mirror of https://github.com/axmolengine/axmol.git
112 lines
3.4 KiB
Plaintext
112 lines
3.4 KiB
Plaintext
namespace cocos2d {
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typedef enum
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{
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ccTouchSelectorBeganBit = 1 << 0,
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ccTouchSelectorMovedBit = 1 << 1,
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ccTouchSelectorEndedBit = 1 << 2,
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ccTouchSelectorCancelledBit = 1 << 3,
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ccTouchSelectorAllBits = ( ccTouchSelectorBeganBit | ccTouchSelectorMovedBit | ccTouchSelectorEndedBit | ccTouchSelectorCancelledBit),
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} ccTouchSelectorFlag;
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enum {
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CCTOUCHBEGAN,
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CCTOUCHMOVED,
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CCTOUCHENDED,
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CCTOUCHCANCELLED,
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ccTouchMax,
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};
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class CCSet;
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class CCEvent;
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struct ccTouchHandlerHelperData {
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// we only use the type
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// void (StandardTouchDelegate::*touchesSel)(CCSet*, CCEvent*);
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// void (TargetedTouchDelegate::*touchSel)(NSTouch*, CCEvent*);
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int m_type;
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};
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class EGLTouchDelegate
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{
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public:
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void touchesBegan(CCSet* touches, CCEvent* pEvent);
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void touchesMoved(CCSet* touches, CCEvent* pEvent) ;
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void touchesEnded(CCSet* touches, CCEvent* pEvent) ;
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void touchesCancelled(CCSet* touches, CCEvent* pEvent) ;
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~EGLTouchDelegate() {}
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};
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class CCTouchHandler;
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struct _ccCArray;
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/** @brief CCTouchDispatcher.
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Singleton that handles all the touch events.
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The dispatcher dispatches events to the registered TouchHandlers.
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There are 2 different type of touch handlers:
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- Standard Touch Handlers
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- Targeted Touch Handlers
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The Standard Touch Handlers work like the CocoaTouch touch handler: a set of touches is passed to the delegate.
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On the other hand, the Targeted Touch Handlers only receive 1 touch at the time, and they can "swallow" touches (avoid the propagation of the event).
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Firstly, the dispatcher sends the received touches to the targeted touches.
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These touches can be swallowed by the Targeted Touch Handlers. If there are still remaining touches, then the remaining touches will be sent
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to the Standard Touch Handlers.
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@since v0.8.0
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*/
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class CCTouchDispatcher : public CCObject, public EGLTouchDelegate
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{
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~CCTouchDispatcher();
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bool init(void);
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CCTouchDispatcher();
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/** Whether or not the events are going to be dispatched. Default: true */
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bool isDispatchEvents(void);
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void setDispatchEvents(bool bDispatchEvents);
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/** Adds a standard touch delegate to the dispatcher's list.
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See StandardTouchDelegate description.
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IMPORTANT: The delegate will be retained.
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*/
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void addStandardDelegate(CCTouchDelegate *pDelegate, int nPriority);
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/** Adds a targeted touch delegate to the dispatcher's list.
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See TargetedTouchDelegate description.
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IMPORTANT: The delegate will be retained.
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*/
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void addTargetedDelegate(CCTouchDelegate *pDelegate, int nPriority, bool bSwallowsTouches);
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/** Removes a touch delegate.
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The delegate will be released
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*/
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void removeDelegate(CCTouchDelegate *pDelegate);
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/** Removes all touch delegates, releasing all the delegates */
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void removeAllDelegates(void);
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/** Changes the priority of a previously added delegate. The lower the number,
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the higher the priority */
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void setPriority(int nPriority, CCTouchDelegate *pDelegate);
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void touches(CCSet *pTouches, CCEvent *pEvent, unsigned int uIndex);
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void touchesBegan(CCSet* touches, CCEvent* pEvent);
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void touchesMoved(CCSet* touches, CCEvent* pEvent);
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void touchesEnded(CCSet* touches, CCEvent* pEvent);
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void touchesCancelled(CCSet* touches, CCEvent* pEvent);
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/** singleton of the CCTouchDispatcher */
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static CCTouchDispatcher* sharedDispatcher();
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};
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}//namespace cocos2d
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