当前位置: 首页>>代码示例>>C++>>正文


C++ Touch::getLocationInView方法代码示例

本文整理汇总了C++中Touch::getLocationInView方法的典型用法代码示例。如果您正苦于以下问题:C++ Touch::getLocationInView方法的具体用法?C++ Touch::getLocationInView怎么用?C++ Touch::getLocationInView使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Touch的用法示例。


在下文中一共展示了Touch::getLocationInView方法的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: handleTouchesBegin

void GLView::handleTouchesBegin(int num, intptr_t ids[], float xs[], float ys[])
{
    intptr_t id = 0;
    float x = 0.0f;
    float y = 0.0f;
    int unusedIndex = 0;
    EventTouch touchEvent;
    
    for (int i = 0; i < num; ++i)
    {
        id = ids[i];
        x = xs[i];
        y = ys[i];

        auto iter = g_touchIdReorderMap.find(id);

        // it is a new touch
        if (iter == g_touchIdReorderMap.end())
        {
            unusedIndex = getUnUsedIndex();

            // The touches is more than MAX_TOUCHES ?
            if (unusedIndex == -1) {
                CCLOG("The touches is more than MAX_TOUCHES, unusedIndex = %d", unusedIndex);
                continue;
            }

            Touch* touch = g_touches[unusedIndex] = new (std::nothrow) Touch();
            touch->setTouchInfo(unusedIndex, (x - _viewPortRect.origin.x) / _scaleX,
                                     (y - _viewPortRect.origin.y) / _scaleY);
            
            CCLOGINFO("x = %f y = %f", touch->getLocationInView().x, touch->getLocationInView().y);
            
            g_touchIdReorderMap.insert(std::make_pair(id, unusedIndex));
            touchEvent._touches.push_back(touch);
        }
    }

    if (touchEvent._touches.size() == 0)
    {
        CCLOG("touchesBegan: size = 0");
        return;
    }
    
    touchEvent._eventCode = EventTouch::EventCode::BEGAN;
    auto dispatcher = Director::getInstance()->getEventDispatcher();
    dispatcher->dispatchEvent(&touchEvent);
}
开发者ID:boruis,项目名称:cocos2dx-lite,代码行数:48,代码来源:CCGLView.cpp

示例2: onTouchesBegan

// check if the touch was on one of the flipper buttons
void PinballRUBELayer::onTouchesBegan(const std::vector<Touch *> &touches, cocos2d::Event *event)
{
    // Calling the superclass handles the mouse joint dragging for the launcher,
    // but it also allows the user to grab the ball, and zoom and pan the scene.
    // For a real application you would want to implement a better method here.
    //  RUBELayer::onTouchesBegan(touches, event);
    
    for (auto it = touches.begin(); it != touches.end(); ++it)
    {
        Touch* touch = (Touch*)*it;
        Point screenPos = touch->getLocationInView();
        b2Vec2 worldPos = screenToWorld(screenPos);
        
        CCLOG("Touch began at x: %f y: %f", screenPos.x, screenPos.y);
        
        // Make a small box around the touched point to query for overlapping fixtures
        b2AABB aabb;
        b2Vec2 d(0.001f, 0.001f);
        aabb.lowerBound = worldPos - d;
        aabb.upperBound = worldPos + d;
        
        // Query the world for overlapping fixtures (the TouchDownQueryCallback simply
        // looks for any fixture that contains the touched point)
        TouchDownQueryCallback callback(worldPos);
        m_world->QueryAABB(&callback, aabb);
        
        // if the touched fixture was one of the flipper buttons, set that touch as
        // the current touch for that button
        if (callback.m_fixture == m_leftFlipperButtonFixture)
            m_leftFlipperTouch = touch;
        if (callback.m_fixture == m_rightFlipperButtonFixture)
            m_rightFlipperTouch = touch;
    }
}
开发者ID:iSevenDays,项目名称:RUBEExamples,代码行数:35,代码来源:PinballRUBELayer.cpp

示例3: onTouchesBegan

// Override this to find the body that was touched and remove it.
void DestroyBodyLayer::onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event)
{   
    Touch *touch = (Touch*)touches[0];
    Point screenPos = touch->getLocationInView();
    b2Vec2 worldPos = screenToWorld(screenPos);
    
    // Make a small box around the touched point to query for overlapping fixtures
    b2AABB aabb;
    b2Vec2 d(0.001f, 0.001f);
    aabb.lowerBound = worldPos - d;
    aabb.upperBound = worldPos + d;
    
    // Query the world for overlapping fixtures (the TouchDownQueryCallback simply
    // looks for any fixture that contains the touched point)
    TouchDownQueryCallback callback(worldPos);
    m_world->QueryAABB(&callback, aabb);
    
    // Check if we found something, and it was a dynamic body (could also destroy static
    // bodies but we want to keep the pinch-zoom and pan from the superclass, and it's
    // hard not to touch the ground body in this scene)
    if (callback.m_fixture && callback.m_fixture->GetBody()->GetType() == b2_dynamicBody)
    {
        b2Body* touchedBody = callback.m_fixture->GetBody();
        removeBodyFromWorld(touchedBody);
    }
}
开发者ID:dabing1022,项目名称:rock_box2d,代码行数:27,代码来源:DestroyBodyLayer.cpp

示例4: onTouchesBegan

void HoleDemo::onTouchesBegan(const std::vector<Touch*>& touches, Event* event)
{
	Touch *touch = (Touch *)touches[0];
	Vec2 point = _outerClipper->convertToNodeSpace(Director::getInstance()->convertToGL(touch->getLocationInView()));
    auto rect = Rect(0, 0, _outerClipper->getContentSize().width, _outerClipper->getContentSize().height);
    if (!rect.containsPoint(point)) return;
    this->pokeHoleAtPoint(point);
}
开发者ID:anilgulgor,项目名称:myGame,代码行数:8,代码来源:ClippingNodeTest.cpp

示例5: handleTouchesEvent

int LuaEngine::handleTouchesEvent(void* data)
{
    if (NULL == data)
        return 0;

    TouchesScriptData* touchesScriptData = static_cast<TouchesScriptData*>(data);
    if (NULL == touchesScriptData->nativeObject || NULL == touchesScriptData->touches)
        return 0;

    int handler = ScriptHandlerMgr::getInstance()->getObjectHandler((void*)touchesScriptData->nativeObject, ScriptHandlerMgr::kTouchesHandler);

    if (0 == handler)
        return 0;

    switch (touchesScriptData->actionType)
    {
    case CCTOUCHBEGAN:
        _stack->pushString("began");
        break;

    case CCTOUCHMOVED:
        _stack->pushString("moved");
        break;

    case CCTOUCHENDED:
        _stack->pushString("ended");
        break;

    case CCTOUCHCANCELLED:
        _stack->pushString("cancelled");
        break;

    default:
        return 0;
    }

    Director* pDirector = Director::getInstance();
    lua_State *L = _stack->getLuaState();
    int ret = 0;

    lua_newtable(L);
    int i = 1;
    for (SetIterator it = touchesScriptData->touches->begin(); it != touchesScriptData->touches->end(); ++it)
    {
        Touch* pTouch = static_cast<Touch*>(*it);
        Point pt = pDirector->convertToGL(pTouch->getLocationInView());
        lua_pushnumber(L, pt.x);
        lua_rawseti(L, -2, i++);
        lua_pushnumber(L, pt.y);
        lua_rawseti(L, -2, i++);
        lua_pushinteger(L, pTouch->getID());
        lua_rawseti(L, -2, i++);
    }
    ret = _stack->executeFunctionByHandler(handler, 2);

    _stack->clean();
    return ret;
}
开发者ID:CBanDa,项目名称:cocos2d-x-3.0alpha0-pre,代码行数:58,代码来源:CCLuaEngine.cpp

