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MouseInput
pjc0247 edited this page Oct 23, 2014
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1 revision
auto mouseListener = EventListenerMouse::create();
mouseListener->onMouseMove = CC_CALLBACK_1(Object::onMouseMove, this);
mouseListener->onMouseUp = CC_CALLBACK_1(Object::onMouseUp, this);
mouseListener->onMouseDown = CC_CALLBACK_1(Object::onMouseDown, this);
getEventDispatcher()->
addEventListenerWithSceneGraphPriority(mouseListener, this);void Object::onMouseMove(cocos2d::Event *event){
EventMouse *e = (EventMouse*)event;
printf("%f %f\n",
e->getCursorX(), e->getCursorY());
}
void Object::onMouseDown(cocos2d::Event *event){
EventMouse *e = (EventMouse*)event;
switch(e->getMouseButton){
case MOUSE_BUTTON_LEFT:
break;
case MOUSE_BUTTON_RIGHT:
break;
}
}