从零开始のcocos2dx生活(六)EventDispatcher

EventDispatcher可能是所有的里面比较不容易理解也不容易看的
我说自己的理解可能会误导到你们…【索了你们看不下去><
我写了几乎所有的代码的注释,有的是废话跳过就好
主要的代码是在dispatchEvent中,然后再进入不同的函数中
dispatchTouchEvent
dispatchTouchEventToListeners
dispatchEventToListeners
都是很重要的逻辑代码,可以多看几遍,加深理解
然后直接看代码吧

//触摸不使用这个方法获取
static EventListener::ListenerID __getListenerID(Event* event)
{
    EventListener::ListenerID ret;
    switch (event->getType())
    {
        case Event::Type::ACCELERATION:
            ret = EventListenerAcceleration::LISTENER_ID;
            break;
        case Event::Type::CUSTOM:
            {
                auto customEvent = static_cast<EventCustom*>(event);
                ret = customEvent->getEventName();
            }
            break;
        case Event::Type::KEYBOARD:
            ret = EventListenerKeyboard::LISTENER_ID;
            break;
        case Event::Type::MOUSE:
            ret = EventListenerMouse::LISTENER_ID;
            break;
        case Event::Type::FOCUS:
            ret = EventListenerFocus::LISTENER_ID;
            break;
        case Event::Type::TOUCH:
            // Touch listener is very special, it contains two kinds of listeners, EventListenerTouchOneByOne and EventListenerTouchAllAtOnce.
            // return UNKNOWN instead.
            CCASSERT(false, "Don't call this method if the event is for touch.");
            break;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
        case Event::Type::GAME_CONTROLLER:
            ret = EventListenerController::LISTENER_ID;
            break;
#endif
        default:
            CCASSERT(false, "Invalid type!");
            break;
    }
    
    return ret;
}

EventDispatcher::EventListenerVector::EventListenerVector() :
 _fixedListeners(nullptr),
 _sceneGraphListeners(nullptr),
 _gt0Index(0)
{
}

EventDispatcher::EventListenerVector::~EventListenerVector()
{
    CC_SAFE_DELETE(_sceneGraphListeners);
    CC_SAFE_DELETE(_fixedListeners);
}

size_t EventDispatcher::EventListenerVector::size() const
{
    size_t ret = 0;
    if (_sceneGraphListeners)
        ret += _sceneGraphListeners->size();
    if (_fixedListeners)
        ret += _fixedListeners->size();
    
    return ret;
}

bool EventDispatcher::EventListenerVector::empty() const
{
    return (_sceneGraphListeners == nullptr || _sceneGraphListeners->empty())
        && (_fixedListeners == nullptr || _fixedListeners->empty());
}

void EventDispatcher::EventListenerVector::push_back(EventListener* listener)
{
#if CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS
    CCASSERT(_sceneGraphListeners == nullptr ||
             std::count(_sceneGraphListeners->begin(), _sceneGraphListeners->end(), listener) == 0,
             "Listener should not be added twice!");
        
    CCASSERT(_fixedListeners == nullptr ||
             std::count(_fixedListeners->begin(), _fixedListeners->end(), listener) == 0,
             "Listener should not be added twice!");
#endif

    if (listener->getFixedPriority() == 0)
    {
        if (_sceneGraphListeners == nullptr)
        {
            _sceneGraphListeners = new (std::nothrow) std::vector<EventListener*>();
            _sceneGraphListeners->reserve(100);
        }
        
        _sceneGraphListeners->push_back(listener);
    }
    else
    {
        if (_fixedListeners == nullptr)
        {
            _fixedListeners = new std::vector<EventListener*>();
            _fixedListeners->reserve(100);
        }
        
        _fixedListeners->push_back(listener);
    }
}

//清理场景图优先级监听器数组
void EventDispatcher::EventListenerVector::clearSceneGraphListeners()
{
    //这里的delete只是删除了_sceneGraphListeners指针指向的目标,不是指针本身,之后又把它置空了
    if (_sceneGraphListeners)
    {
        _sceneGraphListeners->clear();
        delete _sceneGraphListeners;
        _sceneGraphListeners = nullptr;
    }
}
//清理自定义优先级监听器数组
void EventDispatcher::EventListenerVector::clearFixedListeners()
{
    if (_fixedListeners)
    {
        _fixedListeners->clear();
        delete _fixedListeners;
        _fixedListeners = nullptr;
    }
}

//同时清理
void EventDispatcher::EventListenerVector::clear()
{
    clearSceneGraphListeners();
    clearFixedListeners();
}


EventDispatcher::EventDispatcher()
: _inDispatch(0)
, _isEnabled(false)
, _nodePriorityIndex(0)
{
    _toAddedListeners.reserve(50);
    _toRemovedListeners.reserve(50);
    
    // fixed #4129: Mark the following listener IDs for internal use.
    // Therefore, internal listeners would not be cleaned when removeAllEventListeners is invoked.
    _internalCustomListenerIDs.insert(EVENT_COME_TO_FOREGROUND);
    _internalCustomListenerIDs.insert(EVENT_COME_TO_BACKGROUND);
    _internalCustomListenerIDs.insert(EVENT_RENDERER_RECREATED);
}

EventDispatcher::~EventDispatcher()
{
    // Clear internal custom listener IDs from set,
    // so removeAllEventListeners would clean internal custom listeners.
    _internalCustomListenerIDs.clear();
    removeAllEventListeners();
}

void EventDispatcher::visitTarget(Node* node, bool isRootNode)
{
    //给所有的字节点排序
    node->sortAllChildren();
    
    int i = 0;
    auto& children = node->getChildren();
    
    auto childrenCount = children.size();
    
    //中序遍历并添加相对的父节点到_globalZOrderNodeMap中
    if(childrenCount > 0)
    {
        Node* child = nullptr;
        //遍历zorder<0的节点
        // visit children zOrder < 0
        for( ; i < childrenCount; i++ )
        {
            child = children.at(i);
            
            if ( child && child->getLocalZOrder() < 0 )
                visitTarget(child, false);
            else
                break;
        }
        
        //将相对的父节点加入到_globalZOrderNodeMap中
        if (_nodeListenersMap.find(node) != _nodeListenersMap.end())
        {
            _globalZOrderNodeMap[node->getGlobalZOrder()].push_back(node);
        }
        
        //遍历zorder>0的节点
        for( ; i < childrenCount; i++ )
        {
            child = children.at(i);
            if (child)
                visitTarget(child, false);
        }
    }
    //如果没有子节点,将自己加入到_globalZOrderNodeMap中
    else
    {
        if (_nodeListenersMap.find(node) != _nodeListenersMap.end())
        {
            _globalZOrderNodeMap[node->getGlobalZOrder()].push_back(node);
        }
    }
    
    //形参isRootNode如果是true
    if (isRootNode)
    {
        std::vector<float> globalZOrders;
        globalZOrders.reserve(_globalZOrderNodeMap.size());
        
        //获取所有的优先级等级
        for (const auto& e : _globalZOrderNodeMap)
        {
            globalZOrders.push_back(e.first);
        }
        
