在游戏和应用中经常要实现左右滑动展示游戏帮助、以列表显示内容的UI效果,就像android中的Gallery和ListView。本文通过CCScrollView和CCTableView分别来实现这两个效果,基于cocos2d-x 2.0.4版本。
首先来简单了解一下这两个东东,CCScrollView本身是一个CCLayer,而CCTableView是CCScrollView的子类,这是引擎已经帮我们封装好了的,CCTableView可以设置成横向和纵向,用它可以实现类似于Gallery和ListView的效果。
1. 首先实现游戏帮助界面
(1) 创建头文件GalleryLayer.h
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#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滚动的时候会调用 void
scrollViewDidScroll(CCScrollView* view); //scrollview缩放的时候会调用 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 : //根据手势滑动的距离和方向滚动图层 void
adjustScrollView( float
offset); CCScrollView
*m_pScrollView; CCPoint
m_touchPoint; int
m_nCurPage; }; #endif |
类GalleryLayer继承了CCScrollViewDelegate,实现了它的两个纯虚函数,主要是为了当scrollview滚动和缩放时回调这两函数,这样我们就可以在这两函数中做相关操作了。
(2) 看源文件GalleryLayer.cpp
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#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 ); } } |
这里一共有三张图,是从捕鱼达人中拿出来的背景图,当滚完三张图时就跳转到ListViewLayer场景去,上面的代码比较容易懂。
首先创建一个CCLayer,包含三张背景图,设置CCLayer的ContentSize,并设置三张图片的位置
然后设置CCLayer为CCScrollview的内容,并设置CCScrollView的显示区域。
最后根据用户滑动的方向和距离,通过设置scrollview的setContentOffset,滚动视图。
CCScrollview.h文件中封装了一个枚举类型,一共有四个方向,常用横向和纵向,这里使用了横向。
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typedef
enum
{ kCCScrollViewDirectionNone
= -1, kCCScrollViewDirectionHorizontal
= 0, kCCScrollViewDirectionVertical, kCCScrollViewDirectionBoth }
CCScrollViewDirection; |
下面来看看这部分的效果:
2. 现在来实现列表展示(ListView)的效果
(1)创建ListViewLayer.h
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#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); //处理触摸事件,可以计算点击的是哪一个子项 virtual
void
tableCellTouched(cocos2d::extension::CCTableView* table, cocos2d::extension::CCTableViewCell* cell); //每一项的宽度和高度 virtual
cocos2d::CCSize cellSizeForTable(cocos2d::extension::CCTableView *table); //生成列表每一项的内容 virtual
cocos2d::extension::CCTableViewCell* tableCellAtIndex(cocos2d::extension::CCTableView *table, unsigned
int
idx); //一共多少项 virtual
unsigned int
numberOfCellsInTableView(cocos2d::extension::CCTableView *table); CREATE_FUNC(ListViewLayer); }; #endif |
ListViewLayer继承了CCTableViewDataSource和CCTableViewDelegate。这两个抽象类封装了几个有用的函数,我们在下面的源码中将实现它们。
(2)源文件 ListViewLayer.cpp
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#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) { } |
首先需要创建CCTableView,设置它的显示区域和显示方向,这里使用了纵向。设置每个子项的宽度和高度,子项的数量以及每个子项对应的内容。每个子项是一个CCTableViewCell,这里进行了优化,复用了子项对象。
下面是效果图:
Cocos2d中CCScrollView和CCTableView使用
原文地址:http://blog.csdn.net/zhenyu5211314/article/details/38922577