回调函数里判断是弹起事件时会调用UIButton的removeFromParent方法,这时会导致游戏崩溃,代码中断在void Widget::onTouchEnded(Touch *touch,Event *unusedEvent)方法里的releaseUpEvent()调用处。
响应UIButton的触摸弹起事件时,删除UIButton控件崩溃
解决办法 void Widget::releaseUpEvent() { if (_touchEventListener && _touchEventSelector) { (_touchEventListener->*_touchEventSelector)(this,TOUCH_EVENT_ENDED); } if (_touchEventCallback) { _touchEventCallback(this,TouchEventType::ENDED); } } 换个位置就好了 调用callback完以后释放本对象,但代码没执行完 继续调用Listener,这时释放的地址很可能不为空,就导致出错了。
2.不需要修改引擎代码
释放的时候改用
改用 widget->runAction(RemoveSelf::create());
代替原来的removeFromParent()
原理:我们可以看看引擎对removeSelf的实现
// // Remove Self // RemoveSelf * RemoveSelf::create(bool isNeedCleanUp /*= true*/) { RemoveSelf *ret = new RemoveSelf(); if (ret && ret->init(isNeedCleanUp)) { ret->autorelease(); } return ret; } bool RemoveSelf::init(bool isNeedCleanUp) { _isNeedCleanUp = isNeedCleanUp; return true; } void RemoveSelf::update(float time) { CC_UNUSED_PARAM(time); _target->removeFromParentAndCleanup(_isNeedCleanUp); } RemoveSelf *RemoveSelf::reverse() const { return RemoveSelf::create(_isNeedCleanUp); } RemoveSelf * RemoveSelf::clone() const { // no copy constructor auto a = new RemoveSelf(); a->init(_isNeedCleanUp); a->autorelease(); return a; }
弹起事件中不是直接调用remove,而是设置一个标志,在update中检测到标志再remove. 原文链接:https://www.f2er.com/cocos2dx/345172.html