axmol/core/base/CCEventDispatcher.cpp

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/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2022-10-01 16:24:52 +08:00
https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
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#include "base/CCEventDispatcher.h"
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#include <algorithm>
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#include "base/CCEventCustom.h"
#include "base/CCEventListenerTouch.h"
#include "base/CCEventListenerAcceleration.h"
#include "base/CCEventListenerMouse.h"
#include "base/CCEventListenerKeyboard.h"
#include "base/CCEventListenerCustom.h"
#include "base/CCEventListenerFocus.h"
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_ANDROID || AX_TARGET_PLATFORM == AX_PLATFORM_IOS || \
AX_TARGET_PLATFORM == AX_PLATFORM_MAC || AX_TARGET_PLATFORM == AX_PLATFORM_LINUX || \
AX_TARGET_PLATFORM == AX_PLATFORM_WIN32)
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# include "base/CCEventListenerController.h"
#endif
Squashed commit of the following: commit c16dcfaaea0922039aad05bce1f4efed18e04871 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:05:18 2014 -0700 more linux fixes commit 1553795976c9090a1b46deb53d12910fe0676008 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:04:04 2014 -0700 more linux fixes commit 1e43a8cabff33cbf25aa5eb5412f53a878222d83 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:02:07 2014 -0700 fixes linux isuses commit 723a445dd6411f91846da2b801248ad8298174f1 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:58:50 2014 -0700 more linux fixes commit 533c8025e794fc76cef02f396b3a93b3d7f4cfc8 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:57:33 2014 -0700 more linux fixes commit 4ba1e84959670bcbf044f18d1c0d4b3cb3be4090 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:53:43 2014 -0700 more linux fixes commit 1f8e011f306a47ed4134224e5e349929201f0539 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:49:28 2014 -0700 more linux fixes commit 3e2033100822ff6d532a1b4f012337491dc11920 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:47:43 2014 -0700 more linux fixes commit 2e708863c75fd032f1b2396dfdf1d31f7a62b713 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:46:00 2014 -0700 more linux fixes commit 861b5b92a6efd4de7b926c20d636ce9d749b293f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:43:15 2014 -0700 more linux fixes commit 2a43365a0c1755e9b9cada53301be1a20adb31cf Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:36:06 2014 -0700 more fixes for linux commit 7d332bf911892f87c7824d2a5da7bf73ce7ec411 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:35:29 2014 -0700 more fixes for linux commit f1becc17d3316dfe3678c23c9dcedb7a447d9235 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:34:44 2014 -0700 more fixes for linux commit d2e5959bb0dde921dd5e73be1d8acc3b3f50e51d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:33:45 2014 -0700 fixes for linux commit ad9b633c352107cf0e8b060a0e23d6e6a3f5e80f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:16:48 2014 -0700 compiles on Windows commit 4425ee8e5de8f42a2d6050e4470109600dce8b5d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:07:20 2014 -0700 fix builder
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#include "2d/CCScene.h"
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#include "base/CCDirector.h"
#include "base/CCEventType.h"
#include "2d/CCCamera.h"
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#define DUMP_LISTENER_ITEM_PRIORITY_INFO 0
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namespace
{
class DispatchGuard
{
public:
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DispatchGuard(int& count) : _count(count) { ++_count; }
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~DispatchGuard() { --_count; }
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private:
int& _count;
};
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} // namespace
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NS_AX_BEGIN
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static EventListener::ListenerID __getListenerID(Event* event)
{
EventListener::ListenerID ret;
switch (event->getType())
{
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case Event::Type::ACCELERATION:
ret = EventListenerAcceleration::LISTENER_ID;
break;
case Event::Type::CUSTOM:
{
auto customEvent = static_cast<EventCustom*>(event);
ret = customEvent->getEventName();
}
break;
case Event::Type::KEYBOARD:
ret = EventListenerKeyboard::LISTENER_ID;
break;
case Event::Type::MOUSE:
ret = EventListenerMouse::LISTENER_ID;
break;
case Event::Type::FOCUS:
ret = EventListenerFocus::LISTENER_ID;
break;
case Event::Type::TOUCH:
// Touch listener is very special, it contains two kinds of listeners, EventListenerTouchOneByOne and
// EventListenerTouchAllAtOnce. return UNKNOWN instead.
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AXASSERT(false, "Don't call this method if the event is for touch.");
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break;
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_ANDROID || AX_TARGET_PLATFORM == AX_PLATFORM_IOS || \
AX_TARGET_PLATFORM == AX_PLATFORM_MAC || AX_TARGET_PLATFORM == AX_PLATFORM_LINUX || \
AX_TARGET_PLATFORM == AX_PLATFORM_WIN32)
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case Event::Type::GAME_CONTROLLER:
ret = EventListenerController::LISTENER_ID;
break;
#endif
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default:
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AXASSERT(false, "Invalid type!");
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break;
}
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return ret;
}
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EventDispatcher::EventListenerVector::EventListenerVector()
: _fixedListeners(nullptr), _sceneGraphListeners(nullptr), _gt0Index(0)
{}
EventDispatcher::EventListenerVector::~EventListenerVector()
{
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AX_SAFE_DELETE(_sceneGraphListeners);
AX_SAFE_DELETE(_fixedListeners);
}
size_t EventDispatcher::EventListenerVector::size() const
{
size_t ret = 0;
if (_sceneGraphListeners)
ret += _sceneGraphListeners->size();
if (_fixedListeners)
ret += _fixedListeners->size();
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return ret;
}
bool EventDispatcher::EventListenerVector::empty() const
{
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return (_sceneGraphListeners == nullptr || _sceneGraphListeners->empty()) &&
(_fixedListeners == nullptr || _fixedListeners->empty());
}
void EventDispatcher::EventListenerVector::emplace_back(EventListener* listener)
{
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#if AX_NODE_DEBUG_VERIFY_EVENT_LISTENERS
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AXASSERT(_sceneGraphListeners == nullptr ||
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std::count(_sceneGraphListeners->begin(), _sceneGraphListeners->end(), listener) == 0,
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
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"Listener should not be added twice!");
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AXASSERT(_fixedListeners == nullptr || std::count(_fixedListeners->begin(), _fixedListeners->end(), listener) == 0,
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
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"Listener should not be added twice!");
#endif
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
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if (listener->getFixedPriority() == 0)
{
if (_sceneGraphListeners == nullptr)
{
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_sceneGraphListeners = new std::vector<EventListener*>();
_sceneGraphListeners->reserve(100);
}
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_sceneGraphListeners->emplace_back(listener);
}
else
{
if (_fixedListeners == nullptr)
{
_fixedListeners = new std::vector<EventListener*>();
_fixedListeners->reserve(100);
}
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_fixedListeners->emplace_back(listener);
}
}
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void EventDispatcher::EventListenerVector::clearSceneGraphListeners()
{
if (_sceneGraphListeners)
{
_sceneGraphListeners->clear();
delete _sceneGraphListeners;
_sceneGraphListeners = nullptr;
}
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}
void EventDispatcher::EventListenerVector::clearFixedListeners()
{
if (_fixedListeners)
{
_fixedListeners->clear();
delete _fixedListeners;
_fixedListeners = nullptr;
}
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}
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void EventDispatcher::EventListenerVector::clear()
{
clearSceneGraphListeners();
clearFixedListeners();
}
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EventDispatcher::EventDispatcher() : _inDispatch(0), _isEnabled(false), _nodePriorityIndex(0)
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{
_toAddedListeners.reserve(50);
_toRemovedListeners.reserve(50);
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// fixed #4129: Mark the following listener IDs for internal use.
