2013-09-20 22:23:13 +08:00
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/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CC_EVENT_DISPATCHER_H__
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#define __CC_EVENT_DISPATCHER_H__
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2013-10-14 14:01:00 +08:00
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#include "CCPlatformMacros.h"
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#include "CCEventListener.h"
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#include "CCEvent.h"
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#include <functional>
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#include <string>
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#include <unordered_map>
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#include <list>
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#include <vector>
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NS_CC_BEGIN
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class Event;
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class EventTouch;
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class Node;
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class EventCustom;
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class EventListenerCustom;
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/**
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This class manages event listener subscriptions
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and event dispatching.
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The EventListener list is managed in such a way that
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event listeners can be added and removed even
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from within an EventListener, while events are being
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dispatched.
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*/
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class EventDispatcher : public Object
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{
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public:
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/** Adds a event listener for a specified event with the priority of scene graph.
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* @param listener The listener of a specified event.
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* @param node The priority of the listener is based on the draw order of this node.
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* @note The priority of scene graph will be fixed value 0. So the order of listener item
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* in the vector will be ' <0, scene graph (0 priority), >0'.
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*/
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void addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node);
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/** Adds a event listener for a specified event with the fixed priority.
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* @param listener The listener of a specified event.
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* @param fixedPriority The fixed priority of the listener.
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* @note A lower priority will be called before the ones that have a higher value.
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* 0 priority is forbidden for fixed priority since it's used for scene graph based priority.
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*/
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void addEventListenerWithFixedPriority(EventListener* listener, int fixedPriority);
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/** Adds a Custom event listener.
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It will use a fixed priority of 1.
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@return the generated event. Needed in order to remove the event from the dispather
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*/
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EventListenerCustom* addCustomEventListener(const std::string &eventName, std::function<void(EventCustom*)> callback);
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/** Remove a listener
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* @param listener The specified event listener which needs to be removed.
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*/
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void removeEventListener(EventListener* listener);
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/** Removes all listeners with the same event listener type */
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void removeEventListeners(EventListener::Type listenerType);
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/** Removes all custom listeners with the same event name */
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void removeCustomEventListeners(const std::string& customEventName);
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/** Removes all listeners */
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void removeAllEventListeners();
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/** Sets listener's priority with fixed value. */
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void setPriority(EventListener* listener, int fixedPriority);
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/** Whether to enable dispatching events */
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void setEnabled(bool isEnabled);
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/** Checks whether dispatching events is enabled */
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bool isEnabled() const;
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/** Dispatches the event
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* Also removes all EventListeners marked for deletion from the
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* event dispatcher list.
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*/
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void dispatchEvent(Event* event);
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/** Dispatches a Custom Event with a event name an optional user data */
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void dispatchCustomEvent(const std::string &eventName, void *optionalUserData);
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/** Constructor of EventDispatcher */
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EventDispatcher();
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/** Destructor of EventDispatcher */
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~EventDispatcher();
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protected:
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friend class Node;
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/** Sets the dirty flag for a node. */
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void setDirtyForNode(Node* node);
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/** Notifys event dispatcher that the node has been paused. */
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void pauseTarget(Node* node);
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/** Notifys event dispatcher that the node has been resumed. */
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void resumeTarget(Node* node);
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/** Notifys event dispatcher that the node has been deleted. */
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void cleanTarget(Node* node);
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/**
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* The vector to store event listeners with scene graph based priority and fixed priority.
