cocos2dx学习之UIListView.cpp

这篇具有很好参考价值的文章主要介绍了cocos2dx学习之UIListView.cpp。希望对大家有所帮助。如果存在错误或未考虑完全的地方,请大家不吝赐教,您也可以点击"举报违法"按钮提交疑问。

/****************************************************************************

Copyright (c) 2013-2017 Chukong Technologies Inc.

http://www.cocos2d-x.org

Permission is hereby granted, free of charge, to any person obtaining a copy

of this software and associated documentation files (the "Software"), to deal

in the Software without restriction, including without limitation the rights

to use, copy, modify, merge, publish, distribute, sublicense, and/or sell

copies of the Software, and to permit persons to whom the Software is

furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in

all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR

IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,

FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE

AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER

LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,

OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN

THE SOFTWARE.

****************************************************************************/

#include "ui/UIListView.h"

#include "ui/UIHelper.h"

NS_CC_BEGIN

static const float DEFAULT_TIME_IN_SEC_FOR_SCROLL_TO_ITEM = 1.0f;

namespace ui {

IMPLEMENT_CLASS_GUI_INFO(ListView)

ListView::ListView():

_model(nullptr),

_gravity(Gravity::CENTER_VERTICAL),

_magneticType(MagneticType::NONE),

_magneticAllowedOutOfBoundary(true),

_itemsMargin(0.0f),

_leftPadding(0.0f),

_topPadding(0.0f),

_rightPadding(0.0f),

_bottomPadding(0.0f),

_scrollTime(DEFAULT_TIME_IN_SEC_FOR_SCROLL_TO_ITEM),

_curSelectedIndex(-1),

_innerContainerDoLayoutDirty(true),

_listViewEventListener(nullptr),

_listViewEventSelector(nullptr),

_eventCallback(nullptr)

{

this->setTouchEnabled(true);

}

ListView::~ListView()

{

_listViewEventListener = nullptr;

_listViewEventSelector = nullptr;

_items.clear();

CC_SAFE_RELEASE(_model);

}

ListView* ListView::create()

{

ListView* widget = new (std::nothrow) ListView();

if (widget && widget->init())

{

widget->autorelease();

return widget;

}

CC_SAFE_DELETE(widget);

return nullptr;

}

bool ListView::init()

{

if (ScrollView::init())

{

setDirection(Direction::VERTICAL);

return true;

}

return false;

}

void ListView::setItemModel(Widget *model)

{

if (nullptr == model)

{

CCLOG("Can't set a nullptr to item model!");

return;

}

CC_SAFE_RELEASE_NULL(_model);

_model = model;

CC_SAFE_RETAIN(_model);

}

void ListView::handleReleaseLogic(Touch *touch)

{

ScrollView::handleReleaseLogic(touch);

if(!_autoScrolling)

{

startMagneticScroll();

}

}

void ListView::onItemListChanged()

{

_outOfBoundaryAmountDirty = true;

}

void ListView::updateInnerContainerSize()

{

switch (_direction)

{

case Direction::VERTICAL:

{

size_t length = _items.size();

float totalHeight = (length - 1) * _itemsMargin + (_topPadding + _bottomPadding);

for (auto& item : _items)

{

totalHeight += item->getContentSize().height;

}

float finalWidth = _contentSize.width;

float finalHeight = totalHeight;

setInnerContainerSize(Size(finalWidth, finalHeight));

break;

}

case Direction::HORIZONTAL:

{

size_t length = _items.size();

float totalWidth = (length - 1) * _itemsMargin + (_leftPadding + _rightPadding);

for (auto& item : _items)

{

totalWidth += item->getContentSize().width;

}

float finalWidth = totalWidth;

float finalHeight = _contentSize.height;

setInnerContainerSize(Size(finalWidth, finalHeight));

break;

}

default:

break;

}

}

void ListView::remedyVerticalLayoutParameter(LinearLayoutParameter* layoutParameter, ssize_t itemIndex)

{

CCASSERT(nullptr != layoutParameter, "Layout parameter can't be nullptr!");

switch (_gravity)

{

case Gravity::LEFT:

layoutParameter->setGravity(LinearLayoutParameter::LinearGravity::LEFT);

break;

case Gravity::RIGHT:

layoutParameter->setGravity(LinearLayoutParameter::LinearGravity::RIGHT);

break;

case Gravity::CENTER_HORIZONTAL:

layoutParameter->setGravity(LinearLayoutParameter::LinearGravity::CENTER_HORIZONTAL);

break;

default:

break;

