IEventReceiver.h

本文介绍了Irrlicht引擎中的事件处理机制,包括GUI事件、鼠标事件、键盘事件等类型。详细解释了不同类型的事件如何在系统中传递,并提供了各种事件的具体结构说明。

/*

* IEventReceiver.h

*

* Created on: 2010-10-11

* Author: Mido

* 事件接收器

* - GUI控件事件、鼠标事件、按键事件、日志事件、用户自定义事件

* - 来自于大哥irrlicht

*/

 

#ifndef IEVENTRECEIVER_H_

#define IEVENTRECEIVER_H_

 

#include "ILogger.h"

#include "KeyCodes.h"

 

namespace irrlight

{

 

//! Enumeration for all event types there are.

enum EEVENT_TYPE

{

//! An event of the graphical user interface.

/** GUI events are created by the GUI environment or the GUI elements in response

to mouse or keyboard events. When a GUI element receives an event it will either

process it and return true, or pass the event to its parent. If an event is not absorbed

before it reaches the root element then it will then be passed to the user receiver. */

EET_GUI_EVENT = 0,

 

//! A mouse input event.

/** Mouse events are created by the device and passed to IrrLightDevice::postEventFromUser

in response to mouse input received from the operating system.

Mouse events are first passed to the user receiver, then to the GUI environment and its elements,

then finally the input receiving scene manager where it is passed to the active camera.

*/

EET_MOUSE_INPUT_EVENT,

 

//! A key input event.

/** Like mouse events, keyboard events are created by the device and passed to

IrrLightDevice::postEventFromUser. They take the same path as mouse events. */

EET_KEY_INPUT_EVENT,

 

//! A joystick (joypad, gamepad) input event.

/** Joystick events are created by polling all connected joysticks once per

device run() and then passing the events to IrrLightDevice::postEventFromUser.

They take the same path as mouse events.

Windows, SDL: Implemented.

Linux: Implemented, with POV hat issues.

MacOS / Other: Not yet implemented.

*/

//EET_JOYSTICK_INPUT_EVENT,

 

//! A log event

/** Log events are only passed to the user receiver if there is one. If they are absorbed by the

user receiver then no text will be sent to the console. */

EET_LOG_TEXT_EVENT,

 

//! A user event with user data.

/** This is not used by IrrLight and can be used to send user

specific data though the system. The IrrLight 'window handle'

can be obtained from IrrLightDevice::getExposedVideoData()

The usage and behaviour depends on the operating system:

Windows: send a WM_USER message to the IrrLight Window; the

wParam and lParam will be used to populate the

UserData1 and UserData2 members of the SUserEvent.

Linux: send a ClientMessage via XSendEvent to the IrrLight

Window; the data.l[0] and data.l[1] members will be

casted to s32 and used as UserData1 and UserData2.

MacOS: Not yet implemented

*/

EET_USER_EVENT,

 

//! This enum is never used, it only forces the compiler to

//! compile these enumeration values to 32 bit.

EGUIET_FOIRRE_32_BIT = 0x7fffffff

 

};

 

//! Enumeration for all mouse input events

enum EMOUSE_INPUT_EVENT

{

//! Left mouse button was pressed down.

EMIE_LMOUSE_PRESSED_DOWN = 0,

 

//! Right mouse button was pressed down.

EMIE_RMOUSE_PRESSED_DOWN,

 

//! Middle mouse button was pressed down.

EMIE_MMOUSE_PRESSED_DOWN,

 

//! Left mouse button was left up.

EMIE_LMOUSE_LEFT_UP,

 

//! Right mouse button was left up.

EMIE_RMOUSE_LEFT_UP,

 

//! Middle mouse button was left up.

EMIE_MMOUSE_LEFT_UP,

 

//! The mouse cursor changed its position.

EMIE_MOUSE_MOVED,

 

//! The mouse wheel was moved. Use Wheel value in event data to find out

//! in what direction and how fast.

EMIE_MOUSE_WHEEL,

 

//! No real event. Just for convenience to get number of events

EMIE_COUNT

};

 

namespace gui

{

 

class IGUIElement;

 

//! Enumeration for all events which are sendable by the gui system

enum EGUI_EVENT_TYPE

{

//! A gui element has lost its focus.

