createBufferStrategy() 的正确使用方法是什么?
What is the correct way to use createBufferStrategy()?
即使在使用 Java Swing 一年多之后,我仍然觉得它很神奇。如何正确使用 BufferStrategy,特别是方法 createBufferSrategy()
?
我想要一个 JFrame 和一个添加到其中然后绘制的 Canvas。我还希望能够调整 (setSize()
) Canvas 的大小。每次我调整 Canvas 的大小时,我的 BufferStrategy
似乎都被丢弃了,或者更确切地说,变得毫无用处,因为在 BufferStrategy
上使用 show()
实际上并没有做任何事情。另外,createBufferStrategy()
有一个奇怪的不确定性行为,我不知道如何正确同步它。
我的意思是:
public class MyFrame extends JFrame {
MyCanvas canvas;
int i = 0;
public MyFrame() {
setUndecorated(false);
setVisible(true);
setSize(1100, 800);
setLocation(100, 100);
setDefaultCloseOperation(EXIT_ON_CLOSE);
canvas = new MyCanvas();
add(canvas);
canvas.makeBufferStrat();
}
@Override
public void repaint() {
super.repaint();
canvas.repaint();
//the bigger threshold's value, the more likely it is that the BufferStrategy works correctly
int threshold = 2;
if (i < threshold) {
i++;
canvas.makeBufferStrat();
}
}
}
MyCanvas
有一个方法 makeBufferStrat()
和 repaint()
:
public class MyCanvas extends Canvas {
BufferStrategy bufferStrat;
Graphics2D g;
public MyCanvas() {
setSize(800, 600);
setVisible(true);
}
public void makeBufferStrat() {
createBufferStrategy(2);
//I'm not even sure whether I need to dispose() those two.
if (g != null) {
g.dispose();
}
if (bufferStrat != null) {
bufferStrat.dispose();
}
bufferStrat = getBufferStrategy();
g = (Graphics2D) (bufferStrat.getDrawGraphics());
g.setColor(Color.BLUE);
}
@Override
public void repaint() {
g.fillRect(0, 0, 100, 100);
bufferStrat.show();
}
}
我只是在 main 方法的 while(true) 循环中调用 MyFrame
的 repaint()
方法。
当 threshold
很小(即 2)时,bufferStrat.show()
在大约 70% 的情况下不会执行任何操作 - JFrame 在启动程序时只是保持灰色。剩下的 30% 它按照预期的方式绘制矩形。如果我这样做 threshold = 200;
,在我执行程序的时候绘画成功率接近 100%。 Javadoc 说 createBufferStrategy()
可能需要一段时间,所以我认为这就是问题所在。但是,如何正确同步和使用它?显然,我在这里做错了什么。我无法想象它应该如何使用。
有人有最小的工作示例吗?
您创建 BufferStrategy
的方式是 "okay",您可以查看 JavaDocs for BufferStrategy
,其中有一个简洁的小示例。
您使用它的方式值得怀疑。使用 BufferStrategy
的主要原因是因为您想从 Swing 的绘画算法(被动)中控制绘画过程(主动绘画)
但是,您似乎正在尝试同时执行这两项操作,这就是它导致您出现问题的原因。相反,您应该有一个 "main" 循环,它负责决定缓冲区应该绘制什么以及何时绘制,例如...
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferStrategy;
import java.util.concurrent.atomic.AtomicBoolean;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JFrame;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
TestPane testPane = new TestPane();
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(testPane);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
// The component needs to be attached to displayed window before
// the buffer can be created
testPane.startPainting();
}
});
}
public class TestPane extends Canvas {
private AtomicBoolean painting = new AtomicBoolean(true);
private PaintCycle paintCycle;
private Rectangle clickBounds;
public TestPane() {
addMouseListener(new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) {
if (clickBounds != null && clickBounds.contains(e.getPoint())) {
painting.set(false);
}
}
});
}
public void startPainting() {
if (paintCycle == null) {
createBufferStrategy(2);
painting.set(true);
paintCycle = new PaintCycle();
Thread t = new Thread(paintCycle);
t.setDaemon(true);
t.start();
}
}
public void stopPainting() {
if (paintCycle != null) {
painting.set(false);
}
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
public class PaintCycle implements Runnable {
private BufferStrategy strategy;
private int xDelta = 2;
private int yDelta = 2;
@Override
public void run() {
System.out.println("Painting has started");
int x = (int) (Math.random() * (getWidth() - 40));
int y = (int) (Math.random() * (getHeight() - 40));
do {
xDelta = (int) (Math.random() * 8) - 4;
} while (xDelta == 0);
do {
yDelta = (int) (Math.random() * 8) - 4;
} while (yDelta == 0);
clickBounds = new Rectangle(x, y, 40, 40);
strategy = getBufferStrategy();
while (painting.get()) {
// Update the state of the model...
update();
// Paint the state of the model...
paint();
try {
// What ever calculations you want to use to maintain the framerate...
