我正在为使用 MonoGame 的桌面平台开发游戏。以前,它只针对 Windows 并使用纯 XNA。我正在探索使用 MonoGame 使其支持其他平台的选项,我当前的备用测试平台是 Ubuntu 15.04。
游戏的一项功能是支持与标准 Windows UI 文本框控件类似的文本框。为了实现这一点,我使用了 this StackOverflow answer 中的代码.
我的问题是:如何从链接的答案中编写可移植版本的功能,使其可以在备用桌面平台(在本例中为 Ubuntu)上运行?我正在寻找可以从 Windows 和 Ubuntu 上的游戏窗口捕获按键事件的东西。
附加信息:
链接的答案会覆盖 WndProc
并通过触发事件(CharEntered
、KeyDown
、KeyUp
)将输入传递到当前文本框。我已将答案的代码重构到可以将所有 Windows 功能封装在单个“事件”类中的程度:
internal class Win32KeyboardEvents : IKeyboardEvents
{
public event CharEnteredHandler CharEntered;
public event KeyEventHandler KeyDown;
public event KeyEventHandler KeyUp;
private readonly IntPtr _prevWndProc;
private readonly NativeMethods.WndProc _hookProcDelegate;
public Win32KeyboardEvents(GameWindow window)
{
_hookProcDelegate = HookProc;
_prevWndProc = (IntPtr)NativeMethods.SetWindowLong(window.Handle, NativeMethods.GWL_WNDPROC,
(int)Marshal.GetFunctionPointerForDelegate(_hookProcDelegate));
}
private IntPtr HookProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam)
{
IntPtr returnCode = NativeMethods.CallWindowProc(_prevWndProc, hWnd, msg, wParam, lParam);
switch (msg)
{
case NativeMethods.WM_GETDLGCODE:
returnCode = (IntPtr)(returnCode.ToInt32() | NativeMethods.DLGC_WANTALLKEYS);
break;
case NativeMethods.WM_KEYDOWN:
if (KeyDown != null) //fire events that are subscribed to by textbox object based on which windows message is received
KeyDown(null, new XNAKeyEventArgs((Keys)wParam));
break;
case NativeMethods.WM_KEYUP:
if (KeyUp != null)
KeyUp(null, new XNAKeyEventArgs((Keys)wParam));
break;
case NativeMethods.WM_CHAR:
if (CharEntered != null)
CharEntered(null, new Win32CharEnteredEventArgs((char)wParam, lParam.ToInt32()));
break;
}
return returnCode;
}
}
我第一次尝试在 Ubuntu 上运行的东西是创建一个
GameComponent
-派生对象在组件的Update()
中监听键盘输入并适本地触发事件,但这很快就变得太复杂了。我已经使用 GTK# 进行了调查,但有很多依赖项我不想安装,除非 GTK# 是最好的方法。这是我的 GTK# 尝试,由于缺少依赖关系,目前未经测试:
internal class CrossPlatformKeyboardEvents : DrawingArea, IKeyboardEvents
{
public event CharEnteredHandler CharEntered = delegate { };
public event KeyEventHandler KeyDown = delegate { };
public event KeyEventHandler KeyUp = delegate { };
public CrossPlatformKeyboardEvents()
{
Application.Init();
Application.Run();
AddEvents((int)EventMask.KeyPressMask);
AddEvents((int)EventMask.KeyReleaseMask);
}
[ConnectBefore]
protected override bool OnKeyPressEvent(EventKey evnt)
{
if (IsPastEvent(evnt))
{
CharEntered(null, new CharEnteredEventArgs(KeyboardDispatcher.CHAR_PASTE_CODE));
return base.OnKeyPressEvent(evnt);
}
switch (evnt.Key)
{
case Key.Return:
CharEntered(null, new CharEnteredEventArgs(KeyboardDispatcher.CHAR_RETURNKEY_CODE));
break;
case Key.BackSpace:
CharEntered(null, new CharEnteredEventArgs(KeyboardDispatcher.CHAR_BACKSPACE_CODE));
break;
case Key.Tab:
CharEntered(null, new CharEnteredEventArgs(KeyboardDispatcher.CHAR_TAB_CODE));
break;
}
var keyCode = GetXNAKey(evnt.Key);
if (keyCode != Keys.None)
KeyDown(null, new XNAKeyEventArgs(keyCode));
return base.OnKeyPressEvent(evnt);
}
[ConnectBefore]
protected override bool OnKeyReleaseEvent(EventKey evnt)
{
var keyCode = GetXNAKey(evnt.Key);
if (keyCode != Keys.None)
KeyUp(null, new XNAKeyEventArgs(keyCode));
return base.OnKeyReleaseEvent(evnt);
}
private bool IsPastEvent(EventKey evnt)
{
return (evnt.State & ModifierType.ControlMask) > 0 && (evnt.Key == Key.V || evnt.Key == Key.v);
}
private Keys GetXNAKey(Key key)
{
if ((key >= Key.Key_0 && key <= Key.Key_9) ||
(key >= Key.A && key <= Key.Z))
{
return (Keys) key;
}
if (key >= Key.a && key <= Key.z)
{
return (Keys) (key - 32);
}
return Keys.None;
//switch (key)
//{
//}
}
最佳答案
我通过使用 TextInput event on GameWindow 解决了这个问题在 MonoGame 中。
这是一个扩展,它是 MonoGame 的一部分,但不是 Xna 的一部分。目前,我有 2 个项目 - 一个用于标准 Xna,一个用于 Monogame。 Monogame 项目具有指向我的 Xna 项目中所有文件的链接,因此它们共享相同的代码。
由于我的项目的设置方式,我还必须添加一个编译器标志 (MONO),该标志将该代码排除在为标准 XNA 编译之外。
完整类(class)(替换问题中发布的 CrossPlatformKeyboardEvents):
internal sealed class MonoGameKeyboardEvents : IKeyboardEvents
{
public event CharEnteredHandler CharEntered;
private readonly GameWindow _window;
public MonoGameKeyboardEvents(GameWindow window)
{
_window = window;
#if !MONO
if (CharEntered != null) //hide warning for "member is not used"
CharEntered(null, null);
#else
_window.TextInput += GameWindow_TextInput;
#endif
}
#if MONO
private void GameWindow_TextInput(object sender, TextInputEventArgs e)
{
if (CharEntered != null)
{
CharEntered(null, new CharEnteredEventArgs(e.Character));
}
}
~MonoGameKeyboardEvents()
{
Dispose(false);
}
#endif
public void Dispose()
{
#if !MONO
}
#else
Dispose(true);
}
private void Dispose(bool disposing)
{
if (!disposing) return;
_window.TextInput -= GameWindow_TextInput;
}
#endif
}
关于c# - MonoGame 中的跨平台文本框输入 (Windows/Ubuntu),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/35210784/