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.
****************************************************************************/
var js = cc.js;
require('../event/event');
/**
* !#en The mouse event
* !#zh 鼠标事件类型
* @class Event.EventMouse
*
* @extends Event
* @param {Number} eventType - The mouse event type, UP, DOWN, MOVE, CANCELED
* @param {Boolean} [bubbles=false] - A boolean indicating whether the event bubbles up through the tree or not
*/
var EventMouse = function (eventType, bubbles) {
cc.Event.call(this, cc.Event.MOUSE, bubbles);
this._eventType = eventType;
this._button = 0;
this._x = 0;
this._y = 0;
this._prevX = 0;
this._prevY = 0;
this._scrollX = 0;
this._scrollY = 0;
};
js.extend(EventMouse, cc.Event);
var proto = EventMouse.prototype;
/**
* !#en Sets scroll data.
* !#zh 设置鼠标的滚动数据。
* @method setScrollData
* @param {Number} scrollX
* @param {Number} scrollY
*/
proto.setScrollData = function (scrollX, scrollY) {
this._scrollX = scrollX;
this._scrollY = scrollY;
};
/**
* !#en Returns the x axis scroll value.
* !#zh 获取鼠标滚动的X轴距离只有滚动时才有效。
* @method getScrollX
* @returns {Number}
*/
proto.getScrollX = function () {
return this._scrollX;
};
/**
* !#en Returns the y axis scroll value.
* !#zh 获取滚轮滚动的 Y 轴距离,只有滚动时才有效。
* @method getScrollY
* @returns {Number}
*/
proto.getScrollY = function () {
return this._scrollY;
};
/**
* !#en Sets cursor location.
* !#zh 设置当前鼠标位置。
* @method setLocation
* @param {Number} x
* @param {Number} y
*/
proto.setLocation = function (x, y) {
this._x = x;
this._y = y;
};
/**
* !#en Returns cursor location.
* !#zh 获取鼠标位置对象,对象包含 x 和 y 属性。
* @method getLocation
* @return {Vec2} location
*/
proto.getLocation = function () {
return cc.v2(this._x, this._y);
};
/**
* !#en Returns the current cursor location in screen coordinates.
* !#zh 获取当前事件在游戏窗口内的坐标位置对象,对象包含 x 和 y 属性。
* @method getLocationInView
* @return {Vec2}
*/
proto.getLocationInView = function() {
return cc.v2(this._x, cc.view._designResolutionSize.height - this._y);
};
proto._setPrevCursor = function (x, y) {
this._prevX = x;
this._prevY = y;
};
/**
* !#en Returns the previous touch location.
* !#zh 获取鼠标点击在上一次事件时的位置对象,对象包含 x 和 y 属性。
* @method getPreviousLocation
* @return {Vec2}
*/
proto.getPreviousLocation = function () {
return cc.v2(this._prevX, this._prevY);
};
/**
* !#en Returns the delta distance from the previous location to current location.
* !#zh 获取鼠标距离上一次事件移动的距离对象,对象包含 x 和 y 属性。
* @method getDelta
* @return {Vec2}
*/
proto.getDelta = function () {
return cc.v2(this._x - this._prevX, this._y - this._prevY);
};
/**
* !#en Returns the X axis delta distance from the previous location to current location.
* !#zh 获取鼠标距离上一次事件移动的 X 轴距离。
* @method getDeltaX
* @return {Number}
*/
proto.getDeltaX = function () {
return this._x - this._prevX;
};
/**
* !#en Returns the Y axis delta distance from the previous location to current location.
* !#zh 获取鼠标距离上一次事件移动的 Y 轴距离。
* @method getDeltaY
* @return {Number}
*/
proto.getDeltaY = function () {
return this._y - this._prevY;
};
/**
* !#en Sets mouse button.
* !#zh 设置鼠标按键。
* @method setButton
* @param {Number} button
*/
proto.setButton = function (button) {
this._button = button;
};
/**
* !#en Returns mouse button.
* !#zh 获取鼠标按键。
* @method getButton
* @returns {Number}
*/
proto.getButton = function () {
return this._button;
};
/**
* !#en Returns location X axis data.
* !#zh 获取鼠标当前位置 X 轴。
* @method getLocationX
* @returns {Number}
*/
proto.getLocationX = function () {
return this._x;
};
/**
* !#en Returns location Y axis data.