// Therefore, internal listeners would not be cleaned when removeAllEventListeners is invoked.
_internalCustomListenerIDs.insert(EVENT_COME_TO_FOREGROUND);
_internalCustomListenerIDs.insert(EVENT_COME_TO_BACKGROUND);
_internalCustomListenerIDs.insert(EVENT_RENDERER_RECREATED);
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}
EventDispatcher::~EventDispatcher()
{
// Clear internal custom listener IDs from set,
// so removeAllEventListeners would clean internal custom listeners.
_internalCustomListenerIDs.clear();
removeAllEventListeners();
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}
void EventDispatcher::visitTarget(Node* node, bool isRootNode)
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{
node->sortAllChildren();
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int i = 0;
auto& children = node->getChildren();
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auto childrenCount = children.size();
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if (childrenCount > 0)
{
Node* child = nullptr;
// visit children zOrder < 0
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for (; i < childrenCount; i++)
{
child = children.at(i);
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if (child && child->getLocalZOrder() < 0)
visitTarget(child, false);
else
break;
}
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if (_nodeListenersMap.find(node) != _nodeListenersMap.end())
{
_globalZOrderNodeMap[node->getGlobalZOrder()].emplace_back(node);
}
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for (; i < childrenCount; i++)
{
child = children.at(i);
if (child)
visitTarget(child, false);
}
}
else
{
if (_nodeListenersMap.find(node) != _nodeListenersMap.end())
{
_globalZOrderNodeMap[node->getGlobalZOrder()].emplace_back(node);
}
}
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if (isRootNode)
{
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std::vector<float> globalZOrders;
globalZOrders.reserve(_globalZOrderNodeMap.size());
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for (const auto& e : _globalZOrderNodeMap)
{
globalZOrders.emplace_back(e.first);
}
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std::stable_sort(globalZOrders.begin(), globalZOrders.end(),
[](const float a, const float b) { return a < b; });
for (const auto& globalZ : globalZOrders)
{
for (const auto& n : _globalZOrderNodeMap[globalZ])
{
_nodePriorityMap[n] = ++_nodePriorityIndex;
}
}
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_globalZOrderNodeMap.clear();
}
}
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void EventDispatcher::pauseEventListenersForTarget(Node* target, bool recursive /* = false */)
{
auto listenerIter = _nodeListenersMap.find(target);
if (listenerIter != _nodeListenersMap.end())
{
auto listeners = listenerIter->second;
for (auto&& l : *listeners)
{
l->setPaused(true);
}
}
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for (auto&& listener : _toAddedListeners)
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{
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if (listener->getAssociatedNode() == target)
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{
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listener->setPaused(true);
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}
}
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if (recursive)
{
const auto& children = target->getChildren();
for (const auto& child : children)
{
pauseEventListenersForTarget(child, true);
}
}
}
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void EventDispatcher::resumeEventListenersForTarget(Node* target, bool recursive /* = false */)
{
auto listenerIter = _nodeListenersMap.find(target);
if (listenerIter != _nodeListenersMap.end())
{
auto listeners = listenerIter->second;
for (auto&& l : *listeners)
{
l->setPaused(false);
}
}
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for (auto&& listener : _toAddedListeners)
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{
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if (listener->getAssociatedNode() == target)
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{
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listener->setPaused(false);
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}
}
setDirtyForNode(target);
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if (recursive)
{
const auto& children = target->getChildren();
for (const auto& child : children)
{
resumeEventListenersForTarget(child, true);
}
}
}
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void EventDispatcher::removeEventListenersForTarget(Node* target, bool recursive /* = false */)
{
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
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// Ensure the node is removed from these immediately also.
// Don't want any dangling pointers or the possibility of dealing with deleted objects..
_nodePriorityMap.erase(target);
_dirtyNodes.erase(target);
auto listenerIter = _nodeListenersMap.find(target);
if (listenerIter != _nodeListenersMap.end())
{
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auto listeners = listenerIter->second;
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auto listenersCopy = *listeners;
for (auto&& l : listenersCopy)
{
removeEventListener(l);
}
}
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// Bug fix: ensure there are no references to the node in the list of listeners to be added.
// If we find any listeners associated with the destroyed node in this list then remove them.
// This is to catch the scenario where the node gets destroyed before it's listener
// is added into the event dispatcher fully. This could happen if a node registers a listener
// and gets destroyed while we are dispatching an event (touch etc.)
