其实主要是两行代码:
UITextField *inputTextField = [[UITextField alloc] initWithFrame:CGRectMake(50,50,140,30)]; [CCDirector sharedDirector] openGLView] addSubview:inputTextField];
但是一定要注意以下两点事项:
1、文本框默认样式是直线型,边框颜色是黑色;
2、文本框默认背景是透明的;
3、UITextField的坐标系与cocos2d是不一样的;
所以有很多童鞋说加不上去,其实是已经加上去了,只是你看不到而已,要么是你黑背景,要么是坐标的问题。另外关于旋转问题我没有深入研究,但是主要注意一下两点就问题不大了:
代码1:[[[[CCDirector sharedDirector] openGLView] window] addSubview:inputTextField];
效果:添加的inputTextField会随着window是横屏还是竖屏变化,添加之后如果view下面覆盖了一个cocos2d的按钮,点击按钮的区域按钮不响应点击。
代码2:[[[CCDirector sharedDirector] openGLView] addSubview:inputTextField];
效果:不随着变化,并且底部的按钮相应点击
其实在cocos2d中通过文本框加上之后,通过UITextFieldDelegate我们是完全可以实现文本框的各种功能,在此我参考网上的一些例子最后写了一个例子和大家分享一下:
// When you import this file, you import all the cocos2d classes #import "cocos2d.h" // HelloWorldLayer @interface HelloWorldLayer : CCLayerColor<UITextFieldDelegate> { UITextField *inputField; } @property (nonatomic, retain) IBOutlet UITextField *inputField; // returns a CCScene that contains the HelloWorldLayer as the only child +(CCScene *) scene; @end
// Import the interfaces #import "HelloWorldLayer.h" // HelloWorldLayer implementation @implementation HelloWorldLayer @synthesize inputField; +(CCScene *) scene { // 'scene' is an autorelease object. CCScene *scene = [CCScene node]; // 'layer' is an autorelease object. HelloWorldLayer *layer = [HelloWorldLayer node]; // add layer as a child to scene [scene addChild: layer]; // return the scene return scene; } // on "init" you need to initialize your instance -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super initWithColor:ccc4(0, 255, 255,255)])){ inputField = [[UITextField alloc] initWithFrame:CGRectMake(100,100,150,30)];//设置文本框大小和位置 [inputField setBackgroundColor:[UIColor yellowColor]];//背景色 [inputField setTextAlignment:UITextAlignmentCenter];//水平居中 inputField.contentVerticalAlignment=UIControlContentVerticalAlignmentCenter;//垂直居中 [inputField setFont:[UIFont fontWithName:@"Bauhaus Md BT" size:22]]; [inputField setText:@"CoreyGuo"]; [inputField becomeFirstResponder];//弹出键盘 //inputField.autocorrectionType = UITextAutocorrectionTypeNo; //inputField.autocapitalizationType = UITextAutocapitalizationTypeNone; //inputField.returnKeyType = UIReturnKeyDone; [inputField setTextColor:[UIColor colorWithRed:96/255.0f green:55/255.0f blue:17/255.0f alpha:1]]; inputField.clearButtonMode = UITextFieldViewModeWhileEditing; //编辑时会出现个修改X //inputField.secureTextEntry = YES; //如果是密码框时 ,加上这句 inputField.delegate=self; [[[CCDirector sharedDirector] openGLView] addSubview:inputField]; self.isTouchEnabled=YES; } return self; } - (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string { if ([textField.text length] == 8) { //字符限制 if ([string length] < 1) { //用于相应退格事件 textField.text = [textField.text substringToIndex:[textField.text length] - 1]; //如果用户点击退格,那么将文本内容去一位 } return FALSE; //返回FALSE,文本框就不会相应键盘上的输入,包括退格 } return TRUE; } - (void)textFieldDidEndEditing:(UITextField *)textField { NSLog(@"textFieldDidEndEditing");//完成后要处理的事件 } -(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ [inputField resignFirstResponder];//表示关闭键盘 } // on "dealloc" you need to release all your retained objects - (void) dealloc { // in case you have something to dealloc, do it in this method // in this particular example nothing needs to be released. // cocos2d will automatically release all the children (Label) [inputField removeFromSuperview]; [inputField release]; // don't forget to call "super dealloc" [super dealloc]; } @end