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
#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
#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。
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
#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
#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:
源码下载地址: http://download.csdn.net/detail/zhoujianghai/4975604
cocos2d-x CCScrollView和CCTableView的使用,布布扣,bubuko.com
cocos2d-x CCScrollView和CCTableView的使用
原文:http://blog.csdn.net/u013340181/article/details/25711689