        //稳定排序,排序完成后,相同的数相对位置不发生改变
        std::stable_sort(globalZOrders.begin(), globalZOrders.end(), [](const float a, const float b){
            return a < b;
        });
        
        //遍历所有的zorder
        for (const auto& globalZ : globalZOrders)
        {
            //遍历所有zorder对应的node
            for (const auto& n : _globalZOrderNodeMap[globalZ])
            {
                //设置每个节点的优先级,存储在_nodePriorityMap
                _nodePriorityMap[n] = ++_nodePriorityIndex;
            }
        }
        
        //这个全局变量只是一个中间值,用来存储globalZOrder和Node的关系,用完之后需要重置
        _globalZOrderNodeMap.clear();
    }
}

//暂停target对应的listener
void EventDispatcher::pauseEventListenersForTarget(Node* target, bool recursive/* = false */)
{
    //找到它,暂停它
    auto listenerIter = _nodeListenersMap.find(target);
    if (listenerIter != _nodeListenersMap.end())
    {
        auto listeners = listenerIter->second;
        for (auto& l : *listeners)
        {
            l->setPaused(true);
        }
    }

    //如果在_toAddedListeners中,还未添加,那也暂停它
    for (auto& listener : _toAddedListeners)
    {
        if (listener->getAssociatedNode() == target)
        {
            listener->setPaused(true);
        }
    }
    
    //子节点根据形参也暂停或者不暂停
    if (recursive)
    {
        const auto& children = target->getChildren();
        for (const auto& child : children)
        {
            pauseEventListenersForTarget(child, true);
        }
    }
}

//恢复target的listener
void EventDispatcher::resumeEventListenersForTarget(Node* target, bool recursive/* = false */)
{
    auto listenerIter = _nodeListenersMap.find(target);
    if (listenerIter != _nodeListenersMap.end())
    {
        auto listeners = listenerIter->second;
        for (auto& l : *listeners)
        {
            l->setPaused(false);
        }
    }
    //如果在_toAddedListeners中,还未添加,那也恢复它
    for (auto& listener : _toAddedListeners)
    {
        if (listener->getAssociatedNode() == target)
        {
            listener->setPaused(false);
        }
    }

    //标记脏节点,待刷新
    setDirtyForNode(target);
    
    if (recursive)
    {
        const auto& children = target->getChildren();
        for (const auto& child : children)
        {
            resumeEventListenersForTarget(child, true);
        }
    }
}

//根据target移除对应的listener
void EventDispatcher::removeEventListenersForTarget(Node* target, bool recursive/* = false */)
{
    // Ensure the node is removed from these immediately also.
    // Don't want any dangling pointers or the possibility of dealing with deleted objects..
    //从节点-优先级map中移除,并且也从脏节点容器中移除,确保不会再被访问
    _nodePriorityMap.erase(target);
    _dirtyNodes.erase(target);

    //找到节点-监听器map中的target,将它对应的监听器数组全部移除
    auto listenerIter = _nodeListenersMap.find(target);
    if (listenerIter != _nodeListenersMap.end())
    {
        auto listeners = listenerIter->second;
        auto listenersCopy = *listeners;
        for (auto& l : listenersCopy)
        {
            removeEventListener(l);
        }
    }
    
    // Bug fix: ensure there are no references to the node in the list of listeners to be added.
    // If we find any listeners associated with the destroyed node in this list then remove them.
    // This is to catch the scenario where the node gets destroyed before it's listener
    // is added into the event dispatcher fully. This could happen if a node registers a listener
    // and gets destroyed while we are dispatching an event (touch etc.)
    //从要添加的监听器列表中移除,也是为了确保不会再访问这个移除的节点
    for (auto iter = _toAddedListeners.begin(); iter != _toAddedListeners.end(); )
    {
        EventListener * listener = *iter;
            
        if (listener->getAssociatedNode() == target)
        {
            listener->setAssociatedNode(nullptr);   // Ensure no dangling ptr to the target node.
            listener->setRegistered(false);
            releaseListener(listener);
            iter = _toAddedListeners.erase(iter); //返回删除iter后一个元素
        }
        else
        {
            ++iter;
        }
    }
    
    //是否对子节点遍历移除
    if (recursive)
    {
        const auto& children = target->getChildren();
        for (const auto& child : children)
        {
            removeEventListenersForTarget(child, true);
        }
    }
}

//将节点和监听器链接起来
void EventDispatcher::associateNodeAndEventListener(Node* node, EventListener* listener)
{
    std::vector<EventListener*>* listeners = nullptr;
    //查找nodeListenerMap中是否已经有了要链接的node
    auto found = _nodeListenersMap.find(node);
    //如果找到了,就获取它对应的listener数组
    if (found != _nodeListenersMap.end())
    {
        listeners = found->second;
    }
    //没找到就创建一个存放监听器的数组,并将node和监听器空数组加入_nodeListenersMap中,
    else
    {
        listeners = new (std::nothrow) std::vector<EventListener*>();
        _nodeListenersMap.emplace(node, listeners);
    }
    
    //将想要添加的监听器加入到与节点关联的监听器数组中
    listeners->push_back(listener);
}

//解除节点和监听器的关联
void EventDispatcher::dissociateNodeAndEventListener(Node* node, EventListener* listener)
{
    std::vector<EventListener*>* listeners = nullptr;
    //查找是否已经存储了形参node
    auto found = _nodeListenersMap.find(node);
    //如果找到了
    if (found != _nodeListenersMap.end())
    {
        listeners = found->second;  ///<获取节点对应的监听器数组
        auto iter = std::find(listeners->begin(), listeners->end(), listener); ///<查找监听器数组中有没有要删除的监听器
        if (iter != listeners->end()) ///< 如果找到了,移除
        {
            listeners->erase(iter);
        }
        
        if (listeners->empty())  ///<如果此时监听器数组是空的,就在_nodeListenersMap移除这个节点key,并且删除listener
        {
            _nodeListenersMap.erase(found);
            delete listeners;
        }
    }
}

void EventDispatcher::addEventListener(EventListener* listener)
{
    //如果没有被调用,直接添加
    if (_inDispatch == 0)
    {
        forceAddEventListener(listener);
    }
    //正在被调用就将listener添加到待添加队列中,延时添加
    else
    {
        _toAddedListeners.push_back(listener);
    }
#if CC_ENABLE_GC_FOR_NATIVE_OBJECTS
    auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
    if (sEngine)
    {
        sEngine->retainScriptObject(this, listener);
    }
#endif // CC_ENABLE_GC_FOR_NATIVE_OBJECTS
    //这里的listener是指针,如果不ratain会被释放
    listener->retain();
}

//实际执行添加监听器操作的函数 添加到_listenerMap  添加到_nodeListenersMap
void EventDispatcher::forceAddEventListener(EventListener* listener)
{
    EventListenerVector* listeners = nullptr;
    EventListener::ListenerID listenerID = listener->getListenerID();
    //从存储listenerMap中查找要添加监听器的ID
    auto itr = _listenerMap.find(listenerID);
    //如果没有找到,就新建一个监听器数组,将行新的listenerID和新建的监听器数组加入到listenerMap中
    if (itr == _listenerMap.end())
    {
        listeners = new (std::nothrow) EventListenerVector();
        _listenerMap.emplace(listenerID, listeners);
    }
    //找到了就获取对应的监听器数组
    else
    {
        listeners = itr->second;
    }
    
