I've recently added the CCLayerPanZoom cocos2d extension to my project and got my game scene zooming and scrolling just like I want. Now when the player takes certain actions, I want to be able to disable the pan/zoom temporarily while they perform an action but can't figure out how to do it. I searched around and found the following code in a forum but it doesn't work or I don't know how to use it.
Does anyone know how to do this properly either with different code or the code below?
-(void)enableTouches:(BOOL)enable {
if(enable) {
[[CCTouchDispatcher sharedDispatcher] addStandardDelegate:self priority:0];
_panZoomLayer.isTouchEnabled = YES;
CCLOG(#"LayerPanZoom enabled.");
} else {
[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
_panZoomLayer.isTouchEnabled = NO;
CCLOG(#"LayerPanZoom disabled.");
}
}
I finally figured it out and figured I would post the answer back up here to share. The code I posted wasn't working because I was sending back self instead of the _panZoomLayer. So here are the steps to get this working yourself.
Implement the CCLayerPanZoom into your project as described by the documentation.
Add the following code as a method to call on your new CCLayerPanZoom class.
-(void)enableTouches:(BOOL)enable {
if(enable) {
[[CCTouchDispatcher sharedDispatcher] addStandardDelegate:_panZoomLayer priority:0];
CCLOG(#"LayerPanZoom enabled.");
} else {
[[CCTouchDispatcher sharedDispatcher] removeDelegate:_panZoomLayer];
CCLOG(#"LayerPanZoom disabled.");
}}
NOTE: Make sure to put the instance of the parent class as the delegate to remove.
In order to re-enable and have it function properly, you have to remove all the entries from the array in the CCLayerPanZoom class before calling to re-register the delegate. I created a new method in the CCLayerPanZoom class as follows and just call it right before the addStandardDelegate method above.
-(void)removeTouchesFromArray {
[self.touches removeAllObjects];
}
Then it all works great! Took me a while to learn how to use this extension but it works perfect once you figure it all out. I can single finger pan, double finger zoom/pan, set center location for entire scene, limit panning past edges, and set min/max scales. I know people have had a lot of issues with this but it is a great extension, just takes some messing around with to understand it. Let me know if you have any questions. Hope this helps someone else.
Related
I'm trying to make a custom sprite, which could receive touch and handle the function as callback.
Okay, first step, receive the touch, easy, we can search it online everywhere.
The one I couldn't do is, I want to make it receive SOMETHING in the class the sprite is created, a function that will be called when the sprite is touched.
I was searching on internet and I think (not really sure) that SEL_Callfunc can do what I want, but I couldn't understand how this one work, so can you guys give me an example please?
For example, my custom class is BSprite, so when I create new object in HelloWorld.cpp, it should be
BSprite* sprite = BSprite::create("HelloWorld.png",HelloWorld::TouchCallback);
Thanks for reading :)
sprite->addTouchEventListener(CC_CALLBACK_0(HelloWorld::onTouchSprite, this));
void HelloWorld::onTouchSprite() {
}
Note: onTouchSprite method should not have any parameters
I am using Cocos2d 2.1rc0.
I have this project that was working perfectly when I was not using CCSpriteBatchNode. Then I decided to use batch nodes to reduce draw calls and my problems started.
A lot of stuff is not working well. reorderChild is one. Another one is runAction and without runAction Cocos is useless.
This is an example of a method that works without batchNodes and do not work with it.
// move/rotate all objects
for (int i=0; i<[allObjects count]; i++) {
Card *object = [allObjects objectAtIndex:i];
[object stopAllActions];
CGPoint center = object.position;
center.x = center.x + 100;
center.y = center.y - 200;
CCMoveTo *moveAction = [CCMoveTo actionWithDuration:0.3f position:ccp(center.x, center.y)];
CCRotateTo *rotateAction = [CCRotateTo actionWithDuration:0.3 angle:0.0f];
CCSpawn *action = [CCSpawn actions:moveAction, rotateAction, nil];
[object runAction:[CCSequence actions: action,
[CCDelayTime actionWithDuration:0.1f],
nil]];
}
Exactly nothing happens.
I have tried to eliminate the CCSpanw and use runAction directly just with move and nothing works. If I use regular sprites, it works.
Objects in that array derive from a CCSprite based class.
Is there any workaround?
the solution is to cast the class to the object extracted from the array...
instead of
Card *object = [allObjects objectAtIndex:i];
this
Card *object = (Card *)[allObjects objectAtIndex:i];
After double-checking in a clean project that this isn't a weird side-effect of some kind, I have to say there's something fishy about your project. Hard to tell what, though.
What I did: create a sprite-batch, add a sprite to it, also store it in an array. In a scheduled method I'm receiving the sprite from the array (not casting) and run your action sequence posted above. It works fine, as expected.
The casting should not make any difference. Batched or non-batched sprite should not make any difference either.
If it does, something really weird is going on. After all the card object is the same with or without casting. If it were not actually running the runAction method, you'd be receiving an "unrecognized selector sent to instance" error. But that's not the case.
Try again without casting, after rebooting your device, your machine, cleaning the project in Xcode and rebuilding. Also test in debug and release configurations. I've had the weirdest issues that were gone after doing one of the above, and definitely all of the above. If that doesn't fix things, you can be sure it's a problem with the code (memory leak is my alltime favorite) or the project settings (ie uncommon compiler optimizations sometimes can have side-effects).
