Java Swing KeyBindings 仅在 Mac 上停止工作

Java Swing KeyBindings stop working only on Mac

我正在使用 Swing 开发游戏,并且我正在使用 KeyBindings 从键盘进行输入。

我遇到了 KeyBindings 停止响应的问题。每次我 运行 应用程序时都会发生这种情况,但据我所知,这不是特定事件链发生的时间。 KeyBindings 只是停止接收来自键盘的输入。我也使用鼠标输入,它继续工作,所以我知道它与一般输入无关。

我尝试过的一些事情:

None 其中有效。

然后我将项目(不更改任何代码)复制到windows机器上,经过测试,我无法让问题出现一次。我没有在此处粘贴代码,因为我 99% 肯定这与我的代码无关,但与它 运行 正在运行的操作系统有关。

这是 macOS 的问题,还是 Mac 的 JDK,或者其他我不知道的问题?

我正在使用 JDK 版本 8 更新 112,计算机是 运行ning macOS Sierra 版本 10.12.2。

似乎其他人有 same problem 我现在有,但他们从未得到答案。

编辑

这是出现问题的代码示例:

import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;

import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.SwingUtilities;
import javax.swing.Timer;

//an example of the problem where the keyboard stops receiving input randomly
public class ProblemExample extends JPanel {
    private static final long serialVersionUID = 1L;

    private int xPos = 200, yPos = 200;
    private boolean wKey, aKey, sKey, dKey;
    private BufferedImage image; //sprite

    public ProblemExample() {
        JFrame frame = new JFrame();
        frame.add(this);
        frame.pack();
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.setResizable(false);
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);

        //makes the sprite a red square
        image = new BufferedImage(50, 50, BufferedImage.TYPE_INT_ARGB);
        int[] redPixels = new int[50 * 50];
        for (int i = 0; i < redPixels.length; i++) {
            redPixels[i] = 0xffff0000;
        }
        image.setRGB(0, 0, 50, 50, redPixels, 0, 50);
        initializeKeys();
    }

    @Override
    public Dimension getPreferredSize() {
        return new Dimension(800, 600);
    }

    //sets up Key Bindings
    private void initializeKeys() {
        final String W = "W",
                     A = "A", 
                     S = "S", 
                     D = "D",
                     PRESSED = "PRESSED",
                     RELEASED = "RELEASED";

        InputMap inputMap = this.getInputMap(JPanel.WHEN_IN_FOCUSED_WINDOW);
        ActionMap actionMap = this.getActionMap();

        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, false), W + PRESSED);
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, false), A + PRESSED);
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, false), S + PRESSED);
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_D, 0, false), D + PRESSED);
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, true), W + RELEASED);
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, true), A + RELEASED);
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, true), S + RELEASED);
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_D, 0, true), D + RELEASED);

        Action wActionPressed = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                wKey = true;
            }
        };
        Action aActionPressed = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                aKey = true;
            }
        };
        Action sActionPressed = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                sKey = true;
            }
        };
        Action dActionPressed = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                dKey = true;
            }
        };
        Action wActionReleased = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                wKey = false;
            }
        };
        Action aActionReleased = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                aKey = false;
            }
        };
        Action sActionReleased = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                sKey = false;
            }
        };
        Action dActionReleased = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                dKey = false;
            }
        };

        actionMap.put(W + PRESSED, wActionPressed);
        actionMap.put(A + PRESSED, aActionPressed);
        actionMap.put(S + PRESSED, sActionPressed);
        actionMap.put(D + PRESSED, dActionPressed);
        actionMap.put(W + RELEASED, wActionReleased);
        actionMap.put(A + RELEASED, aActionReleased);
        actionMap.put(S + RELEASED, sActionReleased);
        actionMap.put(D + RELEASED, dActionReleased);
    }

    public void loop() {
        if (wKey) yPos -= 5;
        if (aKey) xPos -= 5;
        if (sKey) yPos += 5;
        if (dKey) xPos += 5;
        repaint();
    }