Thread.sleep(40);
} catch (InterruptedException ex) {
}
}
System.out.println("Painting has stopped");
}
protected void update() {
int x = clickBounds.x + xDelta;
int y = clickBounds.y + yDelta;
if (x + 40 > getWidth()) {
x = getWidth() - 40;
xDelta *= -1;
} else if (x < 0) {
x = 0;
xDelta *= -1;
}
if (y + 40 > getHeight()) {
y = getHeight() - 40;
yDelta *= -1;
} else if (y < 0) {
y = 0;
yDelta *= -1;
}
clickBounds.setLocation(x, y);
}
protected void paint() {
// Render single frame
do {
// The following loop ensures that the contents of the drawing buffer
// are consistent in case the underlying surface was recreated
do {
// Get a new graphics context every time through the loop
// to make sure the strategy is validated
Graphics2D graphics = (Graphics2D) strategy.getDrawGraphics();
// Render to graphics
// ...
graphics.setColor(Color.BLUE);
graphics.fillRect(0, 0, getWidth(), getHeight());
graphics.setColor(Color.RED);
graphics.fill(clickBounds);
// Dispose the graphics
graphics.dispose();
// Repeat the rendering if the drawing buffer contents
// were restored
} while (strategy.contentsRestored());
// Display the buffer
strategy.show();
// Repeat the rendering if the drawing buffer was lost
} while (strategy.contentsLost());
}
}
}
}
您还应该记住,Swing 从大约 1.4(或可能是 1.5)开始就一直在使用 DirectX 或 OpenGL 管道。使用 BufferStrategy
的主要原因是更直接地访问硬件(无论如何 Swing 非常接近)和直接控制绘画过程(这实际上是现在使用它的唯一原因)
即使在使用 Java Swing 一年多之后,我仍然觉得它很神奇。如何正确使用 BufferStrategy,特别是方法 createBufferSrategy()
?
我想要一个 JFrame 和一个添加到其中然后绘制的 Canvas。我还希望能够调整 (setSize()
) Canvas 的大小。每次我调整 Canvas 的大小时,我的 BufferStrategy
似乎都被丢弃了,或者更确切地说,变得毫无用处,因为在 BufferStrategy
上使用 show()
实际上并没有做任何事情。另外,createBufferStrategy()
有一个奇怪的不确定性行为,我不知道如何正确同步它。
我的意思是:
public class MyFrame extends JFrame {
MyCanvas canvas;
int i = 0;
public MyFrame() {
setUndecorated(false);
setVisible(true);
setSize(1100, 800);
setLocation(100, 100);
setDefaultCloseOperation(EXIT_ON_CLOSE);
canvas = new MyCanvas();
add(canvas);
canvas.makeBufferStrat();
}
@Override
public void repaint() {
super.repaint();
canvas.repaint();
//the bigger threshold's value, the more likely it is that the BufferStrategy works correctly
int threshold = 2;
if (i < threshold) {
i++;
canvas.makeBufferStrat();
}
}
}
MyCanvas
有一个方法 makeBufferStrat()
和 repaint()
:
public class MyCanvas extends Canvas {
BufferStrategy bufferStrat;
Graphics2D g;
public MyCanvas() {
setSize(800, 600);
setVisible(true);
}
public void makeBufferStrat() {
createBufferStrategy(2);
//I'm not even sure whether I need to dispose() those two.
if (g != null) {
g.dispose();
}
if (bufferStrat != null) {
bufferStrat.dispose();
}
bufferStrat = getBufferStrategy();
g = (Graphics2D) (bufferStrat.getDrawGraphics());
g.setColor(Color.BLUE);
}
@Override
public void repaint() {
g.fillRect(0, 0, 100, 100);
bufferStrat.show();
}
}
我只是在 main 方法的 while(true) 循环中调用 MyFrame
的 repaint()
方法。
当 threshold
很小(即 2)时,bufferStrat.show()
在大约 70% 的情况下不会执行任何操作 - JFrame 在启动程序时只是保持灰色。剩下的 30% 它按照预期的方式绘制矩形。如果我这样做 threshold = 200;
,在我执行程序的时候绘画成功率接近 100%。 Javadoc 说 createBufferStrategy()
可能需要一段时间,所以我认为这就是问题所在。但是,如何正确同步和使用它?显然,我在这里做错了什么。我无法想象它应该如何使用。
有人有最小的工作示例吗?
