axmol/tools/tolua++/CCTouchDelegateProtocol.pkg

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namespace cocos2d {
typedef enum
{
ccTouchDelegateStandardBit = 1 << 0,
ccTouchDelegateTargetedBit = 1 << 1,
ccTouchDelegateAllBit = (ccTouchDelegateStandardBit | ccTouchDelegateTargetedBit),
} ccTouchDelegateFlag;
class CCTouch;
class CCEvent;
class CCSet;
class CCTouchDispatcher;
class CCTouchDelegate
{
public:
ccTouchDelegateFlag getTouchDelegateType(void);
//! call the release() in child(layer or menu)
virtual void destroy(void);
//! call the retain() in child (layer or menu)
virtual void keep(void);
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
// optional
virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
// optional
virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
CCTouchDelegate();
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void registerScriptTouchHandler(int eventType, const char* pszScriptFunctionName);
bool isScriptHandlerExist(int eventType);
void excuteScriptTouchHandler(int eventType, CCTouch *pTouch);
void excuteScriptTouchesHandler(int eventType, CCSet *pTouches);
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};
/**
@brief
Using this type of delegate results in two benefits:
- 1. You don't need to deal with CCSets, the dispatcher does the job of splitting
them. You get exactly one UITouch per call.
- 2. You can *claim* a UITouch by returning YES in ccTouchBegan. Updates of claimed
touches are sent only to the delegate(s) that claimed them. So if you get a move/
ended/cancelled update you're sure it's your touch. This frees you from doing a
lot of checks when doing multi-touch.
(The name TargetedTouchDelegate relates to updates "targeting" their specific
handler, without bothering the other handlers.)
@since v0.8
*/
class CCTargetedTouchDelegate : public CCTouchDelegate
{
public:
CCTargetedTouchDelegate();
/** Return YES to claim the touch.
@since v0
*/
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
// optional
virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
};
/** @brief
This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Cancelled).
@since v0.8
*/
class CCStandardTouchDelegate : public CCTouchDelegate
{
public:
CCStandardTouchDelegate();
// optional
virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
};
}//namespace cocos2d