在cocos2dx 3.0版本中,废弃了以往2.x版本的写法,咱们先来看一下Layer.h中的一段代码 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.
- */
- //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);
- //多点触摸
- 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);
单点触摸:(即只有注册的Layer才能接收触摸事件) ide
onTouchBegan:若是返回true:本层的后续Touch事件能够被触发,并阻挡向后层传递 函数
若是返回false,本层的后续Touch事件不能被触发,并向后传递 this
简单点来讲,若是 spa
1.Layer 只有一层的状况: code
virtual bool onTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
a.返回false,则ccTouchMoved(),ccTouchEnded()不会再接收到消息
b.返回true,则ccTouchMoved(),ccTouchEnded()能够接收到消息
2.Layer 有多层的状况:
virtual bool onTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
a.返回false,则本层的onTouchMoved(),onTouchEnded()不会再接收到消息,可是本层之下的其它层会接收到消息
b.返回true,则本层的onTouchMoved(),onTouchEnded()能够接收到消息,可是本层之下的其它层不能再接收到消息
单点触摸简单用法: 事件
在Layer中添加以下代码,重写onTouchxxx函数 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);//不向下传递触摸
- dispatcher->addEventListenerWithSceneGraphPriority(listener,this);
listener->setSwallowTouches(true),不向下触摸,简单点来讲,好比有两个sprite ,A 和 B,A在上B在下(位置重叠),触摸A的时候,B不会受到影响 get
listener->setSwallowTouches(false)反之,向下传递触摸,触摸A也等于触摸了B
多点触摸点单用法(多个Layer获取屏幕事件): 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),而后重写layer的onTouchsxxx函数
关于eventDispatcher:
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获取方法:
-
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- auto dispatcher = Director::getInstance()->getEventDispatcher();
事件监听器包含如下几种:
优先权:
1.优先级越低,越先响应事件
2.若是优先级相同,则上层的(z轴)先接收触摸事件
有两种方式将 事件监听器 listener1 添加到 事件调度器_eventDispatcher 中:
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- void EventDispatcher::addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node)
- void EventDispatcher::addEventListenerWithFixedPriority(EventListener* listener, int fixedPriority)
代码展开一下:
(1)addEventListenerWithSceneGraphPriority 的事件监听器优先级是0,
并且在 addEventListenerWithFixedPriority 中的事件监听器的优先级不能够设置为 0,由于这个是保留给 SceneGraphPriority 使用的。
(2)另外,有一点很是重要,FixedPriority listener添加完以后须要手动remove,而SceneGraphPriority listener是跟node绑定的,在node的析构函数中会被移除。
移除方法:
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- dispatcher->removeEventListener(listener);