* !#zh 获取鼠标当前位置 Y 轴。
* @method getLocationY
* @returns {Number}
*/
proto.getLocationY = function () {
return this._y;
};
//Inner event types of MouseEvent
/**
* !#en The none event code of mouse event.
* !#zh 无。
* @property NONE
* @static
* @type {Number}
*/
EventMouse.NONE = 0;
/**
* !#en The event type code of mouse down event.
* !#zh 鼠标按下事件。
* @property DOWN
* @static
* @type {Number}
*/
EventMouse.DOWN = 1;
/**
* !#en The event type code of mouse up event.
* !#zh 鼠标按下后释放事件。
* @property UP
* @static
* @type {Number}
*/
EventMouse.UP = 2;
/**
* !#en The event type code of mouse move event.
* !#zh 鼠标移动事件。
* @property MOVE
* @static
* @type {Number}
*/
EventMouse.MOVE = 3;
/**
* !#en The event type code of mouse scroll event.
* !#zh 鼠标滚轮事件。
* @property SCROLL
* @static
* @type {Number}
*/
EventMouse.SCROLL = 4;
/**
* !#en The tag of Mouse left button.
* !#zh 鼠标左键的标签。
* @property BUTTON_LEFT
* @static
* @type {Number}
*/
EventMouse.BUTTON_LEFT = 0;
/**
* !#en The tag of Mouse right button (The right button number is 2 on browser).
* !#zh 鼠标右键的标签。
* @property BUTTON_RIGHT
* @static
* @type {Number}
*/
EventMouse.BUTTON_RIGHT = 2;
/**
* !#en The tag of Mouse middle button (The right button number is 1 on browser).
* !#zh 鼠标中键的标签。
* @property BUTTON_MIDDLE
* @static
* @type {Number}
*/
EventMouse.BUTTON_MIDDLE = 1;
/**
* !#en The tag of Mouse button 4.
* !#zh 鼠标按键 4 的标签。
* @property BUTTON_4
* @static
* @type {Number}
*/
EventMouse.BUTTON_4 = 3;
/**
* !#en The tag of Mouse button 5.
* !#zh 鼠标按键 5 的标签。
* @property BUTTON_5
* @static
* @type {Number}
*/
EventMouse.BUTTON_5 = 4;
/**
* !#en The tag of Mouse button 6.
* !#zh 鼠标按键 6 的标签。
* @property BUTTON_6
* @static
* @type {Number}
*/
EventMouse.BUTTON_6 = 5;
/**
* !#en The tag of Mouse button 7.
* !#zh 鼠标按键 7 的标签。
* @property BUTTON_7
* @static
* @type {Number}
*/
EventMouse.BUTTON_7 = 6;
/**
* !#en The tag of Mouse button 8.
* !#zh 鼠标按键 8 的标签。
* @property BUTTON_8
* @static
* @type {Number}
*/
EventMouse.BUTTON_8 = 7;
/**
* !#en The touch event
* !#zh 触摸事件
* @class Event.EventTouch
* @constructor
* @extends Event
*/
/**
* @method constructor
* @param {Array} touchArr - The array of the touches
* @param {Boolean} bubbles - A boolean indicating whether the event bubbles up through the tree or not
*/
var EventTouch = function (touchArr, bubbles) {
cc.Event.call(this, cc.Event.TOUCH, bubbles);
this._eventCode = 0;
this._touches = touchArr || [];
/**
* !#en The current touch object
* !#zh 当前触点对象
* @property touch
* @type {Touch}
*/
this.touch = null;
// Actually duplicated, because of history issue, currentTouch was in the original design, touch was added in creator engine
// They should point to the same object
this.currentTouch = null;
};
js.extend(EventTouch, cc.Event);
proto = EventTouch.prototype;
/**
* !#en Returns event code.
* !#zh 获取事件类型。
* @method getEventCode
* @returns {Number}
*/
proto.getEventCode = function () {
return this._eventCode;
};
/**
* !#en Returns touches of event.
* !#zh 获取触摸点的列表。
* @method getTouches
* @returns {Array}
*/
proto.getTouches = function () {
return this._touches;
};
proto._setEventCode = function (eventCode) {
this._eventCode = eventCode;
};
proto._setTouches = function (touches) {
this._touches = touches;
};
/**
* !#en Sets touch location.