}

if (0 == itemIndex)

{

layoutParameter->setMargin(Margin(_leftPadding, _topPadding, _rightPadding, 0.f));

}

else if (_items.size() - 1 == itemIndex)

{

layoutParameter->setMargin(Margin(_leftPadding, _itemsMargin, _rightPadding, _bottomPadding));

}

else

{

layoutParameter->setMargin(Margin(_leftPadding, _itemsMargin, _rightPadding, 0.0f));

}

}

void ListView::remedyHorizontalLayoutParameter(LinearLayoutParameter* layoutParameter, ssize_t itemIndex)

{

CCASSERT(nullptr != layoutParameter, "Layout parameter can't be nullptr!");

switch (_gravity)

{

case Gravity::TOP:

layoutParameter->setGravity(LinearLayoutParameter::LinearGravity::TOP);

break;

case Gravity::BOTTOM:

layoutParameter->setGravity(LinearLayoutParameter::LinearGravity::BOTTOM);

break;

case Gravity::CENTER_VERTICAL:

layoutParameter->setGravity(LinearLayoutParameter::LinearGravity::CENTER_VERTICAL);

break;

default:

break;

}

if (0 == itemIndex)

{

layoutParameter->setMargin(Margin(_leftPadding, _topPadding, 0.f, _bottomPadding));

}

else if (_items.size() == itemIndex)

{

layoutParameter->setMargin(Margin(_itemsMargin, _topPadding, _rightPadding, _bottomPadding));

}

else

{

layoutParameter->setMargin(Margin(_itemsMargin, _topPadding, 0.f, _bottomPadding));

}

}

void ListView::remedyLayoutParameter(Widget *item)

{

CCASSERT(nullptr != item, "ListView Item can't be nullptr!");

LinearLayoutParameter* linearLayoutParameter = (LinearLayoutParameter*)(item->getLayoutParameter());

bool isLayoutParameterExists = true;

if (!linearLayoutParameter)

{

linearLayoutParameter = LinearLayoutParameter::create();

isLayoutParameterExists = false;

}

ssize_t itemIndex = getIndex(item);

switch (_direction)

{

case Direction::VERTICAL:

{

this->remedyVerticalLayoutParameter(linearLayoutParameter, itemIndex);

break;

}

case Direction::HORIZONTAL:

{

this->remedyHorizontalLayoutParameter(linearLayoutParameter, itemIndex);

break;

}

default:

break;

}

if (!isLayoutParameterExists)

{

item->setLayoutParameter(linearLayoutParameter);

}

}

void ListView::pushBackDefaultItem()

{

if (nullptr == _model)

{

return;

}

Widget* newItem = _model->clone();

remedyLayoutParameter(newItem);

addChild(newItem);

requestDoLayout();

}

void ListView::insertDefaultItem(ssize_t index)

{

if (nullptr == _model)

{

return;

}

insertCustomItem(_model->clone(), index);

}


 

void ListView::pushBackCustomItem(Widget* item)

{

remedyLayoutParameter(item);

addChild(item);

requestDoLayout();

}

void ListView::addChild(cocos2d::Node *child, int zOrder, int tag)

{

ScrollView::addChild(child, zOrder, tag);

Widget* widget = dynamic_cast<Widget*>(child);

if (nullptr != widget)

{

_items.pushBack(widget);

onItemListChanged();

}

}

void ListView::addChild(cocos2d::Node *child)

{

ListView::addChild(child, child->getLocalZOrder(), child->getName());

}

void ListView::addChild(cocos2d::Node *child, int zOrder)

{

ListView::addChild(child, zOrder, child->getName());

}

void ListView::addChild(Node* child, int zOrder, const std::string &name)

{

ScrollView::addChild(child, zOrder, name);

Widget* widget = dynamic_cast<Widget*>(child);

if (nullptr != widget)

{

_items.pushBack(widget);

onItemListChanged();

}

}

void ListView::removeChild(cocos2d::Node *child, bool cleanup)

{

Widget* widget = dynamic_cast<Widget*>(child);

if (nullptr != widget)

{

if (-1 != _curSelectedIndex)

{

auto removedIndex = getIndex(widget);

if (_curSelectedIndex > removedIndex)

{

_curSelectedIndex -= 1;

}

else if (_curSelectedIndex == removedIndex)

{

_curSelectedIndex = -1;

}

}

_items.eraseObject(widget);

onItemListChanged();

}

ScrollView::removeChild(child, cleanup);

requestDoLayout();