您创建 BufferStrategy
的方式是 "okay",您可以查看 JavaDocs for BufferStrategy
,其中有一个简洁的小示例。
您使用它的方式值得怀疑。使用 BufferStrategy
的主要原因是因为您想从 Swing 的绘画算法(被动)中控制绘画过程(主动绘画)
但是,您似乎正在尝试同时执行这两项操作,这就是它导致您出现问题的原因。相反,您应该有一个 "main" 循环,它负责决定缓冲区应该绘制什么以及何时绘制,例如...
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferStrategy;
import java.util.concurrent.atomic.AtomicBoolean;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JFrame;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
TestPane testPane = new TestPane();
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(testPane);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
// The component needs to be attached to displayed window before
// the buffer can be created
testPane.startPainting();
}
});
}
public class TestPane extends Canvas {
private AtomicBoolean painting = new AtomicBoolean(true);
private PaintCycle paintCycle;
private Rectangle clickBounds;
public TestPane() {
addMouseListener(new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) {
if (clickBounds != null && clickBounds.contains(e.getPoint())) {
painting.set(false);
}
}
});
}
public void startPainting() {
if (paintCycle == null) {
createBufferStrategy(2);
painting.set(true);
paintCycle = new PaintCycle();
Thread t = new Thread(paintCycle);
t.setDaemon(true);
t.start();
}
}
public void stopPainting() {
if (paintCycle != null) {
painting.set(false);
}
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
public class PaintCycle implements Runnable {
private BufferStrategy strategy;
private int xDelta = 2;
private int yDelta = 2;
@Override
public void run() {
System.out.println("Painting has started");
int x = (int) (Math.random() * (getWidth() - 40));
int y = (int) (Math.random() * (getHeight() - 40));
do {
xDelta = (int) (Math.random() * 8) - 4;
} while (xDelta == 0);
do {
yDelta = (int) (Math.random() * 8) - 4;
} while (yDelta == 0);
clickBounds = new Rectangle(x, y, 40, 40);
strategy = getBufferStrategy();
while (painting.get()) {
// Update the state of the model...
update();
// Paint the state of the model...
paint();
try {
// What ever calculations you want to use to maintain the framerate...
Thread.sleep(40);
} catch (InterruptedException ex) {
}
}
System.out.println("Painting has stopped");
}
protected void update() {
int x = clickBounds.x + xDelta;
int y = clickBounds.y + yDelta;
if (x + 40 > getWidth()) {
x = getWidth() - 40;
xDelta *= -1;
} else if (x < 0) {
x = 0;
xDelta *= -1;
}
if (y + 40 > getHeight()) {
y = getHeight() - 40;
yDelta *= -1;
} else if (y < 0) {
y = 0;
yDelta *= -1;
}
clickBounds.setLocation(x, y);
}
protected void paint() {
// Render single frame
do {
// The following loop ensures that the contents of the drawing buffer
// are consistent in case the underlying surface was recreated
do {
// Get a new graphics context every time through the loop
// to make sure the strategy is validated
Graphics2D graphics = (Graphics2D) strategy.getDrawGraphics();
// Render to graphics
// ...
graphics.setColor(Color.BLUE);
graphics.fillRect(0, 0, getWidth(), getHeight());
graphics.setColor(Color.RED);
graphics.fill(clickBounds);
// Dispose the graphics
graphics.dispose();
// Repeat the rendering if the drawing buffer contents
// were restored
} while (strategy.contentsRestored());
// Display the buffer
strategy.show();
// Repeat the rendering if the drawing buffer was lost
} while (strategy.contentsLost());
}
}
}
}
您还应该记住,Swing 从大约 1.4(或可能是 1.5)开始就一直在使用 DirectX 或 OpenGL 管道。使用 BufferStrategy
的主要原因是更直接地访问硬件(无论如何 Swing 非常接近)和直接控制绘画过程(这实际上是现在使用它的唯一原因)