标签:cocos2d-x scrollview tableview 节点坐标系
打开ScrollView,跟我一起看源码。
重点1:ScrollView中的container : Node* 的锚点AnchorPoint是被重置为Vec2(0,0),也就是设置大地图的时候要求用左下角作为依赖的参照点。但是,看看Layer的源码,
// Layer
Layer::Layer()
: _touchEnabled(false)
, _accelerometerEnabled(false)
, _keyboardEnabled(false)
, _touchListener(nullptr)
, _keyboardListener(nullptr)
, _accelerationListener(nullptr)
, _touchMode(Touch::DispatchMode::ALL_AT_ONCE)
, _swallowsTouches(true)
{
_ignoreAnchorPointForPosition = true;
setAnchorPoint(Vec2(0.5f, 0.5f));
}
首先回顾一下Layer的坐标系相关:
在Node中有个属性_ignoreAnchorPointForPosition,默认为false,不能忽略锚点做节点坐标系中的影响。
Layer和Scene继承自Node,默认contentSize是也为0的,不同的是_ignoreAnchorPointForPosition为true,挂载在其他渲染树是都是以(0,0)为参考点,无论怎么设置_ignoreAnchorPointForPosition属性都不会对其位置产生变化。以父节点的左下角为节点坐标系为起点很容易符合我们的想法,但是要知道确切意识到是以父节点的contentSize的左下角为原点。而Node、Layer、Scene等容器默认的contentSize是(0,0).而在Sprite为容器的节点坐标系中就不太好控制了,每次应该认真去计算父节点的 contentSize的左下角位置,才能设置当年子节点的具体位置。这是父节点的相关,当然子节点都是以自身锚地为参照点去setPisition().例如,这样子才能将ScrollView正确的显示在屏幕中间,要把ScrollView的cententSize的左下角点因为设置了大小产生的偏移移除掉——这个时候我们多么希望contentSize的_ignoreAnchorPointForPosition也是false,这样子就可以使用类似精灵的操作模式,~~可惜不是。例子代码:
pScrollView->setPosition(visibleSize.width/2 - pScrollView->getContentSize().width/2,visibleSize.height/2-pScrollView->getContentSize().height/2);
知道了container的锚点相关,我们就可以正确的处理ScrollView的显示问题了。
dragging,拖拽。当touchBegan时设置这个状态,和设置初始的移动位置:
bool ScrollView::onTouchBegan(Touch* touch, Event* event)
{
if (!this->isVisible())
{
return false;
}
Rect frame = getViewRect();
//dispatcher does not know about clipping. reject touches outside visible bounds.
if (_touches.size() > 2 ||
_touchMoved ||
!frame.containsPoint(touch->getLocation()))
{
return false;
}
if (std::find(_touches.begin(), _touches.end(), touch) == _touches.end())
{
_touches.push_back(touch);
}
if (_touches.size() == 1)
{ // scrolling
_touchPoint = this->convertTouchToNodeSpace(touch);
_touchMoved = false;
_dragging = true; //dragging started
_scrollDistance = Vec2(0.0f, 0.0f);
_touchLength = 0.0f;
}
else if (_touches.size() == 2)
{
_touchPoint = (this->convertTouchToNodeSpace(_touches[0]).getMidpoint(
this->convertTouchToNodeSpace(_touches[1])));
_touchLength = _container->convertTouchToNodeSpace(_touches[0]).getDistance(
_container->convertTouchToNodeSpace(_touches[1]));
_dragging = false;
}
return true;
}
触摸结束之后Reset除位移以为的状态:
void ScrollView::onTouchEnded(Touch* touch, Event* event)
{
if (!this->isVisible())
{
return;
}
auto touchIter = std::find(_touches.begin(), _touches.end(), touch);
if (touchIter != _touches.end())
{
if (_touches.size() == 1 && _touchMoved)
{
this->schedule(schedule_selector(ScrollView::deaccelerateScrolling));
}
_touches.erase(touchIter);
}
if (_touches.size() == 0)
{
_dragging = false;
_touchMoved = false;
}
}开始减速直至停止播放动画:
void ScrollView::deaccelerateScrolling(float dt)
{
if (_dragging)
{
this->unschedule(schedule_selector(ScrollView::deaccelerateScrolling));
return;
}
float newX, newY;
Vec2 maxInset, minInset;
_container->setPosition(_container->getPosition() + _scrollDistance);
if (_bounceable)
{
maxInset = _maxInset;
minInset = _minInset;
}
else
{
maxInset = this->maxContainerOffset();
minInset = this->minContainerOffset();
}
newX = _container->getPosition().x;
newY = _container->getPosition().y;
_scrollDistance = _scrollDistance * SCROLL_DEACCEL_RATE;
this->setContentOffset(Vec2(newX,newY));
if ((fabsf(_scrollDistance.x) <= SCROLL_DEACCEL_DIST &&
fabsf(_scrollDistance.y) <= SCROLL_DEACCEL_DIST) ||
newY >= maxInset.y || newY <= minInset.y ||
newX >= maxInset.x || newX <= minInset.x)
{
this->unschedule(schedule_selector(ScrollView::deaccelerateScrolling));
this->relocateContainer(true);
}
}
补记:_isUsedCellsDirty 鉴于TableView不能动态更新的问题,可以考虑把_isUsedCellsDirty设为true,然后在渲染的时候就会重新渲染啦。
标签:cocos2d-x scrollview tableview 节点坐标系
原文地址:http://blog.csdn.net/jingzhewangzi/article/details/41018753