InputCaps处理外部输入的事件
该例子主要由两部分内容:
- 外部输入事件获取
可以处理keyboard、mouse、joystick、touch、sensor的输入事件
- 显示一个ui图标按钮
Input
定义监听事件类型:
KlayGE::InputActionDefine actions[] ={InputActionDefine(KeyboardMsg, KS_AnyKey),InputActionDefine(MouseMsg, MS_X),InputActionDefine(MouseMsg, MS_Y),InputActionDefine(MouseMsg, MS_Z),InputActionDefine(MouseMsg, MS_AnyButton),InputActionDefine(JoystickMsg, JS_LeftThumbX),InputActionDefine(JoystickMsg, JS_LeftThumbY),InputActionDefine(JoystickMsg, JS_LeftThumbZ),InputActionDefine(JoystickMsg, JS_RightThumbX),InputActionDefine(JoystickMsg, JS_RightThumbY),InputActionDefine(JoystickMsg, JS_RightThumbZ),InputActionDefine(JoystickMsg, JS_LeftTrigger),InputActionDefine(JoystickMsg, JS_RightTrigger),InputActionDefine(JoystickMsg, JS_AnyButton),InputActionDefine(TouchMsg, TS_Pan),InputActionDefine(TouchMsg, TS_Tap),InputActionDefine(TouchMsg, TS_Press),InputActionDefine(TouchMsg, TS_PressAndTap),InputActionDefine(TouchMsg, TS_Zoom),InputActionDefine(TouchMsg, TS_Rotate),InputActionDefine(TouchMsg, TS_Flick),InputActionDefine(TouchMsg, TS_Wheel),InputActionDefine(TouchMsg, TS_AnyTouch),InputActionDefine(SensorMsg, SS_AnySensing),InputActionDefine(Exit, KS_Escape)};
}
在OnCreate中绑定事件监听
KlayGE::InputEngine& inputEngine = KlayGE::Context::Instance().InputFactoryInstance().InputEngineInstance();KlayGE::InputActionMap actionMap;actionMap.AddActions(actions, actions + std::size(actions));action_handler_t input_handler = MakeSharedPtr<input_signal>();input_handler->Connect([this](InputEngine const& sender, InputAction const& action){this->InputHandler(sender, action);});inputEngine.ActionMap(actionMap, input_handler); // 获取joystic_设备for (size_t i = 0; i < inputEngine.NumDevices(); ++i){auto const& device = inputEngine.Device(i);if (device->Type() == InputEngine::IDT_Joystick){joystick_ = checked_pointer_cast<InputJoystick>(device);}}
主要的消息处理函数InputHandler实现:
void InputCaps::InputHandler(KlayGE::InputEngine const& sender, KlayGE::InputAction const& action)
{switch (action.first){case KeyboardMsg:{key_str_.clear();InputKeyboardActionParamPtr param = checked_pointer_cast<InputKeyboardActionParam>(action.second);for (uint32_t i = 0; i < 0xEF; ++i){if (param->buttons_state[i]){key_str_ += key_name[i] + L' ';}}}break;case MouseMsg:{InputMouseActionParamPtr param = checked_pointer_cast<InputMouseActionParam>(action.second);std::wostringstream stream;stream << param->abs_coord.x() << ' ' << param->abs_coord.y() << ' ';stream << param->move_vec.x() << ' ' << param->move_vec.y() << ' ' << param->wheel_delta << ' ';for (uint32_t i = 0; i < 8; ++i){if (param->buttons_state & (1UL << i)){stream << "button" << i << L' ';}}mouse_str_ = stream.str();}break;case JoystickMsg:{InputJoystickActionParamPtr param = checked_pointer_cast<InputJoystickActionParam>(action.second);std::wostringstream stream;stream << param->thumbs[0].x() << ' ' << param->thumbs[0].y() << ' ' << param->thumbs[0].z() << ' ';stream << param->thumbs[1].x() << ' ' << param->thumbs[1].y() << ' ' << param->thumbs[1].z() << ' ';stream << param->triggers[0] << ' ' << param->triggers[1] << ' ';for (uint32_t i = 0; i < 16; ++i){if (param->buttons_state & (1UL << i)){stream << "button" << i << L' ';}}joystick_str_ = stream.str();if (joystick_){for (uint32_t i = 0; (i < joystick_->NumVibrationMotors()) && (i < 2); ++i){joystick_->VibrationMotorSpeed(i, param->triggers[i]);}}}break;case TouchMsg:{InputTouchActionParamPtr param = checked_pointer_cast<InputTouchActionParam>(action.second);std::wostringstream stream;stream << touch_name[param->gesture - 0x300] << ' ';if (param->gesture != TS_None){stream << "center " << param->center.x() << ' ' << param->center.y() << ' ';switch (param->gesture){case TS_Pan:case TS_Tap:case TS_Flick:stream << "move " << param->move_vec.x() << ' ' << param->move_vec.y() << ' ';break;case TS_Zoom:stream << "factor " << param->zoom << ' ';break;case TS_Rotate:stream << "angle " << param->rotate_angle << ' ';break;default:break;}}if (param->wheel_delta != 0){stream << "Wheel " << param->wheel_delta << ' ';}for (uint32_t i = 0; i < 16; ++i){if (param->touches_down & (1UL << i)){stream << "Touch" << i << L" Down ";}if (param->touches_up & (1UL << i)){stream << "Touch" << i << L" Up ";}}touch_str_ = stream.str();}break;case SensorMsg:{InputSensorActionParamPtr param = checked_pointer_cast<InputSensorActionParam>(action.second);std::wostringstream stream;stream << "Lat: " << param->latitude << " Lng: " << param->longitude;stream << " Orientation: " << param->orientation_quat.x() << ' ' << param->orientation_quat.y()<< ' ' << param->orientation_quat.z() << ' ' << param->orientation_quat.w();sensor_str_ = stream.str();}break;case Exit:this->Quit();break;}
}
UI
ui使用内置的ui解析脚本:uiml格式文件,从外部获取一个特定尺寸的图片作为按钮显示在指定位置
<?xml version='1.0' encoding='utf-8' standalone='no'?>
<ui><dialog id="Logo" caption="Logo" x="-128" y="0" align_x="right" align_y="top" width="128" height="128" show_caption="false" opacity="true" bg_color_a="0"><control type="tex_button" id="LogoButton" texture="powered_by_klayge.dds" x="0" y="0" width="128" height="128" is_default="0"/></dialog>
</ui>
在OnCreate函数中加载ui资源
KlayGE::UIManager::Instance().Load(*KlayGE::ResLoader::Instance().Open("InputCaps.uiml"));
在DoUpdateOverlay函数中渲染
KlayGE::UIManager::Instance().Render();
在Onsize时,更新:
KlayGE::UIManager::Instance().SettleCtrls();
编写本例子遇到的坑
以下类无法找到,link失败:
1>InputCaps.obj : error LNK2019: 无法解析的外部符号 "__declspec(dllimport) class std::unique_ptr<class KlayGE::Signal::Detail::Mutex,struct std::default_delete<class KlayGE::Signal::Detail::Mutex> > __cdecl KlayGE::Signal::Detail::CreateMutexA(void)" (__imp_?CreateMutexA@Detail@Signal@KlayGE@@YA?AV?$unique_ptr@VMutex@Detail@Signal@KlayGE@@U?$default_delete@VMutex@Detail@Signal@KlayGE@@@std@@@std@@XZ),函数 "public: __cdecl KlayGE::Signal::Detail::SignalTemplateBase<void __cdecl(class KlayGE::InputEngine const &,struct std::pair<unsigned short,class std::shared_ptr<struct KlayGE::InputActionParam> > const &),struct KlayGE::Signal::CombinerDefault<void> >::SignalTemplateBase<void __cdecl(class KlayGE::InputEngine const &,struct std::pair<unsigned short,class std::shared_ptr<struct KlayGE::InputActionParam> > const &),struct KlayGE::Signal::CombinerDefault<void> >(void)" (??0?$SignalTemplateBase@$$A6AXAEBVInputEngine@KlayGE@@AEBU?$pair@GV?$shared_ptr@UInputActionParam@KlayGE@@@std@@@std@@@ZU?$CombinerDefault@X@Signal@2@@Detail@Signal@KlayGE@@QEAA@XZ) 中引用了该符号
1>F:\code\project\test\Learning.test\GFX\KlayGE\KlayGELearning\bin\Debug\InputCaps.exe : fatal error LNK1120: 1 个无法解析的外部命令
意思就是找不到这个函数:
__declspec(dllimport) class std::unique_ptr<class KlayGE::Signal::Detail::Mutex,struct std::default_delete<class KlayGE::Signal::Detail::Mutex> > __cdecl KlayGE::Signal::Detail::CreateMutexA(void)
在KlayGE_Core_vc142.dll中,只找到了这个
class std::unique_ptr<class KlayGE::Signal::Detail::Mutex,struct std::default_delete<class KlayGE::Signal::Detail::Mutex> > __cdecl KlayGE::Signal::Detail::CreateMutexW(void)
很明显,CreateMutex是windows kernel32中的api函数,但KlayGE却导出了一个同名的函数,导致函数签名错误。KlayGE默认使用unicode字符集,我的项目未设置,使用了多字节,结果就成了CreateMutexA。
最终的解决办法
ADD_DEFINITIONS(-DUNICODE -D_UNICODE)
但是,最好不要让自己的函数名称和常用库的API同名,这里出现冲突也和window的unicode使用宏定义有很大原因,如下:
#ifdef UNICODE
#define CreateMutex CreateMutexW
#else
#define CreateMutex CreateMutexA
#endif // !UNICODE
最终效果
源码
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