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*/
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class EventListenerVector
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{
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public:
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EventListenerVector();
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~EventListenerVector();
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size_t size() const;
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bool empty() const;
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void push_back(EventListener* item);
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void clearSceneGraphListeners();
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void clearFixedListeners();
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void clear();
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inline std::vector<EventListener*>* getFixedPriorityListeners() const { return _fixedListeners; };
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inline std::vector<EventListener*>* getSceneGraphPriorityListeners() const { return _sceneGraphListeners; };
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inline ssize_t getGt0Index() const { return _gt0Index; };
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inline void setGt0Index(ssize_t index) { _gt0Index = index; };
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private:
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std::vector<EventListener*>* _fixedListeners;
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std::vector<EventListener*>* _sceneGraphListeners;
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ssize_t _gt0Index;
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};
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2014-01-04 10:28:09 +08:00
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/** Adds an event listener with item
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* @note if it is dispatching event, the added operation will be delayed to the end of current dispatch
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* @see forceAddEventListener
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*/
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void addEventListener(EventListener* listener);
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/** Force adding an event listener
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* @note force add an event listener which will ignore whether it's in dispatching.
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* @see addEventListener
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*/
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void forceAddEventListener(EventListener* listener);
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/** Gets event the listener list for the event listener type. */
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EventListenerVector* getListeners(const EventListener::ListenerID& listenerID);
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/** Update dirty flag */
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void updateDirtyFlagForSceneGraph();
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/** Removes all listeners with the same event listener ID */
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void removeEventListenersForListenerID(const EventListener::ListenerID& listenerID);
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/** Sort event listener */
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void sortEventListeners(const EventListener::ListenerID& listenerID);
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/** Sorts the listeners of specified type by scene graph priority */
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void sortEventListenersOfSceneGraphPriority(const EventListener::ListenerID& listenerID);
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/** Sorts the listeners of specified type by fixed priority */
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void sortEventListenersOfFixedPriority(const EventListener::ListenerID& listenerID);
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/** Updates all listeners
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* 1) Removes all listener items that have been marked as 'removed' when dispatching event.
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* 2) Adds all listener items that have been marked as 'added' when dispatching event.
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*/
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void updateListeners(Event* event);
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/** Touch event needs to be processed different with other events since it needs support ALL_AT_ONCE and ONE_BY_NONE mode. */
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void dispatchTouchEvent(EventTouch* event);
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/** Associates node with event listener */
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void associateNodeAndEventListener(Node* node, EventListener* listener);
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/** Dissociates node with event listener */
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void dissociateNodeAndEventListener(Node* node, EventListener* listener);
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/** Dispatches event to listeners with a specified listener type */
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void dispatchEventToListeners(EventListenerVector* listeners, std::function<bool(EventListener*)> onEvent);
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/// Priority dirty flag
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enum class DirtyFlag
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{
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NONE = 0,
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FIXED_PRITORY = 1 << 0,
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SCENE_GRAPH_PRIORITY = 1 << 1,
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ALL = FIXED_PRITORY | SCENE_GRAPH_PRIORITY
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};
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/** Sets the dirty flag for a specified listener ID */
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void setDirty(const EventListener::ListenerID& listenerID, DirtyFlag flag);
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/** Walks though scene graph to get the draw order for each node, it's called before sorting event listener with scene graph priority */
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void visitTarget(Node* node);
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/** Listeners map */
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std::unordered_map<EventListener::ListenerID, EventListenerVector*> _listeners;
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/** The map of dirty flag */
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std::unordered_map<EventListener::ListenerID, DirtyFlag> _priorityDirtyFlagMap;
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/** The map of node and event listeners */
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std::unordered_map<Node*, std::vector<EventListener*>*> _nodeListenersMap;
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/** The map of node and its event priority */
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std::unordered_map<Node*, int> _nodePriorityMap;
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/** The listeners to be added after dispatching event */
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std::vector<EventListener*> _toAddedListeners;
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/** The nodes were associated with scene graph based priority listeners */
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std::set<Node*> _dirtyNodes;
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/** Whether the dispatcher is dispatching event */
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int _inDispatch;
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/** Whether to enable dispatching event */
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bool _isEnabled;
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int _nodePriorityIndex;
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};
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NS_CC_END
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#endif // __CC_EVENT_DISPATCHER_H__
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