axmol/test_uphone/tests/TouchesTest/Paddle.cpp

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#include "Paddle.h"
Paddle::Paddle(void)
{
}
Paddle::~Paddle(void)
{
}
CGRect Paddle::rect()
{
CGSize s = getTexture()->getContentSize();
return CGRectMake(-s.width / 2, -s.height / 2, s.width, s.height);
}
Paddle* Paddle::paddleWithTexture(CCTexture2D* aTexture)
{
Paddle* pPaddle = new Paddle();
pPaddle->initWithTexture( aTexture );
pPaddle->autorelease();
return pPaddle;
}
bool Paddle::initWithTexture(CCTexture2D* aTexture)
{
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if( CCSprite::initWithTexture(aTexture) )
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{
m_state = kPaddleStateUngrabbed;
}
return TRUE;
}
void Paddle::onEnter()
{
CCTouchDispatcher::getSharedDispatcher()->addTargetedDelegate(this, 0, true);
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CCSprite::onEnter();
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}
void Paddle::onExit()
{
CCTouchDispatcher::getSharedDispatcher()->removeDelegate(this);
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CCSprite::onExit();
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}
bool Paddle::containsTouchLocation(CCTouch* touch)
{
return CGRect::CGRectContainsPoint(rect(), convertTouchToNodeSpaceAR(touch));
}
bool Paddle::ccTouchBegan(CCTouch* touch, UIEvent* event)
{
if (m_state != kPaddleStateUngrabbed) return false;
if ( !containsTouchLocation(touch) ) return false;
m_state = kPaddleStateGrabbed;
return true;
}
void Paddle::ccTouchMoved(CCTouch* touch, UIEvent* event)
{
// If it weren't for the TouchDispatcher, you would need to keep a reference
// to the touch from touchBegan and check that the current touch is the same
// as that one.
// Actually, it would be even more complicated since in the Cocos dispatcher
// you get NSSets instead of 1 UITouch, so you'd need to loop through the set
// in each touchXXX method.
NSAssert(m_state == kPaddleStateGrabbed, L"Paddle - Unexpected state!");
CGPoint touchPoint = touch->locationInView( touch->view() );
touchPoint = CCDirector::getSharedDirector()->convertToGL( touchPoint );
setPosition( CGPointMake(touchPoint.x, getPosition().y) );
}
void Paddle::ccTouchEnded(CCTouch* touch, UIEvent* event)
{
NSAssert(m_state == kPaddleStateGrabbed, L"Paddle - Unexpected state!");
m_state = kPaddleStateUngrabbed;
}