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for (auto iter = _toAddedListeners.begin(); iter != _toAddedListeners.end();)
{
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EventListener* listener = *iter;
if (listener->getAssociatedNode() == target)
{
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listener->setAssociatedNode(nullptr); // Ensure no dangling ptr to the target node.
listener->setRegistered(false);
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releaseListener(listener);
iter = _toAddedListeners.erase(iter);
}
else
{
++iter;
}
}
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if (recursive)
{
const auto& children = target->getChildren();
for (const auto& child : children)
{
removeEventListenersForTarget(child, true);
}
}
}
void EventDispatcher::associateNodeAndEventListener(Node* node, EventListener* listener)
{
std::vector<EventListener*>* listeners = nullptr;
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auto found = _nodeListenersMap.find(node);
if (found != _nodeListenersMap.end())
{
listeners = found->second;
}
else
{
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listeners = new std::vector<EventListener*>();
_nodeListenersMap.emplace(node, listeners);
}
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listeners->emplace_back(listener);
}
void EventDispatcher::dissociateNodeAndEventListener(Node* node, EventListener* listener)
{
std::vector<EventListener*>* listeners = nullptr;
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auto found = _nodeListenersMap.find(node);
if (found != _nodeListenersMap.end())
{
listeners = found->second;
auto iter = std::find(listeners->begin(), listeners->end(), listener);
if (iter != listeners->end())
{
listeners->erase(iter);
}
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if (listeners->empty())
{
_nodeListenersMap.erase(found);
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delete listeners;
}
}
}
void EventDispatcher::addEventListener(EventListener* listener)
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{
if (_inDispatch == 0)
{
forceAddEventListener(listener);
}
else
{
_toAddedListeners.emplace_back(listener);
}
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#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
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auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
if (sEngine)
{
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sEngine->retainScriptObject(this, listener);
}
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#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
listener->retain();
}
void EventDispatcher::forceAddEventListener(EventListener* listener)
{
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EventListenerVector* listeners = nullptr;
auto listenerID = listener->getListenerID();
auto itr = _listenerMap.find(listenerID);
if (itr == _listenerMap.end())
{
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listeners = new EventListenerVector();
_listenerMap.emplace(listenerID, listeners);
}
else
{
listeners = itr->second;
}
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listeners->emplace_back(listener);
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if (listener->getFixedPriority() == 0)
{
setDirty(listenerID, DirtyFlag::SCENE_GRAPH_PRIORITY);
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auto node = listener->getAssociatedNode();
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AXASSERT(node != nullptr, "Invalid scene graph priority!");
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associateNodeAndEventListener(node, listener);
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if (!node->isRunning())
{
listener->setPaused(true);
}
2013-09-20 22:23:13 +08:00
}
else
{
setDirty(listenerID, DirtyFlag::FIXED_PRIORITY);
2013-09-20 22:23:13 +08:00
}
}
void EventDispatcher::addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node)
{
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AXASSERT(listener && node, "Invalid parameters.");
AXASSERT(!listener->isRegistered(), "The listener has been registered.");
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if (!listener->checkAvailable())
2013-09-20 22:23:13 +08:00
return;
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listener->setAssociatedNode(node);
listener->setFixedPriority(0);
listener->setRegistered(true);
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addEventListener(listener);
2013-09-20 22:23:13 +08:00
}
2022-08-08 18:02:17 +08:00
#if AX_NODE_DEBUG_VERIFY_EVENT_LISTENERS && _AX_DEBUG > 0
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
void EventDispatcher::debugCheckNodeHasNoEventListenersOnDestruction(Node* node)
{
// Check the listeners map
2021-12-25 10:04:45 +08:00
for (const auto& keyValuePair : _listenerMap)
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
{
2021-12-25 10:04:45 +08:00
const EventListenerVector* eventListenerVector = keyValuePair.second;
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
if (eventListenerVector)
{
if (eventListenerVector->getSceneGraphPriorityListeners())
{
2021-12-25 10:04:45 +08:00
for (EventListener* listener : *eventListenerVector->getSceneGraphPriorityListeners())
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
{
2022-07-16 10:43:05 +08:00
AXASSERT(!listener || listener->getAssociatedNode() != node,
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
"Node should have no event listeners registered for it upon destruction!");
}
}
}
}
2021-12-25 10:04:45 +08:00
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
// Check the node listeners map
2021-12-25 10:04:45 +08:00
for (const auto& keyValuePair : _nodeListenersMap)
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
{
2022-07-16 10:43:05 +08:00
AXASSERT(keyValuePair.first != node, "Node should have no event listeners registered for it upon destruction!");
2021-12-25 10:04:45 +08:00
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
if (keyValuePair.second)
{
2021-12-25 10:04:45 +08:00
for (EventListener* listener : *keyValuePair.second)
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
{
2022-07-16 10:43:05 +08:00
AXASSERT(listener->getAssociatedNode() != node,
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
"Node should have no event listeners registered for it upon destruction!");
}
}
}
2021-12-25 10:04:45 +08:00
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
// Check the node priority map
2021-12-25 10:04:45 +08:00
for (const auto& keyValuePair : _nodePriorityMap)
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
{
2022-07-16 10:43:05 +08:00
AXASSERT(keyValuePair.first != node, "Node should have no event listeners registered for it upon destruction!");
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
}
2021-12-25 10:04:45 +08:00
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
// Check the to be added list
2021-12-25 10:04:45 +08:00
for (EventListener* listener : _toAddedListeners)
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
{
2022-07-16 10:43:05 +08:00
AXASSERT(listener->getAssociatedNode() != node,
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
"Node should have no event listeners registered for it upon destruction!");
}
2021-12-25 10:04:45 +08:00
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
// Check the dirty nodes set
2021-12-25 10:04:45 +08:00
for (Node* dirtyNode : _dirtyNodes)
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
{
2022-07-16 10:43:05 +08:00
AXASSERT(dirtyNode != node, "Node should have no event listeners registered for it upon destruction!");
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
}
}
2022-08-08 18:02:17 +08:00
#endif // #if AX_NODE_DEBUG_VERIFY_EVENT_LISTENERS && _AX_DEBUG > 0
Fix crashes in event dispatch other related safety checks/fixes 1: Add a fix to prevent events from being sent to scene nodes which are destroyed. Previously when a node was being destroyed it would try to unregister any event listeners it would have. This process would fail however in the case where event dispatching was already underway because we can't modify the listeners list while we are iterating through it. This is a pretty common occurrence since we often tear down & switch scenes in response to button clicks etc. Fix the problem by nulling out the slot for the listener we are removing in this case, so that it's node no longer receives any events after it is destroyed. The event dispatching code will cleanup this unused/nulled slot once the event processing loop has terminated. 2: When removing an event listener in cocos2d::EventDispatcher, ensure immediately it gets removed from the node priority map and dirty nodes set in order to ensure we don't inadvertently access any dangling pointers to nodes. 3: Add debug checks to ensure nodes have no associated event listeners after they are destroyed. This check will catch the problem fixed by (1) if it is still present. 4: Add some extra debug sanity checks in the event dispatcher to ensure nodes are not added to the lists twice and that they are being properly removed from the lists under certain conditions. 5: In cocos2d::Node's destructor NULL out members after releasing them in case they somehow happen to be accessed during the destructor. Move the release of the event dispatcher to the very end, since we need to check against it in debug.
