cocos2d-x游戏引擎核心(3.x)----事件分发机制之事件从(android,ios,desktop)系统传到cocos2dx的过程浅析
(一) Android平台下:
cocos2dx 版本3.2,先导入一个android工程,然后看下AndroidManifest.xml
<application android:label="@string/app_name"
android:icon="@drawable/icon"> <!-- Tell Cocos2dxActivity the name of our .so -->
<meta-data android:name="android.app.lib_name"
android:value="cocos2dcpp" /> <activity android:name="org.cocos2dx.cpp.AppActivity"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation"> <intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
由此得知启动窗口类为 org.cocos2dx.cpp.AppActivity,并继承之 Cocos2dxActivity.
package org.cocos2dx.cpp; import org.cocos2dx.lib.Cocos2dxActivity; public class AppActivity extends Cocos2dxActivity {
}
public abstract class Cocos2dxActivity extends Activity implements Cocos2dxHelperListener
看下 Cocos2dxActivity 的 onCreate
@Override
protected void onCreate(final Bundle savedInstanceState) {
Log.i(TAG, "------onCreate----");
super.onCreate(savedInstanceState);
CocosPlayClient.init(this, false); onLoadNativeLibraries();//加载了一些静态库 sContext = this;
this.mHandler = new Cocos2dxHandler(this); Cocos2dxHelper.init(this); this.mGLContextAttrs = getGLContextAttrs();
this.init();//初始化 if (mVideoHelper == null) {
mVideoHelper = new Cocos2dxVideoHelper(this, mFrameLayout);
} if(mWebViewHelper == null){
mWebViewHelper = new Cocos2dxWebViewHelper(mFrameLayout);
}
}
onCreate 调用了 init() 初始化
public void init() { // FrameLayout
ViewGroup.LayoutParams framelayout_params =
new ViewGroup.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT,
ViewGroup.LayoutParams.MATCH_PARENT);
mFrameLayout = new FrameLayout(this);
mFrameLayout.setLayoutParams(framelayout_params); // Cocos2dxEditText layout
ViewGroup.LayoutParams edittext_layout_params =
new ViewGroup.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT,
ViewGroup.LayoutParams.WRAP_CONTENT);
Cocos2dxEditText edittext = new Cocos2dxEditText(this);
edittext.setLayoutParams(edittext_layout_params); // ...add to FrameLayout
mFrameLayout.addView(edittext); // Cocos2dxGLSurfaceView
this.mGLSurfaceView = this.onCreateView(); // ...add to FrameLayout
mFrameLayout.addView(this.mGLSurfaceView); // Switch to supported OpenGL (ARGB888) mode on emulator
if (isAndroidEmulator())
this.mGLSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0); this.mGLSurfaceView.setCocos2dxRenderer(new Cocos2dxRenderer());
this.mGLSurfaceView.setCocos2dxEditText(edittext); // Set framelayout as the content view
setContentView(mFrameLayout);
}
最终显示的视图为 this.mGLSurfaceView = this.onCreateView();
public Cocos2dxGLSurfaceView onCreateView() {
Cocos2dxGLSurfaceView glSurfaceView = new Cocos2dxGLSurfaceView(this);
//this line is need on some device if we specify an alpha bits
if(this.mGLContextAttrs[3] > 0) glSurfaceView.getHolder().setFormat(PixelFormat.TRANSLUCENT); Cocos2dxEGLConfigChooser chooser = new Cocos2dxEGLConfigChooser(this.mGLContextAttrs);
glSurfaceView.setEGLConfigChooser(chooser); return glSurfaceView;
}
Cocos2dxGLSurfaceView 就是最终显示的视图,事件处理也在这个类中,包括 onResume,onPause,onSizeChanged,onKeyDown,onTouchEvent等 主要看下onTouchEvent事件的处理过程.
