本文整理汇总了C++中setTouchMode函数的典型用法代码示例。如果您正苦于以下问题:C++ setTouchMode函数的具体用法?C++ setTouchMode怎么用?C++ setTouchMode使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了setTouchMode函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: initPhysics
void BaseScene::macroDefineInInit(){
#ifndef NOBOX2D1
initPhysics();
// create a polygon body
/*b2BodyDef bodydef;
bodydef.type = b2_dynamicBody;
bodydef.position = b2Vec2(200 / RTM_RATIO, 400 / RTM_RATIO);
b2Body* b2 = world->CreateBody(&bodydef);
b2PolygonShape polygon;
b2Vec2 v[4];
v[0].Set(-1.5, 1.5);
v[1].Set(1.5, 1.5);
v[2].Set(1.5, -1.5);
v[3].Set(-1.5, -1.5);
polygon.Set(v, 4);
b2->CreateFixture(&polygon, 0.5);*/
#endif
#ifndef NOTOUCHONEBYONEEVENT1
// 这段代码好像不写也可以
setTouchEnabled(true);
setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
#endif
#ifndef NOTOUCHALLATONCEEVENT
// 这段代码好像不写也可以
setTouchEnabled(true);
setTouchMode(Touch::DispatchMode::ALL_AT_ONCE);
#endif
}
示例2: setTouchMode
void AllianceRankAttrView::onEnter(){
PopupBaseView::onEnter();
this->setTitleName(_lang("115904"));
setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
setTouchEnabled(true);
//CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 1, false);
}
示例3: setSwallowsTouches
void AllianceFlagPar::onEnter(){
CCNode::onEnter();
setSwallowsTouches(false);
setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
setTouchEnabled(true);
//CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, Touch_Popup, false);
}
示例4: setTouchEnabled
bool Box2DView::initWithEntryID(int entryId)
{
// setIsAccelerometerEnabled( true );
setTouchEnabled( true );
schedule( schedule_selector(Box2DView::tick) );
m_entry = g_testEntries + entryId;
m_test = m_entry->createFcn();
setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
// Removes Touch Event Listener
EventDispatcher::getInstance()->removeEventListener(_touchListener);
// Adds Touch Event Listener
auto listener = EventListenerTouch::create(Touch::DispatchMode::ONE_BY_ONE);
listener->setSwallowTouches(true);
listener->onTouchBegan = CC_CALLBACK_2(Box2DView::onTouchBegan, this);
listener->onTouchMoved = CC_CALLBACK_2(Box2DView::onTouchMoved, this);
listener->onTouchEnded = CC_CALLBACK_2(Box2DView::onTouchEnded, this);
EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener, -10);
_touchListener = listener;
return true;
}
示例5: setMessage
bool HMessageBox::init(const char* msg, const char* title, int buttons, int style, HMessageDelegate* delegate)
{
m_pLabelMessage->setString(msg);
if (title && strlen(title) > 0) m_pLabelTitle->setString(title);
m_pDelegate = delegate;
m_showStyle = style;
setMessage(CCString::create(msg));
if (HNewbieGuide::isPass(214, 5) && !HNewbieGuide::isPass(214, 6)) {
HNewbieGuide* guide = HNewbieGuide::create(214, 6);
if (guide) {
guide->showIn(this);
guide->runAction(HGuideClick::create(6, m_pBtnOk));
guide->hiddenAfterActionWithoutAnima();
}
}
m_pBtnOk->setVisible(buttons != HMB_CANCEL);
m_pBtnCancel->setVisible(buttons != HMB_OK);
m_pBtnOk->setTouchPriority(-500);
m_pBtnCancel->setTouchPriority(-500);
setTouchMode(kCCTouchesOneByOne);
setTouchPriority(-200);
if (buttons == HMB_OK || buttons == HMB_CANCEL) {
m_pBtnOk->setPositionX(240);
m_pBtnCancel->setPositionX(240);
}
return true;
}
示例6: tolua_Cocos2d_Node_setTouchMode
static int tolua_Cocos2d_Node_setTouchMode(lua_State* tolua_S)
{
#if COCOS2D_DEBUG >= 1
tolua_Error tolua_err;
if (
!tolua_isusertype(tolua_S,1,"cc.Node",0,&tolua_err) ||
!tolua_isnumber(tolua_S,2,0,&tolua_err) ||
!tolua_isnoobj(tolua_S,3,&tolua_err)
)
goto tolua_lerror;
else
#endif
{
Node* self = (Node*) tolua_tousertype(tolua_S,1,0);
int mode = ((int) tolua_tonumber(tolua_S,2,0));
#if COCOS2D_DEBUG >= 1
if (!self) tolua_error(tolua_S,"invalid 'self' in function 'setTouchMode'", nullptr);
#endif
{
auto mng = LuaNodeManager::getInstance();
auto lnode = mng->getLuaNodeByNode(self, true);