* !#zh 设置当前触点位置
* @method setLocation
* @param {Number} x
* @param {Number} y
*/
proto.setLocation = function (x, y) {
this.touch && this.touch.setTouchInfo(this.touch.getID(), x, y);
};
/**
* !#en Returns touch location.
* !#zh 获取触点位置。
* @method getLocation
* @return {Vec2} location
*/
proto.getLocation = function () {
return this.touch ? this.touch.getLocation() : cc.v2();
};
/**
* !#en Returns the current touch location in screen coordinates.
* !#zh 获取当前触点在游戏窗口中的位置。
* @method getLocationInView
* @return {Vec2}
*/
proto.getLocationInView = function() {
return this.touch ? this.touch.getLocationInView() : cc.v2();
};
/**
* !#en Returns the previous touch location.
* !#zh 获取触点在上一次事件时的位置对象,对象包含 x 和 y 属性。
* @method getPreviousLocation
* @return {Vec2}
*/
proto.getPreviousLocation = function () {
return this.touch ? this.touch.getPreviousLocation() : cc.v2();
};
/**
* !#en Returns the start touch location.
* !#zh 获取触点落下时的位置对象,对象包含 x 和 y 属性。
* @method getStartLocation
* @returns {Vec2}
*/
proto.getStartLocation = function() {
return this.touch ? this.touch.getStartLocation() : cc.v2();
};
/**
* !#en Returns the id of cc.Touch.
* !#zh 触点的标识 ID可以用来在多点触摸中跟踪触点。
* @method getID
* @return {Number}
*/
proto.getID = function () {
return this.touch ? this.touch.getID() : null;
};
/**
* !#en Returns the delta distance from the previous location to current location.
* !#zh 获取触点距离上一次事件移动的距离对象,对象包含 x 和 y 属性。
* @method getDelta
* @return {Vec2}
*/
proto.getDelta = function () {
return this.touch ? this.touch.getDelta() : cc.v2();
};
/**
* !#en Returns the X axis delta distance from the previous location to current location.
* !#zh 获取触点距离上一次事件移动的 x 轴距离。
* @method getDeltaX
* @return {Number}
*/
proto.getDeltaX = function () {
return this.touch ? this.touch.getDelta().x : 0;
};
/**
* !#en Returns the Y axis delta distance from the previous location to current location.
* !#zh 获取触点距离上一次事件移动的 y 轴距离。
* @method getDeltaY
* @return {Number}
*/
proto.getDeltaY = function () {
return this.touch ? this.touch.getDelta().y : 0;
};
/**
* !#en Returns location X axis data.
* !#zh 获取当前触点 X 轴位置。
* @method getLocationX
* @returns {Number}
*/
proto.getLocationX = function () {
return this.touch ? this.touch.getLocationX() : 0;
};
/**
* !#en Returns location Y axis data.
* !#zh 获取当前触点 Y 轴位置。
* @method getLocationY
* @returns {Number}
*/
proto.getLocationY = function () {
return this.touch ? this.touch.getLocationY() : 0;
};
/**
* !#en The maximum touch numbers
* !#zh 最大触摸数量。
* @constant
* @type {Number}
*/
EventTouch.MAX_TOUCHES = 5;
/**
* !#en The event type code of touch began event.
* !#zh 开始触摸事件
* @constant
* @type {Number}
*/
EventTouch.BEGAN = 0;
/**
* !#en The event type code of touch moved event.
* !#zh 触摸后移动事件
* @constant
* @type {Number}
*/
EventTouch.MOVED = 1;
/**
* !#en The event type code of touch ended event.
* !#zh 结束触摸事件
* @constant
* @type {Number}
*/
EventTouch.ENDED = 2;
/**
* !#en The event type code of touch cancelled event.
* !#zh 取消触摸事件
* @constant
* @type {Number}
*/
EventTouch.CANCELED = 3;
/**
* !#en The acceleration event
* !#zh 加速度事件
* @class Event.EventAcceleration
* @extends Event
*
* @param {Object} acc - The acceleration
* @param {Boolean} bubbles - A boolean indicating whether the event bubbles up through the tree or not
*/
var EventAcceleration = function (acc, bubbles) {
cc.Event.call(this, cc.Event.ACCELERATION, bubbles);
this.acc = acc;
};
js.extend(EventAcceleration, cc.Event);
/**
* !#en The keyboard event
* !#zh 键盘事件
* @class Event.EventKeyboard
* @extends Event
*
* @param {Number} keyCode - The key code of which triggered this event
* @param {Boolean} isPressed - A boolean indicating whether the key have been pressed
* @param {Boolean} bubbles - A boolean indicating whether the event bubbles up through the tree or not
*/
var EventKeyboard = function (keyCode, isPressed, bubbles) {
cc.Event.call(this, cc.Event.KEYBOARD, bubbles);
/**
* !#en
* The keyCode read-only property represents a system and implementation dependent numerical code identifying the unmodified value of the pressed key.
