cocos2dx 3.0 它 使用std::bind更换CC_CALLBACK_N

时间:2023-03-09 13:24:41
cocos2dx 3.0 它 使用std::bind更换CC_CALLBACK_N

在cocos2dx 3.0 版本号,回调函数本质4一个CC_CALLBACK_N 替换功能。N的回调函数的参数的数量的代表

1.让我们来看看这些CC_CALLBACK_N怎么用

比方action的回调 ,CC_CALLBACK_0

auto animation = Animation::create();
auto animate = Animate::create(animation);
CallFunc* animateDone = CallFunc::create(CC_CALLBACK_0(PlaneLayer::removePlane,this));
auto sequence = Sequence::create(animate,animateDone,NULL);
sprite1->runAction(sequence); void PlaneLayer::removePlane(){
//.....
}

或者action带一个參数的回调:CC_CALLBACK_1,在这里,pSender就是动作的运行者sprite2

auto actionMove = MoveTo::create(randomDuration, Point(0, 0));
auto actionDone = CallFuncN::create(CC_CALLBACK_1(EnemyLayer::enemy1MoveFinished,this));
auto sequence = Sequence::create(actionMove,actionDone,NULL);
sprite2->runAction(sequence); void EnemyLayer::enemy1MoveFinished(Node* pSender){
Sprite* sprite2 = (Sprite*)pSender;
}

或者button的回调函数:CC_CALLBACK_1

auto pauseNormal = Sprite::create("game_pause_nor.png");
auto pausePressed = Sprite::create("game_pause_pressed.png"); auto menuItem = MenuItemSprite::create(pauseNormal,pausePressed,NULL,CC_CALLBACK_1(ControlLayer::menuPauseCallback,this));
menuItem->setPosition(Point::ZERO);
auto menuPause = Menu::create(menuItem,NULL);
menuPause->setPosition(Point::ZERO); //回调函数
void ControlLayer::menuPauseCallback(Object* pSender)
{
//....
}

或者touch函数:CC_CALLBACK_2

    //单点触摸
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); 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);//不向下传递触摸
dispatcher->addEventListenerWithSceneGraphPriority(listener,this);

2.发现了上面的CallFunc和CallFucnN了没有。恩,先去LOL一把再接着写。

回来了。

让我先回口血,恩。接着写...

一般来说:

CallFunc用于 不带參数的

CallFuncN 用于创建 带一个Node节点參数的,Node*节点參数是动作的运行者

CCCallFuncND 比CallFuncN多了一个參数,能够是随意类型的參数  void *,使用方法看以下

auto animation = AnimationCache::getInstance()->animationByName("Enemy1Blowup");
auto animate = Animate::create(animation);
CCCallFuncND* animateDone = CCCallFuncND::create(this,callfuncND_selector(EnemyLayer::removeEnemy1),(void*)enemy1);
auto sequence = Sequence::create(animate, animateDone,NULL);
Sprite* m_sprite = enemy1->getSprite();
m_sprite ->runAction(sequence); void EnemyLayer::removeEnemy1(Node* pTarget, void* data){
Sprite* m_sprite = (Sprite*) pTarget; //node节点为动作的运行者
Enemy* enemy1 = (Enemy*)data; //我们传的自己定义数据enemy1
//...
}

事实上上面调用带两个參数的函数的这句代码:

CCCallFuncND* animateDone = CCCallFuncND::create(this,callfuncND_selector(EnemyLayer::removeEnemy1),(void*)enemy1);

我们还能够这样子写:

//写法1
CCCallFuncN* animateDone = CCCallFuncN::create(CC_CALLBACK_1(EnemyLayer::removeEnemy1,this,enemy1));
//写法2
CCCallFunc* animateDone = CCCallFunc::create(CC_CALLBACK_0(EnemyLayer::removeEnemy1,this,enemy1->getSprite(),enemy1));
//写法3,用std::bind
CCCallFuncN* animateDone = CCCallFuncN::create(std::bind(&EnemyLayer::removeEnemy1,this,enemy1->getSprite(),enemy1));

事实上上面的CC_CALLBACK_0 啊CC_CALLBACK_1 啊。都能够类似这么写,非常多种写法。原因是由于CC_CALLBACK_N有一个可变參数宏##__VA_ARGS__

恩。是不是有点乱。记不住没关系,我也常常没记住,我们来详细看一下CC_CALLBACK_N究竟是神马玩意

// new callbacks based on C++11
#define CC_CALLBACK_0(__selector__,__target__, ...) std::bind(&__selector__,__target__, ##__VA_ARGS__)
#define CC_CALLBACK_1(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, ##__VA_ARGS__)
#define CC_CALLBACK_2(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, ##__VA_ARGS__)
#define CC_CALLBACK_3(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3 ##__VA_ARGS__)