}

void ListView::removeAllChildren()

{

this->removeAllChildrenWithCleanup(true);

}

void ListView::removeAllChildrenWithCleanup(bool cleanup)

{

ScrollView::removeAllChildrenWithCleanup(cleanup);

_curSelectedIndex = -1;

_items.clear();

onItemListChanged();

}

void ListView::insertCustomItem(Widget* item, ssize_t index)

{

if (-1 != _curSelectedIndex)

{

if (_curSelectedIndex >= index)

{

_curSelectedIndex += 1;

}

}

_items.insert(index, item);

onItemListChanged();

ScrollView::addChild(item);

remedyLayoutParameter(item);

requestDoLayout();

}

void ListView::removeItem(ssize_t index)

{

Widget* item = getItem(index);

if (nullptr == item)

{

return;

}

removeChild(item, true);

}

void ListView::removeLastItem()

{

removeItem(_items.size() -1);

}

void ListView::removeAllItems()

{

removeAllChildren();

}

Widget* ListView::getItem(ssize_t index) const

{

if (index < 0 || index >= _items.size())

{

return nullptr;

}

return _items.at(index);

}

Vector<Widget*>& ListView::getItems()

{

return _items;

}

ssize_t ListView::getIndex(Widget *item) const

{

if (nullptr == item)

{

return -1;

}

return _items.getIndex(item);

}

void ListView::setGravity(Gravity gravity)

{

if (_gravity == gravity)

{

return;

}

_gravity = gravity;

requestDoLayout();

}

void ListView::setMagneticType(MagneticType magneticType)

{

_magneticType = magneticType;

_outOfBoundaryAmountDirty = true;

startMagneticScroll();

}

ListView::MagneticType ListView::getMagneticType() const

{

return _magneticType;

}

void ListView::setMagneticAllowedOutOfBoundary(bool magneticAllowedOutOfBoundary)

{

_magneticAllowedOutOfBoundary = magneticAllowedOutOfBoundary;

}

bool ListView::getMagneticAllowedOutOfBoundary() const

{

return _magneticAllowedOutOfBoundary;

}

void ListView::setItemsMargin(float margin)

{

if (_itemsMargin == margin)

{

return;

}

_itemsMargin = margin;

requestDoLayout();

}

float ListView::getItemsMargin()const

{

return _itemsMargin;

}

void ListView::setPadding(float l, float t, float r, float b)

{

if (l == _leftPadding && t == _topPadding && r == _rightPadding && b == _bottomPadding)

{

return;

}

_leftPadding = l;

_topPadding = t;

_rightPadding = r;

_bottomPadding = b;

requestDoLayout();

}

void ListView::setLeftPadding(float l)

{

if (l == _leftPadding)

{

return;

}

_leftPadding = l;

requestDoLayout();

}

void ListView::setTopPadding(float t)

{

if (t == _topPadding)

{

return;

}

_topPadding = t;

requestDoLayout();

}

void ListView::setRightPadding(float r)

{

if (r == _rightPadding)

{

return;

}

_rightPadding = r;

requestDoLayout();

}

void ListView::setBottomPadding(float b)

{

if (b == _bottomPadding)

{

return;

}

_bottomPadding = b;

requestDoLayout();

}

float ListView::getLeftPadding() const

{

return _leftPadding;

}

float ListView::getTopPadding() const

{

return _topPadding;

}

float ListView::getRightPadding() const

{

return _rightPadding;

}

float ListView::getBottomPadding() const

{

return _bottomPadding;

}

void ListView::setScrollDuration(float time)

{

if (time >= 0)

_scrollTime = time;

}

float ListView::getScrollDuration() const

{

return _scrollTime;

}

void ListView::setDirection(Direction dir)

{

switch (dir)

{

case Direction::NONE:

case Direction::BOTH:

break;

case Direction::VERTICAL:

setLayoutType(Type::VERTICAL);

break;

case Direction::HORIZONTAL:

setLayoutType(Type::HORIZONTAL);

break;

default:

return;

break;

}

ScrollView::setDirection(dir);

}

void ListView::refreshView()

{

forceDoLayout();

}

void ListView::requestDoLayout()

{

_innerContainerDoLayoutDirty = true;

}

void ListView::doLayout()

{

if(!_innerContainerDoLayoutDirty)

{

return;

}

ssize_t length = _items.size();

for (int i = 0; i < length; ++i)

{

Widget* item = _items.at(i);

item->setLocalZOrder(i);

remedyLayoutParameter(item);

