Difference between revisions of "EventDispatcher"

From GiderosMobile
(template)
Line 5: Line 5:
 
'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
 
'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
 
'''<translate>Inherits from</translate>:''' [[Special:MyLanguage/Object|Object]]<br/>
 
'''<translate>Inherits from</translate>:''' [[Special:MyLanguage/Object|Object]]<br/>
 +
 
=== <translate>Description</translate> ===
 
=== <translate>Description</translate> ===
<translate><br />
+
All classes that dispatch events inherit from [[Special:MyLanguage/EventDispatcher|EventDispatcher]]. The target of an event is a listener function and an optional data value.
All classes that dispatch events inherit from [[Special:MyLanguage/EventDispatcher|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.
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 [[Special:MyLanguage/Event.ENTER_FRAME|Event.ENTER_FRAME]], [[Special:MyLanguage/Event.TOUCHES_BEGIN|Event.TOUCHES_BEGIN]] or [[Special:MyLanguage/Event.MOUSE_DOWN|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 />
+
If the optional data value is given, it is used as a first parameter while calling the listener function.
On the other hand, [[Special:MyLanguage/Event.ENTER_FRAME|Event.ENTER_FRAME]] event is dispatched to all [[Special:MyLanguage/Sprite|Sprite]] objects.<br />
+
 
<br />
+
Event dispatching and event targets are the core part of the Gideros event model. Different event types (such as [[Special:MyLanguage/Event.ENTER_FRAME|Event.ENTER_FRAME]], [[Special:MyLanguage/Event.TOUCHES_BEGIN|Event.TOUCHES_BEGIN]] or [[Special:MyLanguage/Event.MOUSE_DOWN|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.
If you want to define a class that dispatches events, you can inherit your class from [[Special:MyLanguage/EventDispatcher|EventDispatcher]].<br /></translate>
+
 
 +
On the other hand, [[Special:MyLanguage/Event.ENTER_FRAME|Event.ENTER_FRAME]] event is dispatched to all [[Special:MyLanguage/Sprite|Sprite]] objects.
 +
 
 +
If you want to define a class that dispatches events, you can inherit your class from [[Special:MyLanguage/EventDispatcher|EventDispatcher]].
 +
 
 
=== <translate>Examples</translate> ===
 
=== <translate>Examples</translate> ===
'''Example'''<br/>
+
<source lang="lua">
<source lang="lua">-- example 1
+
-- example 1
 
ClassA = Core.class(EventDispatcher)
 
ClassA = Core.class(EventDispatcher)
 
ClassB = Core.class(EventDispatcher)
 
ClassB = Core.class(EventDispatcher)
Line 43: Line 48:
 
ball = Ball.new()
 
ball = Ball.new()
 
ball:addEventListener(Event.ENTER_FRAME, ball.onEnterFrame, ball)</source>
 
ball:addEventListener(Event.ENTER_FRAME, ball.onEnterFrame, ball)</source>
 +
 
{|-
 
{|-
 
| style="width: 50%; vertical-align:top;"|
 
| style="width: 50%; vertical-align:top;"|
 
 
=== <translate>Methods</translate> ===
 
=== <translate>Methods</translate> ===
 
[[Special:MyLanguage/EventDispatcher.new|EventDispatcher.new]] ''<translate>creates a new EventDispatcher object</translate>''<br/><!-- GIDEROSMTD:EventDispatcher.new() creates a new EventDispatcher object -->
 
[[Special:MyLanguage/EventDispatcher.new|EventDispatcher.new]] ''<translate>creates a new EventDispatcher object</translate>''<br/><!-- GIDEROSMTD:EventDispatcher.new() creates a new EventDispatcher object -->
Line 53: Line 58:
 
[[Special:MyLanguage/EventDispatcher:removeAllListeners|EventDispatcher:removeAllListeners]] ''<translate>remove all listeners</translate>''<br/><!-- GIDEROSMTD:EventDispatcher:removeAllListeners() remove all listeners -->
 
[[Special:MyLanguage/EventDispatcher:removeAllListeners|EventDispatcher:removeAllListeners]] ''<translate>remove all listeners</translate>''<br/><!-- GIDEROSMTD:EventDispatcher:removeAllListeners() remove all listeners -->
 
[[Special:MyLanguage/EventDispatcher:removeEventListener|EventDispatcher:removeEventListener]] ''<translate>removes a listener function</translate>''<br/><!-- GIDEROSMTD:EventDispatcher:removeEventListener(type,listener,data) removes a listener function -->
 
[[Special:MyLanguage/EventDispatcher:removeEventListener|EventDispatcher:removeEventListener]] ''<translate>removes a listener function</translate>''<br/><!-- GIDEROSMTD:EventDispatcher:removeEventListener(type,listener,data) removes a listener function -->
 +
 
| style="width: 50%; vertical-align:top;"|
 
| style="width: 50%; vertical-align:top;"|
 
=== <translate>Events</translate> ===
 
=== <translate>Events</translate> ===
Line 66: Line 72:
 
=== <translate>Constants</translate> ===
 
=== <translate>Constants</translate> ===
 
|}
 
|}
 
{{EventDispatcher}}
 

Revision as of 00:26, 10 December 2019


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

-- 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)

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