• XNA游戏:手势触控


    在XNA游戏中使用到手势触控操作时,需要引入using Microsoft.Xna.Framework.Input.Touch;

    空间,在该空间下下面两个类在触控编程中会用到。
    TouchLocation 用来保存某一个触摸点的状态信息。
    TouchCollection  是保存了当前所有触控状态(TouchLocation)的集合。

    当我们把一个指头在屏幕上操作,可能会有这样三种动作:按,移动,移开。那么这三个操作在WP7的XNA里如何获取呢?我们就需要了解XNA里的TouchPanel和TouchCollection这两个类

            TouchCollection touchState= TouchPanel.GetState();
            Foreach(TouchLocation location in touchState)
            {
                    switch(location.State)
                    {
                        case TouchLocationState.Pressed://按下
                         ……
                        break;
    
            case TouchLocationState.Moved://移动
                         ……
                        break;
    
            case TouchLocationState.Released://释放
                         ……
                        break;
    
            }
            }


    TouchLocation :
        State  触摸状态,包含4个状态
             > TouchLocationState.Pressed 表示屏幕被触摸时手指按下的一瞬间
             > TouchLocationState.Moved 表示手指按下后正在移动,经过测试可知,在手指按下的一瞬间State为Pressed ,在手指按下后抬起前这段时间内的状态均是Moved
             > TouchLocationState.Invalid 无效状态
             > TouchLocationState.Released 表示手指抬起的一瞬间
        ID 表示当前触摸事件的ID,一个完成的触控事件的过程应该是“Pressed  -> Moved  -> Released ”在这个过程中ID是一致的,用来在多点触摸时区分触摸的每个点。
        Position 触摸位置,包含两个属性
             > X 当前触摸位置的X轴坐标
            > Y 当前触摸位置的Y轴坐标
             (横屏全屏情况下,屏幕的左上角坐标为(0,0)右下角坐标为(800,480))


    和触控操作类似的还有叫“手势”的,也算复杂的触控吧。

    TouchPanel.EnabledGestures = GestureType.FreeDrag;//用来指定手势,必须要先设定,否则
    
    报错
    
    if (TouchPanel.EnabledGestures != GestureType.None)
    {
    switch (TouchPanel.ReadGesture())
    {
    case GestureType.Tap: //单击
    break;
    case GestureType.DoubleTap://双击
    break;
    case GestureType.FreeDrag://自由拖动
    break;
    case GestureType.DragComplete://拖动完成
    break;
    case GestureType.Flick://轻弹
    break;
    case GestureType.Hold://按住不动
    break;
    case GestureType.HorizontalDrag://横向拖动
    break;
    case GestureType.None://无手势
    break;
    case GestureType.Pinch://
    break;
    case GestureType.PinchComplete://捏完
    break;
    case GestureType.VerticalDrag://纵向拖动
    break;
    }
    }

    示例一各种手势的测试:

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Audio;
    using Microsoft.Xna.Framework.Content;
    using Microsoft.Xna.Framework.GamerServices;
    using Microsoft.Xna.Framework.Graphics;
    using Microsoft.Xna.Framework.Input;
    using Microsoft.Xna.Framework.Input.Touch;
    using Microsoft.Xna.Framework.Media;
    
    namespace Gestures
    {
        /// <summary>
        /// This is the main type for your game
        /// </summary>
        public class Game1 : Microsoft.Xna.Framework.Game
        {
            GraphicsDeviceManager graphics;
            SpriteBatch spriteBatch;
    
            SpriteFont spriteFont;
    
            String message = "Do something";
            Vector2 messagePos = Vector2.Zero;
            Color color = Color.Black;
    
            public Game1()
            {
                graphics = new GraphicsDeviceManager(this);
                Content.RootDirectory = "Content";
    
                // Frame rate is 30 fps by default for Windows Phone.
                TargetElapsedTime = TimeSpan.FromTicks(333333);
            }
    
            /// <summary>
            /// Allows the game to perform any initialization it needs to before starting to run.
            /// This is where it can query for any required services and load any non-graphic
            /// related content.  Calling base.Initialize will enumerate through any components
            /// and initialize them as well.
            /// </summary>
            protected override void Initialize()
            {
                //添加各种手势的支持
                TouchPanel.EnabledGestures = GestureType.Tap | GestureType.DoubleTap | GestureType.Hold | GestureType.HorizontalDrag
                    | GestureType.VerticalDrag | GestureType.FreeDrag | GestureType.DragComplete | GestureType.Pinch
                    | GestureType.PinchComplete | GestureType.Flick;
    
                base.Initialize();
            }
    
            /// <summary>
            /// LoadContent will be called once per game and is the place to load
            /// all of your content.
            /// </summary>
            protected override void LoadContent()
            {
                // Create a new SpriteBatch, which can be used to draw textures.
                spriteBatch = new SpriteBatch(GraphicsDevice);
    
                //记载字体资源
                spriteFont = Content.Load<SpriteFont>("SpriteFont1");
            }
    
            /// <summary>
            /// UnloadContent will be called once per game and is the place to unload
            /// all content.
            /// </summary>
            protected override void UnloadContent()
            {
                // TODO: Unload any non ContentManager content here
            }
    
            /// <summary>
            /// Allows the game to run logic such as updating the world,
            /// checking for collisions, gathering input, and playing audio.
            /// </summary>
            /// <param name="gameTime">Provides a snapshot of timing values.</param>
            protected override void Update(GameTime gameTime)
            {
                // Allows the game to exit
                if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                    this.Exit();
    
