轉自:http://codingnow.cn/cocos2d-x/1024.html
在游戲和應用中經常要實現左右滑動展示游戲幫助、以列表顯示內容的UI效果,就像android中的Gallery和ListView。本文通過CCScrollView和CCTableView分別來實現這兩個效果,基於cocos2d-x 2.0.4版本。
首先來簡單了解一下這兩個東東,CCScrollView本身是一個CCLayer,而CCTableView是CCScrollView的子類,這是引擎已經幫我們封裝好了的,CCTableView可以設置成橫向和縱向,用它可以實現類似於Gallery和ListView的效果。
1. 首先實現游戲幫助界面
(1) 創建頭文件GalleryLayer.h
#ifndef GALLERY_LAYER_H #define GALLERY_LAYER_H #include "cocos2d.h" #include "SimpleAudioEngine.h" #include "cocos-ext.h" USING_NS_CC; USING_NS_CC_EXT; class GalleryLayer : public cocos2d::CCLayer ,public CCScrollViewDelegate { public: virtual bool init(); void menuCloseCallback(CCObject* pSender); CREATE_FUNC(GalleryLayer); public: //scrollview滾動的時候會調用 void scrollViewDidScroll(CCScrollView* view); //scrollview縮放的時候會調用 void scrollViewDidZoom(CCScrollView* view); virtual void onEnter(); virtual void onExit(); virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent); virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent); virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent); virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent); private: //根據手勢滑動的距離和方向滾動圖層 void adjustScrollView(float offset); CCScrollView *m_pScrollView; CCPoint m_touchPoint; int m_nCurPage; }; #endif
類GalleryLayer繼承了CCScrollViewDelegate,實現了它的兩個純虛函數,主要是為了當scrollview滾動和縮放時回調這兩函數,這樣我們就可以在這兩函數中做相關操作了。
(2) 看源文件GalleryLayer.cpp
#include "GalleryLayer.h" #include "ListViewLayer.h" using namespace cocos2d; using namespace cocos2d::extension; bool GalleryLayer::init() { bool bRet = false; do { CC_BREAK_IF( !CCLayer::init() ); m_nCurPage = 1; CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); CCLayer *pLayer = CCLayer::create(); char helpstr[30] = {0}; for (int i = 1; i <= 3; ++ i) { memset(helpstr, 0, sizeof(helpstr)); sprintf(helpstr,"bg_%02d.png",i); CCSprite *pSprite = CCSprite::create(helpstr); pSprite->setPosition(ccp(visibleSize.width * (i-0.5f), visibleSize.height / 2)); pLayer->addChild(pSprite); } m_pScrollView = CCScrollView::create(CCSizeMake(960, 640), pLayer); m_pScrollView->setContentOffset(CCPointZero); m_pScrollView->setTouchEnabled(false); m_pScrollView->setDelegate(this); m_pScrollView->setDirection(kCCScrollViewDirectionHorizontal); pLayer->setContentSize(CCSizeMake(960*3, 640)); this->addChild(m_pScrollView); CCSpriteFrameCache *pCache = CCSpriteFrameCache::sharedSpriteFrameCache(); pCache->addSpriteFrame(CCSpriteFrame::create("button_normal.png",CCRectMake(0, 0, 64, 64)),"button_normal.png"); pCache->addSpriteFrame(CCSpriteFrame::create("button_selected.png",CCRectMake(0, 0, 64, 64)),"button_selected.png"); for (int i = 1; i <= 3; ++ i) { CCSprite *pPoint = CCSprite::createWithSpriteFrameName("button_normal.png"); pPoint->setTag(i); pPoint->setPosition(ccp( origin.x + (visibleSize.width - 3 * pPoint->getContentSize().width)/2 + pPoint->getContentSize().width * (i-1), origin.y + 30)); this->addChild(pPoint); } CCSprite *pPoint = (CCSprite *)this->getChildByTag(1); pPoint->setDisplayFrame(pCache->spriteFrameByName("button_selected.png")); bRet = true; }while(0); return bRet; } void GalleryLayer::menuCloseCallback(CCObject* pSender) { } void GalleryLayer::scrollViewDidScroll(cocos2d::extension::CCScrollView *view) { CCLOG("scroll"); } void GalleryLayer::scrollViewDidZoom(cocos2d::extension::CCScrollView *view) { CCLOG("zoom"); } void GalleryLayer::onEnter() { CCLayer::onEnter(); CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 1, false); } void GalleryLayer::onExit() { CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this); CCLayer::onExit(); CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames(); } bool GalleryLayer::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent) { m_touchPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView()); return true; } void GalleryLayer::ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent) { } void GalleryLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent) { CCPoint endPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView()); float distance = endPoint.x - m_touchPoint.x; if(fabs(distance) > 50) { adjustScrollView(distance); } } void GalleryLayer::ccTouchCancelled(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent) { CCPoint endPoint = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView()); float