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Window Phone 手势问题

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悬赏园豆:80 [待解决问题]

在Windows Phone中使用Microsoft.Phone.Controls.Toolkit,在版本为7.0时横屏时屏幕可以正常响应手势事件,而在8.0版本时屏幕就有一部分不能正常响应;麻烦有谁遇到过这种问题的?求解!!!

Aland的主页 Aland | 初学一级 | 园豆:122
提问于:2014-03-19 11:25
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不支持了,换wp8 Toolkit dll试试。。。实在不行,里面wp8有个demo 拷贝代码就OK

   #region UIElement touch event handlers

        // UIElement.ManipulationStarted indicates the beginning of a touch interaction. It tells us
        // that we went from having no fingers on the screen to having at least one finger on the screen.
        // It doesn't tell us what gesture this is going to become, but it can be useful for 
        // initializing your gesture handling code.
        private void OnManipulationStarted(object sender, ManipulationStartedEventArgs e)
        {

        }

        // UIElement.Tap is used in place of GestureListener.Tap.
        private void OnTap(object sender, System.Windows.Input.GestureEventArgs e)
        {
            transform.TranslateX = transform.TranslateY = 0;
        }

        // UIElement.DoubleTap is used in place of GestureListener.DoubleTap.
        private void OnDoubleTap(object sender, System.Windows.Input.GestureEventArgs e)
        {
            //transform.ScaleX = transform.ScaleY = 0;
        }

        // UIElement.Hold is used in place of GestureListener.Hold.
        private void OnHold(object sender, System.Windows.Input.GestureEventArgs e)
        {
            transform.TranslateX = transform.TranslateY = 0;
            transform.ScaleX = transform.ScaleY = 0;
            transform.Rotation = 0;
        }

        // UIElement.ManipulationDelta represents either a drag or a pinch.
        // If PinchManipulation == null, then we have a drag, corresponding to GestureListener.DragStarted, 
        // GestureListener.DragDelta, or GestureListener.DragCompleted.
        // If PinchManipulation != null, then we have a pinch, corresponding to GestureListener.PinchStarted, 
        // GestureListener.PinchDelta, or GestureListener.PinchCompleted.
        // 
        // In this sample we track drag and pinch state to illustrate how to manage transitions between 
        // pinching and dragging, but commonly only the pinch or drag deltas will be of interest, in which 
        // case determining when pinches and drags begin and end is not necessary.
        //
        // Note that the exact APIs for the event args are not quite the same as the ones in GestureListener.
        // Comments inside methods called from here will note where they diverge.
        private void OnManipulationDelta(object sender, ManipulationDeltaEventArgs e)
        {
            bool oldIsPinch = isPinch;
            bool oldIsDrag = isDrag;
            isPinch = e.PinchManipulation != null;

            // The origin of the first manipulation after a pinch is completed always corresponds to the
            // primary touch point from the pinch, even if the secondary touch point is the one that 
            // remains active. In this sample we only want a drag to affect the rectangle if the finger
            // on the screen falls inside the rectangle's bounds, so if we've just finished a pinch,
            // we have to defer until the next ManipulationDelta to determine whether or not a new 
            // drag has started.
            isDrag = e.PinchManipulation == null && !oldIsPinch;

            // check for ending gestures
            if (oldIsDrag && !isDrag)
            {
                this.OnDragCompleted();
            }
            if (oldIsPinch && !isPinch)
            {
                this.OnPinchCompleted();
            }

            // check for continuing gestures
            if (oldIsDrag && isDrag)
            {
                this.OnDragDelta(sender, e);
            }
            if (oldIsPinch && isPinch)
            {
                this.OnPinchDelta(sender, e);
            }

            // check for starting gestures
            if (!oldIsDrag && isDrag)
            {
                // Once a manipulation has started on the UIElement, that element will continue to fire ManipulationDelta
                // events until all fingers have left the screen and we get a ManipulationCompleted. In this sample
                // however, we treat each transition between pinch and drag as a new gesture, and we only want to 
                // apply effects to our border control if the the gesture begins within the bounds of the border.
                isGestureOnTarget = e.ManipulationContainer == border &&
                        new Rect(0, 0, border.ActualWidth, border.ActualHeight).Contains(e.ManipulationOrigin);
                this.OnDragStarted();
            }
            if (!oldIsPinch && isPinch)
            {
                isGestureOnTarget = e.ManipulationContainer == border &&
                        new Rect(0, 0, border.ActualWidth, border.ActualHeight).Contains(e.PinchManipulation.Original.PrimaryContact);
                this.OnPinchStarted(sender, e);
            }
        }

        // UIElement.ManipulationCompleted indicates the end of a touch interaction. It tells us that
        // we went from having at least one finger on the screen to having no fingers on the screen.
        // If e.IsInertial is true, then it's also the same thing as GestureListener.Flick,
        // although the event args API for the flick case are different, as will be noted inside that method.
        private void OnManipulationCompleted(object sender, ManipulationCompletedEventArgs e)
        {
            if (isDrag)
            {
                isDrag = false;
                this.OnDragCompleted();

                if (e.IsInertial)
                {
                    this.OnFlick(sender, e);
                }
            }

            if (isPinch)
            {
                isPinch = false;
                this.OnPinchCompleted();
            }
        }

        #endregion

        #region Gesture events inferred from UIElement.Manipulation* touch events

        private void OnDragStarted()
        {
            if (isGestureOnTarget)
            {
                //border.Background = greenBrush;
            }
        }

        private void OnDragDelta(object sender, ManipulationDeltaEventArgs e)
        {
            // if (isGestureOnTarget)
            {
                // HorizontalChange and VerticalChange from DragDeltaGestureEventArgs are now
                // DeltaManipulation.Translation.X and DeltaManipulation.Translation.Y.

                // The translation is given in the coordinate space of e.ManipulationContainer, which in
                // this case is the border control that we're applying transforms to. We need to apply 
                // the the current rotation and scale transforms to the deltas to get back to screen coordinates.
                // Note that if other ancestors of the border control had transforms applied as well, we would
                // need to use UIElement.TransformToVisual to get the aggregate transform between
                // the border control and Application.Current.RootVisual. See GestureListenerStatic.cs in the 
                // WP8 toolkit source for a detailed look at how this can be done.
                //Point transformedTranslation = GetTransformNoTranslation(transform).Transform(e.DeltaManipulation.Translation);

                if (e.DeltaManipulation == null)
                {
                    return;
                }

                Point transformedTranslation = e.DeltaManipulation.Translation;

                transform.TranslateX += initialScale * transformedTranslation.X;
                transform.TranslateY += initialScale * transformedTranslation.Y;

                //Debug.WriteLine(transform.TranslateX + "================" + e.PinchManipulation.Current.Scale.X);
            }
        }

        private void OnDragCompleted()
        {
            if (isGestureOnTarget)
            {
                // border.Background = normalBrush;
                isDrag = true;
                isGestureOnTarget = true;
            }
        }

        private void OnPinchStarted(object sender, ManipulationDeltaEventArgs e)
        {
            //if (isGestureOnTarget)
            {
                initialAngle = transform.Rotation;
                initialScale = transform.ScaleX;

                initX = transform.ScaleX;
                initY = transform.ScaleY;

                //Debug.WriteLine(initialScale);

            }
        }

        private void OnPinchDelta(object sender, ManipulationDeltaEventArgs e)
        {
            // if (isGestureOnTarget)
            {
                // Rather than providing the rotation, the event args now just provide
                // the raw points of contact for the pinch manipulation.
                // However, calculating the rotation from these two points is fairly trivial;
                // the utility method used here illustrates how that's done.
                // Note that we don't have to apply a transform because the angle delta is the
                // same in any non-skewed reference frame.
                //double angleDelta = this.GetAngle(e.PinchManipulation.Current) - this.GetAngle(e.PinchManipulation.Original);

                //transform.Rotation = initialAngle + angleDelta;

                //// DistanceRatio from PinchGestureEventArgs is now replaced by
                //// PinchManipulation.DeltaScale and PinchManipulation.CumulativeScale,
                //// which expose the scale from the pinch directly.
                //// Note that we don't have to apply a transform because the distance ratio is the
                //// same in any reference frame.
                //transform.ScaleX *= e.PinchManipulation.DeltaScale;
                //transform.ScaleY *= e.PinchManipulation.DeltaScale;

                if (e.PinchManipulation == null)
                {
                    return;
                }

                //Debug.WriteLine(_image.Width + "------------");

                //if (transform.ScaleX < 1)
                //{
                //    return;
                //}


                double sx = transform.ScaleX;
                double sy = transform.ScaleY;

                transform.ScaleX *= e.PinchManipulation.DeltaScale;
                transform.ScaleY *= e.PinchManipulation.DeltaScale;
                //transform.ScaleX = transform.ScaleY = initialScale * e.PinchManipulation.DeltaScale;

                //imgWidth *= transform.ScaleX;

                // Debug.WriteLine(imgWidth + "----" + transform.ScaleX + "------" + e.PinchManipulation.DeltaScale);

                //if (transform.ScaleX<1)
                //{
                //    imgWidth = 460;
                //    transform.ScaleX = transform.ScaleY = sx;
                //}
                //if (transform.ScaleX <= 1)
                //{
                //    initXCount -= transform.ScaleX;
                //    if (initXCount < 1)
                //    {
                //        initXCount = 1;
                //        transform.ScaleX = transform.ScaleY = 0;
                //    }
                //}
                //else
                //{
                //    initXCount += transform.ScaleX;
                //}
            }
        }

        private void OnPinchCompleted()
        {
            if (isGestureOnTarget)
            {
                // border.Background = normalBrush;
                //isPinch = true;
                //isGestureOnTarget = true;
            }
        }

        private void OnFlick(object sender, ManipulationCompletedEventArgs e)
        {
            if (isGestureOnTarget)
            {
                // All of the properties on FlickGestureEventArgs have been replaced by the single property
                // FinalVelocities.LinearVelocity.  This method shows how to retrieve from FinalVelocities.LinearVelocity
                // the properties that used to be in FlickGestureEventArgs. Also, note that while the GestureListener
                // provided fairly precise directional information, small linear velocities here are rounded
                // to 0, resulting in flick vectors that are often snapped to one axis.

                Point transformedVelocity = GetTransformNoTranslation(transform).Transform(e.FinalVelocities.LinearVelocity);

                double horizontalVelocity = transformedVelocity.X;
                double verticalVelocity = transformedVelocity.Y;

                //flickData.Text = string.Format("{0} Flick: Angle {1} Velocity {2},{3}",
                //   this.GetDirection(horizontalVelocity, verticalVelocity), Math.Round(this.GetAngle(horizontalVelocity, verticalVelocity)), horizontalVelocity, verticalVelocity);
            }
        }
        #endregion
walleyekneel | 园豆:304 (菜鸟二级) | 2014-03-19 21:49

是不是wp8 Toolkit dll也不支持?我刚开始使用的是Wp7的dll,更新wp8的dll后就出现问题。

支持(0) 反对(0) Aland | 园豆:122 (初学一级) | 2014-03-19 22:11

@Aland:支持啊 你dll也要跟着升级才行啊

支持(0) 反对(0) walleyekneel | 园豆:304 (菜鸟二级) | 2014-03-19 22:17

@walleyekneel: Toolkit这个dll我是已经升级过的,使用的8.0版本的;8.0版本的出现上面的那个问题,横屏是有一半的屏幕响应不到手势;

支持(0) 反对(0) Aland | 园豆:122 (初学一级) | 2014-03-19 22:21

@Aland:  看我上面方法,那是我从demo截取的,用法跟wp7不一样啦

支持(0) 反对(0) walleyekneel | 园豆:304 (菜鸟二级) | 2014-03-19 22:23

@walleyekneel: 好的,谢谢

支持(0) 反对(0) Aland | 园豆:122 (初学一级) | 2014-03-19 22:25

@Aland: 上面代码 我改过一点点,具体参考wp8 demo

支持(0) 反对(0) walleyekneel | 园豆:304 (菜鸟二级) | 2014-03-19 22:27
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