    //往监听器数组中添加新的监听器
    listeners->push_back(listener);
    
    //如果优先级是0,则添加脏标记为 场景图优先级
    if (listener->getFixedPriority() == 0)
    {
        setDirty(listenerID, DirtyFlag::SCENE_GRAPH_PRIORITY);
        
        auto node = listener->getAssociatedNode();
        CCASSERT(node != nullptr, "Invalid scene graph priority!");
        
        associateNodeAndEventListener(node, listener);
        
        if (!node->isRunning())
        {
            listener->setPaused(true);
        }
    }
    //否则添加脏标记为 自定义优先级
    else
    {
        setDirty(listenerID, DirtyFlag::FIXED_PRIORITY);
    }

}

//添加场景图优先级的监听器
void EventDispatcher::addEventListenerWithSceneGraphPriority(EventListener* listener, Node* node)
{
    CCASSERT(listener && node, "Invalid parameters.");
    CCASSERT(!listener->isRegistered(), "The listener has been registered.");
    
    if (!listener->checkAvailable())
        return;
    //设置节点和监听器关联、优先级为0、已注册
    listener->setAssociatedNode(node);
    listener->setFixedPriority(0);
    listener->setRegistered(true);
    
    //添加监听器到
    addEventListener(listener);
}

#if CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS && COCOS2D_DEBUG > 0

void EventDispatcher::debugCheckNodeHasNoEventListenersOnDestruction(Node* node)
{
    // Check the listeners map
    for (const auto & keyValuePair : _listenerMap)
    {
        const EventListenerVector * eventListenerVector = keyValuePair.second;
        
        if (eventListenerVector)
        {
            if (eventListenerVector->getSceneGraphPriorityListeners())
            {
                for (EventListener * listener : *eventListenerVector->getSceneGraphPriorityListeners())
                {
                    CCASSERT(!listener ||
                             listener->getAssociatedNode() != node,
                             "Node should have no event listeners registered for it upon destruction!");
                }
            }
        }
    }
    
    // Check the node listeners map
    for (const auto & keyValuePair : _nodeListenersMap)
    {
        CCASSERT(keyValuePair.first != node, "Node should have no event listeners registered for it upon destruction!");
        
        if (keyValuePair.second)
        {
            for (EventListener * listener : *keyValuePair.second)
            {
                CCASSERT(listener->getAssociatedNode() != node,
                         "Node should have no event listeners registered for it upon destruction!");
            }
        }
    }
    
    // Check the node priority map
    for (const auto & keyValuePair : _nodePriorityMap)
    {
        CCASSERT(keyValuePair.first != node,
                 "Node should have no event listeners registered for it upon destruction!");
    }
    
    // Check the to be added list
    for (EventListener * listener : _toAddedListeners)
    {
        CCASSERT(listener->getAssociatedNode() != node,
                 "Node should have no event listeners registered for it upon destruction!");
    }
    
    // Check the dirty nodes set
    for (Node * dirtyNode : _dirtyNodes)
    {
        CCASSERT(dirtyNode != node,
                 "Node should have no event listeners registered for it upon destruction!");
    }
}

#endif  // #if CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS && COCOS2D_DEBUG > 0


//添加自定义优先级的监听器
void EventDispatcher::addEventListenerWithFixedPriority(EventListener* listener, int fixedPriority)
{
    CCASSERT(listener, "Invalid parameters.");
    CCASSERT(!listener->isRegistered(), "The listener has been registered.");
    CCASSERT(fixedPriority != 0, "0 priority is forbidden for fixed priority since it's used for scene graph based priority.");
    
    if (!listener->checkAvailable())
        return;
    
    //设置监听器的关联节点是空、设置优先级、已注册、没暂停
    listener->setAssociatedNode(nullptr);
    listener->setFixedPriority(fixedPriority);
    listener->setRegistered(true);
    listener->setPaused(false);

    addEventListener(listener);
}

//添加自定义监听器,默认优先级为1
EventListenerCustom* EventDispatcher::addCustomEventListener(const std::string &eventName, const std::function<void(EventCustom*)>& callback)
{
    EventListenerCustom *listener = EventListenerCustom::create(eventName, callback);
    addEventListenerWithFixedPriority(listener, 1);
    return listener;
}

//
void EventDispatcher::removeEventListener(EventListener* listener)
{
    if (listener == nullptr)
        return;
    
    if (std::find(_toRemovedListeners.begin(), _toRemovedListeners.end(), listener) != _toRemovedListeners.end())
    // just return if listener is in _toRemovedListeners to avoid remove listeners more than once
    // 如果监听器是在_toRemovedListeners中,会在update时删除,这里直接返回,避免了重复删除
        return;

    bool isFound = false;
    
    //定义从容器中移除监听器的匿名函数
    auto removeListenerInVector = [&](std::vector<EventListener*>* listeners){
        if (listeners == nullptr)
            return;
        
        //遍历监听器数组
        for (auto iter = listeners->begin(); iter != listeners->end(); ++iter)
        {
            auto l = *iter;
            if (l == listener)
            {
                CC_SAFE_RETAIN(l);///< ratain住,不然会被释放掉
                l->setRegistered(false); //取消注册
                if (l->getAssociatedNode() != nullptr) ///<如果有关联的节点
                {
                    dissociateNodeAndEventListener(l->getAssociatedNode(), l); ///<取消节点监听器的关联
                    l->setAssociatedNode(nullptr);  // nullptr out the node pointer so we don't have any dangling pointers to destroyed nodes.
                    ///<将监听器关联的节点属性置空
                }
                //如果没有在调用直接移除
                if (_inDispatch == 0)
                {
                    iter = listeners->erase(iter);
                    releaseListener(l);
                }
                //否则加到待删除数组中,延时删除
                else
                {
                    _toRemovedListeners.push_back(l);
                }
                //标记为已经移除
                isFound = true;
                break;
            }
        }
    };
    
    //遍历listenerMap
    for (auto iter = _listenerMap.begin(); iter != _listenerMap.end();)
    {
        auto listeners = iter->second; ///<获取监听器数组
        auto fixedPriorityListeners = listeners->getFixedPriorityListeners(); ///<获取自定义优先级监听器数组
        auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();///<获取场景图优先级的监听器数组
        removeListenerInVector(sceneGraphPriorityListeners); ///<从场景图优先级数组中移除
        //如果找到了(移除成功)
        if (isFound)
        {
            // fixed #4160: Dirty flag need to be updated after listeners were removed.
            //设置场景图优先级脏标记
            setDirty(listener->getListenerID(), DirtyFlag::SCENE_GRAPH_PRIORITY);
        }
        //没有在场景图优先级数组中找到要删除的
        else
        {
            //从自定义优先级监听器数组中查找
            removeListenerInVector(fixedPriorityListeners);
            //如果找到了就设置自定义优先级的脏标记
            if (isFound)
            {
                setDirty(listener->getListenerID(), DirtyFlag::FIXED_PRIORITY);
            }
        }
        