是不是看到了std::bind、##__VA_ARGS__、std::placeholders::_1等等。这些都是神马玩意,

先解释一下:

##__VA_ARGS__是可变參数宏

std::placeholders::_1是參数占位符,表示第一个參数。以此类推






那std::bind是神马,不急我们先看一段代码

#include <iostream>
#include <functional>
using namespace std; typedef std::function<void ()> fp;
void g_fun()
{
cout<<"g_fun()"<<endl;
}
class A
{
public:
static void A_fun_static()
{
cout<<"A_fun_static()"<<endl;
}
void A_fun()
{
cout<<"A_fun()"<<endl;
}
void A_fun_int(int i)
{
cout<<"A_fun_int() "<<i<<endl;
} void A_fun_int_double(int i,int p)
{
cout<<"A_fun_int_double ()"<<i<<","<<p<<endl;
} //非静态类成员。由于含有this指针,所以须要使用bind
void init()
{
//绑定不带參数的函数
fp fp1=std::bind(&A::A_fun,this);
fp1();
} void init2()
{
typedef std::function<void (int)> fpi;
//绑定带一个參数的函数
fpi f=std::bind(&A::A_fun_int,this,std::placeholders::_1);//參数要使用占位符 std::placeholders::_1表示第一个參数
f(5);
} void init3(){
typedef std::function<void (int,double)> fpid;
//绑定带两个參数的函数
fpid f=std::bind(&A::A_fun_int_double,this,std::placeholders::_1,std::placeholders::_2);
f(5,10);
}
};
int main()
{
//绑定到全局函数
fp f2=fp(&g_fun);
f2(); //绑定到类静态成员函数
fp f1=fp(&A::A_fun_static);
f1(); A().init();
A().init2();
A().init3();
return 0;
}

然后看一下输出结果:

g_fun()
A_fun_static()
A_fun()
A_fun_int() 5
A_fun_int_double ()5,10

再解释一下:

std::function  --> 绑定到全局函数/类静态成员函数(类静态成员函数与全局函数没有差别)

std::bind       --> 绑定到类的非静态成员函数

到这里是不是有豁然开朗的感觉呢。哈哈,知道了bind函数怎么用。然后我们就能够使用std::bind替换CC_CALLBACK_N写法了

3.使用std:bind函数替换CC_CALLBACK_N:

比方我们要替换CC_CALLBACK_0

auto animation = Animation::create();
auto animate = Animate::create(animation);
//CallFunc* animateDone = CallFunc::create(CC_CALLBACK_0(PlaneLayer::removePlane,this));
CallFunc* animateDone = CallFunc::create(std::bind(&PlaneLayer::removePlane,this));//替换
auto sequence = Sequence::create(animate,animateDone,NULL);
sprite1->runAction(sequence); void PlaneLayer::removePlane(){
//.....
}

比方我们要替换带一个參数的CC_CALLBACK_1

auto actionMove = MoveTo::create(randomDuration, Point(0, 0));
//auto actionDone = CallFuncN::create(CC_CALLBACK_1(EnemyLayer::enemy1MoveFinished,this));
auto actionDone = CallFuncN::create(std::bind(&EnemyLayer::enemy1MoveFinished,this,enemy1));//替换
auto sequence = Sequence::create(actionMove,actionDone,NULL);
sprite2->runAction(sequence); void EnemyLayer::enemy1MoveFinished(Node* pSender){
Sprite* sprite2 = (Sprite*)pSender;
}

再比方调用两个參数的...

auto animation = AnimationCache::getInstance()->animationByName("Enemy1Blowup");
auto animate = Animate::create(animation);
//CCCallFuncND* animateDone = CCCallFuncND::create(this,callfuncND_selector(EnemyLayer::removeEnemy1),(void*)enemy1);
CCCallFuncN* animateDone = CCCallFuncN::create(std::bind(&EnemyLayer::removeEnemy1,this,enemy1->getSprite(),enemy1));//替换
auto sequence = Sequence::create(animate, animateDone,NULL);
Sprite* m_sprite = enemy1->getSprite();
m_sprite ->runAction(sequence); void EnemyLayer::removeEnemy1(Node* pTarget, void* data){
Sprite* m_sprite = (Sprite*) pTarget; //node节点为动作的运行者
Enemy* enemy1 = (Enemy*)data; //我们传的自己定义数据enemy1
//...
}

哈哈,这下子非常清楚了吧。。再也不会混乱了。。

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