如何使 Grid Overlay 中的所有图像齐平?
How to make all images in Grid Overlay flush?
我正在尝试为我创建的满足以下特定条件的基于迷宫的游戏实现 GUI:
GUI 本身具有固定大小且不可调整大小(第 41 行)。
包含所有迷宫图像的主面板(第 57 行)是可滚动的。所有迷宫图像组件彼此齐平。
- 如果迷宫足够小,那么整个迷宫将在主面板中可见。
- 如果迷宫很大,则用户需要滚动。
鼠标侦听器(第 130 行)需要访问主面板,returns 正在单击的组件。
以下代码似乎满足标准 1 和 3,但不符合标准 2:
public class MazeGui extends JFrame implements DungeonView {
private final Board board;
public MazeGui(ReadOnlyModel m) {
//this.setSize(m.getNumRows()*100, m.getNumCols()*100);
this.setSize(600, 600);
this.setLocation(200, 200);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setResizable(false);
this.board = new Board(m);
JScrollPane scroller = new JScrollPane(board);
this.add(scroller, BorderLayout.CENTER);
setTitle("Dungeon Escape");
}
private class Board extends JPanel {
private ReadOnlyModel m;
public Board(ReadOnlyModel m) {
this.m = m;
GridLayout layout = new GridLayout(m.getNumRows(),m.getNumCols(), 0, 0);
// layout.setHgap(-100);
// layout.setVgap(-100);
this.setLayout(layout);
this.setSize(m.getNumRows()*64,m.getNumCols()*64);
for (int i = 0; i < m.getNumRows() * m.getNumCols(); i++) {
try {
// load resource from the classpath instead of a specific file location
InputStream imageStream = getClass().getResourceAsStream(String.format("/images/%s.png", m.getRoomDirections(i + 1)));
// convert the input stream into an image
Image image = ImageIO.read(imageStream);
// add the image to a label
JLabel label = new JLabel(new ImageIcon(image));
label.setPreferredSize(new Dimension(64, 64));
JPanel panel = new JPanel();
panel.setSize(64, 64);
String name = String.format("%d", i);
panel.setName(name);
panel.add(label);
// add the label to the JFrame
//this.layout.addLayoutComponent(TOOL_TIP_TEXT_KEY, label);
this.add(panel);
} catch (IOException e) {
JOptionPane.showMessageDialog(this, e.getMessage());
e.printStackTrace();
}
}
}
}
@Override
public void addClickListener(DungeonController listener) {
Board board = this.board;
MouseListener mouseListener = new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) {
System.out.println(String.format("(%d,%d)", e.getX(), e.getY()));
JPanel panel = (JPanel) board.getComponentAt(e.getPoint());
System.out.println(panel.getName());
}
};
board.addMouseListener(mouseListener);
}
@Override
public void refresh() {
this.repaint();
}
@Override
public void makeVisible() {
this.setVisible(true);
}
}
这是它生成的图像:
首先,我会使用不同的布局管理器,它会尝试扩展以适应底层容器的大小。
然后,我会让组件完成它们的工作。我不知道你为什么要将标签添加到另一个面板,该面板似乎没有添加额外的内容 functionality/features,只是增加了复杂性。
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Component;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
List<Maze.Direction> directions = new ArrayList<>(32);
directions.add(Maze.Direction.EAST_SOUTH);
directions.add(Maze.Direction.EAST_SOUTH_WEST);
directions.add(Maze.Direction.EAST_SOUTH_WEST);
directions.add(Maze.Direction.EAST_SOUTH_WEST);
directions.add(Maze.Direction.EAST_SOUTH_WEST);
directions.add(Maze.Direction.SOUTH_WEST);
directions.add(Maze.Direction.NORTH_EAST_SOUTH);
directions.add(Maze.Direction.NORTH_EAST_SOUTH_WEST);
directions.add(Maze.Direction.NORTH_EAST_SOUTH_WEST);
directions.add(Maze.Direction.NORTH_EAST_SOUTH_WEST);
directions.add(Maze.Direction.NORTH_EAST_SOUTH_WEST);
directions.add(Maze.Direction.NORTH_SOUTH_WEST);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH);
directions.add(Maze.Direction.NORTH);
directions.add(Maze.Direction.NORTH);
directions.add(Maze.Direction.NORTH);
directions.add(Maze.Direction.NORTH);
directions.add(Maze.Direction.NORTH);
System.out.println(directions.size());