}

updateInnerContainerSize();

_innerContainer->forceDoLayout();

_innerContainerDoLayoutDirty = false;

}

void ListView::addEventListenerListView(Ref *target, SEL_ListViewEvent selector)

{

_listViewEventListener = target;

_listViewEventSelector = selector;

}

void ListView::addEventListener(const ccListViewCallback& callback)

{

_eventCallback = callback;

}

void ListView::selectedItemEvent(TouchEventType event)

{

this->retain();

switch (event)

{

case TouchEventType::BEGAN:

{

if (_listViewEventListener && _listViewEventSelector)

{

(_listViewEventListener->*_listViewEventSelector)(this, LISTVIEW_ONSELECTEDITEM_START);

}

if (_eventCallback) {

_eventCallback(this,EventType::ON_SELECTED_ITEM_START);

}

if (_ccEventCallback)

{

_ccEventCallback(this, static_cast<int>(EventType::ON_SELECTED_ITEM_START));

}

}

break;

default:

{

if (_listViewEventListener && _listViewEventSelector)

{

(_listViewEventListener->*_listViewEventSelector)(this, LISTVIEW_ONSELECTEDITEM_END);

}

if (_eventCallback) {

_eventCallback(this, EventType::ON_SELECTED_ITEM_END);

}

if (_ccEventCallback)

{

_ccEventCallback(this, static_cast<int>(EventType::ON_SELECTED_ITEM_END));

}

}

break;

}

this->release();

}

void ListView::interceptTouchEvent(TouchEventType event, Widget *sender, Touch* touch)

{

ScrollView::interceptTouchEvent(event, sender, touch);

if (!_touchEnabled)

{

return;

}

if (event != TouchEventType::MOVED)

{

Widget* parent = sender;

while (parent)

{

if (parent && (parent->getParent() == _innerContainer))

{

_curSelectedIndex = getIndex(parent);

break;

}

parent = dynamic_cast<Widget*>(parent->getParent());

}

if (sender->isHighlighted()) {

selectedItemEvent(event);

}

}

}

static Vec2 calculateItemPositionWithAnchor(Widget* item, const Vec2& itemAnchorPoint)

{

Vec2 origin(item->getLeftBoundary(), item->getBottomBoundary());

Size size = item->getContentSize();

return origin + Vec2(size.width * itemAnchorPoint.x, size.height * itemAnchorPoint.y);

}

static Widget* findClosestItem(const Vec2& targetPosition, const Vector<Widget*>& items, const Vec2& itemAnchorPoint, ssize_t firstIndex, float distanceFromFirst, ssize_t lastIndex, float distanceFromLast)

{

CCASSERT(firstIndex >= 0 && lastIndex < items.size() && firstIndex <= lastIndex, "");

if (firstIndex == lastIndex)

{

return items.at(firstIndex);

}

if (lastIndex - firstIndex == 1)

{

if (distanceFromFirst <= distanceFromLast)

{

return items.at(firstIndex);

}

else

{

return items.at(lastIndex);

}

}

// Binary search

ssize_t midIndex = (firstIndex + lastIndex) / 2;

Vec2 itemPosition = calculateItemPositionWithAnchor(items.at(midIndex), itemAnchorPoint);

float distanceFromMid = (targetPosition - itemPosition).length();

if (distanceFromFirst <= distanceFromLast)

{

// Left half

return findClosestItem(targetPosition, items, itemAnchorPoint, firstIndex, distanceFromFirst, midIndex, distanceFromMid);

}

else

{

// Right half

return findClosestItem(targetPosition, items, itemAnchorPoint, midIndex, distanceFromMid, lastIndex, distanceFromLast);

}

}

Widget* ListView::getClosestItemToPosition(const Vec2& targetPosition, const Vec2& itemAnchorPoint) const

{

if (_items.empty())

{

return nullptr;

}

// Find the closest item through binary search

ssize_t firstIndex = 0;

Vec2 firstPosition = calculateItemPositionWithAnchor(_items.at(firstIndex), itemAnchorPoint);

float distanceFromFirst = (targetPosition - firstPosition).length();

ssize_t lastIndex = _items.size() - 1;

Vec2 lastPosition = calculateItemPositionWithAnchor(_items.at(lastIndex), itemAnchorPoint);

float distanceFromLast = (targetPosition - lastPosition).length();

return findClosestItem(targetPosition, _items, itemAnchorPoint, firstIndex, distanceFromFirst, lastIndex, distanceFromLast);