示例6: onTouchesMoved

void ScrollViewDemo::onTouchesMoved(const std::vector<Touch*>& touches, Event  *event)
{
    if (!_scrolling) return;
	Touch *touch = touches[0];
    auto clipper = this->getChildByTag(kTagClipperNode);
    auto point = clipper->convertToNodeSpace(Director::getInstance()->convertToGL(touch->getLocationInView()));
	Vec2 diff = point - _lastPoint;
    auto content = clipper->getChildByTag(kTagContentNode);
    content->setPosition(content->getPosition() + diff);
    _lastPoint = point;
}
开发者ID:anilgulgor,项目名称:myGame,代码行数:11,代码来源:ClippingNodeTest.cpp

示例7: handleTouchEvent

int LuaEngine::handleTouchEvent(void* data)
{
    if (NULL == data)
        return 0;
    
    TouchScriptData* touchScriptData = static_cast<TouchScriptData*>(data);
    if (NULL == touchScriptData->nativeObject || NULL == touchScriptData->touch)
        return 0;
    
    int handler = ScriptHandlerMgr::getInstance()->getObjectHandler((void*)touchScriptData->nativeObject, ScriptHandlerMgr::HandlerType::TOUCHES);
    
    if (0 == handler)
        return 0;
    
    switch (touchScriptData->actionType)
    {
        case EventTouch::EventCode::BEGAN:
            _stack->pushString("began");
            break;
            
        case EventTouch::EventCode::MOVED:
            _stack->pushString("moved");
            break;
            
        case EventTouch::EventCode::ENDED:
            _stack->pushString("ended");
            break;
            
        case EventTouch::EventCode::CANCELLED:
            _stack->pushString("cancelled");
            break;
            
        default:
            return 0;
    }

    int ret = 0;

    Touch* touch = touchScriptData->touch;
    if (NULL != touch) {
        const cocos2d::Vec2 pt = Director::getInstance()->convertToGL(touch->getLocationInView());
        _stack->pushFloat(pt.x);
        _stack->pushFloat(pt.y);
        
        const cocos2d::Vec2 prev_pt = Director::getInstance()->convertToGL(touch->getPreviousLocationInView());
        _stack->pushFloat(prev_pt.x);
        _stack->pushFloat(prev_pt.y);
        
        ret = _stack->executeFunctionByHandler(handler, 5);
    }
    _stack->clean();
    return ret;
}
开发者ID:guan2051,项目名称:quick-cocos2d-x,代码行数:53,代码来源:CCLuaEngine.cpp

示例8: isInCircle

bool BallSprite::isInCircle(Touch touch) {
    const Vec2 bpos = this->getPosition();
    Director* pDirector = CCDirector::getInstance();
    Point touchPoint = pDirector -> convertToGL(touch.getLocationInView());
    float dist = touchPoint.getDistance(bpos);
    if(dist <= getBallRadius()) {
        return true;
    }
    else {
        return false;
    }

}
开发者ID:tigerwoods1206,项目名称:LiquidFunClassOnly,代码行数:13,代码来源:BallSprite.cpp

示例9: onTouchesMoved

void GravityCtrlLayer::onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event *unused_event) {
  if (getState() == State::Active) {
    Touch* touch = touches[0];
    Point screenPos = touch->getLocationInView();
    m_isCancelled = checkIsCancelled(screenPos);
    if (m_isCancelled) {
        m_wheelCtrl->cancel();
    } else {
      float angle = CMath::getAngle(m_center->x, m_center->y, screenPos.x, 1080 - screenPos.y);
      cocos2d::log("angle for gravity: %f", angle);
      m_wheelCtrl->setTargetAngle(angle);
    }
  }
}
开发者ID:maldewar,项目名称:cal,代码行数:14,代码来源:GravityCtrlLayer.cpp

