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两个小时精通Android开发之按键映射篇

2011-01-12

作者:孙东风 2010-01-07(转载务必注明出处) 笔者的上篇文章《两个小时精通Android开发》中讲解了利用Android的接口规范开发J2ME的Wrap包,从而解决了J2ME程序无法运行在Android平台上的技术难题,但是Android平台和J2ME另一个重要的

作者:孙东风 2010-01-07(转载务必注明出处)


笔者的上篇文章《两个小时精通Android开发》中讲解了利用Android的接口规范开发J2ME的Wrap包,从而解决了J2ME程序无法运行在Android平台上的技术难题,但是Android平台和J2ME另一个重要的不同点就是按键响应接口,如何让J2ME程序的按键响应可以无缝的移植到Android上呢?答案也是Wrap包。

笔者这里通过按键映射把Android平台的键盘码转换成J2ME平台的键盘码,或者把Android平台的触摸事件通过代理传递给J2ME中相应的接口。

首先,需要在Android平台的GameCanvas里进行如下定义:

public class GameCanvas extends Screen {

public static final int UP = 1;

public static final int DOWN = 6;

public static final int LEFT = 2;

public static final int RIGHT = 5;

public static final int FIRE = 8;

public static final int GAME_A = 9;

public static final int GAME_B = 10;

public static final int GAME_C = 11;

public static final int GAME_D = 12;

public static final int KEY_NUM0 = 48;

public static final int KEY_NUM1 = 49;

public static final int KEY_NUM2 = 50;

public static final int KEY_NUM3 = 51;

public static final int KEY_NUM4 = 52;

public static final int KEY_NUM5 = 53;

public static final int KEY_NUM6 = 54;

public static final int KEY_NUM7 = 55;

public static final int KEY_NUM8 = 56;

public static final int KEY_NUM9 = 57;

public static final int KEY_STAR = 42;

public static final int KEY_POUND = 35;

}

当然,为了适配J2ME里的接口笔者还定义如下的接口:

protected abstract void keyRepeated(int keyCode);

protected abstract void keyPressed(int keyCode);

protected abstract void keyReleased(int keyCode);

protected abstract void pointerPressed(int x, int y);

protected abstract void pointerReleased(int x, int y)

protected abstract void pointerDragged(int x, int y);

笔者在上面定义的都是J2ME的视图类Canvas里的按键响应接口,这里需要做的工作就是把Android里的按键进行映射转换成J2ME里的标准键值后传递给这些接口,并由继承自GameCanvas的界面类进行实现,完全和J2ME里一样了,基本不用修改任何代码。

键值映射的代码如下:

public int keyActual = 0;

public int keyAction = 0;

public void keyPreparse(int keyCode,KeyEvent e)

{

if(keyCode == KeyEvent.KEYCODE_0)

{

keyActual = GameCanvas.KEY_NUM0;

}else if(keyCode == KeyEvent.KEYCODE_1)

{

keyActual = GameCanvas.KEY_NUM1;

}else if(keyCode == KeyEvent.KEYCODE_2)

{

keyActual = GameCanvas.KEY_NUM2;

}else if(keyCode == KeyEvent.KEYCODE_3)

{

keyActual = GameCanvas.KEY_NUM3;

}else if(keyCode == KeyEvent.KEYCODE_4)

{

keyActual = GameCanvas.KEY_NUM4;

}else if(keyCode == KeyEvent.KEYCODE_5)

{

keyActual = GameCanvas.KEY_NUM5;

}else if(keyCode == KeyEvent.KEYCODE_6)

{

keyActual = GameCanvas.KEY_NUM6;

}else if(keyCode == KeyEvent.KEYCODE_7)

{

keyActual = GameCanvas.KEY_NUM7;

}else if(keyCode == KeyEvent.KEYCODE_8)

{

keyActual = GameCanvas.KEY_NUM8;

}else if(keyCode == KeyEvent.KEYCODE_9)

{

keyActual = GameCanvas.KEY_NUM9;

}else if(keyCode == KeyEvent.KEYCODE_POUND)

{

keyActual = GameCanvas.KEY_POUND;

}else if(keyCode == KeyEvent.KEYCODE_STAR)

{

keyActual = GameCanvas.KEY_STAR;

}else if(keyCode == KeyEvent.KEYCODE_DPAD_UP)

{

keyActual = GameCanvas.UP;

keyAction = GameCanvas.UP;

}else if(keyCode == KeyEvent.KEYCODE_DPAD_DOWN)

{

keyActual = GameCanvas.DOWN;

keyAction = GameCanvas.DOWN;

}else if(keyCode == KeyEvent.KEYCODE_DPAD_LEFT)

{

keyActual = GameCanvas.LEFT;

keyAction = GameCanvas.LEFT;

}else if(keyCode == KeyEvent.KE

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