}

Widget* ListView::getClosestItemToPositionInCurrentView(const Vec2& positionRatioInView, const Vec2& itemAnchorPoint) const

{

// Calculate the target position

Size contentSize = getContentSize();

Vec2 targetPosition = -_innerContainer->getPosition();

targetPosition.x += contentSize.width * positionRatioInView.x;

targetPosition.y += contentSize.height * positionRatioInView.y;

return getClosestItemToPosition(targetPosition, itemAnchorPoint);

}

Widget* ListView::getCenterItemInCurrentView() const

{

return getClosestItemToPositionInCurrentView(Vec2::ANCHOR_MIDDLE, Vec2::ANCHOR_MIDDLE);

}

Widget* ListView::getLeftmostItemInCurrentView() const

{

if (_direction == Direction::HORIZONTAL)

{

return getClosestItemToPositionInCurrentView(Vec2::ANCHOR_MIDDLE_LEFT, Vec2::ANCHOR_MIDDLE);

}

return nullptr;

}

Widget* ListView::getRightmostItemInCurrentView() const

{

if (_direction == Direction::HORIZONTAL)

{

return getClosestItemToPositionInCurrentView(Vec2::ANCHOR_MIDDLE_RIGHT, Vec2::ANCHOR_MIDDLE);

}

return nullptr;

}

Widget* ListView::getTopmostItemInCurrentView() const

{

if (_direction == Direction::VERTICAL)

{

return getClosestItemToPositionInCurrentView(Vec2::ANCHOR_MIDDLE_TOP, Vec2::ANCHOR_MIDDLE);

}

return nullptr;

}

Widget* ListView::getBottommostItemInCurrentView() const

{

if (_direction == Direction::VERTICAL)

{

return getClosestItemToPositionInCurrentView(Vec2::ANCHOR_MIDDLE_BOTTOM, Vec2::ANCHOR_MIDDLE);

}

return nullptr;

}

void ListView::jumpToBottom()

{

doLayout();

ScrollView::jumpToBottom();

}

void ListView::jumpToTop()

{

doLayout();

ScrollView::jumpToTop();

}

void ListView::jumpToLeft()

{

doLayout();

ScrollView::jumpToLeft();

}

void ListView::jumpToRight()

{

doLayout();

ScrollView::jumpToRight();

}

void ListView::jumpToTopLeft()

{

doLayout();

ScrollView::jumpToTopLeft();

}

void ListView::jumpToTopRight()

{

doLayout();

ScrollView::jumpToTopRight();

}

void ListView::jumpToBottomLeft()

{

doLayout();

ScrollView::jumpToBottomLeft();

}

void ListView::jumpToBottomRight()

{

doLayout();

ScrollView::jumpToBottomRight();

}

void ListView::jumpToPercentVertical(float percent)

{

doLayout();

ScrollView::jumpToPercentVertical(percent);

}

void ListView::jumpToPercentHorizontal(float percent)

{

doLayout();

ScrollView::jumpToPercentHorizontal(percent);

}

void ListView::jumpToPercentBothDirection(const Vec2& percent)

{

doLayout();

ScrollView::jumpToPercentBothDirection(percent);

}

Vec2 ListView::calculateItemDestination(const Vec2& positionRatioInView, Widget* item, const Vec2& itemAnchorPoint)

{

const Size& contentSize = getContentSize();

Vec2 positionInView;

positionInView.x += contentSize.width * positionRatioInView.x;

positionInView.y += contentSize.height * positionRatioInView.y;

Vec2 itemPosition = calculateItemPositionWithAnchor(item, itemAnchorPoint);

return -(itemPosition - positionInView);

}

void ListView::jumpToItem(ssize_t itemIndex, const Vec2& positionRatioInView, const Vec2& itemAnchorPoint)

{

Widget* item = getItem(itemIndex);

if (item == nullptr)

{

return;

}

doLayout();

Vec2 destination = calculateItemDestination(positionRatioInView, item, itemAnchorPoint);

if(!_bounceEnabled)

{

Vec2 delta = destination - getInnerContainerPosition();

Vec2 outOfBoundary = getHowMuchOutOfBoundary(delta);

destination += outOfBoundary;

}

jumpToDestination(destination);

}

void ListView::scrollToItem(ssize_t itemIndex, const Vec2& positionRatioInView, const Vec2& itemAnchorPoint)

{

scrollToItem(itemIndex, positionRatioInView, itemAnchorPoint, _scrollTime);