/** GUIEvent.Caller is losing the focus to GUIEvent.Element.

If the event is absorbed then the focus will not be changed. */

EGET_ELEMENT_FOCUS_LOST = 0,

 

//! A gui element has got the focus.

/** If the event is absorbed then the focus will not be changed. */

EGET_ELEMENT_FOCUSED,

 

//! The mouse cursor hovered over a gui element.

EGET_ELEMENT_HOVERED,

 

//! The mouse cursor left the hovered element.

EGET_ELEMENT_LEFT,

 

//! An element would like to close.

/** Windows and context menus use this event when they would like to close,

this can be cancelled by absorbing the event. */

EGET_ELEMENT_CLOSED,

 

//! A button was clicked.

EGET_BUTTON_CLICKED,

 

//! A scrollbar has changed its position.

EGET_SCROLL_BAR_CHANGED,

 

//! A checkbox has changed its check state.

EGET_CHECKBOX_CHANGED,

 

//! A new item in a listbox was seleted.

EGET_LISTBOX_CHANGED,

 

//! An item in the listbox was selected, which was already selected.

EGET_LISTBOX_SELECTED_AGAIN,

 

//! A file has been selected in the file dialog

EGET_FILE_SELECTED,

 

//! A file open dialog has been closed without choosing a file

EGET_FILE_CHOOSE_DIALOG_CANCELLED,

 

//! 'Yes' was clicked on a messagebox

EGET_MESSAGEBOX_YES,

 

//! 'No' was clicked on a messagebox

EGET_MESSAGEBOX_NO,

 

//! 'OK' was clicked on a messagebox

EGET_MESSAGEBOX_OK,

 

//! 'Cancel' was clicked on a messagebox

EGET_MESSAGEBOX_CANCEL,

 

//! In an editbox was pressed 'ENTER'

EGET_EDITBOX_ENTER,

 

//! The tab was changed in an tab control

EGET_TAB_CHANGED,

 

//! A menu item was selected in a (context) menu

EGET_MENU_ITEM_SELECTED,

 

//! The selection in a combo box has been changed

EGET_COMBO_BOX_CHANGED,

 

//! The value of a spin box has changed

EGET_SPINBOX_CHANGED,

//! A table has changed

EGET_TABLE_CHANGED,

EGET_TABLE_HEADER_CHANGED,

EGET_TABLE_SELECTED_AGAIN,

 

//! .Mido.2010.9.28

//! The value of WaitDialog cancel

EGET_WAITDIALOG_CANCEL,

EGET_WAITDIALOG_TIMEOUT

};

 

} // end namespace gui

 

//! SEvents hold information about an event. See IrrLight::IEventReceiver for details on event handling.

struct SEvent

{

//! Any kind of GUI event.

struct SGUIEvent

{

//! IGUIElement who called the event

gui::IGUIElement* Caller;

 

//! If the event has something to do with another element, it will be held here.

gui::IGUIElement* Element;

 

//! Type of GUI Event

gui::EGUI_EVENT_TYPE EventType;

 

};

 

//! Any kind of mouse event.

struct SMouseInput

{

//! X position of mouse cursor

s32 X;

 

//! Y position of mouse cursor

s32 Y;

 

//! mouse wheel delta, usually 1.0 or -1.0.

/** Only valid if event was EMIE_MOUSE_WHEEL */

f32 Wheel;

 

//! Type of mouse event

EMOUSE_INPUT_EVENT Event;

};

 

//! Any kind of keyboard event.

struct SKeyInput

{

//! Character corresponding to the key (0, if not a character)

c16 Char;

 

//! Key which has been pressed or released

EKEY_CODE Key;

 

//! If not true, then the key was left up

b1 PressedDown;

 

//! True if shift was also pressed

b1 Shift;

 

//! True if ctrl was also pressed

b1 Control;

};

 

//! A joystick event.

