Example #1
0
int LuaEngine::handleTouchEvent(void* data)
{
    if (NULL == data)
        return 0;
    
    TouchScriptData* touchScriptData = static_cast<TouchScriptData*>(data);
    if (NULL == touchScriptData->nativeObject || NULL == touchScriptData->touch)
        return 0;
    
    int handler = ScriptHandlerMgr::getInstance()->getObjectHandler((void*)touchScriptData->nativeObject, ScriptHandlerMgr::HandlerType::TOUCHES);
    
    if (0 == handler)
        return 0;
    
    switch (touchScriptData->actionType)
    {
        case EventTouch::EventCode::BEGAN:
            _stack->pushString("began");
            break;
            
        case EventTouch::EventCode::MOVED:
            _stack->pushString("moved");
            break;
            
        case EventTouch::EventCode::ENDED:
            _stack->pushString("ended");
            break;
            
        case EventTouch::EventCode::CANCELLED:
            _stack->pushString("cancelled");
            break;
            
        default:
            return 0;
    }

    int ret = 0;

    Touch* touch = touchScriptData->touch;
    if (NULL != touch) {
        const cocos2d::Vec2 pt = Director::getInstance()->convertToGL(touch->getLocationInView());
        _stack->pushFloat(pt.x);
        _stack->pushFloat(pt.y);
        
        const cocos2d::Vec2 prev_pt = Director::getInstance()->convertToGL(touch->getPreviousLocationInView());
        _stack->pushFloat(prev_pt.x);
        _stack->pushFloat(prev_pt.y);
        
        ret = _stack->executeFunctionByHandler(handler, 5);
    }
    _stack->clean();
    return ret;
}
Example #2
0
int LuaEngine::executeNodeTouchesEvent(Node* pNode, int eventType, const std::vector<Touch*>& touches, int phase)
{
    CCScriptEventListenersForEvent *listeners = getListeners(pNode, phase == NODE_TOUCH_CAPTURING_PHASE ? NODE_TOUCH_CAPTURE_EVENT : NODE_TOUCH_EVENT);
    if (!listeners) return 1;
    
    _stack->clean();
    LuaValueDict event;
    switch (eventType)
    {
        case CCTOUCHBEGAN:
            event["name"] = LuaValue::stringValue("began");
            break;
            
        case CCTOUCHMOVED:
            event["name"] = LuaValue::stringValue("moved");
            break;
            
        case CCTOUCHENDED:
            event["name"] = LuaValue::stringValue("ended");
            break;
            
        case CCTOUCHCANCELLED:
            event["name"] = LuaValue::stringValue("cancelled");
            break;
            
        case CCTOUCHADDED:
            event["name"] = LuaValue::stringValue("added");
            break;
            
        case CCTOUCHREMOVED:
            event["name"] = LuaValue::stringValue("removed");
            break;
            
        default:
            return 0;
    }
    
    event["mode"] = LuaValue::intValue((int)Touch::DispatchMode::ALL_AT_ONCE);
    switch (phase)
    {
        case NODE_TOUCH_CAPTURING_PHASE:
            event["phase"] = LuaValue::stringValue("capturing");
            break;
            
        case NODE_TOUCH_TARGETING_PHASE:
            event["phase"] = LuaValue::stringValue("targeting");
            break;
            
        default:
            event["phase"] = LuaValue::stringValue("unknown");
    }
    
    LuaValueDict points;
    Director* pDirector = Director::getInstance();
    char touchId[16];
    for (auto touchIt = touches.begin(); touchIt != touches.end(); ++touchIt)
    {
        LuaValueDict point;
        Touch* pTouch = (Touch*)*touchIt;
        sprintf(touchId, "%d", pTouch->getID());
        point["id"] = LuaValue::stringValue(touchId);
        
        const Point pt = pDirector->convertToGL(pTouch->getLocationInView());
        point["x"] = LuaValue::floatValue(pt.x);
        point["y"] = LuaValue::floatValue(pt.y);
        const Point prev = pDirector->convertToGL(pTouch->getPreviousLocationInView());
        point["prevX"] = LuaValue::floatValue(prev.x);
        point["prevY"] = LuaValue::floatValue(prev.y);
        
        points[touchId] = LuaValue::dictValue(point);
    }
    event["points"] = LuaValue::dictValue(points);
    _stack->pushLuaValueDict(event);
    
    bool flagNeedClean = false;
    for (auto it=listeners->begin(); it!=listeners->end(); ++it)
    {
        if ((*it)->removed) {
            flagNeedClean = true;
            continue;
        }
        
        _stack->copyValue(1);
        _stack->executeFunctionByHandler((*it)->listener, 1);
        _stack->settop(1);
    }
    
    cleanListeners(listeners, pNode, flagNeedClean);
    
    _stack->clean();
    
    return 1;
}
int LuaEventNode::executeScriptTouchHandler(int nEventType, const std::vector<Touch*>& touches, int phase /* = NODE_TOUCH_TARGETING_PHASE */)
{
    auto stack = initExecParam(this->getActiveNode(), phase);
    if (!stack)
    {
        return 0;
    }
    
    LuaValueDict event;
    switch (nEventType)
    {
        case CCTOUCHBEGAN:
            event["name"] = LuaValue::stringValue("began");
            break;
            
        case CCTOUCHMOVED:
            event["name"] = LuaValue::stringValue("moved");
            break;
            
        case CCTOUCHENDED:
            event["name"] = LuaValue::stringValue("ended");
            break;
            
        case CCTOUCHCANCELLED:
            event["name"] = LuaValue::stringValue("cancelled");
            break;
            
        case CCTOUCHADDED:
            event["name"] = LuaValue::stringValue("added");
            break;
            
        case CCTOUCHREMOVED:
            event["name"] = LuaValue::stringValue("removed");
            break;
            
        default:
            return 0;
    }
    
    event["mode"] = LuaValue::intValue((int)Touch::DispatchMode::ALL_AT_ONCE);
    switch (phase)
    {
        case NODE_TOUCH_CAPTURING_PHASE:
            event["phase"] = LuaValue::stringValue("capturing");
            break;
            
        case NODE_TOUCH_TARGETING_PHASE:
            event["phase"] = LuaValue::stringValue("targeting");
            break;
            
        default:
            event["phase"] = LuaValue::stringValue("unknown");
    }
    
    LuaValueDict points;
    Director* pDirector = Director::getInstance();
    char touchId[16];
    for (auto touchIt = touches.begin(); touchIt != touches.end(); ++touchIt)
    {
        LuaValueDict point;
        Touch* pTouch = (Touch*)*touchIt;
        sprintf(touchId, "%d", pTouch->getID());
        point["id"] = LuaValue::stringValue(touchId);
        
        const Point pt = pDirector->convertToGL(pTouch->getLocationInView());
        point["x"] = LuaValue::floatValue(pt.x);
        point["y"] = LuaValue::floatValue(pt.y);
        const Point prev = pDirector->convertToGL(pTouch->getPreviousLocationInView());
        point["prevX"] = LuaValue::floatValue(prev.x);
        point["prevY"] = LuaValue::floatValue(prev.y);
        
        points[touchId] = LuaValue::dictValue(point);
    }
    event["points"] = LuaValue::dictValue(points);

    return callNodeEventDispatcher(stack, event);
}