初始化

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SmallMain
2022-06-25 00:23:03 +08:00
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/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
const js = cc.js;
const CallbacksInvoker = require('../platform/callbacks-invoker');
// Extends CallbacksInvoker to handle and invoke event callbacks.
function EventListeners () {
CallbacksInvoker.call(this);
}
js.extend(EventListeners, CallbacksInvoker);
EventListeners.prototype.emit = function (event, captureListeners) {
let key = event.type;
const list = this._callbackTable[key];
if (list) {
let rootInvoker = !list.isInvoking;
list.isInvoking = true;
const infos = list.callbackInfos;
for (let i = 0, len = infos.length; i < len; ++i) {
const info = infos[i];
if (info && info.callback) {
info.callback.call(info.target, event, captureListeners);
if (event._propagationImmediateStopped) {
break;
}
}
}
if (rootInvoker) {
list.isInvoking = false;
if (list.containCanceled) {
list.purgeCanceled();
}
}
}
};
module.exports = EventListeners;
if (CC_TEST) {
cc._Test.EventListeners = EventListeners;
}

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/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
const js = require('../platform/js');
const CallbacksInvoker = require('../platform/callbacks-invoker');
var fastRemove = js.array.fastRemove;
/**
* !#en
* EventTarget is an object to which an event is dispatched when something has occurred.
* Entity are the most common event targets, but other objects can be event targets too.
*
* Event targets are an important part of the Fireball event model.
* The event target serves as the focal point for how events flow through the scene graph.
* When an event such as a mouse click or a keypress occurs, Fireball dispatches an event object
* into the event flow from the root of the hierarchy. The event object then makes its way through
* the scene graph until it reaches the event target, at which point it begins its return trip through
* the scene graph. This round-trip journey to the event target is conceptually divided into three phases:
* - The capture phase comprises the journey from the root to the last node before the event target's node
* - The target phase comprises only the event target node
* - The bubbling phase comprises any subsequent nodes encountered on the return trip to the root of the tree
* See also: http://www.w3.org/TR/DOM-Level-3-Events/#event-flow
*
* Event targets can implement the following methods:
* - _getCapturingTargets
* - _getBubblingTargets
*
* !#zh
* 事件目标是事件触发时分派的事件对象Node 是最常见的事件目标,
* 但是其他对象也可以是事件目标。<br/>
*
* @class EventTarget
* @extends CallbacksInvoker
*/
function EventTarget () {
CallbacksInvoker.call(this);
}
js.extend(EventTarget, CallbacksInvoker);
var proto = EventTarget.prototype;
/**
* !#en Checks whether the EventTarget object has any callback registered for a specific type of event.
* !#zh 检查事件目标对象是否有为特定类型的事件注册的回调。
* @method hasEventListener
* @param {String} type - The type of event.
* @return {Boolean} True if a callback of the specified type is registered; false otherwise.
*/
/**
* !#en
* Register an callback of a specific event type on the EventTarget.
* This type of event should be triggered via `emit`.
* !#zh
* 注册事件目标的特定事件类型回调。这种类型的事件应该被 `emit` 触发。
*
* @method on
* @param {String} type - A string representing the event type to listen for.
* @param {Function} callback - The callback that will be invoked when the event is dispatched.
* The callback is ignored if it is a duplicate (the callbacks are unique).
* @param {any} [callback.arg1] arg1
* @param {any} [callback.arg2] arg2
* @param {any} [callback.arg3] arg3
* @param {any} [callback.arg4] arg4
* @param {any} [callback.arg5] arg5
* @param {Object} [target] - The target (this object) to invoke the callback, can be null
* @return {Function} - Just returns the incoming callback so you can save the anonymous function easier.
* @typescript
* on<T extends Function>(type: string, callback: T, target?: any, useCapture?: boolean): T
* @example
* eventTarget.on('fire', function () {
* cc.log("fire in the hole");
* }, node);
*/
proto.__on = proto.on;
proto.on = function (type, callback, target, once) {
if (!callback) {
cc.errorID(6800);
return;
}
if ( !this.hasEventListener(type, callback, target) ) {
this.__on(type, callback, target, once);
if (target && target.__eventTargets) {
target.__eventTargets.push(this);
}
}
return callback;
};
/**
* !#en
* Removes the listeners previously registered with the same type, callback, target and or useCapture,
* if only type is passed as parameter, all listeners registered with that type will be removed.