#if CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS
        CCASSERT(_inDispatch != 0 ||
                 !sceneGraphPriorityListeners ||
                 std::count(sceneGraphPriorityListeners->begin(), sceneGraphPriorityListeners->end(), listener) == 0,
                 "Listener should be in no lists after this is done if we're not currently in dispatch mode.");
            
        CCASSERT(_inDispatch != 0 ||
                 !fixedPriorityListeners ||
                 std::count(fixedPriorityListeners->begin(), fixedPriorityListeners->end(), listener) == 0,
                 "Listener should be in no lists after this is done if we're not currently in dispatch mode.");
#endif
        //如果删除指定监听器之后,监听器数组是空的了
        if (iter->second->empty())
        {
            //从优先级脏标记表中移除这个监听器
            _priorityDirtyFlagMap.erase(listener->getListenerID());
            //从监听器表中移除当前监听器ID和对应的监听器数组
            auto list = iter->second;
            iter = _listenerMap.erase(iter);
            CC_SAFE_DELETE(list);
        }
        //不是空的就往后遍历,如果是空的了,而且被删除了,就不用往后遍历了,迭代的当前的就是将要遍历到的
        else
        {
            ++iter;
        }
        
        //如果已经找到了,就直接break,不用再找了
        if (isFound)
            break;
    }

    //如果找到了,再release要移除的监听器
    if (isFound)
    {
        releaseListener(listener);
    }
    //如果没有找到,就遍历查找_toAddedListeners,如果有就暂停、release、移除
    //如果这里面也没有找到,也就是说已经没有这个监听器了
    else
    {
        for(auto iter = _toAddedListeners.begin(); iter != _toAddedListeners.end(); ++iter)
        {
            if (*iter == listener)
            {
                listener->setRegistered(false);
                releaseListener(listener);
                _toAddedListeners.erase(iter);
                break;
            }
        }
    }
}

//设置优先级
void EventDispatcher::setPriority(EventListener* listener, int fixedPriority)
{
    if (listener == nullptr)
        return;
    
    //遍历监听器表
    for (auto& iter : _listenerMap)
    {
        //获取当前监听器表中的 自定义优先级 监听器数组
        auto fixedPriorityListeners = iter.second->getFixedPriorityListeners();
        if (fixedPriorityListeners)
        {
            //查找 自定义优先级 监听器数组中是否存在这个形参的监听器
            auto found = std::find(fixedPriorityListeners->begin(), fixedPriorityListeners->end(), listener);
            //如果找到了
            if (found != fixedPriorityListeners->end())
            {
                CCASSERT(listener->getAssociatedNode() == nullptr, "Can't set fixed priority with scene graph based listener.");
                //并且优先级和现在想要设置的不同
                if (listener->getFixedPriority() != fixedPriority)
                {
                    //重新设置优先级
                    listener->setFixedPriority(fixedPriority);
                    //再设置自定义优先级脏标记
                    setDirty(listener->getListenerID(), DirtyFlag::FIXED_PRIORITY);
                }
                return;
            }
        }
        //为什么不遍历场景图优先级,是因为场景图优先级的优先级只能为0
    }
}

//分发事件
void EventDispatcher::dispatchEventToListeners(EventListenerVector* listeners, const std::function<bool(EventListener*)>& onEvent)
{
    //标记是否已经分发了
    bool shouldStopPropagation = false;
    //获取自定义优先级和场景图优先级数组
    auto fixedPriorityListeners = listeners->getFixedPriorityListeners();
    auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();
    
    ssize_t i = 0;
    //优先级小于0的监听器数组
    // priority < 0
    if (fixedPriorityListeners)
    {
        CCASSERT(listeners->getGt0Index() <= static_cast<ssize_t>(fixedPriorityListeners->size()), "Out of range exception!");
        
        //如果不是空的
        if (!fixedPriorityListeners->empty())
        {
            //遍历小于0的监听器,getGt0Index是获取小于0的监听器数量,在对小于0监听器排序的时候会设置
            for (; i < listeners->getGt0Index(); ++i)
            {
                //遍历获取每一个优先级小于0的监听器
                auto l = fixedPriorityListeners->at(i);
                //启用了、没暂停、注册了、调用匿名函数成功了
                if (l->isEnabled() && !l->isPaused() && l->isRegistered() && onEvent(l))
                {
                    //标记分发成功
                    shouldStopPropagation = true;
                    break;
                }
            }
        }
    }
    
    //如果获取到了场景图优先级数组
    if (sceneGraphPriorityListeners)
    {
        //判断有没有分发成功
        if (!shouldStopPropagation)
        {
            //遍历场景图优先级数组
            // priority == 0, scene graph priority
            for (auto& l : *sceneGraphPriorityListeners)
            {
                //启用了、没暂停、注册了、调用匿名函数成功了
                if (l->isEnabled() && !l->isPaused() && l->isRegistered() && onEvent(l))
                {
                    shouldStopPropagation = true;
                    break;
                }
            }
        }
    }
    //接着上面小于零的监听器数组继续遍历
    if (fixedPriorityListeners)
    {
        //判断是否已经分发
        if (!shouldStopPropagation)
        {
            // priority > 0
            //遍历剩下的自定义优先级数组
            ssize_t size = fixedPriorityListeners->size();
            for (; i < size; ++i)
            {
                auto l = fixedPriorityListeners->at(i);
                
                if (l->isEnabled() && !l->isPaused() && l->isRegistered() && onEvent(l))
                {
                    shouldStopPropagation = true;
                    break;
                }
            }
        }
    }
}

//分发触摸事件到监听器
void EventDispatcher::dispatchTouchEventToListeners(EventListenerVector* listeners, const std::function<bool(EventListener*)>& onEvent)
{
    //标记已经分发
    bool shouldStopPropagation = false;
    //获取当前监听器数组的不同优先级监听器数组
    auto fixedPriorityListeners = listeners->getFixedPriorityListeners();
    auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();
    
    ssize_t i = 0;
    
    //和分发事件一样
    // priority < 0
    if (fixedPriorityListeners)
    {
        CCASSERT(listeners->getGt0Index() <= static_cast<ssize_t>(fixedPriorityListeners->size()), "Out of range exception!");
        
        if (!fixedPriorityListeners->empty())
        {
            for (; i < listeners->getGt0Index(); ++i)
            {
                auto l = fixedPriorityListeners->at(i);
                if (l->isEnabled() && !l->isPaused() && l->isRegistered() && onEvent(l))
                {
                    shouldStopPropagation = true;
                    break;
                }
            }
        }
    }
    
    //获取当前运行的场景
    auto scene = Director::getInstance()->getRunningScene();
    if (scene && sceneGraphPriorityListeners)
    {
        if (!shouldStopPropagation)
        {
            // priority == 0, scene graph priority
            
            // first, get all enabled, unPaused and registered listeners
            //首先获取所有开启、不暂停、已注册的场景图优先级监听器数组,存在sceneListeners中
            std::vector<EventListener*> sceneListeners;
            for (auto& l : *sceneGraphPriorityListeners)
            {
                if (l->isEnabled() && !l->isPaused() && l->isRegistered())
                {
                    sceneListeners.push_back(l);
                }
            }
            // second, for all camera call all listeners
            // get a copy of cameras, prevent it's been modified in listener callback
            // if camera's depth is greater, process it earlier
            auto cameras = scene->getCameras();
            for (auto rit = cameras.rbegin(), ritRend = cameras.rend(); rit != ritRend; ++rit)
            {
                Camera* camera = *rit;
                if (camera->isVisible() == false)
                {
                    continue;
                }
                
