我在论坛上找到了以下类代码。它适用于游戏手柄(向上,向下,向左,向右)但是按钮的所有代码都缺失了。任何人都可以填补空白吗?
这有效:
Private Sub joystick1_Up() Handles joystick1.Up
moveUp()
End Sub
这不是:
Private Sub joystick1_buttonPressed() Handles joystick1.buttonPressed
MsgBox(joystick1.btnValue)
End Sub
因为没有“buttonPressed”事件,我不知道如何写它。
这是班级:
Imports System.ComponentModel
Imports System.Runtime.InteropServices
Public Class joystick
Inherits NativeWindow
Private parent As Form
Private Const MM_JOY1MOVE As Integer = &H3A0
' Public Event Move(ByVal joystickPosition As Point)
Public btnValue As String
Public Event Up()
Public Event Down()
Public Event Left()
Public Event Right()
<StructLayout(LayoutKind.Explicit)> _
Private Structure JoyPosition
<FieldOffset(0)> _
Public Raw As IntPtr
<FieldOffset(0)> _
Public XPos As UShort
<FieldOffset(2)> _
Public YPos As UShort
End Structure
Private Class NativeMethods
Private Sub New()
End Sub
' This is a "Stub" function - it has no code in its body.
' There is a similarly named function inside a dll that comes with windows called
' winmm.dll.
' The .Net framework will route calls to this function, through to the dll file.
<DllImport("winmm", CallingConvention:=CallingConvention.Winapi, EntryPoint:="joySetCapture", SetLastError:=True)> _
Public Shared Function JoySetCapture(ByVal hwnd As IntPtr, ByVal uJoyID As Integer, ByVal uPeriod As Integer, <MarshalAs(UnmanagedType.Bool)> ByVal changed As Boolean) As Integer
End Function
End Class
Public Sub New(ByVal parent As Form, ByVal joyId As Integer)
AddHandler parent.HandleCreated, AddressOf Me.OnHandleCreated
AddHandler parent.HandleDestroyed, AddressOf Me.OnHandleDestroyed
AssignHandle(parent.Handle)
Me.parent = parent
Dim result As Integer = NativeMethods.JoySetCapture(Me.Handle, joyId, 100, True)
End Sub
Private Sub OnHandleCreated(ByVal sender As Object, ByVal e As EventArgs)
AssignHandle(DirectCast(sender, Form).Handle)
End Sub
Private Sub OnHandleDestroyed(ByVal sender As Object, ByVal e As EventArgs)
ReleaseHandle()
End Sub
Protected Overrides Sub WndProc(ByRef m As System.Windows.Forms.Message)
If m.Msg = MM_JOY1MOVE Then
' Joystick co-ords.
' (0,0) (32768,0) (65535, 0)
'
'
'
' (0, 32768) (32768, 32768) (65535, 32768)
'
'
'
'
' (0, 65535) (32768, 65535) (65535, 65535)
'
Dim p As JoyPosition
p.Raw = m.LParam
' RaiseEvent Move(New Point(p.XPos, p.YPos))
If p.XPos > 16384 AndAlso p.XPos < 49152 Then
' X is near the centre line.
If p.YPos < 6000 Then
' Y is near the top.
RaiseEvent Up()
ElseIf p.YPos > 59536 Then
' Y is near the bottom.
RaiseEvent Down()
End If
Else
If p.YPos > 16384 AndAlso p.YPos < 49152 Then
' Y is near the centre line
If p.XPos < 6000 Then
' X is near the left.
RaiseEvent Left()
ElseIf p.XPos > 59536 Then
' X is near the right
RaiseEvent Right()
End If
End If
End If
End If
If btnValue <> m.WParam.ToString Then
btnValue = m.WParam.ToString
End If
MyBase.WndProc(m)
End Sub
End Class
答案 0 :(得分:2)
不使用旧的winmm,而是使用XInput(或者如果可以的话,使用XNA)。
有几种方法可以做到这一点。一步是直接使用this question on the MSDN forums概述的XInput dll。但这仍然相当难看。执行此操作的“更简单”方法可能是使用存在于其中的包装库,如SlimDX或SharpDX。
通过SlimDX或SharpDX使用XInput的一个优点是它也适用于Windows 8的Windows应用商店应用程序:)。
以下是the GamePad sample in SharpDX的摘录:
C#
var controllers = new[] { new Controller(UserIndex.One), new Controller(UserIndex.Two), new Controller(UserIndex.Three), new Controller(UserIndex.Four) };
// Get 1st controller available
Controller controller = null;
foreach (var selectControler in controllers)
{
if (selectControler.IsConnected)
{
controller = selectControler;
break;
}
}
VB
Dim controllers As New List(Of Controller)
controllers.Add(New Controller(UserIndex.One))
controllers.Add(New Controller(UserIndex.Two))
controllers.Add(New Controller(UserIndex.Three))
controllers.Add(New Controller(UserIndex.Four))
Dim controller as Controller = Nothing;
For Each selectController In controllers
If selectController.IsConnected Then
controller = selectController
Exit For
End If
Next
然后你可以使用以下方式获得使用状态:
var state = controller.GetState();
您会注意到XInput使用了更多的轮询模型,因此您需要偶尔检查按下按钮以检测此情况。如果你需要连续轮询,你可以启动一个新任务来执行此操作。