2014-03-27 04:12:44 +08:00
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void EventDispatcher::addEventListenerWithFixedPriority(EventListener* listener, int fixedPriority)
{
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AXASSERT(listener, "Invalid parameters.");
AXASSERT(!listener->isRegistered(), "The listener has been registered.");
AXASSERT(fixedPriority != 0,
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"0 priority is forbidden for fixed priority since it's used for scene graph based priority.");
if (!listener->checkAvailable())
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return;
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listener->setAssociatedNode(nullptr);
listener->setFixedPriority(fixedPriority);
listener->setRegistered(true);
listener->setPaused(false);
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addEventListener(listener);
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}
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EventListenerCustom* EventDispatcher::addCustomEventListener(std::string_view eventName,
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const std::function<void(EventCustom*)>& callback)
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{
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EventListenerCustom* listener = EventListenerCustom::create(eventName, callback);
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addEventListenerWithFixedPriority(listener, 1);
return listener;
}
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void EventDispatcher::removeEventListener(EventListener* listener)
{
if (listener == nullptr)
return;
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// just return if listener is in _toRemovedListeners to avoid remove listeners more than once
if (std::find(_toRemovedListeners.begin(), _toRemovedListeners.end(), listener) != _toRemovedListeners.end())
return;
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bool isFound = false;
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auto removeListenerInVector = [&](std::vector<EventListener*>* listeners) {
if (listeners == nullptr)
return;
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for (auto iter = listeners->begin(); iter != listeners->end(); ++iter)
{
auto l = *iter;
if (l == listener)
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{
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AX_SAFE_RETAIN(l);
l->setRegistered(false);
if (l->getAssociatedNode() != nullptr)
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{
dissociateNodeAndEventListener(l->getAssociatedNode(), l);
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l->setAssociatedNode(nullptr); // nullptr out the node pointer so we don't have any dangling
// pointers to destroyed nodes.
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}
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if (_inDispatch == 0)
{
iter = listeners->erase(iter);
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releaseListener(l);
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}
else
{
_toRemovedListeners.emplace_back(l);
}
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isFound = true;
break;
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}
}
};
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for (auto iter = _listenerMap.begin(); iter != _listenerMap.end();)
{
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auto listeners = iter->second;
auto fixedPriorityListeners = listeners->getFixedPriorityListeners();
auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();
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removeListenerInVector(sceneGraphPriorityListeners);
if (isFound)
{
// fixed #4160: Dirty flag need to be updated after listeners were removed.
setDirty(listener->getListenerID(), DirtyFlag::SCENE_GRAPH_PRIORITY);
}
else
{
removeListenerInVector(fixedPriorityListeners);
if (isFound)
{
setDirty(listener->getListenerID(), DirtyFlag::FIXED_PRIORITY);
}
}
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#if AX_NODE_DEBUG_VERIFY_EVENT_LISTENERS
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AXASSERT(
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_inDispatch != 0 || !sceneGraphPriorityListeners ||
std::count(sceneGraphPriorityListeners->begin(), sceneGraphPriorityListeners->end(), listener) == 0,
"Listener should be in no lists after this is done if we're not currently in dispatch mode.");
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AXASSERT(_inDispatch != 0 || !fixedPriorityListeners ||
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std::count(fixedPriorityListeners->begin(), fixedPriorityListeners->end(), listener) == 0,
"Listener should be in no lists after this is done if we're not currently in dispatch mode.");
#endif
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if (iter->second->empty())
{
_priorityDirtyFlagMap.erase(listener->getListenerID());
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auto list = iter->second;
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iter = _listenerMap.erase(iter);
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AX_SAFE_DELETE(list);
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}
else
{
++iter;
}
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if (isFound)
break;
}
if (isFound)
{
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releaseListener(listener);
}
else
{
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for (auto iter = _toAddedListeners.begin(); iter != _toAddedListeners.end(); ++iter)
{
if (*iter == listener)
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{
listener->setRegistered(false);
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releaseListener(listener);
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_toAddedListeners.erase(iter);
break;
}
}
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}
}
void EventDispatcher::setPriority(EventListener* listener, int fixedPriority)
{
if (listener == nullptr)
return;
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for (auto&& iter : _listenerMap)
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{
auto fixedPriorityListeners = iter.second->getFixedPriorityListeners();
if (fixedPriorityListeners)
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{
auto found = std::find(fixedPriorityListeners->begin(), fixedPriorityListeners->end(), listener);
if (found != fixedPriorityListeners->end())
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{
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AXASSERT(listener->getAssociatedNode() == nullptr,
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"Can't set fixed priority with scene graph based listener.");
if (listener->getFixedPriority() != fixedPriority)
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{
listener->setFixedPriority(fixedPriority);
setDirty(listener->getListenerID(), DirtyFlag::FIXED_PRIORITY);
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}
return;
}
}
}
}
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void EventDispatcher::dispatchEventToListeners(EventListenerVector* listeners,