示例10: executeLayerTouchesEvent

int LuaEngine::executeLayerTouchesEvent(Layer* pLayer, int eventType, Set *pTouches)
{
    TouchScriptHandlerEntry* pScriptHandlerEntry = pLayer->getScriptTouchHandlerEntry();
    if (!pScriptHandlerEntry) return 0;
    int nHandler = pScriptHandlerEntry->getHandler();
    if (!nHandler) return 0;
    
    switch (eventType)
    {
        case CCTOUCHBEGAN:
            _stack->pushString("began");
            break;
            
        case CCTOUCHMOVED:
            _stack->pushString("moved");
            break;
            
        case CCTOUCHENDED:
            _stack->pushString("ended");
            break;
            
        case CCTOUCHCANCELLED:
            _stack->pushString("cancelled");
            break;
            
        default:
            return 0;
    }

    Director* pDirector = Director::sharedDirector();
    lua_State *L = _stack->getLuaState();
    lua_newtable(L);
    int i = 1;
    for (SetIterator it = pTouches->begin(); it != pTouches->end(); ++it)
    {
        Touch* pTouch = (Touch*)*it;
        Point pt = pDirector->convertToGL(pTouch->getLocationInView());
        lua_pushnumber(L, pt.x);
        lua_rawseti(L, -2, i++);
        lua_pushnumber(L, pt.y);
        lua_rawseti(L, -2, i++);
        lua_pushinteger(L, pTouch->getID());
        lua_rawseti(L, -2, i++);
    }
    int ret = _stack->executeFunctionByHandler(nHandler, 2);
    _stack->clean();
    return ret;
}
开发者ID:bassarisse,项目名称:LostInCaves,代码行数:48,代码来源:CCLuaEngine.cpp

示例11: onTouchesBegan

// record when the user touches the left/right sides of the screen
void PlanetCuteRUBELayer::onTouchesBegan(const std::vector<Touch*>& touches, Event* event)
{
    Size s = Director::getInstance()->getWinSize();
    int middleOfScreen = s.width / 2;
    
    for (auto it = touches.begin(); it != touches.end(); ++it) {
        Touch* touch = (Touch*)*it;
        // if the touch location was on a side of the screen that we don't already
        // have a touch for, set that touch as the current touch for that side
        Point screenPos = touch->getLocationInView();
        if ( !m_leftTouch && screenPos.x < middleOfScreen )
            m_leftTouch = touch;
        if ( !m_rightTouch && screenPos.x > middleOfScreen )
            m_rightTouch = touch;
    }
}
开发者ID:dabing1022,项目名称:rock_box2d,代码行数:17,代码来源:PlanetCuteRUBELayer.cpp

示例12: executeNodeTouchesEvent

int LuaEngine::executeNodeTouchesEvent(Node* pNode, int eventType, const std::vector<Touch*>& touches, int phase)
{
    CCScriptEventListenersForEvent *listeners = getListeners(pNode, phase == NODE_TOUCH_CAPTURING_PHASE ? NODE_TOUCH_CAPTURE_EVENT : NODE_TOUCH_EVENT);
    if (!listeners) return 1;
    
    _stack->clean();
    LuaValueDict event;
    switch (eventType)
    {
        case CCTOUCHBEGAN:
            event["name"] = LuaValue::stringValue("began");
            break;
            
        case CCTOUCHMOVED:
            event["name"] = LuaValue::stringValue("moved");
            break;
            
        case CCTOUCHENDED:
            event["name"] = LuaValue::stringValue("ended");
            break;
            
        case CCTOUCHCANCELLED:
            event["name"] = LuaValue::stringValue("cancelled");
            break;
            
        case CCTOUCHADDED:
            event["name"] = LuaValue::stringValue("added");
            break;
            
        case CCTOUCHREMOVED:
            event["name"] = LuaValue::stringValue("removed");
            break;
            
