为XNA游戏添加类似输入框的控件

时间:2012-04-18 19:40:34

标签: c# xna

我希望我的游戏能够正常输入文本,但使用纯XNA似乎非常不愉快。

之前我发现这段代码让我在游戏中使用MessageBox,安全地暂停执行并显示消息:

[DllImport("user32.dll", CharSet = CharSet.Auto)]
public static extern uint MessageBox(IntPtr hWnd, String text, String caption, uint type);

是否有类似的内容可以为我的游戏添加InputBox功能,最好不要打断(暂停)游戏?

3 个答案:

答案 0 :(得分:36)

啊,文字输入 - 我最近有这方面的经验。

问题

通常,Keyboard.GetKeyboardState()很难获取文本输入,这有很多原因,其中一些是:

  • 您必须编写一个巨大的开关来检测已按下的键
  • 您必须手动检测是否大写字母(Shift或CapsLock)
  • 您必须解密那些OemPeriod - 类似的键(如测试中)以查看它们的实际位置,并将它们映射到特定值。
  • 无法检测/使用键盘布局或键盘语言
  • 如果按住键,你必须实现自己的计时重复机制

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都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),纹理表示框,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。


快速记录

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。也许也粘贴。

解决方案

事情是(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:

  • 根据当前键盘布局和语言提供字符
  • 自动处理重复输入(如果按住键)
  • 自动大写并提供特殊字符

我用来获取键盘输入的解决方案,我已经复制了this Gamedev.net forum post。这是下面的代码,您只需将其复制粘贴到.cs文件中即可再次打开。

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(使用Game.Window)中初始化它,并连接事件以在任何地方接收输入你想。

您需要将PresentationCore(PresentationCore.dll)添加到引用中才能使用此代码(System.Windows.Input命名空间所需)。这适用于.NET 4.0和.NET 4.0 Client Profile。

EventInput

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;
        }
    }
}

现在你已经可以使用它(通过订阅EventInput.CharEntered事件),并使用逻辑来检测输入的发送位置。


KeyboardDispatcher,IKeyboardSubscriber

我所做的是创建一个类KeyboardDispatcher,它通过具有类型IKeyboardSubscriber的属性来处理键盘输入的调度,并向其发送接收的输入。我们的想法是将此属性设置为您希望接收输入的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 = "";
        }
    }
}

用法非常简单,实例化KeyboardDispatcher,即在Game.Initialize()中并保留对它的引用(这样你就可以在选定的[聚焦]控件之间切换),并传递一个使用{ {1}}界面,例如您的IKeyboardSubscriber


文本框

接下来是你的实际控制。现在我最初编写了一个相当复杂的盒子,它使用渲染目标将文本渲染到纹理,这样我就可以移动它(如果文本大于盒子),但是经过很多痛苦后我把它废弃并制作了一个非常简单的版本。随意改进它!

TextBox

当您实例化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; } } 时,请不要忘记在实例上设置TextBoxXY(!!!)值({{1由字体自动设置。

我用于盒子的纹理是TextBoxTexture(unhighlighted有一个渐变,在黑色背景上看起来不错:))

要显示该框,请调用实例上的Width方法(在Height方法中),spritebatch已启动(.Draw()调用!!!)。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Game.Draw()方法。

如果您希望特定实例接收键盘输入,请使用您的SpriteBatch.Begin()实例进行订阅,例如:

.Update()

您可以使用文本框中的KeyboardDispatcher_keyboardDispatcher.Subscriber = _usernameTextBox; Click事件来切换订阅者(我建议这样做,因为当您可以通过标签浏览时,它会给用户提供非常好的感觉它,然后点击选择)。


未解决的问题

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) ),选择和复制文本等

这些问题你可以用轻中度的努力解决,我很确定,但在你做之前,问问自己:

我真的需要吗?

答案 1 :(得分:1)

编写这样的代码几次之后,我会说在XNA中编写基本文本框并不困难。您可以定义一个用背景颜色填充的矩形,一个表示用户输入内容的字符串,并使用矩形内的Spritebatch.DrawString()显示字符串!使用SpriteFont.MeasureString(),您可以根据需要对齐文本,在文本禁止时将文本换行到下一行等等。

然后你看看Keyboard.GetState()每次更新并检查哪些键已被按下。这可能是最大的问题,因为如果用户输入速度很快,你就会错过一些按键 - 游戏每秒只会更新这么多次。这个问题在互联网上被广泛记录,并有解决方案,例如here

另一个选择是使用预制的XNA GUI组件,例如您使用Nuclex框架获得的内容。

答案 2 :(得分:-3)

嗯,最简单的方法如下(从我的观点来看;))

using TextboxInputTest.Textbox.TextInput;
private TextboxInput _inputTextBox

然后我建议启用鼠标(将其设置为可见)

IsMouseVisible = true;

现在你需要初始化textBox本身

this._inputTextBox = new TextboxInput(this, "background_box", "Arial");

这代表游戏,就是这个(怀疑你需要改变它)

background_box是想要显示的图片的名称(afaik,没有默认选项)

Arial是您想要使用的字体(不要忘记您必须将其添加到游戏内容中

设置框的位置

this._inputTextBox.Position = new Vector2(100,100);

作为最后一步,您必须将该框添加到组件数组

Components.Add(this._inputTextBox);

您可能希望编辑许多功能,为此,我建议使用IntelliSense

编辑:我的错,抱歉,我使用它们通常我完全忘记了这一点;]提前说,你看到的吼叫不是我的作品

http://www.4shared.com/file/RVqzHWk0/TextboxInput.html

希望它有所帮助。

此致

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