if (!lnode) {
return 0;
}
lnode->setTouchMode(mode);
}
}
return 0;
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'setTouchMode'.",&tolua_err);
return 0;
#endif
}
示例7: CCLOG
void TouchLayer::onEnter()
{
CCLayer::onEnter();
CCLOG("Enter");
setTouchEnabled(true);
setTouchMode(kCCTouchesOneByOne);
}
示例8: setTouchMode
void UILayer::onEnter()
{
setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
setTouchEnabled(true);
CCLayer::onEnter();
}
示例9: setTouchEnabled
////////////////////////////////////////////////////////
//
// TouchesPerformTest1
//
////////////////////////////////////////////////////////
void TouchesPerformTest1::onEnter()
{
TouchesMainScene::onEnter();
setTouchEnabled(true);
setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
setSwallowsTouches(true);
}
示例10: addChild
bool CCRookieGuide::init() {
if(!CCLayer::init()) {
return false;
}
// stencil
m_stencil = CCDrawNode::create();
m_stencil->setPosition(CCPointZero);
// clipper
m_clipper = CCClippingNode::create();
m_clipper->setPosition(CCPointZero);
m_clipper->setStencil(m_stencil);
m_clipper->setInverted(true);
addChild(m_clipper);
// add bg
m_content = CCLayerColor::create(m_bgColor);
m_clipper->addChild(m_content);
// enable event, and set top priority
setTouchEnabled(true);
setTouchMode(kCCTouchesOneByOne);
setTouchPriority(-MAX_INT);
setKeypadEnabled(true);
return true;
}
示例11: addChild
bool GameScene::init()
{
if (!LayerColor::initWithColor(Color4B::WHITE))
{
return false;
}
this->setContentSize(Director::getInstance()->getVisibleSize());
this->setColor(Color3B::WHITE);
_size = Director::getInstance()->getVisibleSize();
auto edge = Edge::create();
edge->setPosition(_size.width/2,_size.height/2);
addChild(edge);
h = Hero::create();
addChild(h);
h->setPosition(200,300);
h->setScale(0.5, 0.5);
schedule(schedule_selector(GameScene::blockUpdate),1.0f);
schedule(schedule_selector(GameScene::failUpdate), 1.0f);
setTouchEnabled(true);
setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
return true;
}
示例12: setTouchEnabled
void GameLoadingLayer::onEnter()
{
setTouchEnabled(true);
//设置父节点为一次响应
setTouchMode(kCCTouchesOneByOne);
CCLayer::onEnter();
}
示例13: setTouchMode
void LotteryAct2ShowView::onEnter()
{
CCNode::onEnter();
setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
setTouchEnabled(true);
//CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 0, false);
}
示例14: SEL_TouchEvent
bool GameLoading::init()
{
if (Layer::init())
{
loginUI = NodeGrid::create();
//将UILayer层加入到当前的场景
this->addChild(loginUI);
Layout *m_pWidget = dynamic_cast<Layout*>(cocostudio::GUIReader::shareReader()->widgetFromJsonFile("login_1.json"));
loginUI->addChild(m_pWidget);
startBtn = dynamic_cast<Button*> (Helper::seekWidgetByName(m_pWidget, "btn_start"));
startBtn->setPressedActionEnabled(true);
startBtn->setBright(true);
startBtn->addTouchEventListener(this, SEL_TouchEvent(&GameLoading::startGameTouchListener));
this->schedule(schedule_selector(GameLoading::doing), 0.0f, kRepeatForever, 1);
_res = new CommonRes();
_res->load();
_waveAction = WaterWaveAction::create(10000, Size(200, 200));
loginUI->runAction(_waveAction);
_lastUpdate = new struct timeval;
setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
setTouchEnabled(true);
return true;
}
return false;
}
示例15: CreatePlate
bool GameStartLayer::init()
{
CCLayer::init();
CreatePlate();
Stone::_d = winSize.height / 10;;
Stone::_offx = Stone::_d;
Stone::_offy = Stone::_d / 2;
for (int i = 0; i < 32; i++)
{
_s[i] = Stone::create();
_s[i]->initStone(i);
addChild(_s[i]);
}
setTouchEnabled(true);
//! 默认是多点触摸
setTouchMode(kCCTouchesOneByOne);
_selectid = -1;
_selectedSprite = CCSprite::create("selected.png");
_selectedSprite->setVisible(false);
_selectedSprite->setScale(0.6f);
_selectedSprite->setZOrder(100);
addChild(_selectedSprite);
_bRedTurn = true;
_steps.clear();
addCtrlPanel();
return true;
}