                Camera::_visitingCamera = camera;
                auto cameraFlag = (unsigned short)camera->getCameraFlag();
                for (auto& l : sceneListeners)
                {
                    if (nullptr == l->getAssociatedNode() || 0 == (l->getAssociatedNode()->getCameraMask() & cameraFlag))
                    {
                        continue;
                    }
                    if (onEvent(l))
                    {
                        shouldStopPropagation = true;
                        break;
                    }
                }
                if (shouldStopPropagation)
                {
                    break;
                }
            }
            Camera::_visitingCamera = nullptr;
        }
    }
    
    if (fixedPriorityListeners)
    {
        if (!shouldStopPropagation)
        {
            // priority > 0
            ssize_t size = fixedPriorityListeners->size();
            for (; i < size; ++i)
            {
                auto l = fixedPriorityListeners->at(i);
                
                if (l->isEnabled() && !l->isPaused() && l->isRegistered() && onEvent(l))
                {
                    shouldStopPropagation = true;
                    break;
                }
            }
        }
    }
}

void EventDispatcher::dispatchEvent(Event* event)
{
    if (!_isEnabled)
        return;
    
    updateDirtyFlagForSceneGraph();
    
    DispatchGuard guard(_inDispatch);
    
    //如果是触摸事件,单独分发
    if (event->getType() == Event::Type::TOUCH)
    {
        dispatchTouchEvent(static_cast<EventTouch*>(event));
        return;
    }
    
    //获取监听器ID
    auto listenerID = __getListenerID(event);
    
    //排序
    sortEventListeners(listenerID);
    
    auto pfnDispatchEventToListeners = &EventDispatcher::dispatchEventToListeners;
    if (event->getType() == Event::Type::MOUSE) {
        pfnDispatchEventToListeners = &EventDispatcher::dispatchTouchEventToListeners;
    }
    auto iter = _listenerMap.find(listenerID);
    if (iter != _listenerMap.end())
    {
        auto listeners = iter->second;
        
        auto onEvent = [&event](EventListener* listener) -> bool{
            event->setCurrentTarget(listener->getAssociatedNode());
            listener->_onEvent(event);
            return event->isStopped();
        };
        
        (this->*pfnDispatchEventToListeners)(listeners, onEvent);
    }
    
    updateListeners(event);
}

void EventDispatcher::dispatchCustomEvent(const std::string &eventName, void *optionalUserData)
{
    EventCustom ev(eventName);
    ev.setUserData(optionalUserData);
    dispatchEvent(&ev);
}

bool EventDispatcher::hasEventListener(const EventListener::ListenerID& listenerID) const
{
    return getListeners(listenerID) != nullptr;
}

//分发触摸事件
void EventDispatcher::dispatchTouchEvent(EventTouch* event)
{
    //分别对两种
    sortEventListeners(EventListenerTouchOneByOne::LISTENER_ID);
    sortEventListeners(EventListenerTouchAllAtOnce::LISTENER_ID);
    
    //分别获取 单点监听器 和 多点监听器
    auto oneByOneListeners = getListeners(EventListenerTouchOneByOne::LISTENER_ID);
    auto allAtOnceListeners = getListeners(EventListenerTouchAllAtOnce::LISTENER_ID);
    
    // If there aren't any touch listeners, return directly.
    if (nullptr == oneByOneListeners && nullptr == allAtOnceListeners)
        return;
    
    bool isNeedsMutableSet = (oneByOneListeners && allAtOnceListeners);
    
    
    //为什么不直接对originalToucher操作?
    const std::vector<Touch*>& originalTouches = event->getTouches(); //获取原始的触摸数据
    std::vector<Touch*> mutableTouches(originalTouches.size()); //创建新的拷贝的数组
    std::copy(originalTouches.begin(), originalTouches.end(), mutableTouches.begin()); //拷贝

    //
    
    // process the target handlers 1st
    // 处理单点触摸
    if (oneByOneListeners)
    {
        //获取拷贝的触摸点数据的第一个
        auto mutableTouchesIter = mutableTouches.begin();
        
        //遍历触摸的原始数据
        for (auto& touches : originalTouches)
        {
            //吞没设为false,不同层次的也可以接收到触摸
            bool isSwallowed = false;

            //设置触摸事件的匿名函数
            auto onTouchEvent = [&](EventListener* l) -> bool { // Return true to break
                //获取传递来的单点触摸监听器
                EventListenerTouchOneByOne* listener = static_cast<EventListenerTouchOneByOne*>(l);
                
                //跳过没有注册的监听器
                // Skip if the listener was removed.
                if (!listener->_isRegistered)
                    return false;
             
                //设置当前target
                event->setCurrentTarget(listener->_node);
                
                //设置是否已响应标记
                bool isClaimed = false;
                //
                std::vector<Touch*>::iterator removedIter;
                
                //获取事件的触摸阶段
                EventTouch::EventCode eventCode = event->getEventCode();
                
                //如果是开始阶段
                if (eventCode == EventTouch::EventCode::BEGAN)
                {
                    //并且监听器存在开始阶段的回调函数
                    if (listener->onTouchBegan)
                    {
                        //执行回调函数,并返回执行的结果
                        //可以在callback里面返回true or false,用来控制是否继续调用剩下的触摸步骤
                        isClaimed = listener->onTouchBegan(touches, event);
                        
                        //执行成功了并且已经注册了
                        if (isClaimed && listener->_isRegistered)
                        {
                            //加入到已响应触摸数组中
                            listener->_claimedTouches.push_back(touches);
                        }
                    }
                }
                //否则先判断是否有已响应的监听器、并查找是否已经响应过了
                else if (listener->_claimedTouches.size() > 0
                         && ((removedIter = std::find(listener->_claimedTouches.begin(), listener->_claimedTouches.end(), touches)) != listener->_claimedTouches.end()))
                {
                    //标记为已响应
                    isClaimed = true;
                    
                    //判断响应阶段类型
                    switch (eventCode)
                    {
                            //移动阶段
                        case EventTouch::EventCode::MOVED:
                            if (listener->onTouchMoved)
                            {
                                listener->onTouchMoved(touches, event);
                            }
                            break;
                            //结束阶段
                        case EventTouch::EventCode::ENDED:
                            if (listener->onTouchEnded)
                            {
                                listener->onTouchEnded(touches, event);
                            }
                            if (listener->_isRegistered)
                            {
                                listener->_claimedTouches.erase(removedIter);
                            }
                            break;
                            //取消阶段
                        case EventTouch::EventCode::CANCELLED:
                            if (listener->onTouchCancelled)
                            {
                                listener->onTouchCancelled(touches, event);
                            }
                            if (listener->_isRegistered)
                            {
                                listener->_claimedTouches.erase(removedIter);
                            }
                            break;
                        default:
                            CCASSERT(false, "The eventcode is invalid.");
                            break;
                    }
                }
                
