您的位置:首页 > 移动开发 > Cocos引擎

cocos2d-x 源码分析 : control 源码分析 ( 控制类组件 controlButton)

2017-08-17 15:08 369 查看


原文地址: http://blog.csdn.net/u011225840/article/details/35988389


1.继承结构

control的设计整体感觉挺美的,在父类control定义了整个控制事件的基础以及管理,虽然其继承了Layer,但其本身和UI组件的实现并没有关联。在子类(controlButton,controlSwitch,controlStepper等中实现不同的UI组件)。下面通过源码来分析control与controlButton,一起来体会下面向对象的魅力。

2.源码分析

2.1control

看过我Scheduler源码分析的朋友应该熟悉,Scheduler本身属于一种Manager,而具体定时的动作来自于CallBackSelector。在control整体的设计中也是如此,control中定义了一系列情况,来订制合适触发何种事件,而该事件是否触发某种Invocation,是可以动态设置的。该Invocation就可以理解为具体的动作。

2.1.1 EventType

[cpp] view
plain copy

enum class EventType

{

TOUCH_DOWN = 1 << 0, // A touch-down event in the control.

DRAG_INSIDE = 1 << 1, // An event where a finger is dragged inside the bounds of the control.

DRAG_OUTSIDE = 1 << 2, // An event where a finger is dragged just outside the bounds of the control.

DRAG_ENTER = 1 << 3, // An event where a finger is dragged into the bounds of the control.

DRAG_EXIT = 1 << 4, // An event where a finger is dragged from within a control to outside its bounds.

TOUCH_UP_INSIDE = 1 << 5, // A touch-up event in the control where the finger is inside the bounds of the control.

TOUCH_UP_OUTSIDE = 1 << 6, // A touch-up event in the control where the finger is outside the bounds of the control.

TOUCH_CANCEL = 1 << 7, // A system event canceling the current touches for the control.

VALUE_CHANGED = 1 << 8 // A touch dragging or otherwise manipulating a control, causing it to emit a series of different values.

};

开始时,看见如此定义其实有些不懂。但是为何需要这么设置呢,这样可以通过| 操作同时指定两个Event事件,而如果简单的使用 1 2 3 4,就不能通过|或者其他操作来唯一确定多个事件。
从上到下,事件分别是在内部触摸,内部拖动,外部拖动,拖动时进入,拖动时离开,内部松开,外部松开,取消,值发生改变。

2.1.2 State

[cpp] view
plain copy

enum class State

{

NORMAL = 1 << 0, // The normal, or default state of a control—that is, enabled but neither selected nor highlighted.

HIGH_LIGHTED = 1 << 1, // Highlighted state of a control. A control enters this state when a touch down, drag inside or drag enter is performed. You can retrieve and set this value through the highlighted property.

DISABLED = 1 << 2, // Disabled state of a control. This state indicates that the control is currently disabled. You can retrieve and set this value through the enabled property.

SELECTED = 1 << 3 // Selected state of a control. This state indicates that the control is currently selected. You can retrieve and set this value through the selected property.

};

在control组件下,每一个state都会有对应的UI形态,普通状态下,UI展示的view可以同被选择状态下UI展示的view不同。通过一个map来对应state和UI的存取。

2.1.3 Control Events 的管理


2.1.3.1 sendActionsForControlEvents

触发对应事件列表的事件action,注意Events是如何表示的(通过bit位的相符,而不是一个list,速度快!)

