源碼版本來自3.1rc
轉載請註明
cocos2d-x源碼分析總目錄
http://blog.csdn.net/u011225840/article/details/31743129
1.繼承結構 control的設計整體感覺挺美的,在父類control定義了整個控制事件的基礎以及管理,雖然其繼承了Layer,但其本身和UI組件的實現並沒有關聯。在子類(controlButton,controlSwitch,controlStepper等中實現不同的UI組件)。下面通過源碼來分析control與controlButton,一起來體會下物件導向的魅力。
2.源碼分析 2.1control 看過我Scheduler源碼分析的朋友應該熟悉,Scheduler本身屬於一種Manager,而具體定時的動作來自於CallBackSelector。在control整體的設計中也是如此,control中定義了一系列情況,來訂製合適觸發何種事件,而該事件是否觸發某種Invocation,是可以動態設定的。該Invocation就可以理解為具體的動作。
2.1.1 EventType
enum class EventType { TOUCH_DOWN = 1 << 0, // A touch-down event in the control. DRAG_INSIDE = 1 << 1, // An event where a finger is dragged inside the bounds of the control. DRAG_OUTSIDE = 1 << 2, // An event where a finger is dragged just outside the bounds of the control. DRAG_ENTER = 1 << 3, // An event where a finger is dragged into the bounds of the control. DRAG_EXIT = 1 << 4, // An event where a finger is dragged from within a control to outside its bounds. TOUCH_UP_INSIDE = 1 << 5, // A touch-up event in the control where the finger is inside the bounds of the control. TOUCH_UP_OUTSIDE = 1 << 6, // A touch-up event in the control where the finger is outside the bounds of the control. TOUCH_CANCEL = 1 << 7, // A system event canceling the current touches for the control. VALUE_CHANGED = 1 << 8 // A touch dragging or otherwise manipulating a control, causing it to emit a series of different values. };
開始時,看見如此定義其實有些不懂。但是為何需要這麼設定呢,這樣可以通過| 操作同時指定兩個Event事件,而如果簡單的使用 1 2 3 4,就不能通過|或者其他動作來唯一確定多個事件。 從上到下,事件分別是在內部觸摸,內部拖動,外部拖動,拖動時進入,拖動時離開,內部鬆開,外部鬆開,取消,值發生改變。
2.1.2 State
enum class State { NORMAL = 1 << 0, // The normal, or default state of a control—that is, enabled but neither selected nor highlighted. HIGH_LIGHTED = 1 << 1, // Highlighted state of a control. A control enters this state when a touch down, drag inside or drag enter is performed. You can retrieve and set this value through the highlighted property. DISABLED = 1 << 2, // Disabled state of a control. This state indicates that the control is currently disabled. You can retrieve and set this value through the enabled property. SELECTED = 1 << 3 // Selected state of a control. This state indicates that the control is currently selected. You can retrieve and set this value through the selected property. };
在control組件下,每一個state都會有對應的UI形態,普通狀態下,UI展示的view可以同被選擇狀態下UI展示的view不同。通過一個map來對應state和UI的存取。
2.1.3 Control Events 的管理 2.1.3.1 sendActionsForControlEvents 觸發對應事件列表的事件action,注意Events是如何表示的(通過bit位的相符,而不是一個list,速度快!)
void Control::sendActionsForControlEvents(EventType controlEvents){//retain和release的作用是保證執行該actions的過程中,control不會被delete。//可能會有actions會release 事件來源Ref--control,所以需要先retain,保證其執行完所有events後再release。retain(); // For each control events for (int i = 0; i < kControlEventTotalNumber; i++) { // If the given controlEvents bitmask contains the curent event//bit位適配 if (((int)controlEvents & (1 << i))) { // Call invocations const auto& invocationList = this->dispatchListforControlEvent((Control::EventType)(1<<i)); for(const auto &invocation : invocationList) { invocation->invoke(this); } } }release();}
Vector<Invocation*>& Control::dispatchListforControlEvent(EventType controlEvent){//這個函數的作用是獲得該類事件類型的InvocationVector Vector<Invocation*>* invocationList = nullptr; auto iter = _dispatchTable.find((int)controlEvent); // If the invocation list does not exist for the dispatch table, we create it if (iter == _dispatchTable.end()) { invocationList = new Vector<Invocation*>(); _dispatchTable[(int)controlEvent] = invocationList; } else { invocationList = iter->second; } return *invocationList;}
2.1.3.2 addTargetWithActionForControlEvents
void Control::addTargetWithActionForControlEvents(Ref* target, Handler action, EventType controlEvents){ // For each control events for (int i = 0; i < kControlEventTotalNumber; i++) { // If the given controlEvents bitmask contains the curent event if (((int)controlEvents & (1 << i))) { this->addTargetWithActionForControlEvent(target, action, (EventType)(1<<i)); } }}
void Control::addTargetWithActionForControlEvent(Ref* target, Handler action, EventType controlEvent){ // Create the invocation object Invocation *invocation = Invocation::create(target, action, controlEvent); // Add the invocation into the dispatch list for the given control event auto& eventInvocationList = this->dispatchListforControlEvent(controlEvent);//此時pushback的同時也會retain eventInvocationList.pushBack(invocation);}