const std::function<bool(EventListener*)>& onEvent)
{
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bool shouldStopPropagation = false;
auto fixedPriorityListeners = listeners->getFixedPriorityListeners();
auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();
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ssize_t i = 0;
// priority < 0
if (fixedPriorityListeners)
{
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AXASSERT(listeners->getGt0Index() <= static_cast<ssize_t>(fixedPriorityListeners->size()),
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"Out of range exception!");
if (!fixedPriorityListeners->empty())
{
for (; i < listeners->getGt0Index(); ++i)
{
auto l = fixedPriorityListeners->at(i);
if (l->isEnabled() && !l->isPaused() && l->isRegistered() && onEvent(l))
{
shouldStopPropagation = true;
break;
}
}
}
}
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if (sceneGraphPriorityListeners)
{
if (!shouldStopPropagation)
{
// priority == 0, scene graph priority
for (auto&& l : *sceneGraphPriorityListeners)
{
if (l->isEnabled() && !l->isPaused() && l->isRegistered() && onEvent(l))
{
shouldStopPropagation = true;
break;
}
}
}
}
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if (fixedPriorityListeners)
{
if (!shouldStopPropagation)
{
// priority > 0
ssize_t size = fixedPriorityListeners->size();
for (; i < size; ++i)
{
auto l = fixedPriorityListeners->at(i);
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if (l->isEnabled() && !l->isPaused() && l->isRegistered() && onEvent(l))
{
shouldStopPropagation = true;
break;
}
}
}
}
}
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void EventDispatcher::dispatchTouchEventToListeners(EventListenerVector* listeners,
const std::function<bool(EventListener*)>& onEvent)
{
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bool shouldStopPropagation = false;
auto fixedPriorityListeners = listeners->getFixedPriorityListeners();
auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();
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ssize_t i = 0;
// priority < 0
if (fixedPriorityListeners)
{
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AXASSERT(listeners->getGt0Index() <= static_cast<ssize_t>(fixedPriorityListeners->size()),
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"Out of range exception!");
if (!fixedPriorityListeners->empty())
{
for (; i < listeners->getGt0Index(); ++i)
{
auto l = fixedPriorityListeners->at(i);
if (l->isEnabled() && !l->isPaused() && l->isRegistered() && onEvent(l))
{
shouldStopPropagation = true;
break;
}
}
}
}
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auto scene = Director::getInstance()->getRunningScene();
if (scene && sceneGraphPriorityListeners)
{
if (!shouldStopPropagation)
{
// priority == 0, scene graph priority
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// first, get all enabled, unPaused and registered listeners
std::vector<EventListener*> sceneListeners;
for (auto&& l : *sceneGraphPriorityListeners)
{
if (l->isEnabled() && !l->isPaused() && l->isRegistered())
{
sceneListeners.emplace_back(l);
}
}
// second, for all camera call all listeners
// get a copy of cameras, prevent it's been modified in listener callback
// if camera's depth is greater, process it earlier
auto cameras = scene->getCameras();
for (auto rit = cameras.rbegin(), ritRend = cameras.rend(); rit != ritRend; ++rit)
{
Camera* camera = *rit;
if (camera->isVisible() == false)
{
continue;
}
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Camera::_visitingCamera = camera;
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auto cameraFlag = (unsigned short)camera->getCameraFlag();
for (auto&& l : sceneListeners)
{
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if (nullptr == l->getAssociatedNode() ||
0 == (l->getAssociatedNode()->getCameraMask() & cameraFlag))
{
continue;
}
if (onEvent(l))
{
shouldStopPropagation = true;
break;
}
}
if (shouldStopPropagation)
{
break;
}
}
Camera::_visitingCamera = nullptr;
}
}
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if (fixedPriorityListeners)
{
if (!shouldStopPropagation)
{
// priority > 0
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ssize_t size = fixedPriorityListeners->size();
for (; i < size; ++i)
{
auto l = fixedPriorityListeners->at(i);
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if (l->isEnabled() && !l->isPaused() && l->isRegistered() && onEvent(l))
{
shouldStopPropagation = true;
break;
}
}
}
}
}
void EventDispatcher::dispatchEvent(Event* event)
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{
if (!_isEnabled)
return;
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updateDirtyFlagForSceneGraph();
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DispatchGuard guard(_inDispatch);
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if (event->getType() == Event::Type::TOUCH)
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{
dispatchTouchEvent(static_cast<EventTouch*>(event));
return;
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}
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auto listenerID = __getListenerID(event);
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sortEventListeners(listenerID);
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auto pfnDispatchEventToListeners = &EventDispatcher::dispatchEventToListeners;
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if (event->getType() == Event::Type::MOUSE)
{
pfnDispatchEventToListeners = &EventDispatcher::dispatchTouchEventToListeners;
}
auto iter = _listenerMap.find(listenerID);
if (iter != _listenerMap.end())
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{
auto listeners = iter->second;
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auto onEvent = [&event](EventListener* listener) -> bool {
event->setCurrentTarget(listener->getAssociatedNode());
listener->_onEvent(event);
return event->isStopped();
};
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(this->*pfnDispatchEventToListeners)(listeners, onEvent);
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}
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updateListeners(event);
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}
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void EventDispatcher::dispatchCustomEvent(std::string_view eventName, void* optionalUserData)
{
EventCustom ev(eventName);
ev.setUserData(optionalUserData);
dispatchEvent(&ev);
}
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bool EventDispatcher::hasEventListener(std::string_view listenerID) const
{
return getListeners(listenerID) != nullptr;
}
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void EventDispatcher::dispatchTouchEvent(EventTouch* event)
{
sortEventListeners(EventListenerTouchOneByOne::LISTENER_ID);
sortEventListeners(EventListenerTouchAllAtOnce::LISTENER_ID);
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auto oneByOneListeners = getListeners(EventListenerTouchOneByOne::LISTENER_ID);
auto allAtOnceListeners = getListeners(EventListenerTouchAllAtOnce::LISTENER_ID);
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// If there aren't any touch listeners, return directly.