Maze maze = new DefaultMaze(5, 6, directions);
MazeGui frame = new MazeGui(maze);
frame.addClickListener(null);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public interface Maze {
enum Direction {
EAST_SOUTH("EastSouth.png"), EAST_SOUTH_WEST("EastSouthWest.png"), SOUTH_WEST("SouthWest.png"),
NORTH_EAST_SOUTH("NorthEastSouth.png"), NORTH_EAST_SOUTH_WEST("NorthEastSouthWest.png"),
NORTH_SOUTH_WEST("NorthSouthWest.png"), NORTH_SOUTH("NorthSouth.png"), NORTH("North.png");
private BufferedImage image;
private Direction(String name) {
try {
image = ImageIO.read(getClass().getResource("/images/" + name));
} catch (IOException ex) {
Logger.getLogger(Test.class.getName()).log(Level.SEVERE, null, ex);
}
}
public BufferedImage getImage() {
return image;
}
}
public int getRows();
public int getColumns();
public Direction getRoomDirections(int index);
}
public class DefaultMaze implements Maze {
int rows;
int columns;
private List<Direction> directions;
public DefaultMaze(int rows, int columns, List<Direction> directions) {
this.rows = rows;
this.columns = columns;
this.directions = directions;
}
public int getRows() {
return rows;
}
public int getColumns() {
return columns;
}
@Override
public Direction getRoomDirections(int index) {
return directions.get(index);
}
}
public class MazeGui extends JFrame {
// Missing code
public interface DungeonController {
}
private final Board board;
public MazeGui(Maze m) {
this.setSize(600, 600);
this.setResizable(false);
this.board = new Board(m);
JScrollPane scroller = new JScrollPane(board);
this.add(scroller, BorderLayout.CENTER);
setTitle("Dungeon Escape");
}
public Board getBoard() {
return board;
}
public void addClickListener(DungeonController listener) {
Board board = getBoard();
board.addMouseListener(new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) {
Component cell = board.getComponentAt(e.getPoint());
System.out.println(cell.getName());
board.highlight(cell.getBounds());
}
});
}
private class Board extends JPanel {
private Rectangle selectedCell;
private Maze maze;
public Board(Maze maze) {
this.maze = maze;
setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridx = 0;
gbc.gridy = 0;
for (int index = 0; index < maze.getRows() * maze.getColumns(); index++) {
Maze.Direction direction = maze.getRoomDirections(index);
JLabel label = new JLabel(new ImageIcon(direction.getImage()));
label.setName(direction.name());
add(label, gbc);
gbc.gridx++;
if (gbc.gridx >= maze.getColumns()) {
gbc.gridx = 0;
gbc.gridy++;
}
}
// addMouseListener(new MouseAdapter() {
// @Override
// public void mouseClicked(MouseEvent e) {
// Component component = getComponentAt(e.getPoint());
// selectedCell = null;
// if (component != null) {
// selectedCell = component.getBounds();
// }
// repaint();
// }
// });
}
public void highlight(Rectangle bounds) {
selectedCell = bounds;
repaint();
}
@Override
public void paint(Graphics g) {
super.paint(g);
if (selectedCell != null) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(new Color(0, 0, 255, 128));
g2d.fill(selectedCell);
g2d.dispose();
}
}
}
}
}
The GUI itself has a set size and is not resizable
所以这里的问题是您强制“板”面板具有任意大小。
this.setSize(600, 600);
面板的实际大小应为 8 * 64 = 512。因此每个网格都会添加额外的 space。
不要硬编码大小值。
布局管理器的工作是确定每个组件的首选大小。
因此,您应该 pack()
在使框架可见之前,而不是使用 setSize(...):
this.pack();
this.setVisible(true);
执行此操作时,您会看到迷宫完全适合框架。
如果你想在迷宫周围增加 space,那么你需要在你的棋盘上添加一个“边框”:
setBorder( new EmptyBorder(88, 88, 88, 88) );
GridLayout layout = new GridLayout(m.getNumRows(),m.getNumCols(), 0, 0);
Turns out I should have been using GridBagLayout!
