Difference between revisions of "EventDispatcher"
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<br /> | <br /> | ||
If you want to define a class that dispatches events, you can inherit your class from `EventDispatcher`.<br /> | If you want to define a class that dispatches events, you can inherit your class from `EventDispatcher`.<br /> | ||
+ | === Examples === | ||
+ | '''Example'''<br/> | ||
+ | <source lang="lua">-- 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()<br /> | ||
+ | ball:addEventListener(Event.ENTER_FRAME, ball.onEnterFrame, ball)</source> | ||
{|- | {|- | ||
| style="width: 50%;"| | | style="width: 50%;"| |
Revision as of 10:44, 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()<br />
ball:addEventListener(Event.ENTER_FRAME, ball.onEnterFrame, ball)
MethodsEventDispatcher.new - creates a new EventDispatcher object |
EventsEvent.APPLICATION_BACKGROUND Constants |