                // If the event was stopped, return directly.
                //如果事件暂停了,刷新监听器数组
                if (event->isStopped())
                {
                    updateListeners(event);
                    return true;
                }
                
                CCASSERT(touches->getID() == (*mutableTouchesIter)->getID(),
                         "touches ID should be equal to mutableTouchesIter's ID.");
                
                //如果已经分发了、注册了、需要吞没
                if (isClaimed && listener->_isRegistered && listener->_needSwallow)
                {
                    //如果单点和多点都存在,就移除当前的触摸数据,吞没设为true
                    if (isNeedsMutableSet)
                    {
                        mutableTouchesIter = mutableTouches.erase(mutableTouchesIter);
                        isSwallowed = true;
                    }
                    return true;
                }
                
                return false;
            };
            
            //分发单点触摸事件
            dispatchTouchEventToListeners(oneByOneListeners, onTouchEvent);
            //暂停直接返回
            if (event->isStopped())
            {
                return;
            }
            
            //没有吞没就往后迭代
            if (!isSwallowed)
                ++mutableTouchesIter;
        }
    }
    
    //
    // process standard handlers 2nd
    //
    //单点处理完之后,还存在多点触控,并且有触摸数据
    if (allAtOnceListeners && mutableTouches.size() > 0)
    {
        
        auto onTouchesEvent = [&](EventListener* l) -> bool{
            //获取多点监听器
            EventListenerTouchAllAtOnce* listener = static_cast<EventListenerTouchAllAtOnce*>(l);
            // Skip if the listener was removed.
            //没注册就返回
            if (!listener->_isRegistered)
                return false;
            
            //设置当前的节点
            event->setCurrentTarget(listener->_node);
            
            //判断触摸阶段
            switch (event->getEventCode())
            {
                case EventTouch::EventCode::BEGAN:
                    if (listener->onTouchesBegan)
                    {
                        listener->onTouchesBegan(mutableTouches, event);
                    }
                    break;
                case EventTouch::EventCode::MOVED:
                    if (listener->onTouchesMoved)
                    {
                        listener->onTouchesMoved(mutableTouches, event);
                    }
                    break;
                case EventTouch::EventCode::ENDED:
                    if (listener->onTouchesEnded)
                    {
                        listener->onTouchesEnded(mutableTouches, event);
                    }
                    break;
                case EventTouch::EventCode::CANCELLED:
                    if (listener->onTouchesCancelled)
                    {
                        listener->onTouchesCancelled(mutableTouches, event);
                    }
                    break;
                default:
                    CCASSERT(false, "The eventcode is invalid.");
                    break;
            }
            
            // If the event was stopped, return directly.
            if (event->isStopped())
            {
                //刷新监听器
                updateListeners(event);
                return true;
            }
            
            return false;
        };
        
        //分发多点触摸事件
        dispatchTouchEventToListeners(allAtOnceListeners, onTouchesEvent);
        //如果是暂停了就返回
        if (event->isStopped())
        {
            return;
        }
    }
    
    //刷洗监听器数组
    updateListeners(event);
}

//刷新监听器数组
//1、删除已移除的监听器
//2、添加未添加的监听器
void EventDispatcher::updateListeners(Event* event)
{
    CCASSERT(_inDispatch > 0, "If program goes here, there should be event in dispatch.");

    if (_inDispatch > 1)
        return;
    
    //定义刷新监听器的匿名函数
    auto onUpdateListeners = [this](const EventListener::ListenerID& listenerID)
    {
        //在监听器表中找到listenerID对应的键值对
        auto listenersIter = _listenerMap.find(listenerID);
        if (listenersIter == _listenerMap.end())
            return;

        //获取listenerID对应的监听器数组
        auto listeners = listenersIter->second;
        
        //获取不同优先级的监听器数组
        auto fixedPriorityListeners = listeners->getFixedPriorityListeners();
        auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();
        
        //如果存在场景图优先级的监听器数组
        if (sceneGraphPriorityListeners)
        {
            //遍历监听器数组
            for (auto iter = sceneGraphPriorityListeners->begin(); iter != sceneGraphPriorityListeners->end();)
            {
                auto l = *iter;
                
                //如果没有注册
                //1、从listenerID对应的监听器数组中的场景图优先级数组中移除
                //2、从toRemovedListeners中移除
                //3、release释放
                if (!l->isRegistered())
                {
                    iter = sceneGraphPriorityListeners->erase(iter);
                    // if item in toRemove list, remove it from the list
                    auto matchIter = std::find(_toRemovedListeners.begin(), _toRemovedListeners.end(), l);
                    if (matchIter != _toRemovedListeners.end())
                        _toRemovedListeners.erase(matchIter);
                    releaseListener(l);
                }
                //否则遍历下一个
                else
                {
                    ++iter;
                }
            }
        }
        
        //和场景图优先级监听器数组一样
        if (fixedPriorityListeners)
        {
            for (auto iter = fixedPriorityListeners->begin(); iter != fixedPriorityListeners->end();)
            {
                auto l = *iter;
                if (!l->isRegistered())
                {
                    iter = fixedPriorityListeners->erase(iter);
                    // if item in toRemove list, remove it from the list
                    auto matchIter = std::find(_toRemovedListeners.begin(), _toRemovedListeners.end(), l);
                    if (matchIter != _toRemovedListeners.end())
                        _toRemovedListeners.erase(matchIter);
                    releaseListener(l);
                }
                else
                {
                    ++iter;
                }
            }
        }
        
        //如果删除完之后这两个优先级数组存在并且已经是空的了,就将数组clear(置空)
        if (sceneGraphPriorityListeners && sceneGraphPriorityListeners->empty())
        {
            listeners->clearSceneGraphListeners();
        }

        if (fixedPriorityListeners && fixedPriorityListeners->empty())
        {
            listeners->clearFixedListeners();
        }
    };

    //如果事件的类型是触摸类型
    if (event->getType() == Event::Type::TOUCH)
    {
        //分类别 单点和多点监听事件监听器
        onUpdateListeners(EventListenerTouchOneByOne::LISTENER_ID);
        onUpdateListeners(EventListenerTouchAllAtOnce::LISTENER_ID);
    }
    //除触摸类型外的事件监听器类型
    else
    {
        onUpdateListeners(__getListenerID(event));
    }
    
    CCASSERT(_inDispatch == 1, "_inDispatch should be 1 here.");
    
    //遍历监听器数组
    for (auto iter = _listenerMap.begin(); iter != _listenerMap.end();)
    {
        //如果没有listenerID对应的监听器数组是空的
        if (iter->second->empty())
        {
            _priorityDirtyFlagMap.erase(iter->first);//从ID优先级map中删除这个iter的ID
            delete iter->second; //删除ID对应的监听器数组,只删除指向内容,指针不删除
            iter = _listenerMap.erase(iter);//从listener中移除这个iter
        //删除之后不用往后递增是因为删除之后,iter已经指向下一个了
        }
        //如果不是空的,就遍历下一个
        else
        {
            ++iter;
        }
    }
    
    //如果_toAddedListeners不是空的
    if (!_toAddedListeners.empty())
    {
        //遍历、逐个添加
        for (auto& listener : _toAddedListeners)
        {
            forceAddEventListener(listener);
        }
        //添加完清空
        _toAddedListeners.clear();
    }

    //因为上面将未注册的监听器从_toRemovedListeners删除了,是因为在removeEventListenersForListenerID中把移除的监听器的isRegistered设为了false,如果这时_toRemovedListeners不是空,清理就行了,正常来说应该是空的了。
    if (!_toRemovedListeners.empty())
    {
        cleanToRemovedListeners();
    }
}

//刷新脏节点标记
void EventDispatcher::updateDirtyFlagForSceneGraph()
{
    
    if (!_dirtyNodes.empty())
    {
        //遍历脏节点容器
        for (auto& node : _dirtyNodes)
        {
            //从_nodeListenersMap中找到对应的键值对
            auto iter = _nodeListenersMap.find(node);
            //如果找到了
            if (iter != _nodeListenersMap.end())
            {
                //遍历获取和节点绑定的监听器数组
                for (auto& l : *iter->second)
                {
                    //设置当前节点的脏标记为场景图优先级标记
                    setDirty(l->getListenerID(), DirtyFlag::SCENE_GRAPH_PRIORITY);
                }
            }
        }
        
        //清理脏节点标记数组
        _dirtyNodes.clear();
    }
}

//对监听器数组排序
void EventDispatcher::sortEventListeners(const EventListener::ListenerID& listenerID)
{
    //初始化优先级脏标记
    DirtyFlag dirtyFlag = DirtyFlag::NONE;
    
    //从listenerID-优先级 map获取参数中的优先级
    auto dirtyIter = _priorityDirtyFlagMap.find(listenerID);
    //如果找到了
    if (dirtyIter != _priorityDirtyFlagMap.end())
    {
        //获取对应的优先级脏标记
        dirtyFlag = dirtyIter->second;
    }
    
    //优先级不是默认优先级
    if (dirtyFlag != DirtyFlag::NONE)
    {
        // Clear the dirty flag first, if `rootNode` is nullptr, then set its dirty flag of scene graph priority
        //先清理旧的脏标记
        dirtyIter->second = DirtyFlag::NONE;

        //如果是自定义的优先级
        if ((int)dirtyFlag & (int)DirtyFlag::FIXED_PRIORITY)
        {
            //排序,统计
            sortEventListenersOfFixedPriority(listenerID);
        }
        //如果是场景图的优先级
        if ((int)dirtyFlag & (int)DirtyFlag::SCENE_GRAPH_PRIORITY)
        {
            //获取当前场景
            auto rootNode = Director::getInstance()->getRunningScene();
            //获取到了
            if (rootNode)
            {
                //排序场景图
                sortEventListenersOfSceneGraphPriority(listenerID, rootNode);
            }
            else
            {
                //刷新监听器的脏标记
                dirtyIter->second = DirtyFlag::SCENE_GRAPH_PRIORITY;
            }
        }
    }
}

//对场景图优先级的监听器排序
void EventDispatcher::sortEventListenersOfSceneGraphPriority(const EventListener::ListenerID& listenerID, Node* rootNode)
{
    //获取listenerID对应的监听器数组
    auto listeners = getListeners(listenerID);
    
    if (listeners == nullptr)
        return;
    //获取监听器数组中的场景图优先级数组
    auto sceneGraphListeners = listeners->getSceneGraphPriorityListeners();
    
    if (sceneGraphListeners == nullptr)
        return;
    
    //初始化节点优先级个数
    // Reset priority index
    _nodePriorityIndex = 0;
    _nodePriorityMap.clear();

    //遍历节点
    visitTarget(rootNode, true);
    
    // After sort: priority < 0, > 0
    std::stable_sort(sceneGraphListeners->begin(), sceneGraphListeners->end(), [this](const EventListener* l1, const EventListener* l2) {
        return _nodePriorityMap[l1->getAssociatedNode()] > _nodePriorityMap[l2->getAssociatedNode()];
    });
    
#if DUMP_LISTENER_ITEM_PRIORITY_INFO
    log("-----------------------------------");
    for (auto& l : *sceneGraphListeners)
    {
        log("listener priority: node ([%s]%p), priority (%d)", typeid(*l->_node).name(), l->_node, _nodePriorityMap[l->_node]);
    }
#endif
}

//对自定义优先级的监听器排序
void EventDispatcher::sortEventListenersOfFixedPriority(const EventListener::ListenerID& listenerID)
{
    auto listeners = getListeners(listenerID);

    if (listeners == nullptr)
        return;
    
    auto fixedListeners = listeners->getFixedPriorityListeners();
    if (fixedListeners == nullptr)
        return;
    
    // After sort: priority < 0, > 0
    //排序
    std::stable_sort(fixedListeners->begin(), fixedListeners->end(), [](const EventListener* l1, const EventListener* l2) {
        return l1->getFixedPriority() < l2->getFixedPriority();
    });
    
    // FIXME: Should use binary search
    int index = 0;
    //统计优先级小于0的监听器个数
    for (auto& listener : *fixedListeners)
    {
        if (listener->getFixedPriority() >= 0)
            break;
        ++index;
    }
    
    //设置优先级小于0的监听器个数
    listeners->setGt0Index(index);
    
#if DUMP_LISTENER_ITEM_PRIORITY_INFO
    log("-----------------------------------");
    
    for (auto& l : *fixedListeners)
    {
        log("listener priority: node (%p), fixed (%d)", l->_node, l->_fixedPriority);
    }    
#endif
    
}

//获取listenerID对应的监听器数组
EventDispatcher::EventListenerVector* EventDispatcher::getListeners(const EventListener::ListenerID& listenerID) const
{
    auto iter = _listenerMap.find(listenerID);
    if (iter != _listenerMap.end())
    {
        return iter->second;
    }
    
    return nullptr;
}

//通过listenerID移除对应的监听器数组
void EventDispatcher::removeEventListenersForListenerID(const EventListener::ListenerID& listenerID)
{
    //先获取listenerID对应的监听器数组
    auto listenerItemIter = _listenerMap.find(listenerID);
    //如果找到了
    if (listenerItemIter != _listenerMap.end())
    {
        auto listeners = listenerItemIter->second; //获取listenerID对应的监听器数组
        //获取不同优先级的监听器数组
        auto fixedPriorityListeners = listeners->getFixedPriorityListeners();
        auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();
        
        //定义移除监听器的匿名函数
        auto removeAllListenersInVector = [&](std::vector<EventListener*>* listenerVector){
            if (listenerVector == nullptr)
                return;
            
            for (auto iter = listenerVector->begin(); iter != listenerVector->end();)
            {
                auto l = *iter;
                l->setRegistered(false);
                if (l->getAssociatedNode() != nullptr)
                {
                    dissociateNodeAndEventListener(l->getAssociatedNode(), l);
                    l->setAssociatedNode(nullptr);  // nullptr out the node pointer so we don't have any dangling pointers to destroyed nodes.
                }
                
                if (_inDispatch == 0)
                {
                    iter = listenerVector->erase(iter);
                    releaseListener(l);
                }
                else
                {
                    ++iter;
                }
            }
        };
        