2.1.3.3 removeTargetWithActionForControlEvent
void Control::removeTargetWithActionForControlEvents(Ref* target, Handler action, EventType controlEvents){ // For each control events for (int i = 0; i < kControlEventTotalNumber; i++) { // If the given controlEvents bitmask contains the curent event if (((int)controlEvents & (1 << i))) { this->removeTargetWithActionForControlEvent(target, action, (EventType)(1 << i)); } }}
void Control::removeTargetWithActionForControlEvent(Ref* target, Handler action, EventType controlEvent){ // Retrieve all invocations for the given control event //<Invocation*> auto& eventInvocationList = this->dispatchListforControlEvent(controlEvent); //remove all invocations if the target and action are null //TODO: should the invocations be deleted, or just removed from the array? Won't that cause issues if you add a single invocation for multiple events? if (!target && !action) { //remove objects eventInvocationList.clear(); } else { std::vector<Invocation*> tobeRemovedInvocations; //normally we would use a predicate, but this won't work here. Have to do it manually for(const auto &invocation : eventInvocationList) { bool shouldBeRemoved=true; if (target) { shouldBeRemoved=(target==invocation->getTarget()); } if (action) { shouldBeRemoved=(shouldBeRemoved && (action==invocation->getAction())); } // Remove the corresponding invocation object if (shouldBeRemoved) { tobeRemovedInvocations.push_back(invocation); } } for(const auto &invocation : tobeRemovedInvocations) { eventInvocationList.eraseObject(invocation); } }}
在介紹controlbutton之前,我必須要再次強調下control源碼關於事件類型和狀態的處理:使用bit位是否match可以唯一確定存,並可以消除使用list的影響,適合於enum類比較少且需要同時傳遞多個的情況。
2.2 ControlButton 2.2.1 Touch 對於controlButton,何時觸發什麼事件是在觸摸機制中決定的,通過分析其源碼可以很好看出。
bool ControlButton::onTouchBegan(Touch *pTouch, Event *pEvent){//是否接收該touch if (!isTouchInside(pTouch) || !isEnabled() || !isVisible() || !hasVisibleParents() ) { return false; } //感覺這段與hasVisibleParents重複了,可以刪除 for (Node *c = this->_parent; c != nullptr; c = c->getParent()) { if (c->isVisible() == false) { return false; } } _isPushed = true; this->setHighlighted(true);//touch down事件只在began中觸發 sendActionsForControlEvents(Control::EventType::TOUCH_DOWN); return true;}
void ControlButton::onTouchMoved(Touch *pTouch, Event *pEvent){ if (!isEnabled() || !isPushed() || isSelected()) { if (isHighlighted()) { setHighlighted(false); } return; } bool isTouchMoveInside = isTouchInside(pTouch);//在inside內部move並且目前狀態不是highlight,說明從外部移入到內部,觸發事件drag enter if (isTouchMoveInside && !isHighlighted()) { setHighlighted(true); sendActionsForControlEvents(Control::EventType::DRAG_ENTER); }//inside內部move並且目前狀態時highlight,說明在內部移動,觸發事件 drag inside else if (isTouchMoveInside && isHighlighted()) { sendActionsForControlEvents(Control::EventType::DRAG_INSIDE); }//outside move 但是目前狀態是highlight,證明從內移動到外,觸發事件drag exit else if (!isTouchMoveInside && isHighlighted()) { setHighlighted(false); sendActionsForControlEvents(Control::EventType::DRAG_EXIT); }//outside move 並且 不是highlight 在外部移動,觸發事件 drag outside else if (!isTouchMoveInside && !isHighlighted()) { sendActionsForControlEvents(Control::EventType::DRAG_OUTSIDE); }}
void ControlButton::onTouchEnded(Touch *pTouch, Event *pEvent){ _isPushed = false; setHighlighted(false); //在這裡其實應該增加判斷的,對於controlButton放在scrollView或者tableView或者可以移動的layer上的時候//應該給使用者一個開關選擇,根據移動了距離的多少判斷使用者是否要觸發touch up inside和 outside 事件。 if (isTouchInside(pTouch)) { sendActionsForControlEvents(Control::EventType::TOUCH_UP_INSIDE); } else { sendActionsForControlEvents(Control::EventType::TOUCH_UP_OUTSIDE); }}
void ControlButton::onTouchCancelled(Touch *pTouch, Event *pEvent){ _isPushed = false; setHighlighted(false); sendActionsForControlEvents(Control::EventType::TOUCH_CANCEL);}
2.2.2 create and needlayout control button 本質是一個label與一個scale9sprite,在其初始化中可以看出。
2.2.2.1 create相關
bool ControlButton::initWithLabelAndBackgroundSprite(Node* node, Scale9Sprite* backgroundSprite){ if (Control::init()) { CCASSERT(node != nullptr, "Label must not be nil."); LabelProtocol* label = dynamic_cast<LabelProtocol*>(node); CCASSERT(backgroundSprite != nullptr, "Background sprite must not be nil."); CCASSERT(label != nullptr || backgroundSprite != nullptr, ""); _parentInited = true; _isPushed = false; // Adjust the background image by default setAdjustBackgroundImage(true); setPreferredSize(Size::ZERO); // Zooming button by default _zoomOnTouchDown = true; _scaleRatio = 1.1f; // Set the default anchor point ignoreAnchorPointForPosition(false); setAnchorPoint(Vec2::ANCHOR_MIDDLE); // Set the nodes,label setTitleLabel(node); setBackgroundSprite(backgroundSprite); // Set the default color and opacity setColor(Color3B::WHITE); setOpacity(255.0f); setOpacityModifyRGB(true); // Initialize the dispatch table,開始時候的狀態皆為normal setTitleForState(label->getString(), Control::State::NORMAL); setTitleColorForState(node->getColor(), Control::State::NORMAL); setTitleLabelForState(node, Control::State::NORMAL); setBackgroundSpriteForState(backgroundSprite, Control::State::NORMAL); setLabelAnchorPoint(Vec2::ANCHOR_MIDDLE); // Layout update needsLayout(); return true; } //couldn't init the Control else { return false; }}
controlButton通過4個map,將狀態相關的資訊與UI需要顯示的view儲存起來。titleDispatch存放的是不同狀態下label的string,titleColor存放的是不同狀態下label的顏色,titleLabel存放的是不同狀態下title綁定的Node,backgroundsprite是不同狀態下的sprite。
std::unordered_map<int, std::string> _titleDispatchTable; std::unordered_map<int, Color3B> _titleColorDispatchTable; Map<int, Node*> _titleLabelDispatchTable; Map<int, Scale9Sprite*> _backgroundSpriteDispatchTable;
並且通過一系列get set函數將狀態與這些屬性相關聯,具體的不再贅述。
2.2.2.2 needlayout
void ControlButton::needsLayout(){//整體步驟:擷取特定狀態下的label和sprite,然後將button的size設定為兩者的最大值,然後顯示兩者 if (!_parentInited) { return; } // Hide the background and the label if (_titleLabel != nullptr) { _titleLabel->setVisible(false); } if (_backgroundSprite) { _backgroundSprite->setVisible(false); } // Update anchor of all labels this->setLabelAnchorPoint(this->_labelAnchorPoint); // Update the label to match with the current state _currentTitle = getTitleForState(_state); _currentTitleColor = getTitleColorForState(_state); this->setTitleLabel(getTitleLabelForState(_state)); LabelProtocol* label = dynamic_cast<LabelProtocol*>(_titleLabel); if (label && !_currentTitle.empty()) { label->setString(_currentTitle); } if (_titleLabel) { _titleLabel->setColor(_currentTitleColor); } if (_titleLabel != nullptr) { _titleLabel->setPosition(Vec2 (getContentSize().width / 2, getContentSize().height / 2)); } // Update the background sprite this->setBackgroundSprite(this->getBackgroundSpriteForState(_state)); if (_backgroundSprite != nullptr) { _backgroundSprite->setPosition(Vec2 (getContentSize().width / 2, getContentSize().height / 2)); } // Get the title label size Size titleLabelSize; if (_titleLabel != nullptr) { titleLabelSize = _titleLabel->getBoundingBox().size; } // Adjust the background image if necessary if (_doesAdjustBackgroundImage) { // Add the margins if (_backgroundSprite != nullptr) { _backgroundSprite->setContentSize(Size(titleLabelSize.width + _marginH * 2, titleLabelSize.height + _marginV * 2)); } } else { //TODO: should this also have margins if one of the preferred sizes is relaxed? if (_backgroundSprite != nullptr) { Size preferredSize = _backgroundSprite->getPreferredSize(); if (preferredSize.width <= 0) { preferredSize.width = titleLabelSize.width; } if (preferredSize.height <= 0) { preferredSize.height = titleLabelSize.height; } _backgroundSprite->setContentSize(preferredSize); } } // Set the content size//總體來說,需要注意的就是這裡,將兩者size的最大值賦給本身 Rect rectTitle; if (_titleLabel != nullptr) { rectTitle = _titleLabel->getBoundingBox(); } Rect rectBackground; if (_backgroundSprite != nullptr) { rectBackground = _backgroundSprite->getBoundingBox(); } Rect maxRect = ControlUtils::RectUnion(rectTitle, rectBackground); setContentSize(Size(maxRect.size.width, maxRect.size.height)); if (_titleLabel != nullptr) { _titleLabel->setPosition(Vec2(getContentSize().width/2, getContentSize().height/2)); // Make visible the background and the label _titleLabel->setVisible(true); } if (_backgroundSprite != nullptr) { _backgroundSprite->setPosition(Vec2(getContentSize().width/2, getContentSize().height/2)); _backgroundSprite->setVisible(true); } }
3.小結 關於其他control類組件包括: controlColourPicker:顏色選取器 controlHuePicker:色調選取器 controlSwitch:開關 controlSlider:滑塊 controlStepper:計步器 controlPotentioMeter:恒電位儀錶。。。(一個圓形儀錶,可以旋轉,並且有一個圓形的progress bar) controlsaturationbrightnessPicker:飽和度亮度選取器