Difference between revisions of "EventDispatcher"
| Line 3: | Line 3: | ||
| '''Available since:''' Gideros 2011.6<br/> | '''Available since:''' Gideros 2011.6<br/> | ||
| === Description === | === Description === | ||
| − | <br /> | + | <translate><br /> | 
| − | All classes that dispatch events inherit from  | + | All classes that dispatch events inherit from [[[EventDispatcher]]]. The target of an event is a listener function and an optional data value.<br /> | 
| When an event is dispatched, the registered function is called.<br /> | When an event is dispatched, the registered function is called.<br /> | ||
| If the optional data value is given, it is used as a first parameter while calling the listener function.<br /> | If the optional data value is given, it is used as a first parameter while calling the listener function.<br /> | ||
| − | Event dispatching and event targets are the core part of the Gideros event model. Different event types (such as  | + | Event dispatching and event targets are the core part of the Gideros event model. Different event types (such as [[[Event.ENTER_FRAME`, `Event.TOUCHES_BEGIN` or `Event.MOUSE_DOWN]]]) flow through the scene tree hierarchy differently. When a touch or mouse event occurs, Gideros dispatches an event object into the event flow from the root of the scene tree.<br /> | 
| − | On the other hand,  | + | On the other hand, [[[Event.ENTER_FRAME` event is dispatched to all `Sprite]]] objects.<br /> | 
| <br /> | <br /> | ||
| − | If you want to define a class that dispatches events, you can inherit your class from  | + | If you want to define a class that dispatches events, you can inherit your class from [[[EventDispatcher]]].<br /></translate> | 
| === Examples === | === Examples === | ||
| '''Example'''<br/> | '''Example'''<br/> | ||
| Line 38: | Line 38: | ||
| end | end | ||
| − | ball = Ball.new() | + | ball = Ball.new() | 
| ball:addEventListener(Event.ENTER_FRAME, ball.onEnterFrame, ball)</source> | ball:addEventListener(Event.ENTER_FRAME, ball.onEnterFrame, ball)</source> | ||
| {|- | {|- | ||
Revision as of 13:33, 23 August 2018
Supported platforms: android, ios, mac, pc
Available since: Gideros 2011.6
Description
All classes that dispatch events inherit from [[[EventDispatcher]]]. The target of an event is a listener function and an optional data value.
When an event is dispatched, the registered function is called.
If the optional data value is given, it is used as a first parameter while calling the listener function.
Event dispatching and event targets are the core part of the Gideros event model. Different event types (such as [[[Event.ENTER_FRAME`, `Event.TOUCHES_BEGIN` or `Event.MOUSE_DOWN]]]) flow through the scene tree hierarchy differently. When a touch or mouse event occurs, Gideros dispatches an event object into the event flow from the root of the scene tree.
On the other hand, [[[Event.ENTER_FRAME` event is dispatched to all `Sprite]]] objects.
If you want to define a class that dispatches events, you can inherit your class from [[[EventDispatcher]]].
Examples
Example
-- example 1
ClassA = Core.class(EventDispatcher)
ClassB = Core.class(EventDispatcher)
function ClassA:funcA(event)
	print("funcA", self, event:getType(), event:getTarget())
end
local a = ClassA.new()
local b = ClassB.new()
b:addEventListener("myevent", a.funcA, a)	-- when b dispatches an "myevent" event,
										-- a.funcA will be called with 'a'
										-- as first parameter
b:dispatchEvent(Event.new("myevent"))		-- will print "funcA"
-- example 2
Ball = Core.class(Sprite)
function Ball:onEnterFrame()
	self:setX(self:getX()   1)
end
ball = Ball.new()
ball:addEventListener(Event.ENTER_FRAME, ball.onEnterFrame, ball)
| MethodsEventDispatcher.new - creates a new EventDispatcher object | EventsEvent.APPLICATION_BACKGROUND Constants | 
