3.0 it's a bug? in Control (Menu&UILayer)

3.0 it's a bug? in Control (Menu&UILayer)
0.0 0


Hi, I am new for cocos2d-x, and now work on cocos2d-x 3.0.
today I found when I use ControlButton, if I push a scene then pop it, the first scene which used ControlButton will called twice.

and then I read the code of Control, found in onEnter

        auto dispatcher = Director::getInstance()->getEventDispatcher();
        auto touchListener = EventListenerTouchOneByOne::create();
        touchListener->onTouchBegan = CC_CALLBACK_2(Control::onTouchBegan, this);
        touchListener->onTouchMoved = CC_CALLBACK_2(Control::onTouchMoved, this);
        touchListener->onTouchEnded = CC_CALLBACK_2(Control::onTouchEnded, this);
        touchListener->onTouchCancelled = CC_CALLBACK_2(Control::onTouchCancelled, this);

        dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);

I don’t found any code to remove it. and every time onEnter will do this.

so I changed code like:

void Control::onEnter()
    // we don't need every time to add listener
        auto dispatcher = Director::getInstance()->getEventDispatcher();
        _touchListener = EventListenerTouchOneByOne::create();
        _touchListener->onTouchBegan = CC_CALLBACK_2(Control::onTouchBegan, this);
        _touchListener->onTouchMoved = CC_CALLBACK_2(Control::onTouchMoved, this);
        _touchListener->onTouchEnded = CC_CALLBACK_2(Control::onTouchEnded, this);
        _touchListener->onTouchCancelled = CC_CALLBACK_2(Control::onTouchCancelled, this);

        dispatcher->addEventListenerWithSceneGraphPriority(_touchListener, this);

void Control::onExit()
        auto dispatcher = Director::getInstance()->getEventDispatcher();
        _touchListener = NULL;

I will push it to github, but it’s my first time use github, need some times to do it.

CCControl.h.zip (3.4 KB)

CCControl.cpp.zip (3.2 KB)

CCMenu.cpp.zip (3.9 KB)

CCMenu.h.zip (1.9 KB)


and also one question, why we need register it in onEnter, and remove it from onExit?
could we add it in onEnter first time called, and then keep it till node removed? not onExit?


Yep, It’s a bug. Fixed at https://github.com/cocos2d/cocos2d-x/pull/4065 . Thanks.