我希望我的游戏具有正常的文本输入,但使用纯XNA似乎非常不愉快.
之前我发现这段代码让我可以MessageBox在我的游戏周围使用,安全地暂停执行并显示一条消息:
[DllImport("user32.dll", CharSet = CharSet.Auto)]
public static extern uint MessageBox(IntPtr hWnd, String text, String caption, uint type);
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是否有类似的东西可以InputBox为我的游戏添加功能,最好不要打断(暂停)游戏?
nee*_*eKo 36
啊,文字输入 - 我最近有这方面的经验.
通常,Keyboard.GetKeyboardState()在获取文本输入方面很糟糕,这有很多原因,其中一些原因是:
OemPeriod的键(如测试中)以查看它们实际位置,并将它们映射到特定值.问题的第二部分是检测您的哪个TextBox(或一般的UI控件)当前正在接收此输入,因为您不希望所有的框在您键入时接收文本.
第三,你需要在指定的边界中绘制TextBox,你还可以绘制插入符号(闪烁的垂直位置指示符),当前选择(如果你想到目前为止实现它),表示框,以及突出显示(使用鼠标)或选中(具有焦点)状态的纹理.
第四,您必须手动实现复制粘贴功能.
您可能不需要所有这些功能,因为我不需要它们.您只需要简单的输入,并检测输入或制表符等键,以及鼠标单击.也许还贴.
问题是(至少当我们谈论Windows而不是X-Box或WP7时),操作系统已经具备了从键盘实现所需的一切所需的机制:
我用来获取键盘输入的解决方案,我已经复制了这个Gamedev.net论坛帖子.它是下面的代码,您只需要将其复制粘贴到.cs文件中,您将永远不必再打开它.
它用于从键盘接收本地化输入,您需要做的就是在Game.Initialize()覆盖方法中初始化它(通过使用Game.Window),并连接到事件以在任何您喜欢的地方接收输入.
您需要将PresentationCore(PresentationCore.dll)添加到您的引用中才能使用此代码(System.Windows.Input命名空间需要).这适用于.NET 4.0和.NET 4.0 Client Profile.
using System;
using System.Runtime.InteropServices;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using System.Text;
using System.Windows.Input;
namespace EventInput
{
public class KeyboardLayout
{
const uint KLF_ACTIVATE = 1; //activate the layout
const int KL_NAMELENGTH = 9; // length of the keyboard buffer
const string LANG_EN_US = "00000409";
const string LANG_HE_IL = "0001101A";
[DllImport("user32.dll")]
private static extern long LoadKeyboardLayout(
string pwszKLID, // input locale identifier
uint Flags // input locale identifier options
);
[DllImport("user32.dll")]
private static extern long GetKeyboardLayoutName(
System.Text.StringBuilder pwszKLID //[out] string that receives the name of the locale identifier
);
public static string getName()
{
System.Text.StringBuilder name = new System.Text.StringBuilder(KL_NAMELENGTH);
GetKeyboardLayoutName(name);
return name.ToString();
}
}
public class CharacterEventArgs : EventArgs
{
private readonly char character;
private readonly int lParam;
public CharacterEventArgs(char character, int lParam)
{
this.character = character;
this.lParam = lParam;
}
public char Character
{
get { return character; }
}
public int Param
{
get { return lParam; }
}
public int RepeatCount
{
get { return lParam & 0xffff; }
}
public bool ExtendedKey
{
get { return (lParam & (1 << 24)) > 0; }
}
public bool AltPressed
{
get { return (lParam & (1 << 29)) > 0; }
}
public bool PreviousState
{
get { return (lParam & (1 << 30)) > 0; }
}
public bool TransitionState
{
get { return (lParam & (1 << 31)) > 0; }
}
}
public class KeyEventArgs : EventArgs
{
private Keys keyCode;
public KeyEventArgs(Keys keyCode)
{
this.keyCode = keyCode;
}
public Keys KeyCode
{
get { return keyCode; }
}
}
public delegate void CharEnteredHandler(object sender, CharacterEventArgs e);
public delegate void KeyEventHandler(object sender, KeyEventArgs e);
public static class EventInput
{
/// <summary>
/// Event raised when a character has been entered.