        //分别移除不同优先级的监听器
        removeAllListenersInVector(sceneGraphPriorityListeners);
        removeAllListenersInVector(fixedPriorityListeners);
        
        // Remove the dirty flag according the 'listenerID'.
        // No need to check whether the dispatcher is dispatching event.
        _priorityDirtyFlagMap.erase(listenerID);
        
        //如果没有在调用
        if (!_inDispatch)
        {
            //清理监听器数组
            listeners->clear();
            //删除指向的对象
            delete listeners;
            //移除当前监听器数组
            _listenerMap.erase(listenerItemIter);
        }
    }
    
    //遍历待添加数组
    for (auto iter = _toAddedListeners.begin(); iter != _toAddedListeners.end();)
    {
        //如果找到了和要移除的监听器ID相同的
        if ((*iter)->getListenerID() == listenerID)
        {
            (*iter)->setRegistered(false);  //注册设为false
            releaseListener(*iter); //release监听器
            iter = _toAddedListeners.erase(iter); //从待添加数组中移除
        }
        else
            //这里++是为了往后递归,上面为什么不往后递归是因为移除之后,数组后面的元素就往前挪了
        {
            ++iter;
        }
    }
}

//按不同的监听器类型移除,即listenerID
void EventDispatcher::removeEventListenersForType(EventListener::Type listenerType)
{
    if (listenerType == EventListener::Type::TOUCH_ONE_BY_ONE)
    {
        removeEventListenersForListenerID(EventListenerTouchOneByOne::LISTENER_ID);
    }
    else if (listenerType == EventListener::Type::TOUCH_ALL_AT_ONCE)
    {
        removeEventListenersForListenerID(EventListenerTouchAllAtOnce::LISTENER_ID);
    }
    else if (listenerType == EventListener::Type::MOUSE)
    {
        removeEventListenersForListenerID(EventListenerMouse::LISTENER_ID);
    }
    else if (listenerType == EventListener::Type::ACCELERATION)
    {
        removeEventListenersForListenerID(EventListenerAcceleration::LISTENER_ID);
    }
    else if (listenerType == EventListener::Type::KEYBOARD)
    {
        removeEventListenersForListenerID(EventListenerKeyboard::LISTENER_ID);
    }
    else
    {
        CCASSERT(false, "Invalid listener type!");
    }
}

//移除自定义的监听器
void EventDispatcher::removeCustomEventListeners(const std::string& customEventName)
{
    removeEventListenersForListenerID(customEventName);
}

//移除所有的监听器
void EventDispatcher::removeAllEventListeners()
{
    
    bool cleanMap = true;
    std::vector<EventListener::ListenerID> types;
    types.reserve(_listenerMap.size());
    
    //遍历监听器map
    for (const auto& e : _listenerMap)
    {
        //查找自定义监听器中是否相同的ID
        if (_internalCustomListenerIDs.find(e.first) != _internalCustomListenerIDs.end())
        {
            cleanMap = false;
        }
        //加入到types中
        else
        {
            types.push_back(e.first);
        }
    }

    //循环listenerMap中存在的listenerID
    for (const auto& type : types)
    {
        //逐个移除
        removeEventListenersForListenerID(type);
    }
    
    //没有在调度,并且没有相同ID的自定义监听器
    if (!_inDispatch && cleanMap)
    {
        //清理监听器Map
        _listenerMap.clear();
    }
}

//设置开启
void EventDispatcher::setEnabled(bool isEnabled)
{
    _isEnabled = isEnabled;
}

//返回是否开启
bool EventDispatcher::isEnabled() const
{
    return _isEnabled;
}

//设置节点脏标记(监听器优先级)
void EventDispatcher::setDirtyForNode(Node* node)
{
    // Mark the node dirty only when there is an eventlistener associated with it.
    //当有节点和关联的监听器时才会标记
    if (_nodeListenersMap.find(node) != _nodeListenersMap.end())
    {
        //添加进脏节点数组
        _dirtyNodes.insert(node);
    }

    // Also set the dirty flag for node's children
    const auto& children = node->getChildren();
    for (const auto& child : children)
    {
        setDirtyForNode(child);
    }
}

void EventDispatcher::setDirty(const EventListener::ListenerID& listenerID, DirtyFlag flag)
{    
    auto iter = _priorityDirtyFlagMap.find(listenerID);
    if (iter == _priorityDirtyFlagMap.end())
    {
        _priorityDirtyFlagMap.emplace(listenerID, flag);
    }
    else
    {
        int ret = (int)flag | (int)iter->second;
        iter->second = (DirtyFlag) ret;
    }
}

//清理待移除监听器数组
void EventDispatcher::cleanToRemovedListeners()
{
    //遍历待移除监听器数组
    for (auto& l : _toRemovedListeners)
    {
        //查找待移除监听器数组中监听器ID在listener中对应的元素
        auto listenersIter = _listenerMap.find(l->getListenerID());
        //如果没找到
        if (listenersIter == _listenerMap.end())
        {
            //释放
            releaseListener(l);
            continue;
        }

        bool find = false;   //标记为 未找到
        auto listeners = listenersIter->second;  //获取监听器ID对应的监听器数组
        //获取不同优先级的监听器数组
        auto fixedPriorityListeners = listeners->getFixedPriorityListeners();
        auto sceneGraphPriorityListeners = listeners->getSceneGraphPriorityListeners();

        if (sceneGraphPriorityListeners)
        {
            //查找监听器l
            auto machedIter = std::find(sceneGraphPriorityListeners->begin(), sceneGraphPriorityListeners->end(), l);
            //如果找到了
            if (machedIter != sceneGraphPriorityListeners->end())
            {
                find = true; //标记为 找到了
                releaseListener(l); //释放l
                sceneGraphPriorityListeners->erase(machedIter); //从场景图优先级数组中也删除
            }
        }
        //过程同上
        if (fixedPriorityListeners)
        {
            auto machedIter = std::find(fixedPriorityListeners->begin(), fixedPriorityListeners->end(), l);
            if (machedIter != fixedPriorityListeners->end())
            {
                find = true;
                releaseListener(l);
                fixedPriorityListeners->erase(machedIter);
            }
        }

        //如果删掉了并且两个优先级的监听器数组都是空的,就清理一下(指针指向置空)
        if (find)
        {
            if (sceneGraphPriorityListeners && sceneGraphPriorityListeners->empty())
            {
                listeners->clearSceneGraphListeners();
            }

            if (fixedPriorityListeners && fixedPriorityListeners->empty())
            {
                listeners->clearFixedListeners();
            }
        }
        //没找到 release监听器l
        else
            CC_SAFE_RELEASE(l);
    }

    //清理待移除数组
    _toRemovedListeners.clear();
}

//release接口
void EventDispatcher::releaseListener(EventListener* listener)
{
#if CC_ENABLE_GC_FOR_NATIVE_OBJECTS
    auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
    if (listener && sEngine)
    {
        sEngine->releaseScriptObject(this, listener);
    }
#endif // CC_ENABLE_GC_FOR_NATIVE_OBJECTS
    CC_SAFE_RELEASE(listener);
}

NS_CC_END

原文地址:https://www.cnblogs.com/sakuraneo/p/11992048.html