* !#zh
* 删除之前用同类型,回调,目标或 useCapture 注册的事件监听器,如果只传递 type将会删除 type 类型的所有事件监听器。
*
* @method off
* @param {String} type - A string representing the event type being removed.
* @param {Function} [callback] - The callback to remove.
* @param {Object} [target] - The target (this object) to invoke the callback, if it's not given, only callback without target will be removed
* @example
* // register fire eventListener
* var callback = eventTarget.on('fire', function () {
* cc.log("fire in the hole");
* }, target);
* // remove fire event listener
* eventTarget.off('fire', callback, target);
* // remove all fire event listeners
* eventTarget.off('fire');
*/
proto.__off = proto.off;
proto.off = function (type, callback, target) {
if (!callback) {
let list = this._callbackTable[type];
if (!list) return;
let infos = list.callbackInfos;
for (let i = 0; i < infos.length; ++i) {
let target = infos[i] && infos[i].target;
if (target && target.__eventTargets) {
fastRemove(target.__eventTargets, this);
}
}
this.removeAll(type);
}
else {
this.__off(type, callback, target);
if (target && target.__eventTargets) {
fastRemove(target.__eventTargets, this);
}
}
};
/**
* !#en Removes all callbacks previously registered with the same target (passed as parameter).
* This is not for removing all listeners in the current event target,
* and this is not for removing all listeners the target parameter have registered.
* It's only for removing all listeners (callback and target couple) registered on the current event target by the target parameter.
* !#zh 在当前 EventTarget 上删除指定目标target 参数)注册的所有事件监听器。
* 这个函数无法删除当前 EventTarget 的所有事件监听器,也无法删除 target 参数所注册的所有事件监听器。
* 这个函数只能删除 target 参数在当前 EventTarget 上注册的所有事件监听器。
* @method targetOff
* @param {Object} target - The target to be searched for all related listeners
*/
proto.targetOff = function (target) {
this.removeAll(target);
if (target && target.__eventTargets) {
fastRemove(target.__eventTargets, this);
}
};
/**
* !#en
* Register an callback of a specific event type on the EventTarget,
* the callback will remove itself after the first time it is triggered.
* !#zh
* 注册事件目标的特定事件类型回调,回调会在第一时间被触发后删除自身。
*
* @method once
* @param {String} type - A string representing the event type to listen for.
* @param {Function} callback - The callback that will be invoked when the event is dispatched.
* The callback is ignored if it is a duplicate (the callbacks are unique).
* @param {any} [callback.arg1] arg1
* @param {any} [callback.arg2] arg2
* @param {any} [callback.arg3] arg3
* @param {any} [callback.arg4] arg4
* @param {any} [callback.arg5] arg5
* @param {Object} [target] - The target (this object) to invoke the callback, can be null
* @example
* eventTarget.once('fire', function () {
* cc.log("this is the callback and will be invoked only once");
* }, node);
*/
proto.once = function (type, callback, target) {
this.on(type, callback, target, true);
};
/**
* !#en
* Send an event with the event object.
* !#zh
* 通过事件对象派发事件
*
* @method dispatchEvent
* @param {Event} event
*/
proto.dispatchEvent = function (event) {
this.emit(event.type, event);
};
/**
* !#en
* Destroy all callbackInfos.
* !#zh
* 销毁记录的事件
*
* @method clear
*/
proto.clear = function () {
// remove all callback
for (const key in this._callbackTable) {
const list = this._callbackTable[key];
const infos = list.callbackInfos;
for (let i = infos.length - 1; i >= 0; i--) {
const info = infos[i];
if (info) {
this.off(key, info.callback, info.target);
}
}
}
};
cc.EventTarget = module.exports = EventTarget;

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/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
var js = require("../platform/js");
/**
* !#en Base class of all kinds of events.
* !#zh 包含事件相关信息的对象。
* @class Event
*/
/**
* @method constructor
* @param {String} type - The name of the event (case-sensitive), e.g. "click", "fire", or "submit"
* @param {Boolean} bubbles - A boolean indicating whether the event bubbles up through the tree or not
*/
cc.Event = function(type, bubbles) {
/**
* !#en The name of the event (case-sensitive), e.g. "click", "fire", or "submit".