[cpp] view
plain copy

void Control::sendActionsForControlEvents(EventType controlEvents)

{

//retain和release的作用是保证执行该actions的过程中,control不会被delete。

//可能会有actions会release 事件来源Ref--control,所以需要先retain,保证其执行完所有events后再release。

retain();

// For each control events

for (int i = 0; i < kControlEventTotalNumber; i++)

{

// If the given controlEvents bitmask contains the curent event

//bit位适配

if (((int)controlEvents & (1 << i)))

{

// Call invocations

const auto& invocationList = this->dispatchListforControlEvent((Control::EventType)(1<<i));

for(const auto &invocation : invocationList) {

invocation->invoke(this);

}

}

}

release();

}

[cpp] view
plain copy

Vector<Invocation*>& Control::dispatchListforControlEvent(EventType controlEvent)

{

//这个函数的作用是获得该类事件类型的InvocationVector

Vector<Invocation*>* 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<Invocation*>();

_dispatchTable[(int)controlEvent] = invocationList;

}

else

{

invocationList = iter->second;

}

return *invocationList;

}


2.1.3.2 addTargetWithActionForControlEvents

[cpp] view
plain copy

void Control::addTargetWithActionForControlEvents(Ref* 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<<i));

}

}

}

[cpp] view
plain copy

void Control::addTargetWithActionForControlEvent(Ref* target, Handler action, EventType controlEvent)

{

// Create the invocation object

Invocation *invocation = Invocation::create(target, action, controlEvent);

// Add the invocation into the dispatch list for the given control event

auto& eventInvocationList = this->dispatchListforControlEvent(controlEvent);

//此时pushback的同时也会retain

eventInvocationList.pushBack(invocation);

}

2.1.3.3 removeTargetWithActionForControlEvent

[cpp] view
plain copy

void Control::removeTargetWithActionForControlEvents(Ref* 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));

}

}

}

[cpp] view
plain copy

void Control::removeTargetWithActionForControlEvent(Ref* target, Handler action, EventType controlEvent)

{

// Retrieve all invocations for the given control event

//<Invocation*>

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?

if (!target && !action)

{

//remove objects

eventInvocationList.clear();

}

else

{

std::vector<Invocation*> tobeRemovedInvocations;

//normally we would use a predicate, but this won't work here. Have to do it manually

for(const auto &invocation : eventInvocationList) {

bool shouldBeRemoved=true;

if (target)

{

shouldBeRemoved=(target==invocation->getTarget());

}

if (action)

{

shouldBeRemoved=(shouldBeRemoved && (action==invocation->getAction()));

}

// Remove the corresponding invocation object

if (shouldBeRemoved)

{

tobeRemovedInvocations.push_back(invocation);

}

}

for(const auto &invocation : tobeRemovedInvocations) {

eventInvocationList.eraseObject(invocation);

}

}

}

在介绍controlbutton之前,我必须要再次强调下control源码关于事件类型和状态的处理:使用bit位是否match可以唯一确定存,并可以消除使用list的影响,适合于enum类比较少且需要同时传递多个的情况。

2.2 ControlButton

2.2.1 Touch

对于controlButton,何时触发什么事件是在触摸机制中决定的,通过分析其源码可以很好看出。

[cpp] view
plain copy

bool ControlButton::onTouchBegan(Touch *pTouch, Event *pEvent)

{

//是否接收该touch

if (!isTouchInside(pTouch) || !isEnabled() || !isVisible() || !hasVisibleParents() )

{

return false;

}

//感觉这段与hasVisibleParents重复了,可以删除

for (Node *c = this->_parent; c != nullptr; c = c->getParent())

{

if (c->isVisible() == false)

{

return false;

}

}

_isPushed = true;

this->setHighlighted(true);

//touch down事件只在began中触发

sendActionsForControlEvents(Control::EventType::TOUCH_DOWN);

return true;

}

[cpp] view
plain copy

void ControlButton::onTouchMoved(Touch *pTouch, Event *pEvent)

{

if (!isEnabled() || !isPushed() || isSelected())

{

if (isHighlighted())

{

setHighlighted(false);

}

return;

}

bool isTouchMoveInside = isTouchInside(pTouch);

//在inside内部move并且当前状态不是highlight,说明从外部移入到内部,触发事件drag enter

if (isTouchMoveInside && !isHighlighted())

