cocos2dx3.10的TableView的实现

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TableView就相当于Android中的ListView吧!(个人理解),就是显示一个列表相的view

cpp代码

#include "HelloWorldScene.h"

USING_NS_CC;
USING_NS_CC_EXT;

Scene* HelloWorld::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();

    // 'layer' is an autorelease object
    auto layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }

    Size visibleSize = Director::getInstance()->getVisibleSize();

    //TableView
    auto tableView = TableView::create(this,Size(300,500));
    tableView->setAnchorPoint(Point(0,0));
    tableView->setPosition(0,0);
    //注册监听事件
    tableView->setDelegate(this);
    this->addChild(tableView);

    return true;
}


void HelloWorld::menuCloseCallback(Ref* pSender)
{
    Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}

h文件

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "cocos-ext.h"

USING_NS_CC;
USING_NS_CC_EXT;

class HelloWorld : public cocos2d::Layer,public TableViewDataSource,public TableViewDelegate
{
public:
    static cocos2d::Scene* createScene();

    virtual bool init();

    // a selector callback
    void menuCloseCallback(cocos2d::Ref* pSender);

    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);
public :
    /**
    * cell height for a given table.
    *
    * @param table table to hold the instances of Class
    * @return cell size
    */
    virtual Size cellSizeForTable(TableView *table) {
        return Size(300,50);
    };
    /** * a cell instance at a given index * * @param idx index to search for a cell * @return cell found at idx */
    virtual TableViewCell* tableCellAtIndex(TableView *table,ssize_t idx)
    {
        TableViewCell* cell = table->dequeueCell();
        LabelTTF * label;
        if (cell == NULL)
        {
            cell = TableViewCell::create();
            label = LabelTTF::create();
            label->setTag(2);
            label->setFontSize(30);
            label->setAnchorPoint(Point(0,0));
            label->setPosition(0,0);
            cell->addChild(label);
        }
        else
        {
            label = (LabelTTF*)cell->getChildByTag(2);
        }

        label->setString(StringUtils::format("Label %ld",idx));

        return cell;
    }
    /** * Returns number of cells in a given table view. * * @return number of cells */
    virtual ssize_t numberOfCellsInTableView(TableView *table)
    {
        return 100;
    }
public :
    /**
    * Delegate to respond touch event
    *
    * @param table table contains the given cell
    * @param cell  cell that is touched
    * @js NA
    * @lua NA
    */
    virtual void tableCellTouched(TableView* table,TableViewCell* cell)
    {
        LabelTTF * label = (LabelTTF*)cell->getChildByTag(2);
        log("Lable-->%s",label->getString().c_str());
    }

    /** * Delegate to respond a table cell press event. * * @param table table contains the given cell * @param cell cell that is pressed * @js NA * @lua NA */
    virtual void tableCellHighlight(TableView* table,TableViewCell* cell){};

    /** * Delegate to respond a table cell release event * * @param table table contains the given cell * @param cell cell that is pressed * @js NA * @lua NA */
    virtual void tableCellUnhighlight(TableView* table,TableViewCell* cell){};

    /** * Delegate called when the cell is about to be recycled. Immediately * after this call the cell will be removed from the scene graph and * recycled. * * @param table table contains the given cell * @param cell cell that is pressed * @js NA * @lua NA */
    virtual void tableCellWillRecycle(TableView* table,TableViewCell* cell){};
};

#endif // __HELLOWORLD_SCENE_H__

代码不够规范,仅供交流学习使用!

原文链接:https://www.f2er.com/cocos2dx/339767.html

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