                //判断手势的类别
                if (TouchPanel.IsGestureAvailable)
                {
                    GestureSample gesture = TouchPanel.ReadGesture();
                    switch (gesture.GestureType)
                    {
                        case GestureType.Tap:
                            message = "That was a Tap";
                            color = Color.Red;
                            break;
    
                        case GestureType.DoubleTap:
                            message = "That was a Double Tap";
                            color = Color.Orange;
                            break;
    
                        case GestureType.Hold:
                            message = "That was a Hold";
                            color = Color.Yellow;
                            break;
    
                        case GestureType.HorizontalDrag:
                            message = "That was a Horizontal Drag";
                            color = Color.Blue;
                            break;
    
                        case GestureType.VerticalDrag:
                            message = "That was a Vertical Drag";
                            color = Color.Indigo;
                            break;
    
                        case GestureType.FreeDrag:
                            message = "That was a Free Drag";
                            color = Color.Green;
                            break;
    
                        case GestureType.DragComplete:
                            message = "Drag gesture complete";
                            color = Color.Gold;
                            break;
    
                        case GestureType.Flick:
                            message = "That was a Flick";
                            color = Color.Violet;
                            break;
    
                        case GestureType.Pinch:
                            message = "That was a Pinch";
                            color = Color.Violet;
                            break;
    
                        case GestureType.PinchComplete:
                            message = "Pinch gesture complete";
                            color = Color.Silver;
                            break;
                    }
    
                    messagePos = gesture.Position;
                }
    
                base.Update(gameTime);
            }
    
            /// <summary>
            /// This is called when the game should draw itself.
            /// </summary>
            /// <param name="gameTime">Provides a snapshot of timing values.</param>
            protected override void Draw(GameTime gameTime)
            {
                GraphicsDevice.Clear(Color.CornflowerBlue);
    
                //绘制屏幕的文字
                spriteBatch.Begin();
                spriteBatch.DrawString(spriteFont, message, messagePos, color);
                spriteBatch.End();
    
                base.Draw(gameTime);
            }
        }
    }

    示例二多点触控的测试:


    using System;
    using System.Collections.Generic;
    using System.Linq;
    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Audio;
    using Microsoft.Xna.Framework.Content;
    using Microsoft.Xna.Framework.GamerServices;
    using Microsoft.Xna.Framework.Graphics;
    using Microsoft.Xna.Framework.Input;
    using Microsoft.Xna.Framework.Input.Touch;
    using Microsoft.Xna.Framework.Media;
    
    namespace MultiTouchMe
    {
        /// <summary>
        /// This is the main type for your game
        /// </summary>
        public class Game1 : Microsoft.Xna.Framework.Game
        {
            GraphicsDeviceManager graphics;
            SpriteBatch spriteBatch;
    
            SpriteFont spriteFont;
            TouchCollection touchCollection;
    
            public Game1()
            {
                graphics = new GraphicsDeviceManager(this);
                Content.RootDirectory = "Content";
    
                // Frame rate is 30 fps by default for Windows Phone.
                TargetElapsedTime = TimeSpan.FromTicks(333333);
            }
    
            /// <summary>
            /// Allows the game to perform any initialization it needs to before starting to run.
            /// This is where it can query for any required services and load any non-graphic
            /// related content.  Calling base.Initialize will enumerate through any components
            /// and initialize them as well.
            /// </summary>
            protected override void Initialize()
            {
                // TODO: Add your initialization logic here
    
                base.Initialize();
            }
    
            /// <summary>
            /// LoadContent will be called once per game and is the place to load
            /// all of your content.
            /// </summary>
            protected override void LoadContent()
            {
                // Create a new SpriteBatch, which can be used to draw textures.
                spriteBatch = new SpriteBatch(GraphicsDevice);
    
                // TODO: use this.Content to load your game content here
                spriteFont = Content.Load<SpriteFont>("SpriteFont1");
            }
    
            /// <summary>
            /// UnloadContent will be called once per game and is the place to unload
            /// all content.
            /// </summary>
            protected override void UnloadContent()
            {
                // TODO: Unload any non ContentManager content here
            }
    
            /// <summary>
            /// Allows the game to run logic such as updating the world,
            /// checking for collisions, gathering input, and playing audio.
            /// </summary>
            /// <param name="gameTime">Provides a snapshot of timing values.</param>
            protected override void Update(GameTime gameTime)
            {
                // Allows the game to exit
                if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                    this.Exit();
    
                // TODO: Add your update logic here
                touchCollection = TouchPanel.GetState();
    
                base.Update(gameTime);
            }
    
            /// <summary>
            /// This is called when the game should draw itself.
            /// </summary>
            /// <param name="gameTime">Provides a snapshot of timing values.</param>
            protected override void Draw(GameTime gameTime)
            {
                GraphicsDevice.Clear(Color.CornflowerBlue);
    
                // TODO: Add your drawing code here
                spriteBatch.Begin();
    
                foreach (TouchLocation touch in touchCollection)
                    spriteBatch.DrawString(spriteFont, "ID: " + touch.Id.ToString() + " (" +
                        (int)touch.Position.X + "," + (int)touch.Position.Y + ")", touch.Position, Color.White);
    
                spriteBatch.End();
    
                base.Draw(gameTime);
            }
        }
    }
  • 相关阅读:
    C#创建资源文件
    C#基础-获得当前程序的 空间名.类名.方法名
    C# 事务
    sql作业
    获取IP和mac地址
    winform文本框不能粘贴、复制和屏蔽右键
    Linux的iptables常用配置范例(1)
    自动化运维工具Ansible详细部署
    rsync+inotify实现数据的实时备份
    leetCode(26):Unique Binary Search Trees
  • 原文地址:https://www.cnblogs.com/linzheng/p/2450554.html
Copyright © 2020-2023  润新知