操作和惯性样本
操作和惯性示例演示了如何将 Windows Touch 支持添加到使用 Windows Touch API 的基于 Windows 的本机应用程序中。 此示例实现 API 的基本功能,以便为对象启用转换、旋转和缩放,并向其应用惯性属性。 此示例还演示如何为 Windows Touch 应用程序提供基本的鼠标支持。 下图显示了样本在运行时的外观。
当用户从支持 Windows Touch 的计算机运行应用程序时,具有渐变的框可以独立操作。
注册触摸窗口
在接收触摸输入之前,首先必须通过调用以下函数通知您的系统应用程序是 Windows Touch 应用程序:
RegisterTouchWindow(g_hWnd, 0);
实现 _IManipulationEventSink 接口
_IManipulationEvents 事件接收器包含三个函数:ManipulationStarted、ManipulationDelta 和 ManipulationCompleted。 这些回调函数由 IManipulationProcessor 接口和 IInertiaProcessor 接口用于返回处理器在调用 ProcessTime、ProcessUpWithTime、ProcessDownWithTime 和 ProcessMoveWithTime 函数后计算的值。 下面的代码示例演示 _IManipulationEvents 接口的示例实现。
#include "cmanipulationeventsink.h"
#include <math.h>
CManipulationEventSink::CManipulationEventSink(HWND hWnd, CDrawingObject *dObj, int iTimerId, BOOL inertia) {
// Manipulation & Inertia Processors
m_manip = NULL;
m_inert = NULL;
// Connection points for COM.
m_pConPointContainer = NULL;
m_pConnPoint = NULL;
// Reference to an object associated with this event sink.
m_dObj = dObj;
// Handle to the window used for computing boundaries.
m_hWnd = hWnd;
// The unique timer id for this manipulation event sink.
m_iTimerId = iTimerId;
m_bInertia = inertia;
m_cRefCount = 1;
}
CManipulationEventSink::~CManipulationEventSink()
{
}
HRESULT STDMETHODCALLTYPE CManipulationEventSink::ManipulationStarted(
FLOAT x,
FLOAT y)
{
KillTimer(m_hWnd, m_iTimerId);
return S_OK;
}
HRESULT STDMETHODCALLTYPE CManipulationEventSink::ManipulationDelta(
FLOAT x,
FLOAT y,
FLOAT translationDeltaX,
FLOAT translationDeltaY,
FLOAT scaleDelta,
FLOAT expansionDelta,
FLOAT rotationDelta,
FLOAT cumulativeTranslationX,
FLOAT cumulativeTranslationY,
FLOAT cumulativeScale,
FLOAT cumulativeExpansion,
FLOAT cumulativeRotation)
{
FLOAT pivot = 0.0f;
// Apply transformation based on rotationDelta (in radians).
FLOAT rads = 180.0f / 3.14159f;
m_dObj->Rotate(rotationDelta*rads, x, y);
// Apply translation based on scaleDelta.
m_dObj->Scale(scaleDelta);
// Apply translation based on translationDelta.
m_dObj->Translate(translationDeltaX, translationDeltaY);
if(!m_bInertia)
{
// Set values for one-finger rotations.
FLOAT fPivotRadius = (FLOAT)(sqrt(pow(m_dObj->GetWidth()/2, 2)
+ pow(m_dObj->GetHeight()/2, 2)))*0.4f;
FLOAT fPivotPtX = m_dObj->GetCenterX();
FLOAT fPivotPtY = m_dObj->GetCenterY();
m_manip->put_PivotPointX(fPivotPtX);
m_manip->put_PivotPointY(fPivotPtY);
m_manip->put_PivotRadius(fPivotRadius);
}
return S_OK;
}
HRESULT STDMETHODCALLTYPE CManipulationEventSink::ManipulationCompleted(
FLOAT x,
FLOAT y,
FLOAT cumulativeTranslationX,
FLOAT cumulativeTranslationY,
FLOAT cumulativeScale,
FLOAT cumulativeExpansion,
FLOAT cumulativeRotation)
{
if(!m_bInertia)
{
SetupInertia();
// Kick off timer that handles inertia.
SetTimer(m_hWnd, m_iTimerId, DESIRED_MILLISECONDS, NULL);
}
else
{
// Stop timer that handles inertia.
KillTimer(m_hWnd, m_iTimerId);
}
return S_OK;
}
创建 COM 对象并设置 IManipulationProcessor 和 IInertiaProcessor 接口
API 提供 IManipulationProcessor 和 IInertiaProcessor 接口的实现。 您应创建 COM 对象的实例,并从之前实现的 IManipulationEvents 事件接收器引用 COM 对象。
处理 WM_TOUCH 消息
输入数据必须从 WM_TOUCH 消息中提取,然后必须处理以后才能馈送正确的操作处理器。
switch (msg)
{
case WM_TOUCH:
iNumContacts = LOWORD(wParam);
hInput = (HTOUCHINPUT)lParam;
pInputs = new TOUCHINPUT[iNumContacts];
// Get each touch input info and feed each
// tagTOUCHINPUT into the process input handler.
if(pInputs != NULL)
{
if(GetTouchInputInfo(hInput, iNumContacts,
pInputs, sizeof(TOUCHINPUT)))
{
for(int i = 0; i < iNumContacts; i++)
{
// Bring touch input info into client coordinates.