{

setHighlighted(true);

sendActionsForControlEvents(Control::EventType::DRAG_ENTER);

}

//inside内部move并且当前状态时highlight,说明在内部移动,触发事件 drag inside

else if (isTouchMoveInside && isHighlighted())

{

sendActionsForControlEvents(Control::EventType::DRAG_INSIDE);

}

//outside move 但是当前状态是highlight,证明从内移动到外,触发事件drag exit

else if (!isTouchMoveInside && isHighlighted())

{

setHighlighted(false);

sendActionsForControlEvents(Control::EventType::DRAG_EXIT);

}

//outside move 并且 不是highlight 在外部移动,触发事件 drag outside

else if (!isTouchMoveInside && !isHighlighted())

{

sendActionsForControlEvents(Control::EventType::DRAG_OUTSIDE);

}

}

[cpp] view
plain copy

void ControlButton::onTouchEnded(Touch *pTouch, Event *pEvent)

{

_isPushed = false;

setHighlighted(false);

//在这里其实应该增加判断的,对于controlButton放在scrollView或者tableView或者可以移动的layer上的时候

//应该给用户一个开关选择,根据移动了距离的多少判断用户是否要触发touch up inside和 outside 事件。

if (isTouchInside(pTouch))

{

sendActionsForControlEvents(Control::EventType::TOUCH_UP_INSIDE);

}

else

{

sendActionsForControlEvents(Control::EventType::TOUCH_UP_OUTSIDE);

}

}

[cpp] view
plain copy

void ControlButton::onTouchCancelled(Touch *pTouch, Event *pEvent)

{

_isPushed = false;

setHighlighted(false);

sendActionsForControlEvents(Control::EventType::TOUCH_CANCEL);

}

2.2.2 create and needlayout

control button 本质是一个label与一个scale9sprite,在其初始化中可以看出。

2.2.2.1 create相关

[cpp] view
plain copy

bool ControlButton::initWithLabelAndBackgroundSprite(Node* node, Scale9Sprite* backgroundSprite)

{

if (Control::init())

{

CCASSERT(node != nullptr, "Label must not be nil.");

LabelProtocol* label = dynamic_cast<LabelProtocol*>(node);

CCASSERT(backgroundSprite != nullptr, "Background sprite must not be nil.");

CCASSERT(label != nullptr || backgroundSprite != nullptr, "");

_parentInited = true;

_isPushed = false;

// Adjust the background image by default

setAdjustBackgroundImage(true);

setPreferredSize(Size::ZERO);

// Zooming button by default

_zoomOnTouchDown = true;

_scaleRatio = 1.1f;

// Set the default anchor point

ignoreAnchorPointForPosition(false);

setAnchorPoint(Vec2::ANCHOR_MIDDLE);

// Set the nodes,label

setTitleLabel(node);

setBackgroundSprite(backgroundSprite);

// Set the default color and opacity

setColor(Color3B::WHITE);

setOpacity(255.0f);

setOpacityModifyRGB(true);

// Initialize the dispatch table,开始时候的状态皆为normal

setTitleForState(label->getString(), Control::State::NORMAL);

setTitleColorForState(node->getColor(), Control::State::NORMAL);

setTitleLabelForState(node, Control::State::NORMAL);

setBackgroundSpriteForState(backgroundSprite, Control::State::NORMAL);

setLabelAnchorPoint(Vec2::ANCHOR_MIDDLE);

// Layout update

needsLayout();

return true;

}

//couldn't init the Control

else

{

return false;

}

}

controlButton通过4个map,将状态相关的信息与UI需要显示的view存储起来。titleDispatch存放的是不同状态下label的string,titleColor存放的是不同状态下label的颜色,titleLabel存放的是不同状态下title绑定的Node,backgroundsprite是不同状态下的sprite。

[cpp] view
plain copy

std::unordered_map<int, std::string> _titleDispatchTable;

std::unordered_map<int, Color3B> _titleColorDispatchTable;

