向XNA游戏中添加类似于输入框的控件

问题描述 投票:14回答:3

我希望我的游戏具有正常的文本输入,但是使用纯XNA似乎非常不愉快。

以前我发现这段代码使我可以在整个游戏中使用MessageBox,安全地暂停其执行并显示一条消息:

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

是否有类似的东西可以在我的游戏中添加InputBox功能,最好不中断(暂停)游戏?

c# xna
3个回答
36
投票

啊,文本输入-我对此有新的经验。

问题

通常,Keyboard.GetKeyboardState()在获取文本输入方面很烂,原因很多,其中一些是:

  • 您必须编码一个巨大的开关才能检测到按下了哪个键
  • 您必须手动检测是否要大写字母(Shift或CapsLock)
  • 您必须破译那些类似于OemPeriod的键(如在测试中一样,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
  • 您必须实施自己的定时重复机制,以防止在按住键的情况下进行>]
  • 问题的第二部分是检测哪个文本框(或一般的UI控件)当前正在接收此输入,因为您不希望所有框在键入时都接收文本。

第三,您需要在指定的范围内绘制TextBox,还可能需要绘制插入符号(闪烁的垂直位置指示器),当前选择(如果您想进一步实现它),代表该框,以及用于突出显示(使用鼠标)或处于选中(具有焦点)状态的纹理。

第四,您必须手动实现复制粘贴功能。


速记

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,并检测诸如Enter或Tab的键,以及单击鼠标。也许也粘贴。

解决方案

事实是(至少当我们谈论Windows时,不是X-Box或WP7时,操作系统已经具有必要的机制,可以通过键盘实现所需的一切:

  • 根据当前的键盘布局和语言提供字符
  • 自动处理重复输入(在按住键的情况下)
  • 自动大写并提供特殊字符
  • 我用于获取键盘输入的解决方案,我已经复制了this Gamedev.net forum post。它是下面的代码,您只需要将其复制粘贴到.cs文件中,就无需再次打开它。

它用于从键盘接收本地化的输入,而您需要做的就是在Game.Initialize()覆盖方法中初始化它(通过使用Game.Window),并连接到事件以在您想要的任何地方接收输入喜欢。

您需要将PresentationCore(PresentationCore.dll)添加到您的引用中才能使用此代码(System.Windows.Input名称空间需要)。这适用于.NET 4.0和.NET 4.0客户端配置文件。

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;
        }
    }
}

现在您可以按原样使用此方法(通过预订EventInput.CharEntered事件,并使用逻辑来检测将输入发送到哪里。


KeyboardDispatcher,IKeyboardSubscriber

[我所做的是创建一个类KeyboardDispatcher,该类通过具有IKeyboardSubscriber类型的属性来处理键盘输入,并将接收到的输入发送到该属性。想法是将这个属性设置为要接收输入的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()中实例化并保留对其的引用(以便您可以在选定的[焦点]控件之间切换),并向其传递一个使用IKeyboardSubscriber接口的类,例如作为您的TextBox


文本框

接下来是您的实际控制权。现在,我最初编写了一个相当复杂的盒子,该盒子使用渲染目标将文本渲染为纹理,这样我就可以移动它(如果文本比盒子大),但是经过很多痛苦之后,我将其报废并制作了一个非常简单的版本。随时进行改进!

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;
    }
}

实例化TextBox时,请不要忘记在实例上设置XYWidth(!!!)值(Height由字体自动设置)。] >

我用于包装盒的纹理是“(在黑色背景上突出显示有渐变, )

要显示该框,请在实例上调用.Draw()方法(在您的Game.Draw()方法中),并且已经启动了spritebatch(已调用[C​​0]!)。对于要显示的每个框,如果希望它接收鼠标输入,则应调用SpriteBatch.Begin()方法。

[当您希望特定实例接收键盘输入时,请使用您的.Update()实例进行预订,例如:

KeyboardDispatcher

您可以使用文本框上的_keyboardDispatcher.Subscriber = _usernameTextBox; ClickTab事件来切换订阅者(我建议您这样做,因为当您可以通过Tab键单击它并单击以选择时,它会给UI带来非常好的感觉) 。


未解决的问题

Ofc,我曾经讨论过一些我尚未实现的功能,例如,如果文本宽于文本框,则该文本框可以平移文本;可以移动插入号(插入文本,而不仅仅是追加文本) ,以选择和复制文本等。

我相信您可以轻而易举地解决这些问题,但是在您这样做之前,请先问问自己:

我真的需要吗?

已经写过几次这样的代码,我想说在XNA中编写基本文本框并不难。您定义一个用背景色填充的矩形,一个表示用户键入内容的字符串,然后在矩形内部使用Spritebatch.DrawString()显示该字符串!使用SpriteFont.MeasureString(),您可以根据需要对齐文本,如果超出限制,则将文本包装到下一行,等等。

然后您查看Keyboard.GetState()的每个更新,并检查已按下的键。这可能是最大的问题,因为如果用户快速键入内容,您将错过一些按键操作-游戏每秒仅更新多次。该问题已在Internet上广泛记录,并具有解决方案,例如Enter

另一种选择是使用预制的XNA GUI组件,例如从here框架中获得的组件。

嗯,最简单的方法如下(从我的角度来看;])

Nuclex

然后我建议启用鼠标(将其设置为可见)

using TextboxInputTest.Textbox.TextInput;
private TextboxInput _inputTextBox

现在需要初始化文本框本身

IsMouseVisible = true;

这代表游戏,就是这个了(您需要更改它)

background_box是您要用于显示的图片的名称(afaik,此功能没有默认选项)

Arial是您想要使用的字体(别忘了您必须将其添加到游戏内容中

设置框的位置

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

最后,您必须将框添加到组件数组中

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

您可能要编辑许多功能,为此,我建议使用IntelliSense

编辑:我的错,对不起,我经常这样使用它们,我完全忘记了它;]事先说,你们看到的不是我的工作

Components.Add(this._inputTextBox);

希望它有所帮助。

问候,

Releis


1
投票

已经写过几次这样的代码,我想说在XNA中编写基本文本框并不难。您定义一个用背景色填充的矩形,一个表示用户键入内容的字符串,然后在矩形内部使用Spritebatch.DrawString()显示该字符串!使用SpriteFont.MeasureString(),您可以根据需要对齐文本,如果超出限制,则将文本包装到下一行,等等。


-3
投票

嗯,最简单的方法如下(从我的角度来看;])

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