if (nullptr == oneByOneListeners && nullptr == allAtOnceListeners)
return;
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bool isNeedsMutableSet = (oneByOneListeners && allAtOnceListeners);
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const std::vector<Touch*>& originalTouches = event->getTouches();
std::vector<Touch*> mutableTouches(originalTouches.size());
std::copy(originalTouches.begin(), originalTouches.end(), mutableTouches.begin());
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//
// process the target handlers 1st
//
if (oneByOneListeners)
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{
auto mutableTouchesIter = mutableTouches.begin();
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for (auto&& touches : originalTouches)
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{
bool isSwallowed = false;
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auto onTouchEvent = [&](EventListener* l) -> bool { // Return true to break
EventListenerTouchOneByOne* listener = static_cast<EventListenerTouchOneByOne*>(l);
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// Skip if the listener was removed.
if (!listener->_isRegistered)
return false;
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event->setCurrentTarget(listener->_node);
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bool isClaimed = false;
std::vector<Touch*>::iterator removedIter;
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EventTouch::EventCode eventCode = event->getEventCode();
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if (eventCode == EventTouch::EventCode::BEGAN)
{
if (listener->onTouchBegan)
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{
isClaimed = listener->onTouchBegan(touches, event);
if (isClaimed && listener->_isRegistered)
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{
listener->_claimedTouches.emplace_back(touches);
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}
}
}
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else if (!listener->_claimedTouches.empty() &&
((removedIter = std::find(listener->_claimedTouches.begin(), listener->_claimedTouches.end(),
touches)) != listener->_claimedTouches.end()))
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{
isClaimed = true;
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switch (eventCode)
{
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case EventTouch::EventCode::MOVED:
if (listener->onTouchMoved)
{
listener->onTouchMoved(touches, event);
}
break;
case EventTouch::EventCode::ENDED:
if (listener->onTouchEnded)
{
listener->onTouchEnded(touches, event);
}
if (listener->_isRegistered)
{
listener->_claimedTouches.erase(removedIter);
}
break;
case EventTouch::EventCode::CANCELLED:
if (listener->onTouchCancelled)
{
listener->onTouchCancelled(touches, event);
}
if (listener->_isRegistered)
{
listener->_claimedTouches.erase(removedIter);
}
break;
default:
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AXASSERT(false, "The eventcode is invalid.");
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break;
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}
}
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// If the event was stopped, return directly.
if (event->isStopped())
{
updateListeners(event);
return true;
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}
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AXASSERT(touches->getID() == (*mutableTouchesIter)->getID(),
"touches ID should be equal to mutableTouchesIter's ID.");
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if (isClaimed && listener->_isRegistered && listener->_needSwallow)
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{
if (isNeedsMutableSet)
{
mutableTouchesIter = mutableTouches.erase(mutableTouchesIter);
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isSwallowed = true;
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}
return true;
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}
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return false;
};
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//
dispatchTouchEventToListeners(oneByOneListeners, onTouchEvent);
if (event->isStopped())
{
return;
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}
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if (!isSwallowed)
++mutableTouchesIter;
}
}
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//
// process standard handlers 2nd
//
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if (allAtOnceListeners && !mutableTouches.empty())
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{
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auto onTouchesEvent = [&](EventListener* l) -> bool {
EventListenerTouchAllAtOnce* listener = static_cast<EventListenerTouchAllAtOnce*>(l);
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// Skip if the listener was removed.
if (!listener->_isRegistered)
return false;
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event->setCurrentTarget(listener->_node);
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switch (event->getEventCode())
{
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case EventTouch::EventCode::BEGAN:
if (listener->onTouchesBegan)
{
listener->onTouchesBegan(mutableTouches, event);
}
break;
case EventTouch::EventCode::MOVED:
if (listener->onTouchesMoved)
{
listener->onTouchesMoved(mutableTouches, event);
}
break;
case EventTouch::EventCode::ENDED:
if (listener->onTouchesEnded)
{
listener->onTouchesEnded(mutableTouches, event);
}
break;
case EventTouch::EventCode::CANCELLED:
if (listener->onTouchesCancelled)
{
listener->onTouchesCancelled(mutableTouches, event);
}
break;
default:
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AXASSERT(false, "The eventcode is invalid.");
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break;
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}
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// If the event was stopped, return directly.