* This is usually the decimal ASCII (RFC 20) or Windows 1252 code corresponding to the key.
* If the key can't be identified, this value is 0.
*
* !#zh
* keyCode 是只读属性它表示一个系统和依赖于实现的数字代码,可以识别按键的未修改值。
* 这通常是十进制 ASCII (RFC20) 或者 Windows 1252 代码,所对应的密钥。
* 如果无法识别该键,则该值为 0。
*
* @property keyCode
* @type {Number}
*/
this.keyCode = keyCode;
this.isPressed = isPressed;
};
js.extend(EventKeyboard, cc.Event);
cc.Event.EventMouse = EventMouse;
cc.Event.EventTouch = EventTouch;
cc.Event.EventAcceleration = EventAcceleration;
cc.Event.EventKeyboard = EventKeyboard;
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.
****************************************************************************/
var js = require('../platform/js');
/**
* !#en
* <p>
* The base class of event listener. <br/>
* If you need custom listener which with different callback, you need to inherit this class. <br/>
* For instance, you could refer to EventListenerAcceleration, EventListenerKeyboard, <br/>
* EventListenerTouchOneByOne, EventListenerCustom.
* </p>
*
* !#zh
* 封装用户的事件处理逻辑。
* 注意:这是一个抽象类,开发者不应该直接实例化这个类,请参考 {{#crossLink "EventListener/create:method"}}cc.EventListener.create{{/crossLink}}。
*
* @class EventListener
*/
/**
* Constructor
* @method constructor
* @param {Number} type
* @param {Number} listenerID
* @param {Number} callback
*/
cc.EventListener = function (type, listenerID, callback) {
this._onEvent = callback; // Event callback function
this._type = type || 0; // Event listener type
this._listenerID = listenerID || ""; // Event listener ID
this._registered = false; // Whether the listener has been added to dispatcher.
this._fixedPriority = 0; // The higher the number, the higher the priority, 0 is for scene graph base priority.
this._node = null; // scene graph based priority
this._target = null;
this._paused = true; // Whether the listener is paused
this._isEnabled = true; // Whether the listener is enabled
};
cc.EventListener.prototype = {
constructor: cc.EventListener,
/*
* <p>
* Sets paused state for the listener
* The paused state is only used for scene graph priority listeners.
* `EventDispatcher::resumeAllEventListenersForTarget(node)` will set the paused state to `true`,
* while `EventDispatcher::pauseAllEventListenersForTarget(node)` will set it to `false`.
* @note 1) Fixed priority listeners will never get paused. If a fixed priority doesn't want to receive events,
* call `setEnabled(false)` instead.
* 2) In `Node`'s onEnter and onExit, the `paused state` of the listeners which associated with that node will be automatically updated.
* </p>
* @param {Boolean} paused
* @private
*/
_setPaused: function (paused) {
this._paused = paused;
},
/*
* Checks whether the listener is paused.
* @returns {Boolean}
* @private
*/
_isPaused: function () {
return this._paused;
},
/*
* Marks the listener was registered by EventDispatcher.
* @param {Boolean} registered
* @private
*/
_setRegistered: function (registered) {
this._registered = registered;
},
/*
* Checks whether the listener was registered by EventDispatcher
* @returns {Boolean}
* @private
*/
_isRegistered: function () {
return this._registered;
},
/*
* Gets the type of this listener
* @note It's different from `EventType`, e.g. TouchEvent has two kinds of event listeners - EventListenerOneByOne, EventListenerAllAtOnce
* @returns {Number}
* @private
*/
_getType: function () {
return this._type;
},
/*
* Gets the listener ID of this listener
* When event is being dispatched, listener ID is used as key for searching listeners according to event type.
