在XNA遊戲中使用到手勢觸控操作時,需要引入using Microsoft.Xna.Framework.Input.Touch;
空間,在該空間下下面兩個類在觸控程式設計中會用到。
TouchLocation 用來儲存某一個觸摸點的狀态資訊。
TouchCollection 是儲存了目前所有觸控狀态(TouchLocation)的集合。
當我們把一個指頭在螢幕上操作,可能會有這樣三種動作:按,移動,移開。那麼這三個操作在WP7的XNA裡如何擷取呢?我們就需要了解XNA裡的TouchPanel和TouchCollection這兩個類
TouchCollection touchState= TouchPanel.GetState();
Foreach(TouchLocation location in touchState)
{
switch(location.State)
{
case TouchLocationState.Pressed://按下
……
break;
case TouchLocationState.Moved://移動
case TouchLocationState.Released://釋放
}
}
TouchLocation :
State 觸摸狀态,包含4個狀态
> TouchLocationState.Pressed 表示螢幕被觸摸時手指按下的一瞬間
> TouchLocationState.Moved 表示手指按下後正在移動,經過測試可知,在手指按下的一瞬間State為Pressed ,在手指按下後擡起前這段時間内的狀态均是Moved
> TouchLocationState.Invalid 無效狀态
> TouchLocationState.Released 表示手指擡起的一瞬間
ID 表示目前觸摸事件的ID,一個完成的觸控事件的過程應該是“Pressed -> Moved -> Released ”在這個過程中ID是一緻的,用來在多點觸摸時區分觸摸的每個點。
Position 觸摸位置,包含兩個屬性
> X 目前觸摸位置的X軸坐标
> Y 目前觸摸位置的Y軸坐标
(橫屏全屏情況下,螢幕的左上角坐标為(0,0)右下角坐标為(800,480))
和觸控操作類似的還有叫“手勢”的,也算複雜的觸控吧。
TouchPanel.EnabledGestures = GestureType.FreeDrag;//用來指定手勢,必須要先設定,否則
報錯
if (TouchPanel.EnabledGestures != GestureType.None)
{
switch (TouchPanel.ReadGesture())
case GestureType.Tap: //單擊
break;
case GestureType.DoubleTap://輕按兩下
case GestureType.FreeDrag://自由拖動
case GestureType.DragComplete://拖動完成
case GestureType.Flick://輕彈
case GestureType.Hold://按住不動
case GestureType.HorizontalDrag://橫向拖動
case GestureType.None://無手勢
case GestureType.Pinch://捏
case GestureType.PinchComplete://捏完
case GestureType.VerticalDrag://縱向拖動
}
}
示例一各種手勢的測試:
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()
//添加各種手勢的支援
TouchPanel.EnabledGestures = GestureType.Tap | GestureType.DoubleTap | GestureType.Hold | GestureType.HorizontalDrag
| GestureType.VerticalDrag | GestureType.FreeDrag | GestureType.DragComplete | GestureType.Pinch
| GestureType.PinchComplete | GestureType.Flick;
base.Initialize();
/// LoadContent will be called once per game and is the place to load
/// all of your content.
protected override void LoadContent()
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
//記載字型資源
spriteFont = Content.Load<SpriteFont>("SpriteFont1");
/// UnloadContent will be called once per game and is the place to unload
/// all content.
protected override void UnloadContent()
// TODO: Unload any non ContentManager content here
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// <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();
//判斷手勢的類别
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;
case GestureType.Hold:
message = "That was a Hold";
color = Color.Yellow;
case GestureType.HorizontalDrag:
message = "That was a Horizontal Drag";
color = Color.Blue;
case GestureType.VerticalDrag:
message = "That was a Vertical Drag";
color = Color.Indigo;
case GestureType.FreeDrag:
message = "That was a Free Drag";
color = Color.Green;
case GestureType.DragComplete:
message = "Drag gesture complete";
color = Color.Gold;
case GestureType.Flick:
message = "That was a Flick";
color = Color.Violet;
case GestureType.Pinch:
message = "That was a Pinch";
case GestureType.PinchComplete:
message = "Pinch gesture complete";
color = Color.Silver;
}
messagePos = gesture.Position;
}
base.Update(gameTime);
/// This is called when the game should draw itself.
protected override void Draw(GameTime gameTime)
GraphicsDevice.Clear(Color.CornflowerBlue);
//繪制螢幕的文字
spriteBatch.Begin();
spriteBatch.DrawString(spriteFont, message, messagePos, color);
spriteBatch.End();
base.Draw(gameTime);
}
示例二多點觸控的測試:
namespace MultiTouchMe
TouchCollection touchCollection;
// TODO: Add your initialization logic here
// TODO: use this.Content to load your game content here
// TODO: Add your update logic here
touchCollection = TouchPanel.GetState();
// TODO: Add your drawing code here
foreach (TouchLocation touch in touchCollection)
spriteBatch.DrawString(spriteFont, "ID: " + touch.Id.ToString() + " (" +
(int)touch.Position.X + "," + (int)touch.Position.Y + ")", touch.Position, Color.White);
本文轉自linzheng 51CTO部落格,原文連結:http://blog.51cto.com/linzheng/1078389