* !#zh 事件类型。
* @property type
* @type {String}
*/
this.type = type;
/**
* !#en Indicate whether the event bubbles up through the tree or not.
* !#zh 表示该事件是否进行冒泡。
* @property bubbles
* @type {Boolean}
*/
this.bubbles = !!bubbles;
/**
* !#en A reference to the target to which the event was originally dispatched.
* !#zh 最初事件触发的目标
* @property target
* @type {Object}
*/
this.target = null;
/**
* !#en A reference to the currently registered target for the event.
* !#zh 当前目标
* @property currentTarget
* @type {Object}
*/
this.currentTarget = null;
/**
* !#en
* Indicates which phase of the event flow is currently being evaluated.
* Returns an integer value represented by 4 constants:
* - Event.NONE = 0
* - Event.CAPTURING_PHASE = 1
* - Event.AT_TARGET = 2
* - Event.BUBBLING_PHASE = 3
* The phases are explained in the [section 3.1, Event dispatch and DOM event flow]
* (http://www.w3.org/TR/DOM-Level-3-Events/#event-flow), of the DOM Level 3 Events specification.
* !#zh 事件阶段
* @property eventPhase
* @type {Number}
*/
this.eventPhase = 0;
/*
* Indicates whether or not event.stopPropagation() has been called on the event.
* @property _propagationStopped
* @type {Boolean}
* @private
*/
this._propagationStopped = false;
/*
* Indicates whether or not event.stopPropagationImmediate() has been called on the event.
* @property _propagationImmediateStopped
* @type {Boolean}
* @private
*/
this._propagationImmediateStopped = false;
};
cc.Event.prototype = {
constructor: cc.Event,
/**
* !#en Reset the event for being stored in the object pool.
* !#zh 重置对象池中存储的事件。
* @method unuse
* @returns {String}
*/
unuse: function () {
this.type = cc.Event.NO_TYPE;
this.target = null;
this.currentTarget = null;
this.eventPhase = cc.Event.NONE;
this._propagationStopped = false;
this._propagationImmediateStopped = false;
},
/**
* !#en Reuse the event for being used again by the object pool.
* !#zh 用于对象池再次使用的事件。
* @method reuse
* @returns {String}
*/
reuse: function (type, bubbles) {
this.type = type;
this.bubbles = bubbles || false;
},
/**
* !#en Stops propagation for current event.
* !#zh 停止传递当前事件。
* @method stopPropagation
*/
stopPropagation: function () {
this._propagationStopped = true;
},
/**
* !#en Stops propagation for current event immediately,
* the event won't even be dispatched to the listeners attached in the current target.
* !#zh 立即停止当前事件的传递,事件甚至不会被分派到所连接的当前目标。
* @method stopPropagationImmediate
*/
stopPropagationImmediate: function () {
this._propagationImmediateStopped = true;
},
/**
* !#en Checks whether the event has been stopped.
* !#zh 检查该事件是否已经停止传递.
* @method isStopped
* @returns {Boolean}
*/
isStopped: function () {
return this._propagationStopped || this._propagationImmediateStopped;
},
/**
* !#en
* <p>
* Gets current target of the event <br/>
* note: It only be available when the event listener is associated with node. <br/>
* It returns 0 when the listener is associated with fixed priority.
* </p>
* !#zh 获取当前目标节点
* @method getCurrentTarget
* @returns {Node} The target with which the event associates.
*/
getCurrentTarget: function () {
return this.currentTarget;
},
/**
* !#en Gets the event type.
* !#zh 获取事件类型
* @method getType
* @returns {String}
*/
getType: function () {
return this.type;
}
};
//event type
/**
* !#en Code for event without type.
* !#zh 没有类型的事件
* @property NO_TYPE
* @static
* @type {string}
*/
cc.Event.NO_TYPE = 'no_type';
/**
* !#en The type code of Touch event.
* !#zh 触摸事件类型
* @property TOUCH
* @static
* @type {String}
*/
cc.Event.TOUCH = 'touch';
/**
* !#en The type code of Mouse event.
* !#zh 鼠标事件类型
* @property MOUSE
* @static
* @type {String}
*/
cc.Event.MOUSE = 'mouse';
/**
* !#en The type code of Keyboard event.