if (event->isStopped())
{
updateListeners(event);
return true;
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}
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return false;
};
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dispatchTouchEventToListeners(allAtOnceListeners, onTouchesEvent);
if (event->isStopped())
{
return;
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}
}
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updateListeners(event);
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}
void EventDispatcher::updateListeners(Event* event)
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{
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AXASSERT(_inDispatch > 0, "If program goes here, there should be event in dispatch.");
if (_inDispatch > 1)
return;
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auto onUpdateListeners = [this](const EventListener::ListenerID& listenerID) {
auto listenersIter = _listenerMap.find(listenerID);
if (listenersIter == _listenerMap.end())
return;
auto listeners = listenersIter->second;
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auto fixedPriorityListeners = listeners->getFixedPriorityListeners();
auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();
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if (sceneGraphPriorityListeners)
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{
for (auto iter = sceneGraphPriorityListeners->begin(); iter != sceneGraphPriorityListeners->end();)
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{
auto l = *iter;
if (!l->isRegistered())
{
iter = sceneGraphPriorityListeners->erase(iter);
// if item in toRemove list, remove it from the list
auto matchIter = std::find(_toRemovedListeners.begin(), _toRemovedListeners.end(), l);
if (matchIter != _toRemovedListeners.end())
_toRemovedListeners.erase(matchIter);
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releaseListener(l);
}
else
{
++iter;
}
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}
}
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if (fixedPriorityListeners)
{
for (auto iter = fixedPriorityListeners->begin(); iter != fixedPriorityListeners->end();)
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{
auto l = *iter;
if (!l->isRegistered())
{
iter = fixedPriorityListeners->erase(iter);
// if item in toRemove list, remove it from the list
auto matchIter = std::find(_toRemovedListeners.begin(), _toRemovedListeners.end(), l);
if (matchIter != _toRemovedListeners.end())
_toRemovedListeners.erase(matchIter);
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releaseListener(l);
}
else
{
++iter;
}
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}
}
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if (sceneGraphPriorityListeners && sceneGraphPriorityListeners->empty())
{
listeners->clearSceneGraphListeners();
}
if (fixedPriorityListeners && fixedPriorityListeners->empty())
{
listeners->clearFixedListeners();
}
};
if (event->getType() == Event::Type::TOUCH)
{
onUpdateListeners(EventListenerTouchOneByOne::LISTENER_ID);
onUpdateListeners(EventListenerTouchAllAtOnce::LISTENER_ID);
}
else
{
onUpdateListeners(__getListenerID(event));
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}
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AXASSERT(_inDispatch == 1, "_inDispatch should be 1 here.");
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for (auto iter = _listenerMap.begin(); iter != _listenerMap.end();)
{
if (iter->second->empty())
{
_priorityDirtyFlagMap.erase(iter->first);
delete iter->second;
iter = _listenerMap.erase(iter);
}
else
{
++iter;
}
}
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if (!_toAddedListeners.empty())
{
for (auto&& listener : _toAddedListeners)
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{
forceAddEventListener(listener);
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}
_toAddedListeners.clear();
}
if (!_toRemovedListeners.empty())
{
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cleanToRemovedListeners();
}
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}
void EventDispatcher::updateDirtyFlagForSceneGraph()
{
if (!_dirtyNodes.empty())
{
for (auto&& node : _dirtyNodes)
{
auto iter = _nodeListenersMap.find(node);
if (iter != _nodeListenersMap.end())
{
for (auto&& l : *iter->second)
{
setDirty(l->getListenerID(), DirtyFlag::SCENE_GRAPH_PRIORITY);
}
}
}
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_dirtyNodes.clear();
}
}
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void EventDispatcher::sortEventListeners(std::string_view listenerID)
{
DirtyFlag dirtyFlag = DirtyFlag::NONE;
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auto dirtyIter = _priorityDirtyFlagMap.find(listenerID);
if (dirtyIter != _priorityDirtyFlagMap.end())
{
dirtyFlag = dirtyIter->second;
}
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if (dirtyFlag != DirtyFlag::NONE)
{
// Clear the dirty flag first, if `rootNode` is nullptr, then set its dirty flag of scene graph priority
dirtyIter->second = DirtyFlag::NONE;
if ((int)dirtyFlag & (int)DirtyFlag::FIXED_PRIORITY)
{
sortEventListenersOfFixedPriority(listenerID);
}
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if ((int)dirtyFlag & (int)DirtyFlag::SCENE_GRAPH_PRIORITY)
{
auto rootNode = Director::getInstance()->getRunningScene();
if (rootNode)
{
sortEventListenersOfSceneGraphPriority(listenerID, rootNode);
}
else
{
dirtyIter->second = DirtyFlag::SCENE_GRAPH_PRIORITY;
}
}
}
}
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void EventDispatcher::sortEventListenersOfSceneGraphPriority(std::string_view listenerID, Node* rootNode)
{
auto listeners = getListeners(listenerID);
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if (listeners == nullptr)
return;
auto sceneGraphListeners = listeners->getSceneGraphPriorityListeners();
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if (sceneGraphListeners == nullptr)
return;
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// Reset priority index
_nodePriorityIndex = 0;
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_nodePriorityMap.clear();
visitTarget(rootNode, true);
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// After sort: priority < 0, > 0
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std::stable_sort(sceneGraphListeners->begin(), sceneGraphListeners->end(),
[this](const EventListener* l1, const EventListener* l2) {
return _nodePriorityMap[l1->getAssociatedNode()] > _nodePriorityMap[l2->getAssociatedNode()];
});
#if DUMP_LISTENER_ITEM_PRIORITY_INFO
log("-----------------------------------");
for (auto&& l : *sceneGraphListeners)
{
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log("listener priority: node ([%s]%p), priority (%d)", typeid(*l->_node).name(), l->_node,
_nodePriorityMap[l->_node]);
}
#endif
}
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void EventDispatcher::sortEventListenersOfFixedPriority(std::string_view listenerID)
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{
auto listeners = getListeners(listenerID);
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if (listeners == nullptr)
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return;
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auto fixedListeners = listeners->getFixedPriorityListeners();
if (fixedListeners == nullptr)
return;
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// After sort: priority < 0, > 0
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std::stable_sort(fixedListeners->begin(), fixedListeners->end(),
[](const EventListener* l1, const EventListener* l2) {
return l1->getFixedPriority() < l2->getFixedPriority();
});
// FIXME: Should use binary search
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int index = 0;
for (auto&& listener : *fixedListeners)
{
if (listener->getFixedPriority() >= 0)
break;
++index;
}
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listeners->setGt0Index(index);
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#if DUMP_LISTENER_ITEM_PRIORITY_INFO
log("-----------------------------------");
for (auto&& l : *fixedListeners)
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{
log("listener priority: node (%p), fixed (%d)", l->_node, l->_fixedPriority);
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}
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#endif
}
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EventDispatcher::EventListenerVector* EventDispatcher::getListeners(std::string_view listenerID) const
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{
auto iter = _listenerMap.find(listenerID);
if (iter != _listenerMap.end())
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{
return iter->second;
}
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return nullptr;
}
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void EventDispatcher::removeEventListenersForListenerID(std::string_view listenerID)
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{
auto listenerItemIter = _listenerMap.find(listenerID);
if (listenerItemIter != _listenerMap.end())
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{
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auto listeners = listenerItemIter->second;
auto fixedPriorityListeners = listeners->getFixedPriorityListeners();
auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();
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auto removeAllListenersInVector = [&](std::vector<EventListener*>* listenerVector) {
if (listenerVector == nullptr)
return;
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for (auto iter = listenerVector->begin(); iter != listenerVector->end();)
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{
auto l = *iter;
l->setRegistered(false);
if (l->getAssociatedNode() != nullptr)
{
dissociateNodeAndEventListener(l->getAssociatedNode(), l);
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l->setAssociatedNode(nullptr); // nullptr out the node pointer so we don't have any dangling
// pointers to destroyed nodes.
