用户交互这里指的就是用户在手机上的点击,滑动以及晃动手机等行为,从而得到相应的反馈。今天学习Cocos2dx,遇到交互问题,所以就写出来和大家分享一下。我这里是以Android连接为例的,因为目前我只会Android相关的开发。好了,不多说,看下面步骤:
第一步:在Android中,交互操作的入口在SurfaceView或是GLSurfaceView中的onTouchEvent时间中。本例代码所在位置org.cocos2dx.lib---->Cocos2dxGLSurfaceView.java
public boolean onTouchEvent(final MotionEvent pMotionEvent) { // these data are used in ACTION_MOVE and ACTION_CANCEL final int pointerNumber = pMotionEvent.getPointerCount(); final int[] ids = new int[pointerNumber]; final float[] xs = new float[pointerNumber]; final float[] ys = new float[pointerNumber]; for (int i = 0; i < pointerNumber; i++) { ids[i] = pMotionEvent.getPointerId(i); xs[i] = pMotionEvent.getX(i); ys[i] = pMotionEvent.getY(i); } switch (pMotionEvent.getAction() & MotionEvent.ACTION_MASK) { case MotionEvent.ACTION_POINTER_DOWN: final int indexPointerDown = pMotionEvent.getAction() >> MotionEvent.ACTION_POINTER_INDEX_SHIFT; final int idPointerDown = pMotionEvent.getPointerId(indexPointerDown); final float xPointerDown = pMotionEvent.getX(indexPointerDown); final float yPointerDown = pMotionEvent.getY(indexPointerDown); this.queueEvent(new Runnable() { @Override public void run() { Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionDown(idPointerDown, xPointerDown, yPointerDown); } }); break; case MotionEvent.ACTION_DOWN: // there are only one finger on the screen final int idDown = pMotionEvent.getPointerId(0); final float xDown = xs[0]; final float yDown = ys[0]; this.queueEvent(new Runnable() { @Override public void run() { Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionDown(idDown, xDown, yDown); } }); break; case MotionEvent.ACTION_MOVE: this.queueEvent(new Runnable() { @Override public void run() { Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionMove(ids, xs, ys); } }); break; case MotionEvent.ACTION_POINTER_UP: final int indexPointUp = pMotionEvent.getAction() >> MotionEvent.ACTION_POINTER_INDEX_SHIFT; final int idPointerUp = pMotionEvent.getPointerId(indexPointUp); final float xPointerUp = pMotionEvent.getX(indexPointUp); final float yPointerUp = pMotionEvent.getY(indexPointUp); this.queueEvent(new Runnable() { @Override public void run() { Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionUp(idPointerUp, xPointerUp, yPointerUp); } }); break; case MotionEvent.ACTION_UP: // there are only one finger on the screen final int idUp = pMotionEvent.getPointerId(0); final float xUp = xs[0]; final float yUp = ys[0]; this.queueEvent(new Runnable() { @Override public void run() { Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionUp(idUp, xUp, yUp); } }); break; case MotionEvent.ACTION_CANCEL: this.queueEvent(new Runnable() { @Override public void run() { Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionCancel(ids, xs, ys); } }); break; } return true; }
第二步: Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionDown(idDown, xDown, yDown)等相关语句的方法在org.cocos2dx.lib------>Cocos2dxRender.java,代码如下:
private static native void nativeTouchesBegin(final int id, final float x, final float y); private static native void nativeTouchesEnd(final int id, final float x, final float y); private static native void nativeTouchesMove(final int[] ids, final float[] xs, final float[] ys); private static native void nativeTouchesCancel(final int[] ids, final float[] xs, final float[] ys); public void handleActionDown(final int id, final float x, final float y) { Cocos2dxRenderer.nativeTouchesBegin(id, x, y); } public void handleActionUp(final int id, final float x, final float y) { Cocos2dxRenderer.nativeTouchesEnd(id, x, y); } public void handleActionCancel(final int[] ids, final float[] xs, final float[] ys) { Cocos2dxRenderer.nativeTouchesCancel(ids, xs, ys); } public void handleActionMove(final int[] ids, final float[] xs, final float[] ys) { Cocos2dxRenderer.nativeTouchesMove(ids, xs, ys); }
第三步: private static native void nativeTouchesBegin(final int id, final float x, final float y)这是本地方法,调用c++内容的语句。而这些内容被打包在Android工程中的libs/armeabi/cocos2dcpp.so文件中。所以我们在使用这些方法时一定要加载这个.so文件。代码位置在org.cocos2dx.lib--->Cocos2dxActivity.java,内容如下:
protected void onLoadNativeLibraries() { try { ApplicationInfo ai = getPackageManager().getApplicationInfo(getPackageName(), PackageManager.GET_META_DATA); Bundle bundle = ai.metaData; String libName = bundle.getString("android.app.lib_name"); System.loadLibrary(libName); } catch (Exception e) { e.printStackTrace(); } }
bundle.getString("android.app.lib_name")文件是找出.so文件。和它相关内容在Android工程中AndroidManifest.xml里,内容如下:
<?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="org.cocos.CocosProject4" android:versionCode="1" android:versionName="1.0" android:installLocation="auto"> <uses-sdk android:minSdkVersion="9"/> <uses-feature android:glEsVersion="0x00020000" /> <application android:label="@string/app_name" android:icon="@drawable/icon"> <!-- Tell Cocos2dxActivity the name of our .so --> <meta-data android:name="android.app.lib_name" android:value="cocos2dcpp" /> <activity android:name="org.cocos2dx.cpp.AppActivity" android:label="@string/app_name" android:screenOrientation="landscape" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:configChanges="orientation"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <supports-screens android:anyDensity="true" android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true"/> <uses-permission android:name="android.permission.INTERNET"/> </manifest>
第四步:cocos2dcpp.so文件的生成,因为native 方法都在这里面。它的生成在Android工程中的jni文件里么的Android.mk文件(相关内容参考链接)。native方法所在文件路径cocos2d-x-3.6/cocos/platform/android/jni/TouchesJni.cpp,内容如下:
#include "base/CCDirector.h" #include "base/CCEventKeyboard.h" #include "base/CCEventDispatcher.h" #include "platform/android/CCGLViewImpl-android.h" #include <android/log.h> #include <jni.h> using namespace cocos2d; extern "C" { JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeTouchesBegin(JNIEnv * env, jobject thiz, jint id, jfloat x, jfloat y) { intptr_t idlong = id; cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesBegin(1, &idlong, &x, &y); } JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeTouchesEnd(JNIEnv * env, jobject thiz, jint id, jfloat x, jfloat y) { intptr_t idlong = id; cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesEnd(1, &idlong, &x, &y); } JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeTouchesMove(JNIEnv * env, jobject thiz, jintArray ids, jfloatArray xs, jfloatArray ys) { int size = env->GetArrayLength(ids); jint id[size]; jfloat x[size]; jfloat y[size]; env->GetIntArrayRegion(ids, 0, size, id); env->GetFloatArrayRegion(xs, 0, size, x); env->GetFloatArrayRegion(ys, 0, size, y); intptr_t idlong[size]; for(int i = 0; i < size; i++) idlong[i] = id[i]; cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesMove(size, idlong, x, y); } JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeTouchesCancel(JNIEnv * env, jobject thiz, jintArray ids, jfloatArray xs, jfloatArray ys) { int size = env->GetArrayLength(ids); jint id[size]; jfloat x[size]; jfloat y[size]; env->GetIntArrayRegion(ids, 0, size, id); env->GetFloatArrayRegion(xs, 0, size, x); env->GetFloatArrayRegion(ys, 0, size, y); intptr_t idlong[size]; for(int i = 0; i < size; i++) idlong[i] = id[i]; cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesCancel(size, idlong, x, y); } }
第五步:cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesBegin(1, &idlong, &x, &y)这个方法是如何起作用的呢,文件位置在cocos2d-x-3.6/cocos/platform/CCGLView.cpp,内如如下:
void GLView::handleTouchesBegin(int num, intptr_t ids[], float xs[], float ys[]) { intptr_t id = 0; float x = 0.0f; float y = 0.0f; int unusedIndex = 0; EventTouch touchEvent; for (int i = 0; i < num; ++i) { id = ids[i]; x = xs[i]; y = ys[i]; auto iter = g_touchIdReorderMap.find(id); // it is a new touch if (iter == g_touchIdReorderMap.end()) { unusedIndex = getUnUsedIndex(); // The touches is more than MAX_TOUCHES ? if (unusedIndex == -1) { CCLOG("The touches is more than MAX_TOUCHES, unusedIndex = %d", unusedIndex); continue; } Touch* touch = g_touches[unusedIndex] = new (std::nothrow) Touch(); touch->setTouchInfo(unusedIndex, (x - _viewPortRect.origin.x) / _scaleX, (y - _viewPortRect.origin.y) / _scaleY); CCLOGINFO("x = %f y = %f", touch->getLocationInView().x, touch->getLocationInView().y); g_touchIdReorderMap.insert(std::make_pair(id, unusedIndex)); touchEvent._touches.push_back(touch); } } if (touchEvent._touches.size() == 0) { CCLOG("touchesBegan: size = 0"); return; } touchEvent._eventCode = EventTouch::EventCode::BEGAN; auto dispatcher = Director::getInstance()->getEventDispatcher(); dispatcher->dispatchEvent(&touchEvent); }
第六步:使用。首先要给_eventDispathcer(在CCNote.cpp文件中)添加listener,示例如下:
auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesBegan = CC_CALLBACK_2(ParticleDemo::onTouchesBegan, this); listener->onTouchesMoved = CC_CALLBACK_2(ParticleDemo::onTouchesMoved, this); listener->onTouchesEnded = CC_CALLBACK_2(ParticleDemo::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
其次就是我们实际操作,使交互产生什么样的变化,代码如下:
void ParticleDemo::onTouchesBegan(const std::vector<Touch*>& touches, Event *event) { onTouchesEnded(touches, event); } void ParticleDemo::onTouchesMoved(const std::vector<Touch*>& touches, Event *event) { return onTouchesEnded(touches, event); } void ParticleDemo::onTouchesEnded(const std::vector<Touch*>& touches, Event *event) { auto touch = touches[0]; auto location = touch->getLocation(); auto pos = Vec2::ZERO; if (_background) { pos = _background->convertToWorldSpace(Vec2::ZERO); } if (_emitter != nullptr) { _emitter->setPosition(location -pos); } }
上面代码是ParticleTest中的内容,通过dispathcer将参数最终传递给要变化的_mitter,就是粒子发射器的移动。
好了,以上就是这个过程,当然,要想完全理解,那就要修炼内功了,怎么做,你懂的~
版权声明:本文为博主原创文章,未经博主允许不得转载。