2011-06-14 14:31:25 +08:00
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namespace cocos2d {
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typedef enum
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{
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ccTouchDelegateStandardBit = 1 << 0,
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ccTouchDelegateTargetedBit = 1 << 1,
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ccTouchDelegateAllBit = (ccTouchDelegateStandardBit | ccTouchDelegateTargetedBit),
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} ccTouchDelegateFlag;
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class CCTouch;
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class CCEvent;
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class CCSet;
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class CCTouchDispatcher;
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class CCTouchDelegate
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{
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public:
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ccTouchDelegateFlag getTouchDelegateType(void);
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//! call the release() in child(layer or menu)
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virtual void destroy(void);
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//! call the retain() in child (layer or menu)
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virtual void keep(void);
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virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
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// optional
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virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
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// optional
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virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
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CCTouchDelegate();
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2011-06-20 17:31:38 +08:00
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void registerScriptTouchHandler(int eventType, const char* pszScriptFunctionName);
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bool isScriptHandlerExist(int eventType);
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void excuteScriptTouchHandler(int eventType, CCTouch *pTouch);
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void excuteScriptTouchesHandler(int eventType, CCSet *pTouches);
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2011-06-14 14:31:25 +08:00
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};
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/**
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@brief
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Using this type of delegate results in two benefits:
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- 1. You don't need to deal with CCSets, the dispatcher does the job of splitting
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them. You get exactly one UITouch per call.
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- 2. You can *claim* a UITouch by returning YES in ccTouchBegan. Updates of claimed
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touches are sent only to the delegate(s) that claimed them. So if you get a move/
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ended/cancelled update you're sure it's your touch. This frees you from doing a
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lot of checks when doing multi-touch.
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(The name TargetedTouchDelegate relates to updates "targeting" their specific
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handler, without bothering the other handlers.)
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@since v0.8
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*/
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class CCTargetedTouchDelegate : public CCTouchDelegate
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{
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public:
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CCTargetedTouchDelegate();
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/** Return YES to claim the touch.
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@since v0
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*/
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virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
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// optional
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virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
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};
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/** @brief
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This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Cancelled).
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@since v0.8
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*/
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class CCStandardTouchDelegate : public CCTouchDelegate
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{
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public:
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CCStandardTouchDelegate();
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// optional
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virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
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};
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}//namespace cocos2d
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