}

void ListView::scrollToItem(ssize_t itemIndex, const Vec2& positionRatioInView, const Vec2& itemAnchorPoint, float timeInSec)

{

Widget* item = getItem(itemIndex);

if (item == nullptr)

{

return;

}

Vec2 destination = calculateItemDestination(positionRatioInView, item, itemAnchorPoint);

startAutoScrollToDestination(destination, timeInSec, true);

}

ssize_t ListView::getCurSelectedIndex() const

{

return _curSelectedIndex;

}

void ListView::setCurSelectedIndex(int itemIndex)

{

Widget* item = getItem(itemIndex);

if (item == nullptr)

{

return;

}

_curSelectedIndex = itemIndex;

this->selectedItemEvent(cocos2d::ui::Widget::TouchEventType::ENDED);

}

void ListView::onSizeChanged()

{

ScrollView::onSizeChanged();

requestDoLayout();

}

std::string ListView::getDescription() const

{

return "ListView";

}

Widget* ListView::createCloneInstance()

{

return ListView::create();

}

void ListView::copyClonedWidgetChildren(Widget* model)

{

auto& arrayItems = static_cast<ListView*>(model)->getItems();

for (auto& item : arrayItems)

{

pushBackCustomItem(item->clone());

}

}

void ListView::copySpecialProperties(Widget *widget)

{

ListView* listViewEx = dynamic_cast<ListView*>(widget);

if (listViewEx)

{

ScrollView::copySpecialProperties(widget);

setItemModel(listViewEx->_model);

setItemsMargin(listViewEx->_itemsMargin);

setGravity(listViewEx->_gravity);

_listViewEventListener = listViewEx->_listViewEventListener;

_listViewEventSelector = listViewEx->_listViewEventSelector;

_eventCallback = listViewEx->_eventCallback;

}

}

Vec2 ListView::getHowMuchOutOfBoundary(const Vec2& addition)

{

if(!_magneticAllowedOutOfBoundary || _items.empty())

{

return ScrollView::getHowMuchOutOfBoundary(addition);

}

else if(_magneticType == MagneticType::NONE || _magneticType == MagneticType::BOTH_END)

{

return ScrollView::getHowMuchOutOfBoundary(addition);

}

else if(addition == Vec2::ZERO && !_outOfBoundaryAmountDirty)

{

return _outOfBoundaryAmount;

}

// If it is allowed to be out of boundary by magnetic, adjust the boundaries according to the magnetic type.

float leftBoundary = _leftBoundary;

float rightBoundary = _rightBoundary;

float topBoundary = _topBoundary;

float bottomBoundary = _bottomBoundary;

{

ssize_t lastItemIndex = _items.size() - 1;

Size contentSize = getContentSize();

Vec2 firstItemAdjustment, lastItemAdjustment;

if(_magneticType == MagneticType::CENTER)

{

firstItemAdjustment = (contentSize - _items.at(0)->getContentSize()) / 2;

lastItemAdjustment = (contentSize - _items.at(lastItemIndex)->getContentSize()) / 2;

}

else if(_magneticType == MagneticType::LEFT)

{

lastItemAdjustment = contentSize - _items.at(lastItemIndex)->getContentSize();

}

else if(_magneticType == MagneticType::RIGHT)

{

firstItemAdjustment = contentSize - _items.at(0)->getContentSize();

}

else if(_magneticType == MagneticType::TOP)

{

lastItemAdjustment = contentSize - _items.at(lastItemIndex)->getContentSize();

}

else if(_magneticType == MagneticType::BOTTOM)

{

firstItemAdjustment = contentSize - _items.at(0)->getContentSize();

}

leftBoundary += firstItemAdjustment.x;

rightBoundary -= lastItemAdjustment.x;

topBoundary -= firstItemAdjustment.y;

bottomBoundary += lastItemAdjustment.y;

}

// Calculate the actual amount

Vec2 outOfBoundaryAmount;

if(_innerContainer->getLeftBoundary() + addition.x > leftBoundary)

{

outOfBoundaryAmount.x = leftBoundary - (_innerContainer->getLeftBoundary() + addition.x);

}

else if(_innerContainer->getRightBoundary() + addition.x < rightBoundary)

{

outOfBoundaryAmount.x = rightBoundary - (_innerContainer->getRightBoundary() + addition.x);

}

if(_innerContainer->getTopBoundary() + addition.y < topBoundary)

{

outOfBoundaryAmount.y = topBoundary - (_innerContainer->getTopBoundary() + addition.y);

