Reputation: 38213
Has anyone managed to get the gesture recognition working in cocos-2d?
I have read a post here that claimed to have achieved it, here: http://www.cocos2d-iphone.org/forum/topic/8929
I patched from the git hub here: https://github.com/xemus/cocos2d-GestureRecognizers/blob/master/README
I made a subclass of CCSprite
(which is a subclass of CCNode
):
-(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect {
if( (self=[super initWithTexture:texture rect:rect]) )
{
CCGestureRecognizer* recognizer;
recognizer = [CCGestureRecognizer
CCRecognizerWithRecognizerTargetAction:[[[UITapGestureRecognizer alloc]init] autorelease]
target:self
action:@selector(tap:node:)];
[self addGestureRecognizer:recognizer];
}
return self;
}
Delegate method:
- (void) swipe:(UIGestureRecognizer*)recognizer node:(CCNode*)node
{
NSLog(@" I never get called :( ");
}
My tap event never gets called.
Has anyone got this working? How difficult is it to do gesture recognition manually for swipe detection?
Upvotes: 9
Views: 14810
Reputation: 1307
If you don't want to handle everything manually I created a simple category that will add gesture recognizers to any cocos2d version read more at:
http://www.merowing.info/2012/03/using-gesturerecognizers-in-cocos2d/
or grab it from github
https://github.com/krzysztofzablocki/CCNode-SFGestureRecognizers
Upvotes: 6
Reputation: 3051
You need to attach the gesture recognizer to something "up the chain". Don't attach them to the individual nodes; attach them to the UIView (i.e., [[CCDirector sharedDirector] openGLView]).
Here's what I did:
- (UIPanGestureRecognizer *)watchForPan:(SEL)selector number:(int)tapsRequired {
UIPanGestureRecognizer *recognizer = [[[UIPanGestureRecognizer alloc] initWithTarget:self action:selector] autorelease];
recognizer.minimumNumberOfTouches = tapsRequired;
[[[CCDirector sharedDirector] openGLView] addGestureRecognizer:recognizer];
return recognizer;
}
- (void)unwatch:(UIGestureRecognizer *)gr {
[[[CCDirector sharedDirector] openGLView] removeGestureRecognizer:gr];
}
This particular code is used in a superclass for scene controllers, so the target for the selector is hard-coded to "self", but you could easily abstract that to a passed-in object. Also, you could extrapolate the above to easily create gesture recognizers for taps, pinches, etc.
In the subclass for the controller, then, I just do this:
- (MyController *)init {
if ((self = [super init])) {
[self watchForPan:@selector(panning:) number:1];
}
return self;
}
- (void)panning:(UIPanGestureRecognizer *)recognizer {
CGPoint p;
CGPoint v;
switch( recognizer.state ) {
case UIGestureRecognizerStatePossible:
case UIGestureRecognizerStateBegan:
p = [recognizer locationInView:[CCDirector sharedDirector].openGLView];
(do something when the pan begins)
break;
case UIGestureRecognizerStateChanged:
p = [recognizer locationInView:[CCDirector sharedDirector].openGLView];
(do something while the pan is in progress)
break;
case UIGestureRecognizerStateFailed:
break;
case UIGestureRecognizerStateEnded:
case UIGestureRecognizerStateCancelled:
(do something when the pan ends)
(the below gets the velocity; good for letting player "fling" things)
v = [recognizer velocityInView:[CCDirector sharedDirector].openGLView];
break;
}
}
Upvotes: 24