mirror of https://github.com/axmolengine/axmol.git
189 lines
6.5 KiB
C++
189 lines
6.5 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCEVENTLISTENER_H__
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#define __CCEVENTLISTENER_H__
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#include <functional>
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#include <string>
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#include <memory>
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#include "platform/CCPlatformMacros.h"
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#include "base/CCRef.h"
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/**
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* @addtogroup base
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* @{
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*/
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NS_CC_BEGIN
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class Event;
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class Node;
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/** @class EventListener
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* @brief The base class of event listener.
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* If you need custom listener which with different callback, you need to inherit this class.
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* For instance, you could refer to EventListenerAcceleration, EventListenerKeyboard, EventListenerTouchOneByOne,
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* EventListenerCustom.
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*/
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class CC_DLL EventListener : public Ref
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{
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public:
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/** Type Event type.*/
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enum class Type
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{
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UNKNOWN,
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TOUCH_ONE_BY_ONE,
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TOUCH_ALL_AT_ONCE,
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KEYBOARD,
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MOUSE,
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ACCELERATION,
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FOCUS,
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GAME_CONTROLLER,
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CUSTOM
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};
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typedef std::string ListenerID;
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CC_CONSTRUCTOR_ACCESS :
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/**
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* Constructor
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* @js ctor
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*/
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EventListener();
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/**
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* Initializes event with type and callback function
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* @js NA
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*/
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bool init(Type t, const ListenerID& listenerID, const std::function<void(Event*)>& callback);
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public:
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/** Destructor.
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* @js NA
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*/
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virtual ~EventListener();
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/** Checks whether the listener is available.
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*
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* @return True if the listener is available.
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*/
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virtual bool checkAvailable() = 0;
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/** Clones the listener, its subclasses have to override this method.
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*/
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virtual EventListener* clone() = 0;
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/** Enables or disables the listener.
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* @note Only listeners with `enabled` state will be able to receive events.
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* When an listener was initialized, it's enabled by default.
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* An event listener can receive events when it is enabled and is not paused.
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* paused state is always false when it is a fixed priority listener.
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*
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* @param enabled True if enables the listener.
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*/
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void setEnabled(bool enabled) { _isEnabled = enabled; }
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/** Checks whether the listener is enabled.
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*
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* @return True if the listener is enabled.
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*/
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bool isEnabled() const { return _isEnabled; }
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protected:
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/** Sets paused state for the listener
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* The paused state is only used for scene graph priority listeners.
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* `EventDispatcher::resumeAllEventListenersForTarget(node)` will set the paused state to `true`,
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* while `EventDispatcher::pauseAllEventListenersForTarget(node)` will set it to `false`.
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* @note 1) Fixed priority listeners will never get paused. If a fixed priority doesn't want to receive events,
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* call `setEnabled(false)` instead.
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* 2) In `Node`'s onEnter and onExit, the `paused state` of the listeners which associated with that node
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* will be automatically updated.
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*/
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void setPaused(bool paused) { _paused = paused; }
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/** Checks whether the listener is paused */
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bool isPaused() const { return _paused; }
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/** Marks the listener was registered by EventDispatcher */
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void setRegistered(bool registered) { _isRegistered = registered; }
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/** Checks whether the listener was registered by EventDispatcher */
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bool isRegistered() const { return _isRegistered; }
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/** Gets the type of this listener
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* @note It's different from `EventType`, e.g. TouchEvent has two kinds of event listeners - EventListenerOneByOne,
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* EventListenerAllAtOnce
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*/
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Type getType() const { return _type; }
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/** Gets the listener ID of this listener
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* When event is being dispatched, listener ID is used as key for searching listeners according to event type.
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*/
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const ListenerID& getListenerID() const { return _listenerID; }
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/** Sets the fixed priority for this listener
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* @note This method is only used for `fixed priority listeners`, it needs to access a non-zero value.
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* 0 is reserved for scene graph priority listeners
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*/
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void setFixedPriority(int fixedPriority) { _fixedPriority = fixedPriority; }
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/** Gets the fixed priority of this listener
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* @return 0 if it's a scene graph priority listener, non-zero for fixed priority listener
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*/
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int getFixedPriority() const { return _fixedPriority; }
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/** Sets the node associated with this listener */
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void setAssociatedNode(Node* node) { _node = node; }
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/** Gets the node associated with this listener
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* @return nullptr if it's a fixed priority listener, otherwise return non-nullptr
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*/
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Node* getAssociatedNode() const { return _node; }
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///////////////
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// Properties
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//////////////
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std::function<void(Event*)> _onEvent; /// Event callback function
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Type _type; /// Event listener type
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ListenerID _listenerID; /// Event listener ID
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bool _isRegistered; /// Whether the listener has been added to dispatcher.
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int _fixedPriority; // The higher the number, the higher the priority, 0 is for scene graph base priority.
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Node* _node; // scene graph based priority
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bool _paused; // Whether the listener is paused
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bool _isEnabled; // Whether the listener is enabled
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friend class EventDispatcher;
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};
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NS_CC_END
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// end of base group
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/// @}
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#endif // __CCEVENTLISTENER_H__
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