@Override
public boolean onTouchEvent(final MotionEvent pMotionEvent) { //Log.d(TAG, "------onTouchEvent action=----"+pMotionEvent.getAction()); // these data are used in ACTION_MOVE and ACTION_CANCEL
final int pointerNumber = pMotionEvent.getPointerCount();
final int[] ids = new int[pointerNumber];
final float[] xs = new float[pointerNumber];
final float[] ys = new float[pointerNumber]; for (int i = 0; i < pointerNumber; i++) {
ids[i] = pMotionEvent.getPointerId(i);
xs[i] = pMotionEvent.getX(i);
ys[i] = pMotionEvent.getY(i);
} switch (pMotionEvent.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_POINTER_DOWN:
final int indexPointerDown = pMotionEvent.getAction() >> MotionEvent.ACTION_POINTER_INDEX_SHIFT;
final int idPointerDown = pMotionEvent.getPointerId(indexPointerDown);
final float xPointerDown = pMotionEvent.getX(indexPointerDown);
final float yPointerDown = pMotionEvent.getY(indexPointerDown); this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionDown(idPointerDown, xPointerDown, yPointerDown);
}
});
break; case MotionEvent.ACTION_DOWN:
// there are only one finger on the screen
final int idDown = pMotionEvent.getPointerId(0);
final float xDown = xs[0];
final float yDown = ys[0]; this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionDown(idDown, xDown, yDown);
}
});
break; case MotionEvent.ACTION_MOVE:
this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionMove(ids, xs, ys);
}
});
break; case MotionEvent.ACTION_POINTER_UP:
final int indexPointUp = pMotionEvent.getAction() >> MotionEvent.ACTION_POINTER_INDEX_SHIFT;
final int idPointerUp = pMotionEvent.getPointerId(indexPointUp);
final float xPointerUp = pMotionEvent.getX(indexPointUp);
final float yPointerUp = pMotionEvent.getY(indexPointUp); this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionUp(idPointerUp, xPointerUp, yPointerUp);
}
});
break; case MotionEvent.ACTION_UP:
// there are only one finger on the screen
final int idUp = pMotionEvent.getPointerId(0);
final float xUp = xs[0];
final float yUp = ys[0]; this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionUp(idUp, xUp, yUp);
}
});
break; case MotionEvent.ACTION_CANCEL:
this.queueEvent(new Runnable() {
@Override
public void run() {
Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionCancel(ids, xs, ys);
}
});
break;
} /*
if (BuildConfig.DEBUG) {
Cocos2dxGLSurfaceView.dumpMotionEvent(pMotionEvent);
}
*/
return true;
}
看下 MotionEvent.ACTION_DOWN,调用了Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleActionDown.
public void handleActionDown(final int id, final float x, final float y) {
Log.i("Cocos2dxRenderer","-----handleActionDown--");
Cocos2dxRenderer.nativeTouchesBegin(id, x, y);
}
这里的nativeTouchesBegin 是一个jni方法,是现在cocos2d\cocos\platform\android\jni\TouchesJni.cpp里,
private static native void nativeTouchesBegin(final int id, final float x, final float y);
JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeTouchesBegin(JNIEnv * env, jobject thiz, jint id, jfloat x, jfloat y) {
intptr_t idlong = id;
log("----Info:nativeTouchesBegin id = %d, x=%f, y=%f",id,x,y);
cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesBegin(1, &idlong, &x, &y);
}
最后调用GLView::handleTouchesBegin (其实GLView并没有重写父类的handleTouchesBegin方法,所以android下的触发事件,最后是通过GLViewProtocol类的handleTouchesBegin方法进行处理的). 通过 EventDispatcher::dispatchEvent进行事件的分发,调用事件响应函数,都是C++里完成的,就不再往下分析了。
附注:
C++里对事件的分发机制是通过Event,EventListener和EventDispatcher三个主要类完成的,具体详见cocos2d-x 源码分析 : EventDispatcher、EventListener、Event 源码分析 (新触摸机制,新的NotificationCenter机制).