Map<int, Node*> _titleLabelDispatchTable;

Map<int, Scale9Sprite*> _backgroundSpriteDispatchTable;

并且通过一系列get set函数将状态与这些属性相关联,具体的不再赘述。

2.2.2.2 needlayout

[cpp] view
plain copy

void ControlButton::needsLayout()

{

//整体步骤:获取特定状态下的label和sprite,然后将button的size设置为两者的最大值,然后显示两者

if (!_parentInited) {

return;

}

// Hide the background and the label

if (_titleLabel != nullptr) {

_titleLabel->setVisible(false);

}

if (_backgroundSprite) {

_backgroundSprite->setVisible(false);

}

// Update anchor of all labels

this->setLabelAnchorPoint(this->_labelAnchorPoint);

// Update the label to match with the current state

_currentTitle = getTitleForState(_state);

_currentTitleColor = getTitleColorForState(_state);

this->setTitleLabel(getTitleLabelForState(_state));

LabelProtocol* label = dynamic_cast<LabelProtocol*>(_titleLabel);

if (label && !_currentTitle.empty())

{

label->setString(_currentTitle);

}

if (_titleLabel)

{

_titleLabel->setColor(_currentTitleColor);

}

if (_titleLabel != nullptr)

{

_titleLabel->setPosition(Vec2 (getContentSize().width / 2, getContentSize().height / 2));

}

// Update the background sprite

this->setBackgroundSprite(this->getBackgroundSpriteForState(_state));

if (_backgroundSprite != nullptr)

{

_backgroundSprite->setPosition(Vec2 (getContentSize().width / 2, getContentSize().height / 2));

}

// Get the title label size

Size titleLabelSize;

if (_titleLabel != nullptr)

{

titleLabelSize = _titleLabel->getBoundingBox().size;

}

// Adjust the background image if necessary

if (_doesAdjustBackgroundImage)

{

// Add the margins

if (_backgroundSprite != nullptr)

{

_backgroundSprite->setContentSize(Size(titleLabelSize.width + _marginH * 2, titleLabelSize.height + _marginV * 2));

}

}

else

{

//TODO: should this also have margins if one of the preferred sizes is relaxed?

if (_backgroundSprite != nullptr)

{

Size preferredSize = _backgroundSprite->getPreferredSize();

if (preferredSize.width <= 0)

{

preferredSize.width = titleLabelSize.width;

}

if (preferredSize.height <= 0)

{

preferredSize.height = titleLabelSize.height;

}

_backgroundSprite->setContentSize(preferredSize);

}

}

// Set the content size

//总体来说,需要注意的就是这里,将两者size的最大值赋给本身

Rect rectTitle;

if (_titleLabel != nullptr)

{

rectTitle = _titleLabel->getBoundingBox();

}

Rect rectBackground;

if (_backgroundSprite != nullptr)

{

rectBackground = _backgroundSprite->getBoundingBox();

}

Rect maxRect = ControlUtils::RectUnion(rectTitle, rectBackground);

setContentSize(Size(maxRect.size.width, maxRect.size.height));

if (_titleLabel != nullptr)

{

_titleLabel->setPosition(Vec2(getContentSize().width/2, getContentSize().height/2));

// Make visible the background and the label

_titleLabel->setVisible(true);

}

if (_backgroundSprite != nullptr)

{

_backgroundSprite->setPosition(Vec2(getContentSize().width/2, getContentSize().height/2));

_backgroundSprite->setVisible(true);

}

}

3.小结

关于其他control类组件包括:
controlColourPicker:颜色选择器
controlHuePicker:色调选择器
controlSwitch:开关
controlSlider:滑块
controlStepper:计步器
controlPotentioMeter:恒电位仪表。。。(一个圆形仪表,可以旋转,并且有一个圆形的progress bar)
controlsaturationbrightnessPicker:饱和度亮度选择器
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签:  cocos2d-x源码分析