* @returns {String}
* @private
*/
_getListenerID: function () {
return this._listenerID;
},
/*
* Sets the fixed priority for this listener
* @note This method is only used for `fixed priority listeners`, it needs to access a non-zero value. 0 is reserved for scene graph priority listeners
* @param {Number} fixedPriority
* @private
*/
_setFixedPriority: function (fixedPriority) {
this._fixedPriority = fixedPriority;
},
/*
* Gets the fixed priority of this listener
* @returns {Number} 0 if it's a scene graph priority listener, non-zero for fixed priority listener
* @private
*/
_getFixedPriority: function () {
return this._fixedPriority;
},
/*
* Sets scene graph priority for this listener
* @param {cc.Node} node
* @private
*/
_setSceneGraphPriority: function (node) {
this._target = node;
this._node = node;
},
/*
* Gets scene graph priority of this listener
* @returns {cc.Node} if it's a fixed priority listener, non-null for scene graph priority listener
* @private
*/
_getSceneGraphPriority: function () {
return this._node;
},
/**
* !#en Checks whether the listener is available.
* !#zh 检测监听器是否有效
* @method checkAvailable
* @returns {Boolean}
*/
checkAvailable: function () {
return this._onEvent !== null;
},
/**
* !#en Clones the listener, its subclasses have to override this method.
* !#zh 克隆监听器,它的子类必须重写此方法。
* @method clone
* @returns {EventListener}
*/
clone: function () {
return null;
},
/**
* !#en Enables or disables the listener
* !#zh 启用或禁用监听器。
* @method setEnabled
* @param {Boolean} enabled
* @note Only listeners with `enabled` state will be able to receive events.
* When an listener was initialized, it's enabled by default.
* An event listener can receive events when it is enabled and is not paused.
* paused state is always false when it is a fixed priority listener.
*/
setEnabled: function(enabled){
this._isEnabled = enabled;
},
/**
* !#en Checks whether the listener is enabled
* !#zh 检查监听器是否可用。
* @method isEnabled
* @returns {Boolean}
*/
isEnabled: function(){
return this._isEnabled;
},
/*
* <p>Currently JavaScript Bindings (JSB), in some cases, needs to use retain and release. This is a bug in JSB,
* and the ugly workaround is to use retain/release. So, these 2 methods were added to be compatible with JSB.
* This is a hack, and should be removed once JSB fixes the retain/release bug<br/>
* You will need to retain an object if you created a listener and haven't added it any target node during the same frame.<br/>
* Otherwise, JSB's native autorelease pool will consider this object a useless one and release it directly,<br/>
* when you want to use it later, a "Invalid Native Object" error will be raised.<br/>
* The retain function can increase a reference count for the native object to avoid it being released,<br/>
* you need to manually invoke release function when you think this object is no longer needed, otherwise, there will be memory learks.<br/>
* retain and release function call should be paired in developer's game code.</p>
*
* @method retain
* @see cc.EventListener#release
*/
retain:function () {
},
/*
* <p>Currently JavaScript Bindings (JSB), in some cases, needs to use retain and release. This is a bug in JSB,
* and the ugly workaround is to use retain/release. So, these 2 methods were added to be compatible with JSB.
* This is a hack, and should be removed once JSB fixes the retain/release bug<br/>
* You will need to retain an object if you created a listener and haven't added it any target node during the same frame.<br/>
* Otherwise, JSB's native autorelease pool will consider this object a useless one and release it directly,<br/>
* when you want to use it later, a "Invalid Native Object" error will be raised.<br/>
* The retain function can increase a reference count for the native object to avoid it being released,<br/>
* you need to manually invoke release function when you think this object is no longer needed, otherwise, there will be memory learks.<br/>
* retain and release function call should be paired in developer's game code.</p>
*
* @method release
* @see cc.EventListener#retain
*/
release:function () {
}
};
// event listener type
/**
* !#en The type code of unknown event listener.
* !#zh 未知的事件监听器类型
* @property UNKNOWN
* @type {Number}
* @static
*/
cc.EventListener.UNKNOWN = 0;
/*
* !#en The type code of one by one touch event listener.
* !#zh 触摸事件监听器类型,触点会一个一个得分开被派发
* @property TOUCH_ONE_BY_ONE
* @type {Number}
* @static
*/
cc.EventListener.TOUCH_ONE_BY_ONE = 1;
/*
* !#en The type code of all at once touch event listener.
