So I'm trying to create a simple app using cocos2d-x newest build and for some reason can't get my touch wired up. Here are my classes:
class GameLayer : public cocos2d::Layer
{
public:
static cocos2d::Layer* createLayer();
void update(float dt);
virtual bool init();
CREATE_FUNC(GameLayer);
private:
bool onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* event);
void onTouchMoved(cocos2d::Touch* touch, cocos2d::Event* event);
void onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event);
};
cocos2d::Layer* GameLayer::createLayer()
{
GameLayer *layer = GameLayer::create();
return layer;
}
bool GameLayer::init()
{
if (!cocos2d::Layer::init())
{
return false;
}
this->schedule(schedule_selector(GameLayer::update));
this->setTouchEnabled(true);
return true;
}
void GameLayer::update(float dt)
{
}
bool GameLayer::onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* event)
{
cocos2d::log("You touched %f, %f", touch->getLocationInView().x, touch->getLocationInView().y);
return true;
}
void GameLayer::onTouchMoved(cocos2d::Touch* touch, cocos2d::Event* event)
{
}
void GameLayer::onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event)
{
}
I noticed when I call into the setTouchEnabled
call that an internal flag called _running
is set to false so it doesn't actually register my touch events. However I can't seem to figure out why that is the case. Am I calling things incorrectly or in the wrong order?
Currently, cocos2dx is going through a major overhauling of the library and many things have changed including Touch registration and propagation. Here is how it works now:
GameLayer.h
class GameLayer : public cocos2d::Layer
{
public:
static cocos2d::Layer* createLayer();
void update(float dt);
virtual bool init();
CREATE_FUNC(GameLayer);
private:
virtual void onEnter();
virtual void onExit();
bool onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* event);
void onTouchMoved(cocos2d::Touch* touch, cocos2d::Event* event);
void onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event);
};
GameLayer.cpp
cocos2d::Layer* GameLayer::createLayer()
{
GameLayer *layer = GameLayer::create();
return layer;
}
bool GameLayer::init()
{
if (!cocos2d::Layer::init())
{
return false;
}
this->schedule(schedule_selector(GameLayer::update));
return true;
}
void GameLayer::onEnter()
{
Layer::onEnter();
// Register Touch Event
auto dispatcher = Director::getInstance()->getEventDispatcher();
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = CC_CALLBACK_2(GameLayer::onTouchBegan, this);
listener->onTouchMoved = CC_CALLBACK_2(GameLayer::onTouchMoved, this);
listener->onTouchEnded = CC_CALLBACK_2(GameLayer::onTouchEnded, this);
dispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
void GameLayer::onExit()
{
// You don't need to unregister listeners here as new API
// removes all linked listeners automatically in CCNode's destructor
// which is the base class for all cocos2d DRAWING classes
Layer::onExit();
}
void GameLayer::update(float dt)
{
}
bool GameLayer::onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* event)
{
cocos2d::log("You touched %f, %f", touch->getLocationInView().x, touch->getLocationInView().y);
return true;
}
void GameLayer::onTouchMoved(cocos2d::Touch* touch, cocos2d::Event* event)
{
}
void GameLayer::onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event)
{
}
Hope it helps!
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