Android 手机模拟游戏手柄(USB,C#,winio)
使用的知识点:Android服务器通过USB连接PC端,winio发送键盘消息,Socket编程,线程,Android多点触控
先说下思路,首先在Android端开启服务器程序,然后在PC端开启一个服务器程序模拟发送键盘信息(C#编写)。手机和PC用USB连接,Android和PC的通信通过Socket完成。
PC客户端程序:
虽然有很多方法可以模拟发送键盘信息如:PostMessage,keybd_event等。这些都是将按键信息发送给系统的消息队列,然后再响应。但是很多游戏使用了DirectX技术绕过了系统的消息队列。
我用了一个开源的项目,winio。可以将键盘的信息直接发给主板,这样一些游戏也可以接收了按键消息了。Winio的相关资料可以在网上搜到。由于我的系统是64位的,在使用过程中遇到了一些问题,主要是winio驱动签名的问题。具体解决方法:http://www.cnblogs.com/wangqian0realmagic/archive/2012/03/26/2418671.html
我用VS2010进行客户端的开发,这时动态载入winio64.dll时,会出现如下错误“System.DllNotFoundException……无法加载 DLL“WinIo64.dll”: 找不到指定的模块。 (异常来自 HRESULT:0x8007007E)“。是因为VS2010内部平台默认是X86的,所以要改一下,生成->配置管理器->平台,设为X64即可。
PC端和Android端的USB通信要经过端口转换,要在C#中动态使用adb.exe的forward命令。
代码:
MsgTcpClient:
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net.Sockets; using System.Net; namespace GameHandles { class MsgTcpClient { //数据定义 Socket msgClient; static int serverport = 60001; string ip; public MsgTcpClient() { msgClient = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp); } //尝试连接如果成功返回true,失败返回false public bool Connect( string ipstring) { ip = ipstring; IPEndPoint ipendpoint = new IPEndPoint(IPAddress.Parse(ip), serverport); try { msgClient.Connect(ipendpoint); return true ; } catch { return false ; } } //接收获得的命令 public string getMsg() { string msgGot = "" ; byte [] tmpmsg = new byte [8]; int length = 0; try { Console.WriteLine( "start to recieve" ); length = msgClient.Receive(tmpmsg, tmpmsg.Length, 0); msgGot = Encoding.ASCII.GetString(tmpmsg, 0, length); } catch { } return msgGot; } public void Close() { msgClient.Close(); } } } |
主程序部分:
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Net.Sockets; using System.Diagnostics; using System.Threading; namespace GameHandles { public partial class Form1 : Form { //数据定义 winioManpulate winioKey; MsgTcpClient msgClient; //接收Android服务器发来的信息 string serverip = "127.0.0.1" ; Thread winioThread; Keys[] keycode = {Keys.A,Keys.W,Keys.D,Keys.S,Keys.U,Keys.J,Keys.K,Keys.I}; public Form1() { InitializeComponent(); } private void Form1_Load( object sender, EventArgs e) { winioKey = new winioManpulate(); msgClient = new MsgTcpClient(); } //控制winio private void changeKeys() { while ( true ) { string msgGot = "" ; msgGot = msgClient.getMsg(); Console.WriteLine(msgGot); //Thread.Sleep(3000); if (msgGot.Equals( "" ) == false ) { for ( int i = 0; i < msgGot.Length; ++i) { if (msgGot[i] == '1' ) { winioKey.KeyDown(keycode[i]); //label1.Text = "keydown"; } else { winioKey.KeyUp(keycode[i]); } } } } } //开始,设置adb,进行Tcp连接 private void btnConnect_Click( object sender, EventArgs e) { //设置adb Process adbprocess = new Process(); adbprocess.StartInfo.FileName = @"adb.exe" ; adbprocess.StartInfo.Arguments = @"forward tcp:60001 tcp:60001" ; adbprocess.Start(); Thread.Sleep(100); //连接server if (msgClient.Connect(serverip) == true ) //如果连接成功 { winioKey.Initialize(); Thread.Sleep(100); btnStop.Enabled = true ; btnConnect.Enabled = false ; winioThread = new Thread( new ThreadStart(changeKeys)); winioThread.Start(); label1.Text = "begin" ; } } private void btnStop_Click( object sender, EventArgs e) { winioThread.Abort(); msgClient.Close(); winioKey.Shutdown(); } } } |
Android端:
Android作为socket服务器与普通的java程序差别不大,用ServerSocket类。只是要在AndroidManifest.xml中添加<uses-permission android:name="android.permission.INTERNET" />
还要将屏幕强制设为横屏:setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
但是在实际编码过程中遇到一些问题,我在onCreate中初始了ServerSocket对象,而setRequestedOrientation会重新执行onCreate(),这样就重复初始化了ServerSocket对象,会提示地址已占用的错误。所以先将ServerSocket对象设为null,初始化之前先判断是否为null,再初始化。
手柄的按键用多点触控的技术实现。我写了一个继承View的类HandlePanel,在onDraw方法中绘制了8个按键。然后在Activity类中设置HandlePanel.setOnTouchListener,进行相关操作。这里又遇到一个问题,我第一次用的是Android2.1的系统,这版系统中不能精确的获得是那个点出发了相应的事件,如:我在屏幕上按了两只手指,抬起一只时,无法辨别是哪只手指抬起,只能同时获得两点的坐标。在网上也没发现解决的办法后来看Android的文档,发现有个event.getActionIndex()的方法可以满足需求,但是只在2.2以上的版本有,无奈啊。
与其他Socket编程一样,ServerSocket对象要close掉,所以我重写了Activity的onStop()方法。但是每次关闭时,都提示意外退出,所以要调用super.onStop();将原先的操作也执行一遍。小错误啊,,不过也要注意一下的。
代码:
Socket服务器类:
package com.mhandle; import java.io.IOException; import java.io.OutputStream; import java.io.OutputStreamWriter; import java.io.PrintWriter; import java.net.ServerSocket; import java.net.Socket; public class MyServerSocket { ServerSocket MyServer; Socket mySocket; OutputStream os; Thread getMsg; public MyServerSocket() { // TODO Auto-generated constructor stub //MyServer = new ServerSocket(60001); mySocket = null ; MyServer = null ; } public void connect() throws Exception { if (MyServer == null ) MyServer = new ServerSocket( 60001 ); } public void sendMsg(String msg) throws IOException { if (MyServer != null ) { if (mySocket == null ) mySocket = MyServer.accept(); os = mySocket.getOutputStream(); PrintWriter pWriter = new PrintWriter(os); pWriter.write(msg); pWriter.flush(); } else { System.out.println( "Out Error" ); } } public void stop() throws IOException { if (mySocket != null ) mySocket.close(); if (MyServer != null ) MyServer.close(); } } |
HandlePanel类:
package com.mhandle; import android.content.Context; import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.Rect; import android.os.IBinder; import android.util.AttributeSet; import android.view.Display; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.View; import android.widget.RelativeLayout; public class HandlePanel extends View{ public HandlePanel(Context context, AttributeSet attrs, int defStyle) { super (context, attrs, defStyle); // TODO Auto-generated constructor stub //init(); } public HandlePanel(Context context, AttributeSet attrs) { super (context, attrs); // TODO Auto-generated constructor stub //init(); } public HandlePanel(Context context) { super (context); // TODO Auto-generated constructor stub //init(); } Rect hRects[]; int rectwidth = 120 ; int VHeight; int VWidth; public void init( int h, int w) { VHeight = h; VWidth = w; System.out.println(VHeight+ " " +VWidth); hRects = new Rect[ 8 ]; //方向左上右下,功能键的顺序也是如此 int tops[] = {(VHeight-rectwidth)/ 2 , (VHeight-rectwidth)/ 2 -(rectwidth+ 10 ), (VHeight-rectwidth)/ 2 , (VHeight-rectwidth)/ 2 +(rectwidth+ 10 ), (VHeight-rectwidth)/ 2 , (VHeight-rectwidth)/ 2 -(rectwidth+ 10 ), (VHeight-rectwidth)/ 2 , (VHeight-rectwidth)/ 2 +(rectwidth+ 10 ) }; int lefts[] = { (VWidth/ 2 - 3 *rectwidth- 20 )/ 2 , (VWidth/ 2 - 3 *rectwidth- 20 )/ 2 +rectwidth+ 10 , (VWidth/ 2 - 3 *rectwidth- 20 )/ 2 + 2 *rectwidth+ 20 , (VWidth/ 2 - 3 *rectwidth- 20 )/ 2 +rectwidth+ 10 , VWidth/ 2 + (VWidth/ 2 - 3 *rectwidth- 20 )/ 2 , VWidth/ 2 + (VWidth/ 2 - 3 *rectwidth- 20 )/ 2 +rectwidth+ 10 , VWidth/ 2 + (VWidth/ 2 - 3 *rectwidth- 20 )/ 2 + 2 *rectwidth+ 20 , VWidth/ 2 + (VWidth/ 2 - 3 *rectwidth- 20 )/ 2 + rectwidth+ 10 , }; //System.out.println("left:" + (VWidth/2-3*rectwidth-20)/2); //System.out.println(h+" "+w); //for(int i=0;i<8;++i) // lefts[i] += 60; for ( int i= 0 ;i< 8 ;++i) { hRects[i] = new Rect(); hRects[i].set(lefts[i],tops[i],lefts[i]+rectwidth, tops[i]+rectwidth); } } //判断是否点击到按键 public int inRect( int x, int y) { for ( int i= 0 ;i< 8 ;++i) { if ( x<hRects[i].right && x>hRects[i].left && y>hRects[i].top && y<hRects[i].bottom) return i; } return - 1 ; } @Override public void onDraw(Canvas canvas) { //int width = 50; Paint mPaint = new Paint(Paint.ANTI_ALIAS_FLAG); mPaint.setColor( 0xFFCBD2D8 ); //绘制按键 for ( int i= 0 ;i< 8 ;++i) { canvas.drawRect(hRects[i], mPaint); } } } |