
* - setPriority
* - setEnabled
* - dispatchEvent
* - dispatchCustomEvent
*/
//设置某监听器的优先级
void setPriority(EventListener* listener, int fixedPriority);
//启用事件分发器
void setEnabled(bool isEnabled);
bool isEnabled() const;
//手动派发自定义事件
void dispatchEvent(Event* event);
//给名字为eventName的自定义监听器, 绑定用户数据
void dispatchCustomEvent(const std::string &eventName, void *optionalUserData = nullptr); } //
- 优先级越低,越先响应事件。
- 如果优先级相同,则上层的(z轴)先接收触摸事件。
//
static EventListenerTouchOneByOne* create();
std::function onTouchBegan; //只有这个返回值为 bool
std::function onTouchMoved;
std::function onTouchEnded;
std::function onTouchCancelled;
//
使用举例:
//
//获取事件分发器
auto dispatcher = Director::getInstance()->getEventDispatcher();
//创建单点触摸监听器 EventListenerTouchOneByOne
auto touchListener = EventListenerTouchOneByOne::create();
//单点触摸响应事件绑定
touchListener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);
touchListener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this);
touchListener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this);
touchListener->onTouchCancelled = CC_CALLBACK_2(HelloWorld::onTouchCancelled, this);
//在事件分发器中,添加触摸监听器,事件响应委托给 this 处理
dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
//单点触摸事件响应函数
bool onTouchBegan(Touch *touch, Event *unused_event) { CCLOG("began"); return true; }
void onTouchMoved(Touch *touch, Event *unused_event) { CCLOG("moved"); }
void onTouchEnded(Touch *touch, Event *unused_event) { CCLOG("ended"); }
void onTouchCancelled(Touch *touch, Event *unused_event) { CCLOG("cancelled"); } //
//
static EventListenerTouchAllAtOnce* create();
std::function<void(const std::vector&, Event*)> onTouchesBegan;
std::function<void(const std::vector&, Event*)> onTouchesMoved;
std::function<void(const std::vector&, Event*)> onTouchesEnded;
std::function<void(const std::vector&, Event*)> onTouchesCancelled;
//
使用举例:
// //获取事件分发器
auto dispatcher = Director::getInstance()->getEventDispatcher();
//创建多点触摸监听器 EventListenerTouchAllAtOnce
auto touchesListener = EventListenerTouchAllAtOnce::create();
//多点触摸响应事件绑定
touchesListener->onTouchesBegan = CC_CALLBACK_2(HelloWorld::onTouchesBegan, this);
touchesListener->onTouchesMoved = CC_CALLBACK_2(HelloWorld::onTouchesMoved, this);
touchesListener->onTouchesEnded = CC_CALLBACK_2(HelloWorld::onTouchesEnded, this);
touchesListener->onTouchesCancelled = CC_CALLBACK_2(HelloWorld::onTouchesCancelled, this);
//在事件分发器中,添加触摸监听器,事件响应委托给 this 处理
dispatcher->addEventListenerWithSceneGraphPriority(touchesListener, this);
//多点触摸事件响应函数
void onTouchesBegan(const std::vector& touches, Event *unused_event) { CCLOG("began"); }
void onTouchesMoved(const std::vector& touches, Event *unused_event) { CCLOG("moved"); }
void onTouchesEnded(const std::vector& touches, Event *unused_event) { CCLOG("ended"); }
void onTouchesCancelled(const std::vector&touches, Event *unused_event) { CCLOG("cancelled"); } //
//
static EventListenerMouse* create();
std::function onMouseDown; //按下鼠标, 单击鼠标
std::function onMouseUp; //松开鼠标, 按下的状态下松开
std::function onMouseMove; //移动鼠标, 在屏幕中移动
std::function onMouseScroll; //滚动鼠标, 滚动鼠标的滚轮
//
使用举例:
// //获取事件分发器
auto dispatcher = Director::getInstance()->getEventDispatcher();
//创建鼠标事件监听器 EventListenerMouse
EventListenerMouse* mouseListenter = EventListenerMouse::create();
//鼠标事件响应函数
mouseListenter->onMouseDown = CC_CALLBACK_1(HelloWorld::onMouseDown, this);
mouseListenter->onMouseUp = CC_CALLBACK_1(HelloWorld::onMouseUp, this);
mouseListenter->onMouseMove = CC_CALLBACK_1(HelloWorld::onMouseMove, this);
mouseListenter->onMouseScroll = CC_CALLBACK_1(HelloWorld::onMouseScroll, this);
//添加鼠标事件监听器,事件响应处理委托给this
dispatcher->addEventListenerWithSceneGraphPriority(mouseListenter, this);
//事件响应函数
void onMouseDown(Event* event) { CCLOG("Down"); }
void onMouseUp(Event* event) { CCLOG("UP"); }
void onMouseMove(Event* event) { CCLOG("MOVE"); }
void onMouseScroll(Event* event) { CCLOG("Scroll"); }
//
//
static EventListenerKeyboard* create();
std::function onKeyPressed; //按下某键
std::function onKeyReleased; //松开某键
//键盘按键枚举类型 EventKeyboard::KeyCode
//KeyCode的值对应的不是键盘的键值、也不是ASCII码,只是纯粹的枚举类型
//如:
// EventKeyboard::KeyCode::KEY_A
// EventKeyboard::KeyCode::KEY_1
// EventKeyboard::KeyCode::KEY_F1
// EventKeyboard::KeyCode::KEY_SPACE
// EventKeyboard::KeyCode::KEY_ALT
// EventKeyboard::KeyCode::KEY_SHIFT
//
使用举例:
// //获取事件分发器
auto dispatcher = Director::getInstance()->getEventDispatcher();
//创建键盘按键事件监听器
EventListenerKeyboard* keyboardListener = EventListenerKeyboard::create();
//绑定事件响应函数
keyboardListener->onKeyPressed = CC_CALLBACK_2(HelloWorld::onKeyPressed, this);
keyboardListener->onKeyReleased = CC_CALLBACK_2(HelloWorld::onKeyReleased, this);
//添加监听器
dispatcher->addEventListenerWithSceneGraphPriority(keyboardListener, this);
//事件响应函数
void onKeyPressed(EventKeyboard::KeyCode keyCode, Event* event) {
if (EventKeyboard::KeyCode::KEY_J == keyCode) {
CCLOG("Pressed: J");
}
}
void onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event) {
if (EventKeyboard::KeyCode::KEY_SPACE == keyCode) {
CCLOG("Released: SPACE");
}
}
//
//加速计信息 class Acceleration { double x; double y; double z; }; //
Device::setAccelerometerEnabled(true);
//
static EventListenerAcceleration* create(const std::function& callback);
std::function onAccelerationEvent;
//
4、使用举例
// //标签: 显示加速计信息
label = Label::createWithTTF("no used", "Marker Felt.ttf", 12);
label->setPosition(visibleSize / 2);
this->addChild(label);
//小球: 可视化加速计
ball = Sprite::create("ball.png");
ball->setPosition(visibleSize / 2);
this->addChild(ball);
//获取事件分发器
auto dispatcher = Director::getInstance()->getEventDispatcher();
//需要开启移动设备的加速计
Device::setAccelerometerEnabled(true);
//创建加速计事件监听器
auto accelerationListener = EventListenerAcceleration::create(CC_CALLBACK_2(HelloWorld::onAccelerationEvent, this));
//添加加速计监听器
dispatcher->addEventListenerWithSceneGraphPriority(accelerationListener, this);
//事件响应函数
void HelloWorld::onAccelerationEvent(Acceleration* acceleration, Event* event) {
char s[100];
sprintf(s, "X: %f; Y: %f; Z:%f; ", acceleration->x, acceleration->y, acceleration->z);
label->setString(s); //改变小球ball的位置
float x = ball->getPositionX() + acceleration->x * 10;
float y = ball->getPositionY() + acceleration->y * 10;
Vec2 pos = Vec2(x, y);
pos.clamp(ball->getContentSize() / 2, Vec2(288, 512) - ball->getContentSize() / 2);
ball->setPosition(pos); //设置位置
}
//
//
//eventName : 监听器名字
//callback : 监听器函数
static EventListenerCustom* create(const std::string& eventName, const std::function& callback);
//
//
EventCustom event("your_event_type");
dispatcher->dispatchEvent(&event);
//
3、使用举例
//
//获取事件分发器
auto dispatcher = Director::getInstance()->getEventDispatcher();
//创建自定义事件监听器
//监听器名字 : "custom_event"
//事件响应函数: HelloWorld::onCustomEvent
auto customListener = EventListenerCustom::create("custom_event", CC_CALLBACK_1(HelloWorld::onCustomEvent, this));
//添加自定义事件监听器,优先权为1
dispatcher->addEventListenerWithFixedPriority(customListener, 1);
//手动分发监听器的事件,通过dispatchEvent
EventCustom event = EventCustom("custom_event");
dispatcher->dispatchEvent(&event);
//
事件响应函数
void HelloWorld::onCustomEvent(EventCustom* event) {
CCLOG("onCustomEvent");
}
//
- 每个自定义的事件监听器,都有一个监听器名字eventName。
- 需要手动通过 dispatcher->dispatchEvent(&event); 来手动将事件分发出去。
- 可以通过 dispatcher->dispatchCustomEvent(,); 来给自定义事件监听器绑定一个用户数据。