distance = endPoint.x - m_touchPoint.x; if(fabs(distance) > 50) { adjustScrollView(distance); } } void GalleryLayer::adjustScrollView(float offset) { CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); CCSpriteFrameCache *pCache = CCSpriteFrameCache::sharedSpriteFrameCache(); CCSprite *pPoint = (CCSprite *)this->getChildByTag(m_nCurPage); pPoint->setDisplayFrame(pCache->spriteFrameByName("button_normal.png")); if (offset<0) { m_nCurPage ++; }else { m_nCurPage --; } if (m_nCurPage <1) { m_nCurPage = 1; } if(m_nCurPage > 3) { CCLayer *pLayer = ListViewLayer::create(); CCScene *pScene = CCScene::create(); pScene->addChild(pLayer); CCDirector::sharedDirector()->replaceScene(pScene); } else { pPoint = (CCSprite *)this->getChildByTag(m_nCurPage); pPoint->setDisplayFrame(pCache->spriteFrameByName("button_selected.png")); CCPoint adjustPos = ccp(origin.x - visibleSize.width * (m_nCurPage-1), 0); m_pScrollView->setContentOffset(adjustPos, true); } }
這里一共有三張圖,是從捕魚達人中拿出來的背景圖,當滾完三張圖時就跳轉到ListViewLayer場景去,上面的代碼比較容易懂。
首先創建一個CCLayer,包含三張背景圖,設置CCLayer的ContentSize,並設置三張圖片的位置
然后設置CCLayer為CCScrollview的內容,並設置CCScrollView的顯示區域。
最后根據用戶滑動的方向和距離,通過設置scrollview的setContentOffset,滾動視圖。
CCScrollview.h文件中封裝了一個枚舉類型,一共有四個方向,常用橫向和縱向,這里使用了橫向。
typedef enum { kCCScrollViewDirectionNone = -1, kCCScrollViewDirectionHorizontal = 0, kCCScrollViewDirectionVertical, kCCScrollViewDirectionBoth } CCScrollViewDirection;
下面來看看這部分的效果:
2. 現在來實現列表展示(ListView)的效果
(1)創建ListViewLayer.h
#ifndef LISTVIEW_LAYER_H #define LISTVIEW_LAYER_H #include "cocos2d.h" #include "cocos-ext.h" class ListViewLayer : public cocos2d::CCLayer, public cocos2d::extension::CCTableViewDataSource, public cocos2d::extension::CCTableViewDelegate { public: virtual bool init(); virtual void scrollViewDidScroll(cocos2d::extension::CCScrollView* view); virtual void scrollViewDidZoom(cocos2d::extension::CCScrollView* view); //處理觸摸事件,可以計算點擊的是哪一個子項 virtual void tableCellTouched(cocos2d::extension::CCTableView* table, cocos2d::extension::CCTableViewCell* cell); //每一項的寬度和高度 virtual cocos2d::CCSize cellSizeForTable(cocos2d::extension::CCTableView *table); //生成列表每一項的內容 virtual cocos2d::extension::CCTableViewCell* tableCellAtIndex(cocos2d::extension::CCTableView *table, unsigned int idx); //一共多少項 virtual unsigned int numberOfCellsInTableView(cocos2d::extension::CCTableView *table); CREATE_FUNC(ListViewLayer); }; #endif
ListViewLayer繼承了CCTableViewDataSource和CCTableViewDelegate。這兩個抽象類封裝了幾個有用的函數,我們在下面的源碼中將實現它們。
(2)源文件 ListViewLayer.cpp
#include "ListViewLayer.h" USING_NS_CC; USING_NS_CC_EXT; bool ListViewLayer::init() { bool bRet = false; do { CC_BREAK_IF( !CCLayer::init() ); CCTableView* pTableView = CCTableView::create(this, CCSizeMake(960, 640)); pTableView->setDirection(kCCScrollViewDirectionVertical); pTableView->setPosition(CCPointZero); pTableView->setDelegate(this); pTableView->setVerticalFillOrder(kCCTableViewFillTopDown); this->addChild(pTableView); pTableView->reloadData(); bRet = true; }while(0); return bRet; } void ListViewLayer::tableCellTouched(CCTableView* table, CCTableViewCell* cell) { CCLog("cell touched at index: %i", cell->getIdx()); } CCSize ListViewLayer::cellSizeForTable(CCTableView *table) { return CCSizeMake(960, 120); } CCTableViewCell* ListViewLayer::tableCellAtIndex(CCTableView *table, unsigned int idx) { CCString *pString = CCString::createWithFormat("%d", idx); CCTableViewCell *pCell = table->dequeueCell(); if (!pCell) { pCell = new CCTableViewCell(); pCell->autorelease(); CCSprite *pSprite = CCSprite::create("listitem.png"); pSprite->setAnchorPoint(CCPointZero); pSprite->setPosition(CCPointZero); pCell->addChild(pSprite); CCLabelTTF *pLabel = CCLabelTTF::create(pString->getCString(), "Arial", 20.0); pLabel->setPosition(CCPointZero); pLabel->setAnchorPoint(CCPointZero); pLabel->setTag(123); pCell->addChild(pLabel); } else { CCLabelTTF *pLabel = (CCLabelTTF*)pCell->getChildByTag(123); pLabel->setString(pString->getCString()); } return pCell; } unsigned int ListViewLayer::numberOfCellsInTableView(CCTableView *table) { return 20; } void ListViewLayer::scrollViewDidScroll(CCScrollView *view) { } void ListViewLayer::scrollViewDidZoom(CCScrollView *view) { }
首先需要創建CCTableView,設置它的顯示區域和顯示方向,這里使用了縱向。設置每個子項的寬度和高度,子項的數量以及每個子項對應的內容。每個子項是一個CCTableViewCell,這里進行了優化,復用了子項對象。
下面是效果圖: