本节主要包括菜单栏的绘制以及添加触发事件,菜单栏又分为两级,如下面两张图,当点击set时,出现模式选择的菜单项。这里主要利用到了 MenuItemLabel进行菜单的实现
对于菜单栏的设计,我们主要从以下两个方面进行:
1. 菜单的绘制
本处的菜单实际而言仍旧是label的绘制,然后封装到 MenuItemLabel中,为其添加回调事件,Label的创建与绘制前一节已经说明,因此此处主要注意的是布局问题,具体可参考后面贴出的代码
auto label = Label::createWithSystemFont(text, "Airea", 26);
//label->setTextColor(Color4B(120,120,0, 255));
auto item = MenuItemLabel::create(label);
item->setContentSize(size);
对于set界面的绘制中,可以看到一条白色的线段,同样是调用cocos2dx的API进行绘制,主要是DrawNode对象的相关方法
auto draw = DrawNode::create();
this->addChild(draw);
draw->drawLine(Vec2(10, 20), Vec2(50, 20), Color4F(0, 0, 0, 1));
drawLine(起点, 终点, 颜色) 绘制一条线段, drawCircle(..)绘制圆形。。。。。。
2. 触发事件处理
MenuItem有个回调函数setCallBack()可以直接设定点击后的回调函数,如:
resetmenu->setCallback(CC_CALLBACK_1(GameMenuLayer::resetGameFun, this));
表示当点击resetmenu后,将调用GameMenuLayer::resetGameFun函数,其源码为:
void GameMenuLayer::resetGameFun(Ref* ref)
{
GameLayer::getInstance()->restartGame();
log("reset game");
}
3. CC_CALLBACK_1
cocos2dx定义的宏,广泛应用于回调函数的处理中,其声明为:
// new callbacks based on C++11
#define CC_CALLBACK_0(__selector__,__target__, ...) std::bind(&__selector__,__target__, ##__VA_ARGS__)
#define CC_CALLBACK_1(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, ##__VA_ARGS__)
#define CC_CALLBACK_2(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, ##__VA_ARGS__)
#define CC_CALLBACK_3(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, ##__VA_ARGS__)
后面跟随的0,1,2,3分别表示回调函数带0,1,2,3个参数,这里利用了c++11的新特性,使用了std::bind函数
std:: bind函数实现类似函数指针的方法,采用传值传递参数,在对某个函数进行绑定时,可以指定部分参数或全部参数,也可以不指定任何参数,还可以调整各个参数间的顺序。对于未指定的参数,可以使用占位符_1、_2、_3来表示。_1表示绑定后的函数的第1个参数,_2表示绑定后的函数的第2个参数,其他依次类推
bind(callable, arg_list)
其中的callbale表示函数指针,arg_list表示参数列表
#include <iostream>
#include <functional>
using namespace std::placeholders;
using namespace std;
void nine(int a1, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9)
{
cout << "a1 = " << a1 << endl;
cout << "a2 = " << a2 << endl;
cout << "a3 = " << a3 << endl;
cout << "a4 = " << a4 << endl;
cout << "a5 = " << a5 << endl;
cout << "a6 = " << a6 << endl;
cout << "a7 = " << a7 << endl;
cout << "a8 = " << a8 << endl;
cout << "a9 = " << a9 << endl;
}
int main()
{
int i = 5;
cout << "i == 5?" << (i==5) << endl;
int i1=1,i2=2,i3=3,i4=4,i5=5,i6=6,i7=7,i8=8,i9=9;
bind(nine, _9, _8, _7, _6, _5,_4,_3,_2,_1)(i1, i2, i3, i4,i5,i6,i7,i8, i9);
bind(nie, i1, i2, i3, i4, i5, i6, _1, _2, _1)(i9, i7);
return 0;
}
输出结果为:
菜单栏的实现主要涉及到GameMenuLayer, MenuButton, SetMenu三个文件
所有的代码均托管在: ttps://github.com/liuyueyi/2048
MenuButton.cpp
#include "MenuButton.h"
bool MenuButton::init()
{
if(!Node::init())
return false;
else
return true;
}
MenuItem* MenuButton::getMenuItem(const std::string& text, const Size& size)
{
auto label = Label::createWithSystemFont(text, "Airea", 26);
//label->setTextColor(Color4B(120,120,0, 255));
auto item = MenuItemLabel::create(label);
item->setContentSize(size);
return item;
}
GameMenuLayer.cpp
#include "GameMenuLayer.h"
#include "MenuButton.h"
#include "GameLayer.h"
#include "GameScene.h"
#include "SetMenu.h"
USING_NS_CC;
GameMenuLayer* GameMenuLayer::_instance = nullptr;
GameMenuLayer* GameMenuLayer::getInstance()
{
if(_instance == nullptr)
_instance = create();
return _instance;
}
bool GameMenuLayer::init()
{
if(!Layer::init())
return false;
this->setContentSize(Size(300, 30));
this->setPosition(Vec2(10, 370));
auto menuButton = MenuButton::create();
auto resetBg = LayerColor::create(Color4B(143, 122, 101, 255), 100, 30);
this->addChild(resetBg);
auto resetmenu = menuButton->getMenuItem("Restart", Size(100, 30));
resetmenu->setPosition(55, 17);
resetmenu->setCallback(CC_CALLBACK_1(GameMenuLayer::resetGameFun, this));
auto setBg = LayerColor::create(Color4B(143, 122, 101, 255), 50, 30);
setBg->setPosition(250, 0);
this->addChild(setBg);
auto setmenu = menuButton->getMenuItem("Set", Size(40, 30));
setmenu->setPosition(275, 17);
setmenu->setCallback(CC_CALLBACK_1(GameMenuLayer::setGameFun, this));
auto undoBg = LayerColor::create(Color4B(143, 122, 101, 255), 60, 30);
undoBg->setPosition(180, 0);
this->addChild(undoBg);
auto undomenu = menuButton->getMenuItem("Undo", Size(60, 30));
undomenu->setPosition(213, 17);
undomenu->setCallback(CC_CALLBACK_1(GameMenuLayer::undoGameFun, this));
auto menu = Menu::create(resetmenu, undomenu, setmenu, NULL);
//menu->alignItemsHorizontally();
menu->setPosition(0,0);
this->addChild(menu);
return true;
}
void GameMenuLayer::resetGameFun(Ref* ref)
{
GameLayer::getInstance()->restartGame();
log("reset game");
}
void GameMenuLayer::setGameFun(Ref* ref)
{
auto layer = static_cast<GameScene*>(this->getParent());
auto setmenu = layer->getChildByName("setlayer");
if(setmenu->isVisible())
setmenu->setVisible(false);
else
setmenu->setVisible(true);
log("start game");
}
void GameMenuLayer::undoGameFun(Ref* ref)
{
GameLayer::getInstance()->undoGame();
log("back to last stat");
}
此处对于void GameMenuLayer::setGameFun(Ref* ref) 进行简单说明, 这次设计中没有将SetMenu设置为单例模式,添加到父节点的是SetMenu的一个对象,这样的情况下,可以通过getChildByName, getChindByTag函数来获取该对象,然后进行相应的修改
对应的将SetMenu加入场景的代码在GameScene的init函数内:
auto setLayer = SetMenu::create();
setLayer->setName("setlayer");
setLayer->setVisible(false);
this->addChild(setLayer);
SetMenu.cpp
#include "SetMenu.h"
#include "Grid.h"
#include "GameTool.h"
#include "GameLayer.h"
#include "DataConf.h"
bool SetMenu::init()
{
if(!Layer::init())
return false;
this->setContentSize(Size(120, 180));
this->setPosition(Vec2(195, 185));
auto bg = LayerColor::create(Color4B(30, 30, 30, 200), 120, 180);
this->addChild(bg);
auto draw = DrawNode::create();
this->addChild(draw);
//draw->drawLine(Vec2(10, 20), Vec2(50, 20), Color4F(0, 0, 0, 1));
auto classic = Label::createWithSystemFont(Grid::G2U("经典模式"), "Arial", 25);
auto soldier = Label::createWithSystemFont(Grid::G2U("小兵模式"), "Arial", 25);
auto color = Label::createWithSystemFont(Grid::G2U("纯色模式"), "Arial", 25);
auto sound = Label::createWithSystemFont(Grid::G2U("声音"), "Arial", 25);
auto item01 = MenuItemLabel::create(classic, CC_CALLBACK_1(SetMenu::classicCallFunc, this));
item01->setPosition(60, 135 + 22.5f);
draw->drawLine(Vec2(5, 135), Vec2(115, 135), Color4F(1,1,1,1));
auto item02 = MenuItemLabel::create(soldier, CC_CALLBACK_1(SetMenu::soldierCallFunc, this));
item02->setPosition(60, 90 + 22.5f);
draw->drawLine(Vec2(5, 90), Vec2(115, 90), Color4F(1, 1, 1,1));
auto item03 = MenuItemLabel::create(color, CC_CALLBACK_1(SetMenu::colorCallFunc, this));
item03->setPosition(60, 45 + 22.5f);
draw->drawLine(Vec2(5, 45), Vec2(115, 45), Color4F(1, 1, 1,1));
auto item04 = MenuItemLabel::create(sound, CC_CALLBACK_1(SetMenu::soundCallFunc, this));
item04->setPosition(60, 22.5f);
//draw->drawLine(Vec2(5, 22.5f), Vec2(115, 157.5f), Color4F(0,0,0,1));
auto menu = Menu::create(item01, item02, item03, item04, nullptr);
//menu->alignItemsVertically();
menu->setPosition(0, 0);
this->addChild(menu);
return true;
}
void SetMenu::classicCallFunc(Ref* ref)
{
changeType(1);
}
void SetMenu::soldierCallFunc(Ref* ref)
{
changeType(0);
}
void SetMenu::colorCallFunc(Ref* ref)
{
changeType(2);
}
void SetMenu::soundCallFunc(Ref* ref)
{
}
void SetMenu::changeType(int newType)
{
auto type = Grid::getType();
if(type == newType) // do not change the game model
return;
// do change, then save the game stat and restart new game model
DataConf::getInstance()->dumpData(type);
GameLayer::getInstance()->clearGrids();
Grid::changeType(newType);
this->setVisible(false);
}
1. 中文显示
Label创建时,直接赋值中文时,会出现问题(不显示内容,或者乱码),主要是编码格式的问题造成的,其解决方法有从xml,json中读取中文,然后传入;或者直接采用下面函数对中文重新编码
char* Grid::G2U(const char* gb2312)
{
int len = MultiByteToWideChar(CP_ACP, 0, gb2312, -1, NULL, 0);
wchar_t* wstr = new wchar_t[len+1];
memset(wstr, 0, len+1);
MultiByteToWideChar(CP_ACP, 0, gb2312, -1, wstr, len);
len = WideCharToMultiByte(CP_UTF8, 0, wstr, -1, NULL, 0, NULL, NULL);
char* str = new char[len+1];
memset(str, 0, len+1);
WideCharToMultiByte(CP_UTF8, 0, wstr, -1, str, len, NULL, NULL);
if(wstr) delete[] wstr;
return str;
}
2. 事件绑定
直接在Label上绑定事件,利用EventListenerTouchOneByOne来实现绑定
auto label = Label::createWithSystemFont("label", "Arial", 40);
this->addChild(label);
label->setPosition(100, 100);
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [label](Touch* touch, Event* e){
log("entered”);
if(label->getBoundingBox().containsPoint(touch->getLocation()))
log("truly clicked");
return false;
};
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, label);
注意: