/* * Copyright (c) 2012 cocos2d-x.org * http://www.cocos2d-x.org * * Copyright 2011 Yannick Loriot. * http://yannickloriot.com * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * * * converted to c++ / cocos2d-x by Angus C */ #include "CCControl.h" #include "CCDirector.h" #include "CCMenu.h" #include "CCTouch.h" #include "CCInvocation.h" #include "CCEventDispatcher.h" #include "CCEventListenerTouch.h" NS_CC_EXT_BEGIN Control::Control() : _enabled(false) , _selected(false) , _highlighted(false) , _hasVisibleParents(false) , _dispatchTable(NULL) , _isOpacityModifyRGB(false) , _state(State::NORMAL) { } Control* Control::create() { Control* pRet = new Control(); if (pRet && pRet->init()) { pRet->autorelease(); return pRet; } else { CC_SAFE_DELETE(pRet); return NULL; } } bool Control::init() { if (Layer::init()) { // Initialise instance variables _state=Control::State::NORMAL; setEnabled(true); setSelected(false); setHighlighted(false); auto dispatcher = Director::getInstance()->getEventDispatcher(); auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = CC_CALLBACK_2(Control::onTouchBegan, this); touchListener->onTouchMoved = CC_CALLBACK_2(Control::onTouchMoved, this); touchListener->onTouchEnded = CC_CALLBACK_2(Control::onTouchEnded, this); touchListener->onTouchCancelled = CC_CALLBACK_2(Control::onTouchCancelled, this); dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); return true; } else { return false; } } Control::~Control() { for (auto iter = _dispatchTable.begin(); iter != _dispatchTable.end(); ++iter) { delete iter->second; } _dispatchTable.clear(); } void Control::sendActionsForControlEvents(EventType controlEvents) { // For each control events for (int i = 0; i < kControlEventTotalNumber; i++) { // If the given controlEvents bitmask contains the curent event if (((int)controlEvents & (1 << i))) { // Call invocations const auto& invocationList = this->dispatchListforControlEvent((Control::EventType)(1<invoke(this); }); //Call ScriptFunc if (kScriptTypeLua == _scriptType) { cocos2d::BasicScriptData data(this,(void*)&controlEvents); cocos2d::ScriptEvent event(cocos2d::kControlEvent,(void*)&data); cocos2d::ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&event); } } } } void Control::addTargetWithActionForControlEvents(Object* target, Handler action, EventType controlEvents) { // For each control events for (int i = 0; i < kControlEventTotalNumber; i++) { // If the given controlEvents bitmask contains the curent event if (((int)controlEvents & (1 << i))) { this->addTargetWithActionForControlEvent(target, action, (EventType)(1<dispatchListforControlEvent(controlEvent); eventInvocationList.pushBack(invocation); } void Control::removeTargetWithActionForControlEvents(Object* target, Handler action, EventType controlEvents) { // For each control events for (int i = 0; i < kControlEventTotalNumber; i++) { // If the given controlEvents bitmask contains the curent event if (((int)controlEvents & (1 << i))) { this->removeTargetWithActionForControlEvent(target, action, (EventType)(1 << i)); } } } void Control::removeTargetWithActionForControlEvent(Object* target, Handler action, EventType controlEvent) { // Retrieve all invocations for the given control event // auto& eventInvocationList = this->dispatchListforControlEvent(controlEvent); //remove all invocations if the target and action are null //TODO: should the invocations be deleted, or just removed from the array? Won't that cause issues if you add a single invocation for multiple events? bool bDeleteObjects=true; if (!target && !action) { //remove objects eventInvocationList.clear(); } else { //normally we would use a predicate, but this won't work here. Have to do it manually eventInvocationList.forEach([&](Invocation* invocation){ bool shouldBeRemoved=true; if (target) { shouldBeRemoved=(target==invocation->getTarget()); } if (action) { shouldBeRemoved=(shouldBeRemoved && (action==invocation->getAction())); } // Remove the corresponding invocation object if (shouldBeRemoved) { eventInvocationList.eraseObject(invocation, bDeleteObjects); } }); } } //CRGBA protocol void Control::setOpacityModifyRGB(bool bOpacityModifyRGB) { _isOpacityModifyRGB=bOpacityModifyRGB; _children.forEach([&](Node* obj){ RGBAProtocol* rgba = dynamic_cast(obj); if (rgba) { rgba->setOpacityModifyRGB(bOpacityModifyRGB); } }); } bool Control::isOpacityModifyRGB() const { return _isOpacityModifyRGB; } Point Control::getTouchLocation(Touch* touch) { Point touchLocation = touch->getLocation(); // Get the touch position touchLocation = this->convertToNodeSpace(touchLocation); // Convert to the node space of this class return touchLocation; } bool Control::isTouchInside(Touch* touch) { Point touchLocation = touch->getLocation(); // Get the touch position touchLocation = this->getParent()->convertToNodeSpace(touchLocation); Rect bBox = getBoundingBox(); return bBox.containsPoint(touchLocation); } Vector& Control::dispatchListforControlEvent(EventType controlEvent) { Vector* invocationList = nullptr; auto iter = _dispatchTable.find((int)controlEvent); // If the invocation list does not exist for the dispatch table, we create it if (iter == _dispatchTable.end()) { invocationList = new Vector(); _dispatchTable[(int)controlEvent] = invocationList; } else { invocationList = iter->second; } return *invocationList; } void Control::needsLayout() { } void Control::setEnabled(bool bEnabled) { _enabled = bEnabled; if(_enabled) { _state = Control::State::NORMAL; } else { _state = Control::State::DISABLED; } this->needsLayout(); } bool Control::isEnabled() const { return _enabled; } void Control::setSelected(bool bSelected) { _selected = bSelected; this->needsLayout(); } bool Control::isSelected() const { return _selected; } void Control::setHighlighted(bool bHighlighted) { _highlighted = bHighlighted; this->needsLayout(); } bool Control::isHighlighted() const { return _highlighted; } bool Control::hasVisibleParents() const { auto parent = this->getParent(); for( auto c = parent; c != NULL; c = c->getParent() ) { if( !c->isVisible() ) { return false; } } return true; } Control::EventType operator|(Control::EventType a, Control::EventType b) { return static_cast(static_cast(a) | static_cast(b)); } NS_CC_EXT_END