/** Unlike other events, joystick events represent the result of polling

* each connected joystick once per run() of the device. Joystick events will

* not be generated by default. If joystick support is available for the

* active device, _IRR_COMPILE_WITH_JOYSTICK_EVENTS_ is defined, and

* @ref IrrLightDevice::activateJoysticks() has been called, an event of

* this type will be generated once per joystick per @ref IrrLightDevice::run()

* regardless of whether the state of the joystick has actually changed. */

struct SJoystickEvent

{

enum

{

NUMBER_OF_BUTTONS = 32,

 

AXIS_X = 0, // e.g. analog stick 1 left to right

AXIS_Y, // e.g. analog stick 1 top to bottom

AXIS_Z, // e.g. throttle, or analog 2 stick 2 left to right

AXIS_R, // e.g. rudder, or analog 2 stick 2 top to bottom

AXIS_U,

AXIS_V,

NUMBER_OF_AXES

};

 

/** A bitmap of button states. You can use IsButtonPressed() to

( check the state of each button from 0 to (NUMBER_OF_BUTTONS - 1) */

u32 ButtonStates;

 

/** For AXIS_X, AXIS_Y, AXIS_Z, AXIS_R, AXIS_U and AXIS_V

* Values are in the range -32768 to 32767, with 0 representing

* the center position. You will receive the raw value from the

* joystick, and so will usually want to implement a dead zone around

* the center of the range. Axes not supported by this joystick will

* always have a value of 0. On Linux, POV hats are represented as axes,

* usually the last two active axis.

*/

s16 Axis[NUMBER_OF_AXES];

 

/** The POV represents the angle of the POV hat in degrees * 100,

* from 0 to 35,900. A value of 65535 indicates that the POV hat

* is centered (or not present).

* This value is only supported on Windows. On Linux, the POV hat

* will be sent as 2 axes instead. */

u16 POV;

 

//! The ID of the joystick which generated this event.

/** This is an internal IrrLight index; it does not map directly

* to any particular hardware joystick. */

u8 Joystick;

 

//! A helper function to check if a button is pressed.

b1 IsButtonPressed(u32 button) const

{

if(button >= (u32)NUMBER_OF_BUTTONS)

return bf;

 

return (ButtonStates & (1 << button)) ? bt : bf;

}

};

 

 

//! Any kind of log event.

struct SLogEvent

{

//! Pointer to text which has been logged

const c8* Text;

 

//! Log level in which the text has been logged

ELOG_LEVEL Level;

};

 

//! Any kind of user event.

struct SUserEvent

{

//! Some user specified data as int

s32 UserData1;

 

//! Another user specified data as int

s32 UserData2;

};

 

EEVENT_TYPE EventType;

union

{

struct SGUIEvent GUIEvent;

struct SMouseInput MouseInput;

struct SKeyInput KeyInput;

struct SJoystickEvent JoystickEvent;

struct SLogEvent LogEvent;

struct SUserEvent UserEvent;

};

 

};

 

//! Interface of an object which can receive events.

/** Many of the engine's classes inherit IEventReceiver so they are able to

process events. Events usually start at a postEventFromUser function and are

passed down through a chain of event receivers until OnEvent returns true. See

IrrLight::EEVENT_TYPE for a description of where each type of event starts, and the

path it takes through the system. */

class IEventReceiver

{

public:

//! Constructor 

IEventReceiver(){}

 

//! Destructor

virtual ~IEventReceiver() {}

 

//! Called if an event happened.

/** /return True if the event was processed. */

virtual b1 OnEvent(const SEvent& e) = 0;

};

 

} // end namespace IrrLight

 

#endif /* IEVENTRECEIVER_H_ */

 

 

 

本文来自:鬼火神灯- irrlight.com

根据原作 https://pan.quark.cn/s/459657bcfd45 的源码改编 Classic-ML-Methods-Algo 引言 建立这个项目,是为了梳理和总结传统机器学习(Machine Learning)方法(methods)或者算法(algo),和各位同仁相互学习交流. 现在的深度学习本质上来自于传统的神经网络模型,很大程度上是传统机器学习的延续,同时也在不少时候需要结合传统方法来实现. 任何机器学习方法基本的流程结构都是通用的;使用的评价方法也基本通用;使用的一些数学知识也是通用的. 本文在梳理传统机器学习方法算法的同时也会顺便补充这些流程,数学上的知识以供参考. 机器学习 机器学习是人工智能(Artificial Intelligence)的一个分支,也是实现人工智能最重要的手段.区别于传统的基于规则(rule-based)的算法,机器学习可以从数据中获取知识,从而实现规定的任务[Ian Goodfellow and Yoshua Bengio and Aaron Courville的Deep Learning].这些知识可以分为四种: 总结(summarization) 预测(prediction) 估计(estimation) 假想验证(hypothesis testing) 机器学习主要关心的是预测[Varian在Big Data : New Tricks for Econometrics],预测的可以是连续性的输出变量,分类,聚类或者物品之间的有趣关联. 机器学习分类 根据数据配置(setting,是否有标签,可以是连续的也可以是离散的)和任务目标,我们可以将机器学习方法分为四种: 无监督(unsupervised) 训练数据没有给定...
本系统采用微信小程序作为前端交互界面,结合Spring Boot与Vue.js框架实现后端服务及管理后台的构建,形成一套完整的电子商务解决方案。该系统架构支持单一商户独立运营,亦兼容多商户入驻的平台模式,具备高度的灵活性与扩展性。 在技术实现上,后端以Java语言为核心,依托Spring Boot框架提供稳定的业务逻辑处理与数据接口服务;管理后台采用Vue.js进行开发,实现了直观高效的操作界面;前端微信小程序则为用户提供了便捷的移动端购物体验。整套系统各模块间紧密协作,功能链路完整闭环,已通过严格测试与优化,符合商业应用的标准要求。 系统设计注重业务场景的全面覆盖,不仅包含商品展示、交易流程、订单处理等核心电商功能,还集成了会员管理、营销工具、数据统计等辅助模块,能够满足不同规模商户的日常运营需求。其多店铺支持机制允许平台方对入驻商户进行统一管理,同时保障各店铺在品牌展示、商品销售及客户服务方面的独立运作空间。 该解决方案强调代码结构的规范性与可维护性,遵循企业级开发标准,确保了系统的长期稳定运行与后续功能迭代的可行性。整体而言,这是一套技术选型成熟、架构清晰、功能完备且可直接投入商用的电商平台系统。 资源来源于网络分享,仅用于学习交流使用,请勿用于商业,如有侵权请联系我删除!
要实现网页利用鼠标键盘事件操作后台 WinForm,可采用以下几种方法: ### 1. 使用 WebSocket 通信 WebSocket 能在网页和 WinForm 应用程序间建立实时双向通信连接。在网页端,可监听鼠标和键盘事件,将事件信息通过 WebSocket 发送到 WinForm 应用程序。WinForm 应用程序接收这些信息后,执行相应操作。 #### 网页端代码示例(JavaScript) ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> </head> <body> <script> const socket = new WebSocket('ws://localhost:8080'); document.addEventListener('keydown', function (event) { const message = { type: 'keyboard', key: event.key }; socket.send(JSON.stringify(message)); }); document.addEventListener('mousedown', function (event) { const message = { type: 'mouse', action: 'down', x: event.clientX, y: event.clientY }; socket.send(JSON.stringify(message)); }); </script> </body> </html> ``` #### WinForm 端代码示例(C#) ```csharp using System; using System.Net; using System.Net.WebSockets; using System.Text; using System.Threading; using System.Threading.Tasks; using System.Windows.Forms; namespace WinFormWebSocketServer { public partial class Form1 : Form { private HttpListener listener; private CancellationTokenSource cts; public Form1() { InitializeComponent(); StartWebSocketServer(); } private async void StartWebSocketServer() { listener = new HttpListener(); listener.Prefixes.Add("http://localhost:8080/"); listener.Start(); cts = new CancellationTokenSource(); while (!cts.IsCancellationRequested) { var context = await listener.GetContextAsync(); if (context.Request.IsWebSocketRequest) { var webSocketContext = await context.AcceptWebSocketAsync(null); await HandleWebSocketConnection(webSocketContext.WebSocket); } else { context.Response.StatusCode = 400; context.Response.Close(); } } } private async Task HandleWebSocketConnection(WebSocket webSocket) { var buffer = new byte[1024]; var receiveResult = await webSocket.ReceiveAsync(new ArraySegment<byte>(buffer), CancellationToken.None); while (!receiveResult.CloseStatus.HasValue) { var message = Encoding.UTF8.GetString(buffer, 0, receiveResult.Count); // 解析消息并执行相应操作 // 这里只是简单示例,可根据实际需求扩展 Console.WriteLine($"Received: {message}"); receiveResult = await webSocket.ReceiveAsync(new ArraySegment<byte>(buffer), CancellationToken.None); } await webSocket.CloseAsync(receiveResult.CloseStatus.Value, receiveResult.CloseStatusDescription, CancellationToken.None); } } } ``` ### 2. 