axmol/samples/Cpp/TestCpp/Classes/TouchesTest/Paddle.cpp

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#include "Paddle.h"
Paddle::Paddle(void)
{
}
Paddle::~Paddle(void)
{
}
Rect Paddle::getRect()
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{
auto s = getTexture()->getContentSize();
return Rect(-s.width / 2, -s.height / 2, s.width, s.height);
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}
Paddle* Paddle::createWithTexture(Texture2D* aTexture)
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{
Paddle* pPaddle = new Paddle();
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pPaddle->initWithTexture(aTexture);
pPaddle->autorelease();
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return pPaddle;
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}
bool Paddle::initWithTexture(Texture2D* aTexture)
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{
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if( Sprite::initWithTexture(aTexture) )
{
_state = kPaddleStateUngrabbed;
}
return true;
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}
void Paddle::onEnter()
{
Sprite::onEnter();
// auto director = Director::getInstance();
// director->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
// Register Touch Event
auto listener = TouchEventListener::create(Touch::DispatchMode::ONE_BY_ONE);
listener->setSwallowTouches(true);
listener->onTouchBegan = CC_CALLBACK_2(Paddle::onTouchBegan, this);
listener->onTouchMoved = CC_CALLBACK_2(Paddle::onTouchMoved, this);
listener->onTouchEnded = CC_CALLBACK_2(Paddle::onTouchEnded, this);
EventDispatcher::getInstance()->registerEventListenerWithSceneGraphPriority(listener, this);
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}
void Paddle::onExit()
{
// auto director = Director::getInstance();
// director->getTouchDispatcher()->removeDelegate(this);
Sprite::onExit();
}
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bool Paddle::containsTouchLocation(Touch* touch)
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{
return getRect().containsPoint(convertTouchToNodeSpaceAR(touch));
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}
bool Paddle::onTouchBegan(Touch* touch, Event* event)
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{
CCLOG("Paddle::onTouchBegan id = %d, x = %f, y = %f", touch->getID(), touch->getLocation().x, touch->getLocation().y);
if (_state != kPaddleStateUngrabbed) return false;
if ( !containsTouchLocation(touch) ) return false;
_state = kPaddleStateGrabbed;
CCLOG("return true");
return true;
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}
void Paddle::onTouchMoved(Touch* touch, Event* event)
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{
// 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 Sets instead of 1 UITouch, so you'd need to loop through the set
// in each touchXXX method.
CCLOG("Paddle::onTouchMoved id = %d, x = %f, y = %f", touch->getID(), touch->getLocation().x, touch->getLocation().y);
CCASSERT(_state == kPaddleStateGrabbed, "Paddle - Unexpected state!");
auto touchPoint = touch->getLocation();
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setPosition( Point(touchPoint.x, getPosition().y) );
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}
Paddle* Paddle::clone() const
{
Paddle* ret = Paddle::createWithTexture(_texture);
ret->_state = _state;
ret->setPosition(getPosition());
ret->setAnchorPoint(getAnchorPoint());
return ret;
}
void Paddle::onTouchEnded(Touch* touch, Event* event)
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{
CCASSERT(_state == kPaddleStateGrabbed, "Paddle - Unexpected state!");
_state = kPaddleStateUngrabbed;
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}