        default:
            return 0;
    }
    
    event["mode"] = LuaValue::intValue((int)Touch::DispatchMode::ALL_AT_ONCE);
    switch (phase)
    {
        case NODE_TOUCH_CAPTURING_PHASE:
            event["phase"] = LuaValue::stringValue("capturing");
            break;
            
        case NODE_TOUCH_TARGETING_PHASE:
            event["phase"] = LuaValue::stringValue("targeting");
            break;
            
        default:
            event["phase"] = LuaValue::stringValue("unknown");
    }
    
    LuaValueDict points;
    Director* pDirector = Director::getInstance();
    char touchId[16];
    for (auto touchIt = touches.begin(); touchIt != touches.end(); ++touchIt)
    {
        LuaValueDict point;
        Touch* pTouch = (Touch*)*touchIt;
        sprintf(touchId, "%d", pTouch->getID());
        point["id"] = LuaValue::stringValue(touchId);
        
        const Point pt = pDirector->convertToGL(pTouch->getLocationInView());
        point["x"] = LuaValue::floatValue(pt.x);
        point["y"] = LuaValue::floatValue(pt.y);
        const Point prev = pDirector->convertToGL(pTouch->getPreviousLocationInView());
        point["prevX"] = LuaValue::floatValue(prev.x);
        point["prevY"] = LuaValue::floatValue(prev.y);
        
        points[touchId] = LuaValue::dictValue(point);
    }
    event["points"] = LuaValue::dictValue(points);
    _stack->pushLuaValueDict(event);
    
    bool flagNeedClean = false;
    for (auto it=listeners->begin(); it!=listeners->end(); ++it)
    {
        if ((*it)->removed) {
            flagNeedClean = true;
            continue;
        }
        
        _stack->copyValue(1);
        _stack->executeFunctionByHandler((*it)->listener, 1);
        _stack->settop(1);
    }
    
    cleanListeners(listeners, pNode, flagNeedClean);
    
    _stack->clean();
    
    return 1;
}
开发者ID:bodogbo,项目名称:v3quick-classic,代码行数:93,代码来源:CCLuaEngine.cpp

示例13: locationInGLFromTouch

inline Point locationInGLFromTouch(Touch& touch)
{
	auto director = Director::getInstance();
	return director->convertToGL(touch.getLocationInView());
}
开发者ID:wt0317,项目名称:TraceEm,代码行数:5,代码来源:HelloWorldScene.cpp

示例14: executeScriptTouchHandler

int LuaEventNode::executeScriptTouchHandler(int nEventType, const std::vector<Touch*>& touches, int phase /* = NODE_TOUCH_TARGETING_PHASE */)
{
    auto stack = initExecParam(this->getActiveNode(), phase);
    if (!stack)
    {
        return 0;
    }
    
    LuaValueDict event;
    switch (nEventType)
    {
        case CCTOUCHBEGAN:
            event["name"] = LuaValue::stringValue("began");
            break;
            
        case CCTOUCHMOVED:
            event["name"] = LuaValue::stringValue("moved");
            break;
            
        case CCTOUCHENDED:
            event["name"] = LuaValue::stringValue("ended");
            break;
            
        case CCTOUCHCANCELLED:
            event["name"] = LuaValue::stringValue("cancelled");
            break;
            
        case CCTOUCHADDED:
            event["name"] = LuaValue::stringValue("added");
            break;
            
        case CCTOUCHREMOVED:
            event["name"] = LuaValue::stringValue("removed");
            break;
            
        default:
            return 0;
    }
    
    event["mode"] = LuaValue::intValue((int)Touch::DispatchMode::ALL_AT_ONCE);
    switch (phase)
    {
        case NODE_TOUCH_CAPTURING_PHASE:
            event["phase"] = LuaValue::stringValue("capturing");
            break;
            
        case NODE_TOUCH_TARGETING_PHASE:
            event["phase"] = LuaValue::stringValue("targeting");
            break;
            