ptInputs.x = pInputs[i].x/100;
ptInputs.y = pInputs[i].y/100;
ScreenToClient(g_hWnd, &ptInputs);
pInputs[i].x = ptInputs.x;
pInputs[i].y = ptInputs.y;
g_ctDriver->ProcessInputEvent(pInputs[i]);
}
}
}
delete [] pInputs;
break;
}
注意
若要使用 ScreenToClient 函数,必须在应用程序中提供高 DPI 支持。 有关支持高 DPI 的详细信息,请参阅高 DPI。
将 TOUCHINPUT 结构传递到适当的处理器
使用 GetTouchInputInfo 函数从 WM_TOUCH 消息中提取数据后,通过调用 ProcessUpWithTime、ProcessDownWithTime 或 ProcessMoveWithTime 函数将数据馈送到操作处理器中,具体取决于 TOUCHINPUT结构中设置的 dwFlag。
注意
当支持多个操作时,如果 TOUCHINPUT 结构中定义的 dwID 必须用于将数据发送到正确的 IManipulationProcessor 对象,则必须创建新的操作处理器。
CoreObject* coCurrent = m_coHead;
while(coCurrent!=NULL && !bFoundObj)
{
if(dwEvent & TOUCHEVENTF_DOWN)
{
DownEvent(coCurrent, inData, &bFoundObj);
}
else if(dwEvent & TOUCHEVENTF_MOVE)
{
MoveEvent(coCurrent, inData);
}
else if(dwEvent & TOUCHEVENTF_UP)
{
UpEvent(coCurrent, inData);
}
coCurrent = coCurrent->coNext;
}
VOID CComTouchDriver::DownEvent(CoreObject* coRef, tagTOUCHINPUT inData, BOOL* bFound) {
DWORD dwPCursor = inData.dwID;
DWORD dwPTime = inData.dwTime;
int x = inData.x;
int y = inData.y;
// Check that the user has touched within an object's region and fed to the object's manipulation processor.
if(coRef->doDrawing->InRegion(x, y) &&
!HasCursor(coRef, dwPCursor))
{
...
// Feed values to the Manipulation Processor.
coRef->manipulationProc->ProcessDownWithTime(dwPCursor, (FLOAT)x, (FLOAT)y, dwPTime);
...
}
}
在 ManipulationCompleted 中设置惯性
调用 ManipulationCompleted 方法后,IManipulationProcessor 对象必须设置链接到 IManipulationProcessor 的 IInertiaProcessor 对象的值才能调用惯性。 下面的代码示例演示了如何从 IManipulationProcessor 方法 ManipulationCompleted中 设置 IInertiaProcessor 对象。
int iVWidth = GetSystemMetrics(SM_CXVIRTUALSCREEN);
int iVHeight = GetSystemMetrics(SM_CYVIRTUALSCREEN);
RECT rc;
GetClientRect(m_hWnd, &rc);
FLOAT lCWidth = (FLOAT)rc.right;
FLOAT lCHeight = (FLOAT)rc.bottom;
// Set properties for inertia events.
// Deceleration for tranlations in pixel / msec^2.
m_inert->put_DesiredDeceleration(0.001f);
// Deceleration for rotations in radians / msec^2.
m_inert->put_DesiredAngularDeceleration(0.00001f);
// Calculate borders and elastic margin to be set.
// They are relative to the width and height of the object.
FLOAT fHOffset = m_dObj->GetWidth() * 0.5f;
FLOAT fVOffset = m_dObj->GetHeight() * 0.5f;
// Elastic margin is in pixels - note that it offsets the boundary.
FLOAT fHElasticMargin = 25.0f;
FLOAT fVElasticMargin = 25.0f;
FLOAT fBoundaryLeft = fHOffset + fHElasticMargin;
FLOAT fBoundaryTop = fVOffset + fVElasticMargin;
FLOAT fBoundaryRight = lCWidth - fHOffset - fHElasticMargin;
FLOAT fBoundaryBottom = lCHeight - fVOffset - fVElasticMargin;
// Set borders and elastic margin.
m_inert->put_BoundaryLeft(fBoundaryLeft);
m_inert->put_BoundaryTop(fBoundaryTop);
m_inert->put_BoundaryRight(fBoundaryRight);
m_inert->put_BoundaryBottom(fBoundaryBottom);
m_inert->put_ElasticMarginLeft(fHElasticMargin);
m_inert->put_ElasticMarginTop(fVElasticMargin);
m_inert->put_ElasticMarginRight(fHElasticMargin);
m_inert->put_ElasticMarginBottom(fVElasticMargin);
// Set initial origins.
m_inert->put_InitialOriginX(m_dObj->GetCenterX());
m_inert->put_InitialOriginY(m_dObj->GetCenterY());
FLOAT fVX;
FLOAT fVY;
FLOAT fVR;
m_manip->GetVelocityX(&fVX);
m_manip->GetVelocityY(&fVY);
m_manip->GetAngularVelocity(&fVR);
// Set initial velocities for inertia processor.
m_inert->put_InitialVelocityX(fVX);
m_inert->put_InitialVelocityY(fVY);
m_inert->put_InitialAngularVelocity(fVR);
清理 COM 对象
应用程序关闭时,必须清理 COM 对象。 以下代码演示了如何释放示例中分配的资源。
CComTouchDriver::~CComTouchDriver(VOID) {
CoreObject* coCurrent = m_coHead;
// Clean up COM objects.
while(coCurrent!=NULL)
{
coCurrent->inertiaEventSink->Release();
coCurrent->manipulationEventSink->Release();
coCurrent->inertiaProc->Release();
coCurrent->manipulationProc->Release();
coCurrent = coCurrent->coNext;
}
}