    @Override
    public void paintComponent(Graphics g) {
        super.paintComponent(g);
        g.drawImage(image, xPos, yPos, null);
    }

    public static void main(String[] args) {
        SwingUtilities.invokeLater(new Runnable() {
            @Override
            public void run() {
                ProblemExample example = new ProblemExample();
                Timer timer = new Timer(60, new ActionListener() {
                    @Override
                    public void actionPerformed(ActionEvent e) {
                        example.loop();
                    }
                });
                timer.start();
            }
        });
    }

}

你可能会认为这是 MAC 中的错误,但其实不是 因为 MAC 具有辅助键的功能 .
由于您是 MAC 的用户,希望您了解此功能。此功能可能是您遇到问题的原因
MAC 的辅助键功能: 用于按住字母键将显示该字母的变体,例如按住“u”得到​​“ü”。这在拼写 non-English 个单词时会派上用场。

有一种简单的方法可以控制和更改长按键的行为以满足您的需要。

打开终端应用并写入:

defaults write NSGlobalDomain ApplePressAndHoldEnabled -bool false

然后重新启动您希望激活此设置的任何打开的应用程序。

回退: 只是简单地添加 true 代替 false 到上一个命令,如下所示:

defaults write NSGlobalDomain ApplePressAndHoldEnabled -bool true

更新:
您可以通过转到“系统偏好设置”并在键盘 header.

下进行更改来加快按键重复的速度或减少按住的按键开始重复之前的延迟

除了 Tahir Hussain Mir 关于更改 Mac 键设置的建议外,我发现问题在于循环,以事件驱动的方式实现它会更有效,我采用了可以自由地更改您的代码。加上Hussain Mir suggest 的解决方案,应该可以解决你的问题。

您也可以自己处理按键重复,例如,在按键时启动计时器并在按键释放时停止,但 Windows 和 Mac 之间的按键行为会有所不同,这并不是您真正想要的方式。

package swing;

import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;

//an example of the problem where the keyboard stops receiving input randomly
public class SOMacKeyBindings extends JPanel
{
    private BufferedImage image; //sprite
    private Point point = new Point(200, 200);
    private int steps = 5;

    private class KeyAction extends AbstractAction
    {
        private Runnable runnable;

        public KeyAction(Runnable runnable)
        {
            this.runnable = runnable;
        }

        @Override
        public void actionPerformed(ActionEvent e)
        {
            runnable.run();
        }
    }

    public SOMacKeyBindings()
    {
        JFrame frame = new JFrame();
        frame.add(this);
        frame.pack();
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.setResizable(false);
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);

        //makes the sprite a red square
        image = new BufferedImage(50, 50, BufferedImage.TYPE_INT_ARGB);
        int[] redPixels = new int[50 * 50];
        for (int i = 0; i < redPixels.length; i++)
        {
            redPixels[i] = 0xffff0000;
        }
        image.setRGB(0, 0, 50, 50, redPixels, 0, 50);
        initializeKeys();
    }

    @Override
    public Dimension getPreferredSize()
    {
        return new Dimension(800, 600);
    }

    //sets up Key Bindings
    private void initializeKeys()
    {
        final String W = "W",
                A = "A",
                S = "S",
                D = "D",
                PRESSED = "PRESSED";

        InputMap inputMap = this.getInputMap(JPanel.WHEN_IN_FOCUSED_WINDOW);
        ActionMap actionMap = this.getActionMap();

        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, false), W + PRESSED);
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, false), A + PRESSED);
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, false), S + PRESSED);
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_D, 0, false), D + PRESSED);

        actionMap.put(W + PRESSED, new KeyAction(() -> { point.y -= steps; repaint(); }));
        actionMap.put(A + PRESSED, new KeyAction(() -> { point.x -= steps; repaint(); }));
        actionMap.put(S + PRESSED, new KeyAction(() -> { point.y += steps; repaint(); }));
        actionMap.put(D + PRESSED, new KeyAction(() -> { point.x += steps; repaint(); }));
    }

    @Override
    public void paintComponent(Graphics g)
    {
        super.paintComponent(g);
        g.drawImage(image, point.x, point.y, null);
    }

    public static void main(String[] args)
    {
        SwingUtilities.invokeLater(() -> new SOMacKeyBindings());
    }
}