@johnny2d wrote:
How to use CC_CALLBACK_2?
All the example code I have found appears to work without defining CC_CALLBACK_2 or they are showing all their code except code pertaining to CC_CALLBACK_2 definition.
I saw the example code on the cocos2dx site and it doesn’t work. ( I changed KeyboardTest to the class I am using.)
auto listener = EventListenerKeyboard::create(); listener->onKeyPressed = CC_CALLBACK_2(KeyboardTest::onKeyPressed, this); listener->onKeyReleased = CC_CALLBACK_2(KeyboardTest::onKeyReleased, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); // Implementation of the keyboard event callback function prototype void KeyboardTest::onKeyPressed(EventKeyboard::KeyCode keyCode, Event* event) { log("Key with keycode %d pressed", keyCode); } void KeyboardTest::onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event) { log("Key with keycode %d released", keyCode); }
Is this the correct way to make a onkeyPressed listener? The only example code I have found is from several years ago and I’m not sure if this is how to handle key presses in 2019.
Please help
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