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

101 lines
2.3 KiB
C++

#include "Paddle.h"
Paddle::Paddle(void)
{
}
Paddle::~Paddle(void)
{
}
CCRect Paddle::rect()
{
CCSize s = getTexture()->getContentSize();
return CCRectMake(-s.width / 2, -s.height / 2, s.width, s.height);
}
Paddle* Paddle::paddleWithTexture(CCTexture2D* aTexture)
{
Paddle* pPaddle = new Paddle();
pPaddle->initWithTexture( aTexture );
pPaddle->autorelease();
return pPaddle;
}
bool Paddle::initWithTexture(CCTexture2D* aTexture)
{
if( CCSprite::initWithTexture(aTexture) )
{
m_state = kPaddleStateUngrabbed;
}
return true;
}
void Paddle::onEnter()
{
CCDirector* pDirector = CCDirector::sharedDirector();
pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
CCSprite::onEnter();
}
void Paddle::onExit()
{
CCDirector* pDirector = CCDirector::sharedDirector();
pDirector->getTouchDispatcher()->removeDelegate(this);
CCSprite::onExit();
}
bool Paddle::containsTouchLocation(CCTouch* touch)
{
return rect().containsPoint(convertTouchToNodeSpaceAR(touch));
}
bool Paddle::ccTouchBegan(CCTouch* touch, CCEvent* event)
{
if (m_state != kPaddleStateUngrabbed) return false;
if ( !containsTouchLocation(touch) ) return false;
m_state = kPaddleStateGrabbed;
return true;
}
void Paddle::ccTouchMoved(CCTouch* touch, CCEvent* event)
{
// 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 CCSets instead of 1 UITouch, so you'd need to loop through the set
// in each touchXXX method.
CCAssert(m_state == kPaddleStateGrabbed, L"Paddle - Unexpected state!");
CCPoint touchPoint = touch->getLocation();
setPosition( CCPointMake(touchPoint.x, getPosition().y) );
}
CCObject* Paddle::copyWithZone(CCZone *pZone)
{
this->retain();
return this;
}
void Paddle::ccTouchEnded(CCTouch* touch, CCEvent* event)
{
CCAssert(m_state == kPaddleStateGrabbed, L"Paddle - Unexpected state!");
m_state = kPaddleStateUngrabbed;
}
void Paddle::touchDelegateRetain()
{
this->retain();
}
void Paddle::touchDelegateRelease()
{
this->release();
}