}

else if(_innerContainer->getBottomBoundary() + addition.y > bottomBoundary)

{

outOfBoundaryAmount.y = bottomBoundary - (_innerContainer->getBottomBoundary() + addition.y);

}

if(addition == Vec2::ZERO)

{

_outOfBoundaryAmount = outOfBoundaryAmount;

_outOfBoundaryAmountDirty = false;

}

return outOfBoundaryAmount;

}

static Vec2 getAnchorPointByMagneticType(ListView::MagneticType magneticType)

{

switch(magneticType)

{

case ListView::MagneticType::NONE: return Vec2::ZERO;

case ListView::MagneticType::BOTH_END: return Vec2::ANCHOR_TOP_LEFT;

case ListView::MagneticType::CENTER: return Vec2::ANCHOR_MIDDLE;

case ListView::MagneticType::LEFT: return Vec2::ANCHOR_MIDDLE_LEFT;

case ListView::MagneticType::RIGHT: return Vec2::ANCHOR_MIDDLE_RIGHT;

case ListView::MagneticType::TOP: return Vec2::ANCHOR_MIDDLE_TOP;

case ListView::MagneticType::BOTTOM: return Vec2::ANCHOR_MIDDLE_BOTTOM;

}

return Vec2::ZERO;

}

void ListView::startAttenuatingAutoScroll(const Vec2& deltaMove, const Vec2& initialVelocity)

{

Vec2 adjustedDeltaMove = deltaMove;

if(!_items.empty() && _magneticType != MagneticType::NONE)

{

adjustedDeltaMove = flattenVectorByDirection(adjustedDeltaMove);

// If the destination is out of boundary, do nothing here. Because it will be handled by bouncing back.

if(getHowMuchOutOfBoundary(adjustedDeltaMove) == Vec2::ZERO)

{

MagneticType magType = _magneticType;

if(magType == MagneticType::BOTH_END)

{

if(_direction == Direction::HORIZONTAL)

{

magType = (adjustedDeltaMove.x > 0 ? MagneticType::LEFT : MagneticType::RIGHT);

}

else if(_direction == Direction::VERTICAL)

{

magType = (adjustedDeltaMove.y > 0 ? MagneticType::BOTTOM : MagneticType::TOP);

}

}

// Adjust the delta move amount according to the magnetic type

Vec2 magneticAnchorPoint = getAnchorPointByMagneticType(magType);

Vec2 magneticPosition = -_innerContainer->getPosition();

magneticPosition.x += getContentSize().width * magneticAnchorPoint.x;

magneticPosition.y += getContentSize().height * magneticAnchorPoint.y;

Widget* pTargetItem = getClosestItemToPosition(magneticPosition - adjustedDeltaMove, magneticAnchorPoint);

Vec2 itemPosition = calculateItemPositionWithAnchor(pTargetItem, magneticAnchorPoint);

adjustedDeltaMove = magneticPosition - itemPosition;

}

}

ScrollView::startAttenuatingAutoScroll(adjustedDeltaMove, initialVelocity);

}

void ListView::startMagneticScroll()

{

if(_items.empty() || _magneticType == MagneticType::NONE)

{

return;

}

// Find the closest item

Vec2 magneticAnchorPoint = getAnchorPointByMagneticType(_magneticType);

Vec2 magneticPosition = -_innerContainer->getPosition();

magneticPosition.x += getContentSize().width * magneticAnchorPoint.x;

magneticPosition.y += getContentSize().height * magneticAnchorPoint.y;

Widget* pTargetItem = getClosestItemToPosition(magneticPosition, magneticAnchorPoint);

scrollToItem(getIndex(pTargetItem), magneticAnchorPoint, magneticAnchorPoint);

}

}

NS_CC_END文章来源地址https://www.toymoban.com/news/detail-674847.html

到了这里,关于cocos2dx学习之UIListView.cpp的文章就介绍完了。如果您还想了解更多内容,请在右上角搜索TOY模板网以前的文章或继续浏览下面的相关文章,希望大家以后多多支持TOY模板网!

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处: 如若内容造成侵权/违法违规/事实不符,请点击违法举报进行投诉反馈,一经查实,立即删除!