* !#zh 键盘事件类型
* @property KEYBOARD
* @static
* @type {String}
*/
cc.Event.KEYBOARD = 'keyboard';
/**
* !#en The type code of Acceleration event.
* !#zh 加速器事件类型
* @property ACCELERATION
* @static
* @type {String}
*/
cc.Event.ACCELERATION = 'acceleration';
//event phase
/**
* !#en Events not currently dispatched are in this phase
* !#zh 尚未派发事件阶段
* @property NONE
* @type {Number}
* @static
*/
cc.Event.NONE = 0;
/**
* !#en
* The capturing phase comprises the journey from the root to the last node before the event target's node
* see http://www.w3.org/TR/DOM-Level-3-Events/#event-flow
* !#zh 捕获阶段,包括事件目标节点之前从根节点到最后一个节点的过程。
* @property CAPTURING_PHASE
* @type {Number}
* @static
*/
cc.Event.CAPTURING_PHASE = 1;
/**
* !#en
* The target phase comprises only the event target node
* see http://www.w3.org/TR/DOM-Level-3-Events/#event-flow
* !#zh 目标阶段仅包括事件目标节点。
* @property AT_TARGET
* @type {Number}
* @static
*/
cc.Event.AT_TARGET = 2;
/**
* !#en
* The bubbling phase comprises any subsequent nodes encountered on the return trip to the root of the hierarchy
* see http://www.w3.org/TR/DOM-Level-3-Events/#event-flow
* !#zh 冒泡阶段, 包括回程遇到到层次根节点的任何后续节点。
* @property BUBBLING_PHASE
* @type {Number}
* @static
*/
cc.Event.BUBBLING_PHASE = 3;
/**
* !#en The Custom event
* !#zh 自定义事件
* @class Event.EventCustom
*
* @extends Event
*/
/**
* @method constructor
* @param {String} type - The name of the event (case-sensitive), e.g. "click", "fire", or "submit"
* @param {Boolean} bubbles - A boolean indicating whether the event bubbles up through the tree or not
*/
var EventCustom = function (type, bubbles) {
cc.Event.call(this, type, bubbles);
/**
* !#en A reference to the detailed data of the event
* !#zh 事件的详细数据
* @property detail
* @type {Object}
*/
this.detail = null;
};
js.extend(EventCustom, cc.Event);
EventCustom.prototype.reset = EventCustom;
/**
* !#en Sets user data
* !#zh 设置用户数据
* @method setUserData
* @param {*} data
*/
EventCustom.prototype.setUserData = function (data) {
this.detail = data;
};
/**
* !#en Gets user data
* !#zh 获取用户数据
* @method getUserData
* @returns {*}
*/
EventCustom.prototype.getUserData = function () {
return this.detail;
};
/**
* !#en Gets event name
* !#zh 获取事件名称
* @method getEventName
* @returns {String}
*/
EventCustom.prototype.getEventName = cc.Event.prototype.getType;
var MAX_POOL_SIZE = 10;
var _eventPool = new js.Pool(MAX_POOL_SIZE);
EventCustom.put = function (event) {
_eventPool.put(event);
};
EventCustom.get = function (type, bubbles) {
var event = _eventPool._get();
if (event) {
event.reset(type, bubbles);
}
else {
event = new EventCustom(type, bubbles);
}
return event;
};
cc.Event.EventCustom = EventCustom;
module.exports = cc.Event;

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/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
require('./event');
require('./event-listeners');
require('./event-target');
require('./system-event');

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/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
var EventTarget = require('../event/event-target');
var eventManager = require('../event-manager');
var inputManger = require('../platform/CCInputManager');;
/**
* !#en The event type supported by SystemEvent
* !#zh SystemEvent 支持的事件类型
* @class SystemEvent.EventType
* @static
* @namespace SystemEvent
*/
var EventType = cc.Enum({
/**
* !#en The event type for press the key down event, you can use its value directly: 'keydown'
* !#zh 当按下按键时触发的事件
* @property KEY_DOWN
* @type {String}
* @static
*/
KEY_DOWN: 'keydown',
/**
* !#en The event type for press the key up event, you can use its value directly: 'keyup'
* !#zh 当松开按键时触发的事件
