Difference between revisions of "EventDispatcher"

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__NOTOC__
 
__NOTOC__
'''Supported platforms:''' android, ios, mac, pc<br/>
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<!-- GIDEROSOBJ:EventDispatcher -->
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'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/>
 
'''Available since:''' Gideros 2011.6<br/>
 
'''Available since:''' Gideros 2011.6<br/>
 +
'''Inherits from:''' [[Object]]<br/>
 +
 
=== Description ===
 
=== Description ===
<translate><br />
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All classes that dispatch events inherit from '''EventDispatcher'''. The target of an event is a Listener function and an optional data value.
All classes that dispatch events inherit from [[EventDispatcher]]. The target of an event is a listener function and an optional data value.<br />
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When an event is dispatched, the registered function is called.<br />
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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.
If the optional data value is given, it is used as a first parameter while calling the listener function.<br />
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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 />
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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.<br />
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<br />
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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]].<br /></translate>
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 +
If you want to define a class that dispatches events, you can inherit your class from EventDispatcher.
 +
 
 
=== Examples ===
 
=== Examples ===
'''Example'''<br/>
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'''User created event'''
<source lang="lua">-- example 1
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<syntaxhighlight lang="lua">
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local event = Event.new("myevent")
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event.data1 = "12345"
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event.data2 = "abcde"
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mydispatcher:dispatchEvent(event)
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</syntaxhighlight>
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'''Game loop'''
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<syntaxhighlight lang="lua">
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Ball = Core.class(Sprite)
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 +
function Ball:onEnterFrame()
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self:setX(self:getX() + 1)
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end
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ball = Ball.new()
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ball:addEventListener(Event.ENTER_FRAME, ball.onEnterFrame, ball)
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</syntaxhighlight>
 +
 
 +
'''EventDispatcher inheritance'''
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<syntaxhighlight lang="lua">
 
ClassA = Core.class(EventDispatcher)
 
ClassA = Core.class(EventDispatcher)
 
ClassB = Core.class(EventDispatcher)
 
ClassB = Core.class(EventDispatcher)
  
 
function ClassA:funcA(event)
 
function ClassA:funcA(event)
print(&quot;funcA&quot;, self, event:getType(), event:getTarget())
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print("funcA", self, event:getType(), event:getTarget())
 
end
 
end
  
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local b = ClassB.new()
 
local b = ClassB.new()
  
b:addEventListener(&quot;myevent&quot;, a.funcA, a) -- when b dispatches an &quot;myevent&quot; event,
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b:addEventListener("myevent", a.funcA, a)
-- a.funcA will be called with &#039;a&#039;
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-- when b dispatches an "myevent" event, a.funcA will be called with 'a' as first parameter
-- as first parameter
 
  
b:dispatchEvent(Event.new(&quot;myevent&quot;)) -- will print &quot;funcA&quot;
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b:dispatchEvent(Event.new("myevent")) -- will print "funcA"
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</syntaxhighlight>
  
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{|-
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| style="width: 50%; vertical-align:top;"|
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=== Methods ===
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[[EventDispatcher.new]] ''creates a new EventDispatcher object''<br/><!--GIDEROSMTD:EventDispatcher.new() creates a new EventDispatcher object-->
  
-- example 2
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[[EventDispatcher:addEventListener]] ''registers a listener function''<br/><!--GIDEROSMTD:EventDispatcher:addEventListener(type,listener,data) registers a listener function-->
Ball = Core.class(Sprite)
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[[EventDispatcher:dispatchEvent]] ''dispatches an event''<br/><!--GIDEROSMTD:EventDispatcher:dispatchEvent(event) dispatches an event-->
 
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[[EventDispatcher:hasEventListener]] ''checks if the EventDispatcher object has a event listener''<br/><!--GIDEROSMTD:EventDispatcher:hasEventListener(type) checks if the EventDispatcher object has a event listener-->
function Ball:onEnterFrame()
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[[EventDispatcher:removeAllListeners]] ''remove all listeners''<br/><!--GIDEROSMTD:EventDispatcher:removeAllListeners() remove all listeners-->
self:setX(self:getX()   1)
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[[EventDispatcher:removeEventListener]] ''removes a listener function''<br/><!--GIDEROSMTD:EventDispatcher:removeEventListener(type,listener,data) removes a listener function-->
end
 
  
ball = Ball.new()
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| style="width: 50%; vertical-align:top;"|
ball:addEventListener(Event.ENTER_FRAME, ball.onEnterFrame, ball)</source>
 
{|-
 
| style="width: 50%;"|
 
=== Methods ===
 
[[EventDispatcher.new]] - creates a new EventDispatcher object<br/>
 
[[EventDispatcher:addEventListener]] - registers a listener function<br/>
 
[[EventDispatcher:dispatchEvent]] - dispatches an event<br/>
 
[[EventDispatcher:hasEventListener]] - checks if the EventDispatcher object has a event listener<br/>
 
[[EventDispatcher:removeAllListeners]] - remove all listeners<br/>
 
[[EventDispatcher:removeEventListener]] - removes a listener function<br/>
 
| style="width: 50%;"|
 
 
=== Events ===
 
=== Events ===
[[Event.APPLICATION_BACKGROUND]]<br/>
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[[Event.APPLICATION_BACKGROUND]]<br/><!--GIDEROSEVT:Event.APPLICATION_BACKGROUND applicationBackground-->
[[Event.APPLICATION_EXIT]]<br/>
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[[Event.APPLICATION_EXIT]]<br/><!--GIDEROSEVT:Event.APPLICATION_EXIT applicationExit-->
[[Event.APPLICATION_FOREGROUND]]<br/>
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[[Event.APPLICATION_FOREGROUND]]<br/><!--GIDEROSEVT:Event.APPLICATION_FOREGROUND applicationForeground-->
[[Event.APPLICATION_RESIZE]]<br/>
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[[Event.APPLICATION_RESIZE]]<br/><!--GIDEROSEVT:Event.APPLICATION_RESIZE applicationResize-->
[[Event.APPLICATION_RESUME]]<br/>
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[[Event.APPLICATION_RESUME]]<br/><!--GIDEROSEVT:Event.APPLICATION_RESUME applicationResume-->
[[Event.APPLICATION_START]]<br/>
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[[Event.APPLICATION_START]]<br/><!--GIDEROSEVT:Event.APPLICATION_START applicationStart-->
[[Event.APPLICATION_SUSPEND]]<br/>
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[[Event.APPLICATION_SUSPEND]]<br/><!--GIDEROSEVT:Event.APPLICATION_SUSPEND applicationSuspend-->
[[Event.MEMORY_WARNING]]<br/>
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[[Event.MEMORY_WARNING]]<br/><!--GIDEROSEVT:Event.MEMORY_WARNING memoryWarning-->
[[Event.OPEN_URL]]<br/>
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[[Event.OPEN_URL]]<br/><!--GIDEROSEVT:Event.OPEN_URL openUrl-->
 
=== Constants ===
 
=== Constants ===
 
|}
 
|}
 +
 +
{{GIDEROS IMPORTANT LINKS}}

Latest revision as of 01:26, 18 November 2023

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2011.6
Inherits from: Object

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

User created event

local event = Event.new("myevent")
event.data1 = "12345"
event.data2 = "abcde"
mydispatcher:dispatchEvent(event)

Game loop

Ball = Core.class(Sprite)

function Ball:onEnterFrame()
	self:setX(self:getX() + 1)
end

ball = Ball.new()
ball:addEventListener(Event.ENTER_FRAME, ball.onEnterFrame, ball)

EventDispatcher inheritance

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"

Methods

EventDispatcher.new creates a new EventDispatcher object

EventDispatcher:addEventListener registers a listener function
EventDispatcher:dispatchEvent dispatches an event
EventDispatcher:hasEventListener checks if the EventDispatcher object has a event listener
EventDispatcher:removeAllListeners remove all listeners
EventDispatcher:removeEventListener removes a listener function

Events

Event.APPLICATION_BACKGROUND
Event.APPLICATION_EXIT
Event.APPLICATION_FOREGROUND
Event.APPLICATION_RESIZE
Event.APPLICATION_RESUME
Event.APPLICATION_START
Event.APPLICATION_SUSPEND
Event.MEMORY_WARNING
Event.OPEN_URL

Constants