(二) 上面针对的是Android平台下,其他系统事件通知到cocos2dx的流程,在desktop和ios下的流程类似,都有相应平台下的处理文件接收系统事件,如下:
/home/yangxt/document/cocos2d-x-3.2/cocos/platform/CCGLViewProtocol.cpp:
: void GLViewProtocol::handleTouchesBegin(int num, intptr_t ids[], float xs[], float ys[]) /home/yangxt/document/cocos2d-x-3.2/cocos/platform/CCGLViewProtocol.h:
: virtual void handleTouchesBegin(int num, intptr_t ids[], float xs[], float ys[]); /home/yangxt/document/cocos2d-x-3.2/cocos/platform/android/jni/TouchesJni.cpp:
: cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesBegin(, &id, &x, &y); /home/yangxt/document/cocos2d-x-3.2/cocos/platform/desktop/CCGLView.cpp:
: this->handleTouchesBegin(, &id, &_mouseX, &_mouseY); /home/yangxt/document/cocos2d-x-3.2/cocos/platform/ios/CCEAGLView.mm:
: glview->handleTouchesBegin(i, (intptr_t*)ids, xs, ys);
从上面可以看出,android下的系统调用最后是调用到了TouchesJni.cpp文件下的触摸事件.也即本文第(一)部分所分析的结果.如果在ios平台下,可以看到是通过CCEAGLView.mm文件处理的.ios下这里不做过多分析. 而desktop平台下,直接通过CCGLView.cpp处理.下面看看desktop平台下的处理过程:
我们可以在GLView.cpp下找到下面的方法:
bool GLView::initWithRect(const std::string& viewName, Rect rect, float frameZoomFactor)
{
setViewName(viewName); _frameZoomFactor = frameZoomFactor; glfwWindowHint(GLFW_RESIZABLE,GL_FALSE); _mainWindow = glfwCreateWindow(rect.size.width * _frameZoomFactor,
rect.size.height * _frameZoomFactor,
_viewName.c_str(),
_monitor,
nullptr);
glfwMakeContextCurrent(_mainWindow); glfwSetMouseButtonCallback(_mainWindow, GLFWEventHandler::onGLFWMouseCallBack);
glfwSetCursorPosCallback(_mainWindow, GLFWEventHandler::onGLFWMouseMoveCallBack);
glfwSetScrollCallback(_mainWindow, GLFWEventHandler::onGLFWMouseScrollCallback);
glfwSetCharCallback(_mainWindow, GLFWEventHandler::onGLFWCharCallback);
glfwSetKeyCallback(_mainWindow, GLFWEventHandler::onGLFWKeyCallback);
glfwSetWindowPosCallback(_mainWindow, GLFWEventHandler::onGLFWWindowPosCallback);
glfwSetFramebufferSizeCallback(_mainWindow, GLFWEventHandler::onGLFWframebuffersize);
glfwSetWindowSizeCallback(_mainWindow, GLFWEventHandler::onGLFWWindowSizeFunCallback); setFrameSize(rect.size.width, rect.size.height); // check OpenGL version at first
const GLubyte* glVersion = glGetString(GL_VERSION); if ( utils::atof((const char*)glVersion) < 1.5 )
{
char strComplain[] = {};
sprintf(strComplain,
"OpenGL 1.5 or higher is required (your version is %s). Please upgrade the driver of your video card.",
glVersion);
MessageBox(strComplain, "OpenGL version too old");
return false;
} initGlew(); // Enable point size by default.
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); return true;
}
glfwCreateWindow方法里面就完成了窗口的创建以及其他的一些初始化工作,并且也设置了鼠标,键盘等一下响应回调函数,这里,我们看看glfwSetMouseButtonCallback(_mainWindow, GLFWEventHandler::onGLFWMouseCallBack);的回调函数:
void GLView::onGLFWMouseCallBack(GLFWwindow* window, int button, int action, int modify)
{
if(GLFW_MOUSE_BUTTON_LEFT == button)
{
if(GLFW_PRESS == action)
{
_captured = true;
if (this->getViewPortRect().equals(Rect::ZERO) || this->getViewPortRect().containsPoint(Vec2(_mouseX,_mouseY)))
{
intptr_t id = ;
this->handleTouchesBegin(, &id, &_mouseX, &_mouseY);
}
}
else if(GLFW_RELEASE == action)
{
if (_captured)
{
_captured = false;
intptr_t id = ;
this->handleTouchesEnd(, &id, &_mouseX, &_mouseY);
}
}
} //Because OpenGL and cocos2d-x uses different Y axis, we need to convert the coordinate here
float cursorX = (_mouseX - _viewPortRect.origin.x) / _scaleX;
float cursorY = (_viewPortRect.origin.y + _viewPortRect.size.height - _mouseY) / _scaleY; if(GLFW_PRESS == action)
{
EventMouse event(EventMouse::MouseEventType::MOUSE_DOWN);
event.setCursorPosition(cursorX, cursorY);
event.setMouseButton(button);
Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
}
else if(GLFW_RELEASE == action)
{
EventMouse event(EventMouse::MouseEventType::MOUSE_UP);
event.setCursorPosition(cursorX, cursorY);
event.setMouseButton(button);
Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
}
}
可以看到,在GLView里面直接处理窗口鼠标事件,并通过dispatchEvent将事件分发给cocos2dx. cocos2dx里面的事件分发这里也不作过多阐述.
附注:
上面对事件分发机制的分析中,我们可以看到,GLViewProtocol类实际负责了窗口级别的功能管理和实现, 包括:坐标和缩放管理, 画图工具,按键事件,而这些正是cocos2d-x游戏引擎核心(3.x)----启动渲染流程 博文分析中可以看到的.
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