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android 鍵盤(pán)事件和屏幕事件的運(yùn)行原理及交互實(shí)現(xiàn)

 更新時(shí)間:2013年01月09日 10:50:04   作者:  
當(dāng)在自定義View或者做游戲的時(shí)候,我們常常會(huì)用到鍵盤(pán)觸發(fā)事件和屏幕觸發(fā)事件!在自定義的View里的鍵盤(pán)觸發(fā)事件和屏幕觸發(fā)事件和activity里的鍵盤(pán)觸發(fā)事件和屏幕觸發(fā)事件是怎么樣交互的呢,接下來(lái)為您詳細(xì)介紹,感興趣的朋友可以了解下哦
當(dāng)在自定義View或者做游戲的時(shí)候,我們常常會(huì)用到鍵盤(pán)觸發(fā)事件和屏幕觸發(fā)事件!在自定義的View里的鍵盤(pán)觸發(fā)事件(比如:onKeyDown(int keyCode, KeyEvent event))和屏幕觸發(fā)事件(onTouchEvent(MotionEvent event))和activity里的鍵盤(pán)觸發(fā)事件(比如:onKeyDown(int keyCode, KeyEvent event))和屏幕觸發(fā)事件(onTouchEvent(MotionEvent event))是怎么樣交互的呢?是怎樣的一個(gè)運(yùn)行原理呢?下面來(lái)看看:

1、屏幕觸發(fā)事件:哪個(gè)activity或者視圖,控件在最上層就最先觸發(fā)這個(gè)控件里的屏幕觸發(fā)事件,返回值如果是默認(rèn)或者false就會(huì)一層一層的往下傳遞!如果返回值是true,則在執(zhí)行完動(dòng)作之后不會(huì)往下傳遞!
2、鍵盤(pán)觸發(fā)事件:這個(gè)原理和屏幕觸發(fā)事件差不多,但是不同的時(shí),在沒(méi)有設(shè)置控件處于焦點(diǎn)時(shí),一般按鍵盤(pán)里的按鍵觸發(fā)的是activity里的鍵盤(pán)觸發(fā)事件(比如:onKeyDown(int keyCode, KeyEvent event))。

下面來(lái)舉個(gè)例子
比如在做游戲的時(shí)候,我們經(jīng)常自定義視圖,我們一般都喜歡和使用觸發(fā)本視圖(GameView)里的鍵盤(pán)觸發(fā)事件和屏幕觸發(fā)事件,但是比如:onKeyDown(int keyCode, KeyEvent event)),一般我們按鍵盤(pán)的時(shí)候直接觸發(fā)的是activity里的鍵盤(pán)觸發(fā)事件,怎樣讓它直接觸發(fā)(GameView)里的鍵盤(pán)觸發(fā)事件呢?

第一種方法
例子1:
復(fù)制代碼 代碼如下:

View Code
package net.loonggg.project;
import android.app.Activity;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;
public class MainActivity extends Activity {
private GameView gameView;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
gameView = new GameView(this);
setContentView(gameView);
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
System.out.println("MainActivity:" + " keyCode:" + keyCode + " evnet:"
+ event);
return super.onKeyDown(keyCode, event);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
System.out.println("MainActivity:" + " event:" + event + " x:"
+ event.getX() + " y:" + event.getY());
return super.onTouchEvent(event);
}
}
package net.loonggg.project;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
public class GameView extends View {
private Paint paint;
private int pointX;
private int pointY;
public GameView(Context context) {
super(context);
// 設(shè)置GameView獲得焦點(diǎn)
this.setFocusable(true);
paint = new Paint();
paint.setColor(Color.YELLOW);
Thread t = new Thread(new MyThread());
t.start();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawCircle(pointX, pointY, 15, paint);
}
class MyThread implements Runnable {
@Override
public void run() {
while (true) {
try {
Thread.sleep(3000);
pointY = pointY + 10;
pointX = pointX + 10;
if (pointX > 200) {
break;
}
} catch (InterruptedException e) {
e.printStackTrace();
}
GameView.this.postInvalidate();
}
}
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
System.out.println("GameView:" + " keyCode:" + keyCode + " evnet:"
+ event);
//此事件不會(huì)傳播出去
return true;
}
@Override
public boolean onTouchEvent(MotionEvent event) {
System.out.println("GameView:" + " event:" + event + " x:"
+ event.getX() + " y:" + event.getY());
//此事件不會(huì)傳播出去
return true;
}
}

第二種方法
復(fù)制代碼 代碼如下:

View Code
package net.loonggg.project;
import android.app.Activity;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;
public class MainActivity extends Activity {
private GameView gameView;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
gameView = new GameView(this);
setContentView(gameView);
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
System.out.println("MainActivity:" + " keyCode:" + keyCode + " evnet:"
+ event);
//把事件傳遞給gameView
gameView.onKeyDown(keyCode, event);
return super.onKeyDown(keyCode, event);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
System.out.println("MainActivity:" + " event:" + event + " x:"
+ event.getX() + " y:" + event.getY());
//把事件傳遞給gameView
gameView.onTouchEvent(event);
return super.onTouchEvent(event);
}
}
package net.loonggg.project;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
public class GameView extends View {
private Paint paint;
private int pointX;
private int pointY;
public GameView(Context context) {
super(context);
paint = new Paint();
paint.setColor(Color.YELLOW);
Thread t = new Thread(new MyThread());
t.start();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawCircle(pointX, pointY, 15, paint);
}
class MyThread implements Runnable {
@Override
public void run() {
while (true) {
try {
Thread.sleep(3000);
pointY = pointY + 10;
pointX = pointX + 10;
if (pointX > 200) {
break;
}
} catch (InterruptedException e) {
e.printStackTrace();
}
GameView.this.postInvalidate();
}
}
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
System.out.println("GameView:" + " keyCode:" + keyCode + " evnet:"
+ event);
return super.onKeyDown(keyCode, event);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
System.out.println("GameView:" + " event:" + event + " x:"
+ event.getX() + " y:" + event.getY());
return super.onTouchEvent(event);
}
}

在這里,推薦使用第二種方法,因?yàn)榈谝环N方法有的模擬器不能夠使用!
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