Step into the runAction method if it really doesn't run the action - I'm sure it will add the action to the action manager. Try with and without casting to see if there really is a different code path taken. I doubt it.
This time I would like to ask if anybody had such strange problem with disabling button (CCMenuItemImage) in cocos2d. I have in-App-Purchase connected and when purchase is done following function is triggered
- (void)productPurchased:(NSNotification *)notification {
[NSObject cancelPreviousPerformRequestsWithTarget:self];
waitingForStore = FALSE;
[loop setVisible:FALSE];
[buyItem setVisible:FALSE];
// setAccessibilityElementsHidden:YES];
NSString *productIdentifier = (NSString *) notification.object;
NSLog(#"Purchased: %#", productIdentifier);
}
waitingForStore = FALSE;
[loop setVisible:FALSE];
This two operation works fine, but the problem is with the third one. I would like to make the 'BUY' button invisible.
[buyItem setVisible:FALSE];
This one does not do anything at this place( the button is still visible and accessible). If I will use it on the other part of code it works just fine- but here .... not. Trying to change position doesn't work neither.
Could it be connected with inAppPurchase thread or something?
I have found the reason. It was my mistake when making two calls to the apple store and creating two buttons. :) So, it could be closed.
I understand your problem. If you you want to disable menuitem you can set menuitem.isEnabled property.
And if you want to hide button, you can set property menuitem.visible = NO.
If this is not working for you can also use [menuitem runaction:[CCFadeOut actionWithDuration:1.0f] ]. Then use FadeIn as per your requirement.
This is alternative option for you.
I have made a button so that when it's pressed by the user and a particular row(s) are selected it does something.
So far I have this:
if (pickerView selectedRowInComponent:0) {
[mailComposerTwo setToRecipients:[NSArray arrayWithObjects:#"email#blah.com",nil]];
}
It works on its own. But when I do the if statement multiple times it crashes.
An ways of making it work?
Any help appreciated, thanx.
The problem probably lies with your mail composer, not the picker view. When you show the composer, make sure that you only create it if it hasn't already created.
Also, make sure you release it after you show it:
MFMailComposeViewController *picker = [[MFMailComposeViewController alloc] init];
picker.mailComposeDelegate = self;
...[configure the picker]
[rootContainer presentModalViewController:picker animated:YES];
[picker release];
NSArray *finalList = [[NSArray alloc]init];
//put all your if statements
if (pickerView selectedRowInComponent:0)
{
[finalList arrayByAddingObjectsFromArray:#[#"email#address.com",#"second#address.com",...];
}
if (pickerView selectedRowInComponent:1)
{
[finalList arrayByAddingObjectsFromArray:#[#"another#address.com",#"fourth#address.com",...];
}
//end of if statements
[mailComposerTwo setToRecipients:finalList];
[self presentViewController:yourInitializedMessageController animated:YES completion:^{NSLog(#"message controller is presented");}];
This will do a single method call rather than continually reassigning which for some odd reason is causing your exception. presentModalViewController:animated: has been deprecated as of iOS 6.0? if not 7.0 I believe.
NOTE! Make the message controller a property of the main view controller. It is good practice so that it is not auto-released by iOS if you need to bring it back up. However if you use MFMessageComposer iOS will keep messenger allocated or running in a thread somewhere so initializing a view controller for it is quick.
I have two CCMenu instances. At some point in the game, menu A is overlapped by menu B. However, when I press a button within menu B, the one that "gets it" is menu A.
How can I give touch priority to CCMenu B?
I tried this:
[[CCTouchDispatcher sharedDispatcher] setPriority:-130 forDelegate:menuB];
However, Xcode says that this delegate (menuB) was not found.
Okay, I fixed this, but I still think there should be a better way.
First, we have to edit CCMenu's interface. We have to create a new integer property.
#interface CCMenu : CCLayer <CCRGBAProtocol>
{
tCCMenuState state_;
CCMenuItem *selectedItem_;
GLubyte opacity_;
ccColor3B color_;
int extraTouchPriority; // Our new integer
}
#property (readwrite) int extraTouchPriority;
Now change the registerWithTouchDispatcher method to this:
-(void) registerWithTouchDispatcher
{
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:kCCMenuTouchPriority - extraTouchPriority swallowsTouches:YES];
}
Done. Now, when you have to give your CCMenu instance more priority than others, just give a higher extraTouchPriority value to it after initializing it.
I had the same problem. What i did is copied the entire CCMenu from cocos2d library, renamed it and then modified kCCMenuTouchPriority to what i wanted. Note that you have to rename kCCMenuTouchPriority for the custom menu. I used kkCCMenuTouchPriority.
I called it in code like this:
CCMenuPopUp *menu =[CCMenuPopUp menuWithItems:item1,nil];
I tried to subclass it but i ran into some problems and gave up and gone with the solution above.
the CCTouchDispatcher thing doesn't work because the menu isn't inited yet when you call it
Here's anoter variation on one of the anwers above, which doesn't alter the cocos2D code base, because that is bad practice: https://gist.github.com/tudormunteanu/6174624