        default:
            event["phase"] = LuaValue::stringValue("unknown");
    }
    
    LuaValueDict points;
    Director* pDirector = Director::getInstance();
    char touchId[16];
    for (auto touchIt = touches.begin(); touchIt != touches.end(); ++touchIt)
    {
        LuaValueDict point;
        Touch* pTouch = (Touch*)*touchIt;
        sprintf(touchId, "%d", pTouch->getID());
        point["id"] = LuaValue::stringValue(touchId);
        
        const Point pt = pDirector->convertToGL(pTouch->getLocationInView());
        point["x"] = LuaValue::floatValue(pt.x);
        point["y"] = LuaValue::floatValue(pt.y);
        const Point prev = pDirector->convertToGL(pTouch->getPreviousLocationInView());
        point["prevX"] = LuaValue::floatValue(prev.x);
        point["prevY"] = LuaValue::floatValue(prev.y);
        
        points[touchId] = LuaValue::dictValue(point);
    }
    event["points"] = LuaValue::dictValue(points);

    return callNodeEventDispatcher(stack, event);
}
开发者ID:SunLightJuly,项目名称:Quick-PrebuiltRuntimeLua,代码行数:77,代码来源:LuaEventNode.cpp

示例15: handleTouch

bool TouchPool::handleTouch(TouchTrigger::TouchAction action,int num,intptr_t ids[],float xs[],float ys[])
{
    intptr_t id = 0;
    float x = 0.0f;
    float y = 0.0f;
    int unusedIndex = 0;
    TouchTrigger touchTrigger;

    for(int i=0;i<num;i++)
    {
        id = ids[i];
        x = xs[i];
        y = ys[i];


        auto iter = _touchIdReorderMap.find(id);

        // it is a new touch
        if (iter == _touchIdReorderMap.end())
        {
             if(action != TouchTrigger::TouchAction::DOWN)
             {
                 FKLOG("if the index doesn't exist, it is an error");
                 continue;
             }

            FKLOG("id = %ld",(long int) id);
            unusedIndex = getUnUsedIndex();

             // The touches is more than MAX_TOUCHES ?
             if (unusedIndex == -1) {
                   FKLOG("The touches is more than MAX_TOUCHES, unusedIndex = %d", unusedIndex);
                   continue;
             }

             Touch* touch = _touches[unusedIndex] = new (std::nothrow) Touch();
             touch->setTouchInfo(unusedIndex, x, y);

             FKLOG("x = %f y = %f", touch->getLocationInView().x, touch->getLocationInView().y);

             _touchIdReorderMap.insert(std::make_pair(id, unusedIndex));
             touchTrigger._touches.push_back(touch);

         }
        else
        {
            FKLOG("unusedindex = %d", iter->second);
            FKLOG("other x = %f y = %f", x, y);
            Touch* touch = _touches[iter->second];
            if (touch)
            {
                  touch->setTouchInfo(iter->second, x, y);

                  touchTrigger._touches.push_back(touch);

                  if(action == TouchTrigger::TouchAction::UP || action == TouchTrigger::TouchAction::CANCEL)
                  {
                      _touches[iter->second] = nullptr;
                      removeUsedIndexBit(iter->second);

                      _touchIdReorderMap.erase(id);

                  }
            }
            else
            {
                // It is error, should return.
                FKLOG("Moving touches with id: %ld error", (long int)id);
                return false;
            }

        }

    }

    if (touchTrigger._touches.size() == 0)
    {
         FKLOG("touches: size = 0");
         return false;
    }

    touchTrigger.setAction(action);
    
    bool result = dispatchTouch(&touchTrigger);
	
    if(action == TouchTrigger::TouchAction::UP || action == TouchTrigger::TouchAction::CANCEL)
    {
        for (auto& touch : touchTrigger._touches)
        {
            // release the touch object.
            touch->release();
        }
    }
    return result;
}
开发者ID:sainthsu,项目名称:Flakor,代码行数:95,代码来源:TouchPool.cpp


注:本文中的Touch::getLocationInView方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。