}
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if (_inDispatch == 0)
{
iter = listenerVector->erase(iter);
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releaseListener(l);
}
else
{
++iter;
}
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}
};
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removeAllListenersInVector(sceneGraphPriorityListeners);
removeAllListenersInVector(fixedPriorityListeners);
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// Remove the dirty flag according the 'listenerID'.
// No need to check whether the dispatcher is dispatching event.
_priorityDirtyFlagMap.erase(listenerID);
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if (!_inDispatch)
{
listeners->clear();
delete listeners;
_listenerMap.erase(listenerItemIter);
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}
}
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for (auto iter = _toAddedListeners.begin(); iter != _toAddedListeners.end();)
{
if ((*iter)->getListenerID() == listenerID)
{
(*iter)->setRegistered(false);
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releaseListener(*iter);
iter = _toAddedListeners.erase(iter);
}
else
{
++iter;
}
}
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}
void EventDispatcher::removeEventListenersForType(EventListener::Type listenerType)
{
if (listenerType == EventListener::Type::TOUCH_ONE_BY_ONE)
{
removeEventListenersForListenerID(EventListenerTouchOneByOne::LISTENER_ID);
}
else if (listenerType == EventListener::Type::TOUCH_ALL_AT_ONCE)
{
removeEventListenersForListenerID(EventListenerTouchAllAtOnce::LISTENER_ID);
}
else if (listenerType == EventListener::Type::MOUSE)
{
removeEventListenersForListenerID(EventListenerMouse::LISTENER_ID);
}
else if (listenerType == EventListener::Type::ACCELERATION)
{
removeEventListenersForListenerID(EventListenerAcceleration::LISTENER_ID);
}
else if (listenerType == EventListener::Type::KEYBOARD)
{
removeEventListenersForListenerID(EventListenerKeyboard::LISTENER_ID);
}
else
{
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AXASSERT(false, "Invalid listener type!");
}
}
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void EventDispatcher::removeCustomEventListeners(std::string_view customEventName)
{
removeEventListenersForListenerID(customEventName);
}
void EventDispatcher::removeAllEventListeners()
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{
bool cleanMap = true;
std::vector<EventListener::ListenerID> types;
types.reserve(_listenerMap.size());
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for (const auto& e : _listenerMap)
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{
if (_internalCustomListenerIDs.find(e.first) != _internalCustomListenerIDs.end())
{
cleanMap = false;
}
else
{
types.emplace_back(e.first);
}
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}
for (const auto& type : types)
{
removeEventListenersForListenerID(type);
}
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if (!_inDispatch && cleanMap)
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{
_listenerMap.clear();
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}
}
void EventDispatcher::setEnabled(bool isEnabled)
{
_isEnabled = isEnabled;
}
bool EventDispatcher::isEnabled() const
{
return _isEnabled;
}
void EventDispatcher::setDirtyForNode(Node* node)
{
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// Mark the node dirty only when there is an eventlistener associated with it.
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if (_nodeListenersMap.find(node) != _nodeListenersMap.end())
{
_dirtyNodes.insert(node);
}
// Also set the dirty flag for node's children
const auto& children = node->getChildren();
for (const auto& child : children)
{
setDirtyForNode(child);
}
}
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void EventDispatcher::setDirty(std::string_view listenerID, DirtyFlag flag)
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{
auto iter = _priorityDirtyFlagMap.find(listenerID);
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if (iter == _priorityDirtyFlagMap.end())
{
_priorityDirtyFlagMap.emplace(listenerID, flag);
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}
else
{
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int ret = (int)flag | (int)iter->second;
iter->second = (DirtyFlag)ret;
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}
}
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void EventDispatcher::cleanToRemovedListeners()
{
for (auto&& l : _toRemovedListeners)
{
auto listenersIter = _listenerMap.find(l->getListenerID());
if (listenersIter == _listenerMap.end())
{
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releaseListener(l);
continue;
}
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bool find = false;
auto listeners = listenersIter->second;
auto fixedPriorityListeners = listeners->getFixedPriorityListeners();
auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();
if (sceneGraphPriorityListeners)
{
auto machedIter = std::find(sceneGraphPriorityListeners->begin(), sceneGraphPriorityListeners->end(), l);
if (machedIter != sceneGraphPriorityListeners->end())
{
find = true;
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releaseListener(l);
sceneGraphPriorityListeners->erase(machedIter);
}
}
if (fixedPriorityListeners)
{
auto machedIter = std::find(fixedPriorityListeners->begin(), fixedPriorityListeners->end(), l);
if (machedIter != fixedPriorityListeners->end())
{
find = true;
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releaseListener(l);
fixedPriorityListeners->erase(machedIter);
}
}
if (find)
{
if (sceneGraphPriorityListeners && sceneGraphPriorityListeners->empty())
{
listeners->clearSceneGraphListeners();
}
if (fixedPriorityListeners && fixedPriorityListeners->empty())
{
listeners->clearFixedListeners();
}
}
else
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AX_SAFE_RELEASE(l);
}
_toRemovedListeners.clear();
}
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void EventDispatcher::releaseListener(EventListener* listener)
{
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#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
if (listener && sEngine)
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{
sEngine->releaseScriptObject(this, listener);
}
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#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
AX_SAFE_RELEASE(listener);
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}
NS_AX_END