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662a9e99f5
- remove cocos2dx folder - change all include paths in cocos2d to be relative
122 lines
4.8 KiB
C++
Vendored
122 lines
4.8 KiB
C++
Vendored
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2009 Valentin Milea
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __TOUCH_DISPATHCHER_CCTOUCH_DELEGATE_PROTOCOL_H__
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#define __TOUCH_DISPATHCHER_CCTOUCH_DELEGATE_PROTOCOL_H__
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#include "../cocoa/CCObject.h"
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#include "../include/ccConfig.h"
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NS_CC_BEGIN
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class CCTouch;
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class CCEvent;
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class CCSet;
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class CCTouchDispatcher;
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/**
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* @addtogroup input
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* @{
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* @js NA
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* @lua NA
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*/
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class CC_DLL CCTouchDelegate
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{
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GEODE_FRIEND_MODIFY
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public:
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CCTouchDelegate() {}
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virtual ~CCTouchDelegate()
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{
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}
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virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent); return false;};
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// optional
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virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
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virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
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virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
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// optional
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virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
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virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
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virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
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virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
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};
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/**
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@brief
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Using this type of delegate results in two benefits:
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- 1. You don't need to deal with CCSets, the dispatcher does the job of splitting
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them. You get exactly one UITouch per call.
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- 2. You can *claim* a UITouch by returning YES in ccTouchBegan. Updates of claimed
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touches are sent only to the delegate(s) that claimed them. So if you get a move/
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ended/canceled update you're sure it's your touch. This frees you from doing a
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lot of checks when doing multi-touch.
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(The name TargetedTouchDelegate relates to updates "targeting" their specific
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handler, without bothering the other handlers.)
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@since v0.8
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@js NA
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@lua NA
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*/
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class CC_DLL CCTargetedTouchDelegate : public CCTouchDelegate
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{
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public:
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/** Return YES to claim the touch.
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@since v0
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*/
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virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent) { CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);return false;};
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// optional
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virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
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virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
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virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
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};
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/** @brief
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This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Canceled).
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@since v0.8
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@js NA
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@lua NA
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*/
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class CC_DLL CCStandardTouchDelegate : public CCTouchDelegate
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{
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public:
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// optional
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virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
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virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
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virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
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virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
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};
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// end of input group
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/// @}
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NS_CC_END
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#endif // __TOUCH_DISPATHCHER_CCTOUCH_DELEGATE_PROTOCOL_H__
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