* !#zh 触摸事件监听器类型,触点会被一次性全部派发
* @property TOUCH_ALL_AT_ONCE
* @type {Number}
* @static
*/
cc.EventListener.TOUCH_ALL_AT_ONCE = 2;
/**
* !#en The type code of keyboard event listener.
* !#zh 键盘事件监听器类型
* @property KEYBOARD
* @type {Number}
* @static
*/
cc.EventListener.KEYBOARD = 3;
/*
* !#en The type code of mouse event listener.
* !#zh 鼠标事件监听器类型
* @property MOUSE
* @type {Number}
* @static
*/
cc.EventListener.MOUSE = 4;
/**
* !#en The type code of acceleration event listener.
* !#zh 加速器事件监听器类型
* @property ACCELERATION
* @type {Number}
* @static
*/
cc.EventListener.ACCELERATION = 6;
/*
* !#en The type code of custom event listener.
* !#zh 自定义事件监听器类型
* @property CUSTOM
* @type {Number}
* @static
*/
cc.EventListener.CUSTOM = 8;
var ListenerID = cc.EventListener.ListenerID = {
MOUSE: '__cc_mouse',
TOUCH_ONE_BY_ONE: '__cc_touch_one_by_one',
TOUCH_ALL_AT_ONCE: '__cc_touch_all_at_once',
KEYBOARD: '__cc_keyboard',
ACCELERATION: '__cc_acceleration',
};
var Custom = function (listenerId, callback) {
this._onCustomEvent = callback;
cc.EventListener.call(this, cc.EventListener.CUSTOM, listenerId, this._callback);
};
js.extend(Custom, cc.EventListener);
js.mixin(Custom.prototype, {
_onCustomEvent: null,
_callback: function (event) {
if (this._onCustomEvent !== null)
this._onCustomEvent(event);
},
checkAvailable: function () {
return (cc.EventListener.prototype.checkAvailable.call(this) && this._onCustomEvent !== null);
},
clone: function () {
return new Custom(this._listenerID, this._onCustomEvent);
}
});
var Mouse = function () {
cc.EventListener.call(this, cc.EventListener.MOUSE, ListenerID.MOUSE, this._callback);
};
js.extend(Mouse, cc.EventListener);
js.mixin(Mouse.prototype, {
onMouseDown: null,
onMouseUp: null,
onMouseMove: null,
onMouseScroll: null,
_callback: function (event) {
var eventType = cc.Event.EventMouse;
switch (event._eventType) {
case eventType.DOWN:
if (this.onMouseDown)
this.onMouseDown(event);
break;
case eventType.UP:
if (this.onMouseUp)
this.onMouseUp(event);
break;
case eventType.MOVE:
if (this.onMouseMove)
this.onMouseMove(event);
break;
case eventType.SCROLL:
if (this.onMouseScroll)
this.onMouseScroll(event);
break;
default:
break;
}
},
clone: function () {
var eventListener = new Mouse();
eventListener.onMouseDown = this.onMouseDown;
eventListener.onMouseUp = this.onMouseUp;
eventListener.onMouseMove = this.onMouseMove;
eventListener.onMouseScroll = this.onMouseScroll;
return eventListener;
},
checkAvailable: function () {
return true;
}
});
var TouchOneByOne = function () {
cc.EventListener.call(this, cc.EventListener.TOUCH_ONE_BY_ONE, ListenerID.TOUCH_ONE_BY_ONE, null);
this._claimedTouches = [];
};
js.extend(TouchOneByOne, cc.EventListener);
js.mixin(TouchOneByOne.prototype, {
constructor: TouchOneByOne,
_claimedTouches: null,
swallowTouches: false,
onTouchBegan: null,
onTouchMoved: null,
onTouchEnded: null,
onTouchCancelled: null,
setSwallowTouches: function (needSwallow) {
this.swallowTouches = needSwallow;
},
isSwallowTouches: function(){
return this.swallowTouches;
},
clone: function () {
var eventListener = new TouchOneByOne();
eventListener.onTouchBegan = this.onTouchBegan;
eventListener.onTouchMoved = this.onTouchMoved;
eventListener.onTouchEnded = this.onTouchEnded;
eventListener.onTouchCancelled = this.onTouchCancelled;
eventListener.swallowTouches = this.swallowTouches;
return eventListener;
},
checkAvailable: function () {
if(!this.onTouchBegan){
cc.logID(1801);
return false;
}
return true;
}
});
var TouchAllAtOnce = function () {
cc.EventListener.call(this, cc.EventListener.TOUCH_ALL_AT_ONCE, ListenerID.TOUCH_ALL_AT_ONCE, null);
};
