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
case TouchLocationState.Released://释放
}
}
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
case GestureType.FreeDrag://自由拖动
case GestureType.DragComplete://拖动完成
case GestureType.Flick://轻弹
case GestureType.Hold://按住不动
case GestureType.HorizontalDrag://横向拖动
case GestureType.None://无手势
case GestureType.Pinch://捏
case GestureType.PinchComplete://捏完
case GestureType.VerticalDrag://纵向拖动
}
}
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();
/// 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);
//记载字体资源
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;
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);
//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:
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);
本文转自linzheng 51CTO博客,原文链接:http://blog.51cto.com/linzheng/1078389