使用 HTTP 请求 网页可通过发送 HTTP 请求到 WinForm 应用程序提供的 Web API 接口,将鼠标和键盘事件信息传递给 WinForm 应用程序。WinForm 应用程序接收到请求后,解析信息并执行相应操作。 #### 网页端代码示例(JavaScript) ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> </head> <body> <script> document.addEventListener('keydown', function (event) { const data = { type: 'keyboard', key: event.key }; fetch('http://localhost:5000/api/events', { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify(data) }); }); document.addEventListener('mousedown', function (event) { const data = { type: 'mouse', action: 'down', x: event.clientX, y: event.clientY }; fetch('http://localhost:5000/api/events', { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify(data) }); }); </script> </body> </html> ``` #### WinForm 端代码示例(C#,使用 ASP.NET Core Web API) ```csharp using Microsoft.AspNetCore.Builder; using Microsoft.AspNetCore.Hosting; using Microsoft.AspNetCore.Http; using Microsoft.Extensions.Hosting; using Newtonsoft.Json; using System; using System.Threading.Tasks; using System.Windows.Forms; namespace WinFormWebAPI { public partial class Form1 : Form { private IHost host; public Form1() { InitializeComponent(); StartWebAPI(); } private void StartWebAPI() { host = Host.CreateDefaultBuilder() .ConfigureWebHostDefaults(webBuilder => { webBuilder.UseUrls("http://localhost:5000"); webBuilder.Configure(app => { app.Run(async context => { if (context.Request.Path == "/api/events" && context.Request.Method == "POST") { var requestBody = await new System.IO.StreamReader(context.Request.Body).ReadToEndAsync(); var eventData = JsonConvert.DeserializeObject<dynamic>(requestBody); // 解析事件数据并执行相应操作 // 这里只是简单示例,可根据实际需求扩展 Console.WriteLine($"Received event: {eventData.type}"); context.Response.StatusCode = 200; } else { context.Response.StatusCode = 404; } }); }); }) .Build(); host.Start(); } } } ``` ### 3. 使用 COM 组件 WinForm 应用程序可创建 COM 组件,网页通过 JavaScript 调用 COM 组件的方法,将鼠标和键盘事件信息传递给 WinForm 应用程序。不过,这种方法需要用户在浏览器中启用 ActiveX 控件,存在一定安全风险,且只支持特定浏览器。 #### WinForm 端创建 COM 组件示例(C#) ```csharp using System; using System.Runtime.InteropServices; using System.Windows.Forms; namespace WinFormCOMComponent { [ComVisible(true)] [Guid("12345678-1234-5678-1234-56789ABCDEFG")] public interface IEventReceiver { void HandleKeyboardEvent(string key); void HandleMouseEvent(string action, int x, int y); } [ComVisible(true)] [ClassInterface(ClassInterfaceType.None)] [Guid("87654321-4321-8765-4321-ABCDEFG12345")] public class EventReceiver : IEventReceiver { public void HandleKeyboardEvent(string key) { // 处理键盘事件 MessageBox.Show($"Received keyboard event: {key}"); } public void HandleMouseEvent(string action, int x, int y) { // 处理鼠标事件 MessageBox.Show($"Received mouse event: {action} at ({x}, {y})"); } } } ``` #### 网页端调用 COM 组件示例(JavaScript) ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> </head> <body> <script> try { var eventReceiver = new ActiveXObject("WinFormCOMComponent.EventReceiver"); document.addEventListener('keydown', function (event) { eventReceiver.HandleKeyboardEvent(event.key); }); document.addEventListener('mousedown', function (event) { eventReceiver.HandleMouseEvent('down', event.clientX, event.clientY); }); } catch (error) { console.error('Failed to create ActiveXObject: ' + error.message); } </script> </body> </html> ```
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值