js.extend(TouchAllAtOnce, cc.EventListener);
js.mixin(TouchAllAtOnce.prototype, {
constructor: TouchAllAtOnce,
onTouchesBegan: null,
onTouchesMoved: null,
onTouchesEnded: null,
onTouchesCancelled: null,
clone: function(){
var eventListener = new TouchAllAtOnce();
eventListener.onTouchesBegan = this.onTouchesBegan;
eventListener.onTouchesMoved = this.onTouchesMoved;
eventListener.onTouchesEnded = this.onTouchesEnded;
eventListener.onTouchesCancelled = this.onTouchesCancelled;
return eventListener;
},
checkAvailable: function(){
if (this.onTouchesBegan === null && this.onTouchesMoved === null
&& this.onTouchesEnded === null && this.onTouchesCancelled === null) {
cc.logID(1802);
return false;
}
return true;
}
});
//Acceleration
var Acceleration = function (callback) {
this._onAccelerationEvent = callback;
cc.EventListener.call(this, cc.EventListener.ACCELERATION, ListenerID.ACCELERATION, this._callback);
};
js.extend(Acceleration, cc.EventListener);
js.mixin(Acceleration.prototype, {
constructor: Acceleration,
_onAccelerationEvent: null,
_callback: function (event) {
this._onAccelerationEvent(event.acc, event);
},
checkAvailable: function () {
cc.assertID(this._onAccelerationEvent, 1803);
return true;
},
clone: function () {
return new Acceleration(this._onAccelerationEvent);
}
});
//Keyboard
var Keyboard = function () {
cc.EventListener.call(this, cc.EventListener.KEYBOARD, ListenerID.KEYBOARD, this._callback);
};
js.extend(Keyboard, cc.EventListener);
js.mixin(Keyboard.prototype, {
constructor: Keyboard,
onKeyPressed: null,
onKeyReleased: null,
_callback: function (event) {
if (event.isPressed) {
if (this.onKeyPressed)
this.onKeyPressed(event.keyCode, event);
} else {
if (this.onKeyReleased)
this.onKeyReleased(event.keyCode, event);
}
},
clone: function () {
var eventListener = new Keyboard();
eventListener.onKeyPressed = this.onKeyPressed;
eventListener.onKeyReleased = this.onKeyReleased;
return eventListener;
},
checkAvailable: function () {
if (this.onKeyPressed === null && this.onKeyReleased === null) {
cc.logID(1800);
return false;
}
return true;
}
});
/**
* !#en
* Create a EventListener object with configuration including the event type, handlers and other parameters.
* In handlers, this refer to the event listener object itself.
* You can also pass custom parameters in the configuration object,
* all custom parameters will be polyfilled into the event listener object and can be accessed in handlers.
* !#zh 通过指定不同的 Event 对象来设置想要创建的事件监听器。
* @method create
* @param {Object} argObj a json object
* @returns {EventListener}
* @static
* @example {@link cocos2d/core/event-manager/CCEventListener/create.js}
*/
cc.EventListener.create = function (argObj) {
cc.assertID(argObj&&argObj.event, 1900);
var listenerType = argObj.event;
delete argObj.event;
var listener = null;
if(listenerType === cc.EventListener.TOUCH_ONE_BY_ONE)
listener = new TouchOneByOne();
else if(listenerType === cc.EventListener.TOUCH_ALL_AT_ONCE)
listener = new TouchAllAtOnce();
else if(listenerType === cc.EventListener.MOUSE)
listener = new Mouse();
else if(listenerType === cc.EventListener.CUSTOM){
listener = new Custom(argObj.eventName, argObj.callback);
delete argObj.eventName;
delete argObj.callback;
} else if(listenerType === cc.EventListener.KEYBOARD)
listener = new Keyboard();
else if(listenerType === cc.EventListener.ACCELERATION){
listener = new Acceleration(argObj.callback);
delete argObj.callback;
}
for(var key in argObj) {
listener[key] = argObj[key];
}
return listener;
};
module.exports = cc.EventListener;

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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.
