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iPhone アプリを Windows 8 に移植しようとしていますが、この行に問題があります (objective-c です):

[self schedule:@selector(fire:)];

C++ で同等のものは次のようになります。

this->schedule(schedule_selector(AirScene::fire));

AirScene は私のクラスの名前ですが、Visual Studio 2012 から次のエラーが返されます。

error C2064: term does not evaluate to a function taking 1 arguments

つまり、関数 schedule(selector) が見つかりません。アンスケジュール方式で問題ないのに不思議なのですが、どなたか教えてください。

編集: AirScene.h

#include "cocos2d.h" 
#include "Box2D\Box2D.h"
#include "AirSceneDelegate.h"

class AirScene : public cocos2d::CCLayer {
    public:
        AirScene::~AirScene(void);

        // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
        virtual bool init();  
        static cocos2d::CCScene* scene();
        LAYER_NODE_FUNC(AirScene);

        //Methods
        void selectSpriteForTouch(cocos2d::CCPoint touchLocation);
        cocos2d::CCPoint checkPuckPosition(cocos2d::CCPoint newPosition);
        void panForTranslation(cocos2d::CCPoint translation);
        void updateQuestion(string question);
        void restoreScene();
        void enableScreensaver();
        void disableScreensaver(cocos2d::CCPoint touchPosition);

        //Setters
        void setDelegate(AirSceneDelegate *delegate);

    private:
        // Init
        void initBackground(cocos2d::CCSize winSize);
        void initPuck(cocos2d::CCSize winSize, cocos2d::CCPoint position);
        void initHoles(cocos2d::CCSize winSize);
        void initQuestion(cocos2d::CCSize winSize);

        // Methods
        void fire(cocos2d::ccTime dt = 0);
        void updateHoles(cocos2d::ccTime dt);
        void validateVote(bool isPositiveVote);
        float getVelocity();        

        // Attributes

        ...

        //Delegate
        AirSceneDelegate* _delegate;
};

AirScene.cpp

#include <iostream>
#include "AirScene.h"

USING_NS_CC;

#pragma region Delete

AirScene::~AirScene(void)
{
    ///TODO : DELETE ALL
    delete(_delegate);
    _delegate = 0;
}

#pragma endregion Delete

#pragma region Init

CCScene* AirScene::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::node();

    // 'layer' is an autorelease object
    AirScene *layer = AirScene::node();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool AirScene::init()
{
    // Super Init
    if (!CCLayer::init())
        return false;

    //Init Attributes
    screenSaverMode = false;
    hasVoted = false;
    schedule = false;
    _delegate = 0;
    _selSprite = NULL;

    //Create World
    b2Vec2 gravity = b2Vec2(0, 0);
    _world = new b2World(gravity);

    CCSize size = CCDirector::sharedDirector()->getWinSize();

    //Inits
    AirScene::initBackground(size);
    AirScene::initPuck(size, ccp(512, 200));
    AirScene::initHoles(size);
    AirScene::initQuestion(size);


    return true;
}

// Init Background and set walls
void AirScene::initBackground(CCSize winSize)
{
    ...
}


/** Init Puck : create puck body and shape */
void AirScene::initPuck(CCSize winSize, CCPoint position)
{
    ...
}


void AirScene::initHoles(CCSize winSize)
{
    ...
}


// Set Question Label
void AirScene::initQuestion(CCSize winSize)
{    
    ...
}

#pragma endregion Init

#pragma region Private

void AirScene::fire(ccTime dt)
{
    _world->Step(dt, 8, 8);

    //CCSprite *ballData = ((CCSprite *)_body->GetUserData()) 
    ((CCSprite *)_body->GetUserData())->setPosition(ccp(_body->GetPosition().x * PTM_RATIO, _body->GetPosition().y * PTM_RATIO));
    _puckShadow->setPosition(ccp(((CCSprite *)_body->GetUserData())->getPosition().x + 2, ((CCSprite *)_body->GetUserData())->getPosition().y - 2));

    if (screenSaverMode)
        AirScene::updateHoles(0);
}

//Ajust Glow Effect and Validate Vote
void AirScene::updateHoles(cocos2d::ccTime dt)
{
    ...
}

float AirScene::getVelocity()
{
    ...
}

void AirScene::validateVote(bool isPositiveVote)
{
    ...
}

#pragma endregion Private

#pragma region Public

void AirScene::selectSpriteForTouch(CCPoint touchLocation)
{
    ...
}

// Check if the puck is not outside the view
CCPoint AirScene::checkPuckPosition(CCPoint newPosition)
{
    ...
}

// Move Puck
void AirScene::panForTranslation(CCPoint translation)
{
    ...
}

// Update Question
void AirScene::updateQuestion(string question)
{
    ...
}

void AirScene::restoreScene()
{
    ...
}

void AirScene::enableScreensaver()
{
    screenSaverMode = true;
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //Unschedule actions
    this->unscheduleAllSelectors();

    //Delete Puck
    CCPoint puckPosition = _puck->getPosition();
    _puck->removeAllChildrenWithCleanup(true);
    _puck->removeFromParentAndCleanup(true);
    _puckShadow->removeAllChildrenWithCleanup(true);
    _puckShadow->removeFromParentAndCleanup(true);
    _world->DestroyBody(_body);
    delete(_puck);
    delete(_puckShadow);

    //RecreatePuck
    this->initPuck(winSize, ccp(512, 200));

    //Impulse
    _body->SetLinearVelocity(b2Vec2(0, 0));

    /** ERROR IS CAUSED BY THIS LINE */ 
    this->schedule(schedule_selector(AirScene::fire));
}

void AirScene::disableScreensaver(cocos2d::CCPoint touchPosition)
{
}

#pragma endregion Public


#pragma region Getters & Setters

void  AirScene::setDelegate(AirSceneDelegate *delegate)
{
    _delegate = delegate; 
}

#pragma endregion Getters & Setters
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1 に答える 1

0

修理済み。

Windows 8 テンプレートに使用されている cocos 2d のバージョンは古いバージョンなので、セレクターをスケジュールする良い方法は次のとおりです。

CCScheduler::sharedScheduler()->scheduleSelector(schedule_selector(AirScene::fire), this, 0, false);
于 2013-07-29T09:30:25.777 に答える