领支付宝红包 赞助服务器费用

相关文章

  • 《入门级-Cocos2dx4.0 塔防游戏开发》---第六课:欢迎界面开发(四、自定义精灵)

    目录  一、开发环境 二、开发内容 2. 1 新建自定义精灵 2.2 在welcome中创建新的menu 2.3 消息绑定以及消息响应 三、演示效果 四、知识点 4.1 内部消息响应 4.2 字体精灵说明 4.3 CC_SYNTHESIZE宏 操作系统:UOS1060专业版本。 cocos2dx:版本4.0 环境搭建教程:统信UOS下配置安装cocos2dx开发

    2024年02月11日
    浏览(28)
  • Pygame和Cocos2d

    Pygame和Cocos2d都是 Python 中常用的游戏引擎,但它们的设计目标、特点和使用场景略有不同。 Pygame与Cocos2d,目前是使用人数最多的两个Python游戏库。根据某知名产品点评网站的数据显示,Cocos2d排名第一,Pygame排名第二。 Pygame是一种基于SDL(Simple DirectMedia Layer)的Python库,主要

    2024年01月21日
    浏览(32)
  • cocos2D插件转3D插件

    cocos2D插件转3D插件

    2024年02月16日
    浏览(32)
  • Cocos2d-x实现文字颜色渐变

    更改CCLabel文件的updateColor()函数中的顶点颜色即可,代码如下: 效果图:  

    2024年02月12日
    浏览(28)
  • cocos2d-x C++与Lua交互

    Cocos版本: 3.10 Lua版本: 5.1.4 环境: window Visual Studio 2013 Lua 作为一种脚本语言, 它的运行需要有 宿主 的存在,通过 Lua虚拟栈 进行数据交互。 它的底层实现是 C 语言,C语言封装了很多的API接口,使得C/C++与Lua之间可以很方便的通信交互。 Lua的官网: https://www.lua.org/ 在coc

    2024年02月08日
    浏览(27)
  • 使用“Cocos引擎”创建的cpp工程如何在VS中调试Cocos2d-x源码

    前段时间Cocos2d-x更新了一个Cocos引擎,这是一个集合源码,IDE,Studio这一家老小的整合包,我们可以使用这个Cocos引擎来创建我们的项目。 在Cocos2d-x被整合到Cocos引擎之前,我们可以不那么方便地在我们创建的工程里调试Cocos2d-x的代码,当我们使用了整合后的Cocos引擎,调试

    2024年02月12日
    浏览(39)
  • cocos2d-x 3.17 推箱子 0.1

    此版本为推箱子游戏的基础版本, 后续添加如下功能 人物动画 TiledMap 解析 射线碰撞检测 下一步提示, C++算法解析 道具, 可以回退一步 通过 cocos 命令新建一个项目, 将本项目的 Reources 目录和 Classes 目录复制过去即可 使用图集绘制 Sprite , 然后手动处理碰撞检测 游戏学论著翻译

    2024年02月08日
    浏览(33)
  • cocos2d-x Android原生平台与Lua交互

    版本: cocos2d-x 语言: C++/Java/Lua cocos2d-x原生平台Android 接入第三方SDK, 需要了解 LuaJavaBridge 的使用。 它封装了用于 Java 和 Lua 的相互调用, 其调用通过 C++ 为中介,简要的流程: Lua调用Java: Lua - C++ - Java Java调用Lua: Java - C++ - Lua 以此方式来实现数据的交互, 接下来我们分别说下

    2024年02月08日
    浏览(30)
  • 绑定证书的cocos2d程序如何对wss长连接抓包

    点击上方 ↑ ↑ ↑ 蓝字[ 协议分析与还原 ]关注我们 “  解决在应用内绑定了证书的cocos2d应用wss长连接抓包的问题。 ” 在分析应用的过程中,不可避免地需要抓包。 没加密的还好说,随便找个工具抓下就可以分析了,有些应用数据使用tls加密了,但用的是系统内置的证书,

    2024年02月05日
    浏览(44)
  • win10 vs2022 搭建 cocos2d-x 3.17 开发环境

    https://cocos2d-x.org/download/ 也可以在 github 下载 https://github.com/cocos2d/cocos2d-x/tags https://docs.cocos2d-x.org/cocos2d-x/v3/zh/ https://docs.cocos2d-x.org/api-ref/cplusplus/v3x/index.html 需要 python2 , 安装后可以用 python2 的绝对路径运行 cocos 的 setup.py 如何没有把 python2 加入到环境变量, 可以修改引擎路径下

    2024年02月08日
    浏览(31)

觉得文章有用就打赏一下文章作者

支付宝扫一扫打赏

博客赞助

微信扫一扫打赏

请作者喝杯咖啡吧~博客赞助

支付宝扫一扫领取红包,优惠每天领

二维码1

领取红包

二维码2

领红包