****************************************************************************/
/**
* !#en The touch event class
* !#zh 封装了触摸相关的信息。
* @class Touch
*
* @param {Number} x
* @param {Number} y
* @param {Number} id
*/
cc.Touch = function (x, y, id) {
this._lastModified = 0;
this.setTouchInfo(id, x, y);
};
cc.Touch.prototype = {
constructor: cc.Touch,
/**
* !#en Returns the current touch location in OpenGL coordinates.、
* !#zh 获取当前触点位置。
* @method getLocation
* @return {Vec2}
*/
getLocation:function () {
return cc.v2(this._point.x, this._point.y);
},
/**
* !#en Returns X axis location value.
* !#zh 获取当前触点 X 轴位置。
* @method getLocationX
* @returns {Number}
*/
getLocationX: function () {
return this._point.x;
},
/**
* !#en Returns Y axis location value.
* !#zh 获取当前触点 Y 轴位置。
* @method getLocationY
* @returns {Number}
*/
getLocationY: function () {
return this._point.y;
},
/**
* !#en Returns the previous touch location in OpenGL coordinates.
* !#zh 获取触点在上一次事件时的位置对象,对象包含 x 和 y 属性。
* @method getPreviousLocation
* @return {Vec2}
*/
getPreviousLocation:function () {
return cc.v2(this._prevPoint.x, this._prevPoint.y);
},
/**
* !#en Returns the start touch location in OpenGL coordinates.
* !#zh 获取触点落下时的位置对象,对象包含 x 和 y 属性。
* @method getStartLocation
* @returns {Vec2}
*/
getStartLocation: function() {
return cc.v2(this._startPoint.x, this._startPoint.y);
},
/**
* !#en Returns the delta distance from the previous touche to the current one in screen coordinates.
* !#zh 获取触点距离上一次事件移动的距离对象,对象包含 x 和 y 属性。
* @method getDelta
* @return {Vec2}
*/
getDelta:function () {
return this._point.sub(this._prevPoint);
},
/**
* !#en Returns the current touch location in screen coordinates.
* !#zh 获取当前事件在游戏窗口内的坐标位置对象,对象包含 x 和 y 属性。
* @method getLocationInView
* @return {Vec2}
*/
getLocationInView: function() {
return cc.v2(this._point.x, cc.view._designResolutionSize.height - this._point.y);
},
/**
* !#en Returns the previous touch location in screen coordinates.
* !#zh 获取触点在上一次事件时在游戏窗口中的位置对象,对象包含 x 和 y 属性。
* @method getPreviousLocationInView
* @return {Vec2}
*/
getPreviousLocationInView: function(){
return cc.v2(this._prevPoint.x, cc.view._designResolutionSize.height - this._prevPoint.y);
},
/**
* !#en Returns the start touch location in screen coordinates.
* !#zh 获取触点落下时在游戏窗口中的位置对象,对象包含 x 和 y 属性。
* @method getStartLocationInView
* @return {Vec2}
*/
getStartLocationInView: function(){
return cc.v2(this._startPoint.x, cc.view._designResolutionSize.height - this._startPoint.y);
},
/**
* !#en Returns the id of cc.Touch.
* !#zh 触点的标识 ID可以用来在多点触摸中跟踪触点。
* @method getID
* @return {Number}
*/
getID:function () {
return this._id;
},
/**
* !#en Sets information to touch.
* !#zh 设置触摸相关的信息。用于监控触摸事件。
* @method setTouchInfo
* @param {Number} id
* @param {Number} x
* @param {Number} y
*/
setTouchInfo:function (id, x, y) {
this._prevPoint = this._point;
this._point = cc.v2(x || 0, y || 0);
this._id = id;
if(!this._startPointCaptured){
this._startPoint = cc.v2(this._point);
cc.view._convertPointWithScale(this._startPoint);
this._startPointCaptured = true;
}
},
_setPoint: function(x, y){
if(y === undefined){
this._point.x = x.x;
this._point.y = x.y;
}else{
this._point.x = x;
this._point.y = y;
}
},
_setPrevPoint:function (x, y) {
if(y === undefined)
this._prevPoint = cc.v2(x.x, x.y);
else
this._prevPoint = cc.v2(x || 0, y || 0);
}
};

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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('./CCEvent');
require('./CCTouch');
require('./CCEventListener');
var eventManager = require('./CCEventManager');;
module.exports = eventManager;
if (CC_TEST) {
cc._Test.eventManager = eventManager;
}