/// </summary>
public static event CharEnteredHandler CharEntered;
/// <summary>
/// Event raised when a key has been pressed down. May fire multiple times due to keyboard repeat.
/// </summary>
public static event KeyEventHandler KeyDown;
/// <summary>
/// Event raised when a key has been released.
/// </summary>
public static event KeyEventHandler KeyUp;
delegate IntPtr WndProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam);
static bool initialized;
static IntPtr prevWndProc;
static WndProc hookProcDelegate;
static IntPtr hIMC;
//various Win32 constants that we need
const int GWL_WNDPROC = -4;
const int WM_KEYDOWN = 0x100;
const int WM_KEYUP = 0x101;
const int WM_CHAR = 0x102;
const int WM_IME_SETCONTEXT = 0x0281;
const int WM_INPUTLANGCHANGE = 0x51;
const int WM_GETDLGCODE = 0x87;
const int WM_IME_COMPOSITION = 0x10f;
const int DLGC_WANTALLKEYS = 4;
//Win32 functions that we're using
[DllImport("Imm32.dll", CharSet = CharSet.Unicode)]
static extern IntPtr ImmGetContext(IntPtr hWnd);
[DllImport("Imm32.dll", CharSet = CharSet.Unicode)]
static extern IntPtr ImmAssociateContext(IntPtr hWnd, IntPtr hIMC);
[DllImport("user32.dll", CharSet = CharSet.Unicode)]
static extern IntPtr CallWindowProc(IntPtr lpPrevWndFunc, IntPtr hWnd, uint Msg, IntPtr wParam, IntPtr lParam);
[DllImport("user32.dll", CharSet = CharSet.Unicode)]
static extern int SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong);
/// <summary>
/// Initialize the TextInput with the given GameWindow.
/// </summary>
/// <param name="window">The XNA window to which text input should be linked.</param>
public static void Initialize(GameWindow window)
{
if (initialized)
throw new InvalidOperationException("TextInput.Initialize can only be called once!");
hookProcDelegate = new WndProc(HookProc);
prevWndProc = (IntPtr)SetWindowLong(window.Handle, GWL_WNDPROC,
(int)Marshal.GetFunctionPointerForDelegate(hookProcDelegate));
hIMC = ImmGetContext(window.Handle);
initialized = true;
}
static IntPtr HookProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam)
{
IntPtr returnCode = CallWindowProc(prevWndProc, hWnd, msg, wParam, lParam);
switch (msg)
{
case WM_GETDLGCODE:
returnCode = (IntPtr)(returnCode.ToInt32() | DLGC_WANTALLKEYS);
break;
case WM_KEYDOWN:
if (KeyDown != null)
KeyDown(null, new KeyEventArgs((Keys)wParam));
break;
case WM_KEYUP:
if (KeyUp != null)
KeyUp(null, new KeyEventArgs((Keys)wParam));
break;
case WM_CHAR:
if (CharEntered != null)
CharEntered(null, new CharacterEventArgs((char)wParam, lParam.ToInt32()));
break;
case WM_IME_SETCONTEXT:
if (wParam.ToInt32() == 1)
ImmAssociateContext(hWnd, hIMC);
break;
case WM_INPUTLANGCHANGE:
ImmAssociateContext(hWnd, hIMC);
returnCode = (IntPtr)1;
break;
}
return returnCode;
}
}
}
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现在您已经可以使用它(通过订阅EventInput.CharEntered事件),并使用逻辑来检测输入的发送位置.
我所做的是创建一个类KeyboardDispatcher,它通过具有IKeyboardSubscriber发送接收输入的类型属性来处理键盘输入的调度.我们的想法是将此属性设置为您想要接收输入的UI控件.
定义如下:
public interface IKeyboardSubscriber
{
void RecieveTextInput(char inputChar);
void RecieveTextInput(string text);
void RecieveCommandInput(char command);
void RecieveSpecialInput(Keys key);
bool Selected { get; set; } //or Focused
}
public class KeyboardDispatcher
{
public KeyboardDispatcher(GameWindow window)
{
EventInput.EventInput.Initialize(window);
EventInput.EventInput.CharEntered += new EventInput.CharEnteredHandler(EventInput_CharEntered);
EventInput.EventInput.KeyDown += new EventInput.KeyEventHandler(EventInput_KeyDown);
}
void EventInput_KeyDown(object sender, EventInput.KeyEventArgs e)
{
if (_subscriber == null)
return;
_subscriber.RecieveSpecialInput(e.KeyCode);
}
void EventInput_CharEntered(object sender, EventInput.CharacterEventArgs e)
{
if (_subscriber == null)
return;
if (char.IsControl(e.Character))
{
//ctrl-v
if (e.Character == 0x16)
{
//XNA runs in Multiple Thread Apartment state, which cannot recieve clipboard
Thread thread = new Thread(PasteThread);
thread.SetApartmentState(ApartmentState.STA);
thread.Start();
thread.Join();
_subscriber.RecieveTextInput(_pasteResult);
}
else
{
_subscriber.RecieveCommandInput(e.Character);
}
}
else
{
_subscriber.RecieveTextInput(e.Character);
}
}
IKeyboardSubscriber _subscriber;
public IKeyboardSubscriber Subscriber
{
get { return _subscriber; }
set
{
if (_subscriber != null)
_subscriber.Selected = false;
_subscriber = value;
if(value!=null)
value.Selected = true;
}
}
//Thread has to be in Single Thread Apartment state in order to receive clipboard
string _pasteResult = "";
[STAThread]
void PasteThread()
{
if (Clipboard.ContainsText())
{
_pasteResult = Clipboard.GetText();
}
else
{
_pasteResult = "";
}
}
}
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用法非常简单,实例化KeyboardDispatcher,即在其中Game.Initialize()并保持对它的引用(因此您可以在选定的[聚焦]控件之间切换),并将其传递给使用该IKeyboardSubscriber接口的类,例如您的TextBox.
接下来是你的实际控制.现在,我的出厂设置是用来渲染目标渲染文字的纹理,所以我可以到处移动(如果文本比箱大)一个相当复杂的盒子,但随后很多的痛苦后,我放弃了这个,并提出了非常简单的版本.随意改进它!
public delegate void TextBoxEvent(TextBox sender);
public class TextBox : IKeyboardSubscriber
{
Texture2D _textBoxTexture;
Texture2D _caretTexture;
SpriteFont _font;
public int X { get; set; }
public int Y { get; set; }
public int Width { get; set; }
public int Height { get; private set; }
public bool Highlighted { get; set; }
public bool PasswordBox { get; set; }
public event TextBoxEvent Clicked;
string _text = "";
public String Text
{
get
{
return _text;
}
set
{
_text = value;
if (_text == null)
_text = "";
if (_text != "")
{
//if you attempt to display a character that is not in your font
//you will get an exception, so we filter the characters
//remove the filtering if you're using a default character in your spritefont
String filtered = "";
foreach (char c in value)
{
if (_font.Characters.Contains(c))
filtered += c;
}
_text = filtered;
while (_font.MeasureString(_text).X > Width)
{
//to ensure that text cannot be larger than the box
_text = _text.Substring(0, _text.Length - 1);
}
}
}
}
public TextBox(Texture2D textBoxTexture, Texture2D caretTexture, SpriteFont font)
{
_textBoxTexture = textBoxTexture;
_caretTexture = caretTexture;
_font = font;
_previousMouse = Mouse.GetState();
}
MouseState _previousMouse;
public void Update(GameTime gameTime)
{
MouseState mouse = Mouse.GetState();
Point mousePoint = new Point(mouse.X, mouse.Y);
Rectangle position = new Rectangle(X, Y, Width, Height);
if (position.Contains(mousePoint))
{
Highlighted = true;
if (_previousMouse.LeftButton == ButtonState.Released && mouse.LeftButton == ButtonState.Pressed)
{
if (Clicked != null)
Clicked(this);
}
}
else
{
Highlighted = false;
}
}
public void Draw(SpriteBatch spriteBatch, GameTime gameTime)
{
bool caretVisible = true;
if ((gameTime.TotalGameTime.TotalMilliseconds % 1000) < 500)
caretVisible = false;
else
caretVisible = true;
String toDraw = Text;
if (PasswordBox)
{
toDraw = "";
for (int i = 0; i < Text.Length; i++)
toDraw += (char) 0x2022; //bullet character (make sure you include it in the font!!!!)
}
//my texture was split vertically in 2 parts, upper was unhighlighted, lower was highlighted version of the box
spriteBatch.Draw(_textBoxTexture, new Rectangle(X, Y, Width, Height), new Rectangle(0, Highlighted ? (_textBoxTexture.Height / 2) : 0, _textBoxTexture.Width, _textBoxTexture.Height / 2), Color.White);
Vector2 size = _font.MeasureString(toDraw);
if (caretVisible && Selected)
spriteBatch.Draw(_caretTexture, new Vector2(X + (int)size.X + 2, Y + 2), Color.White); //my caret texture was a simple vertical line, 4 pixels smaller than font size.Y
//shadow first, then the actual text
spriteBatch.DrawString(_font, toDraw, new Vector2(X, Y) + Vector2.One, Color.Black);
spriteBatch.DrawString(_font, toDraw, new Vector2(X, Y), Color.White);
}
public void RecieveTextInput(char inputChar)
{
Text = Text + inputChar;
}
public void RecieveTextInput(string text)
{
Text = Text + text;
}
public void RecieveCommandInput(char command)
{
switch (command)
{
case '\b': //backspace
if (Text.Length > 0)
Text = Text.Substring(0, Text.Length - 1);
break;
case '\r': //return
if (OnEnterPressed != null)
OnEnterPressed(this);
break;
case '\t': //tab
if (OnTabPressed != null)
OnTabPressed(this);
break;
default:
break;
}
}
public void RecieveSpecialInput(Keys key)
{
}
public event TextBoxEvent OnEnterPressed;
public event TextBoxEvent OnTabPressed;
public bool Selected
{
get;
set;
}
}
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实例化a时TextBox,不要忘记在实例上设置X,, Y和Width(!!!)值(Height由字体自动设置).
我用于盒子的纹理是
(unhighlighted有一个渐变,在黑色背景上看起来不错:))
要显示该框,请调用.Draw()实例上的方法(在您的Game.Draw()方法中),spritebatch已经启动(SpriteBatch.Begin()称为!!!).对于您正在显示的每个框,如果您希望它接收鼠标输入,您应该调用.Update()方法.
如果希望特定实例接收键盘输入,请使用您的KeyboardDispatcher实例进行订阅,例如:
_keyboardDispatcher.Subscriber = _usernameTextBox;
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您可以使用Click,Tab并Enter在文本框事件(因为它提供了一个非常好的感觉,UI时,你可以通过选项卡它,然后单击以选中我建议)切换用户.
Ofc,我曾谈到过一些我没有实现过的功能,例如如果文本宽于框,则能够平移文本的框,能够移动插入符号(插入文本,而不仅仅是追加),以选择和复制文字等
这些问题你可以轻松到中等的努力解决,我很确定,但在你做之前,问问自己: