cocos2d-x CCScrollView和CCTableView的使用(转载)

转载请注明来自:Alex Zhou的程序世界,本文链接:http://codingnow.cn/cocos2d-x/1024.html

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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

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;
};

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

#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
    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);
};

 

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

 
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

posted @ 2013-07-10 13:45 jeekun 阅读(...) 评论(...) 编辑 收藏