* @property KEY_UP
* @type {String}
* @static
*/
KEY_UP: 'keyup',
/**
* !#en The event type for press the devicemotion event, you can use its value directly: 'devicemotion'
* !#zh 重力感应
* @property DEVICEMOTION
* @type {String}
* @static
*/
DEVICEMOTION: 'devicemotion'
});
/**
* !#en
* The System event, it currently supports keyboard events and accelerometer events.<br>
* You can get the SystemEvent instance with cc.systemEvent.<br>
* !#zh
* 系统事件,它目前支持按键事件和重力感应事件。<br>
* 你可以通过 cc.systemEvent 获取到 SystemEvent 的实例。<br>
* @class SystemEvent
* @extends EventTarget
* @example
* cc.systemEvent.on(cc.SystemEvent.EventType.DEVICEMOTION, this.onDeviceMotionEvent, this);
* cc.systemEvent.off(cc.SystemEvent.EventType.DEVICEMOTION, this.onDeviceMotionEvent, this);
*/
var keyboardListener = null;
var accelerationListener = null;
var SystemEvent = cc.Class({
name: 'SystemEvent',
extends: EventTarget,
statics: {
EventType: EventType
},
/**
* !#en whether enable accelerometer event
* !#zh 是否启用加速度计事件
* @method setAccelerometerEnabled
* @param {Boolean} isEnable
*/
setAccelerometerEnabled: function (isEnable) {
if (CC_EDITOR) {
return;
}
// for iOS 13+
if (isEnable && window.DeviceMotionEvent && typeof DeviceMotionEvent.requestPermission === 'function') {
DeviceMotionEvent.requestPermission().then(response => {
console.log(`Device Motion Event request permission: ${response}`);
inputManger.setAccelerometerEnabled(response === 'granted');
});
} else {
inputManger.setAccelerometerEnabled(isEnable);
}
},
/**
* !#en set accelerometer interval value
* !#zh 设置加速度计间隔值
* @method setAccelerometerInterval
* @param {Number} interval
*/
setAccelerometerInterval: function(interval) {
if (CC_EDITOR) {
return;
}
inputManger.setAccelerometerInterval(interval);
},
on: function (type, callback, target, once) {
if (CC_EDITOR) {
return;
}
this._super(type, callback, target, once);
// Keyboard
if (type === EventType.KEY_DOWN || type === EventType.KEY_UP) {
if (!keyboardListener) {
keyboardListener = cc.EventListener.create({
event: cc.EventListener.KEYBOARD,
onKeyPressed: function (keyCode, event) {
event.type = EventType.KEY_DOWN;
cc.systemEvent.dispatchEvent(event);
},
onKeyReleased: function (keyCode, event) {
event.type = EventType.KEY_UP;
cc.systemEvent.dispatchEvent(event);
}
});
}
if (!eventManager.hasEventListener(cc.EventListener.ListenerID.KEYBOARD)) {
eventManager.addListener(keyboardListener, 1);
}
}
// Acceleration
if (type === EventType.DEVICEMOTION) {
if (!accelerationListener) {
accelerationListener = cc.EventListener.create({
event: cc.EventListener.ACCELERATION,
callback: function (acc, event) {
event.type = EventType.DEVICEMOTION;
cc.systemEvent.dispatchEvent(event);
}
});
}
if (!eventManager.hasEventListener(cc.EventListener.ListenerID.ACCELERATION)) {
eventManager.addListener(accelerationListener, 1);
}
}
},
off: function (type, callback, target) {
if (CC_EDITOR) {
return;
}
this._super(type, callback, target);
// Keyboard
if (keyboardListener && (type === EventType.KEY_DOWN || type === EventType.KEY_UP)) {
var hasKeyDownEventListener = this.hasEventListener(EventType.KEY_DOWN);
var hasKeyUpEventListener = this.hasEventListener(EventType.KEY_UP);
if (!hasKeyDownEventListener && !hasKeyUpEventListener) {
eventManager.removeListener(keyboardListener);
}
}
// Acceleration
if (accelerationListener && type === EventType.DEVICEMOTION) {
eventManager.removeListener(accelerationListener);
}
}
});
cc.SystemEvent = module.exports = SystemEvent;
/**
* @module cc
*/
/**
* !#en The System event singleton for global usage
* !#zh 系统事件单例,方便全局使用
* @property systemEvent
* @type {SystemEvent}
*/
cc.systemEvent = new cc.SystemEvent();