不需要改变布局管理器,只是更有效地使用布局管理器。
如果您确实出于某种原因需要指定固定的帧大小,那么您可以进行以下更改:
//this.add(scroller, BorderLayout.CENTER);
JPanel wrapper = new JPanel( new GridBagLayout() );
wrapper.add(scroller, new GridBagConstraints());
this.add(wrapper, BorderLayout.CENTER);
这将允许“看板”面板以其首选大小显示,并且“看板”面板将在其父容器中居中。
使用这些技巧将帮助您有效地创建更复杂的布局。
我正在尝试为我创建的满足以下特定条件的基于迷宫的游戏实现 GUI:
GUI 本身具有固定大小且不可调整大小(第 41 行)。
包含所有迷宫图像的主面板(第 57 行)是可滚动的。所有迷宫图像组件彼此齐平。
- 如果迷宫足够小,那么整个迷宫将在主面板中可见。
- 如果迷宫很大,则用户需要滚动。
鼠标侦听器(第 130 行)需要访问主面板,returns 正在单击的组件。
以下代码似乎满足标准 1 和 3,但不符合标准 2:
public class MazeGui extends JFrame implements DungeonView {
private final Board board;
public MazeGui(ReadOnlyModel m) {
//this.setSize(m.getNumRows()*100, m.getNumCols()*100);
this.setSize(600, 600);
this.setLocation(200, 200);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setResizable(false);
this.board = new Board(m);
JScrollPane scroller = new JScrollPane(board);
this.add(scroller, BorderLayout.CENTER);
setTitle("Dungeon Escape");
}
private class Board extends JPanel {
private ReadOnlyModel m;
public Board(ReadOnlyModel m) {
this.m = m;
GridLayout layout = new GridLayout(m.getNumRows(),m.getNumCols(), 0, 0);
// layout.setHgap(-100);
// layout.setVgap(-100);
this.setLayout(layout);
this.setSize(m.getNumRows()*64,m.getNumCols()*64);
for (int i = 0; i < m.getNumRows() * m.getNumCols(); i++) {
try {
// load resource from the classpath instead of a specific file location
InputStream imageStream = getClass().getResourceAsStream(String.format("/images/%s.png", m.getRoomDirections(i + 1)));
// convert the input stream into an image
Image image = ImageIO.read(imageStream);
// add the image to a label
JLabel label = new JLabel(new ImageIcon(image));
label.setPreferredSize(new Dimension(64, 64));
JPanel panel = new JPanel();
panel.setSize(64, 64);
String name = String.format("%d", i);
panel.setName(name);
panel.add(label);
// add the label to the JFrame
//this.layout.addLayoutComponent(TOOL_TIP_TEXT_KEY, label);
this.add(panel);
} catch (IOException e) {
JOptionPane.showMessageDialog(this, e.getMessage());
e.printStackTrace();
}
}
}
}
@Override
public void addClickListener(DungeonController listener) {
Board board = this.board;
MouseListener mouseListener = new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) {
System.out.println(String.format("(%d,%d)", e.getX(), e.getY()));
JPanel panel = (JPanel) board.getComponentAt(e.getPoint());
System.out.println(panel.getName());
}
};
board.addMouseListener(mouseListener);
}
@Override
public void refresh() {
this.repaint();
}
@Override
public void makeVisible() {
this.setVisible(true);
}
}
这是它生成的图像:
首先,我会使用不同的布局管理器,它会尝试扩展以适应底层容器的大小。
然后,我会让组件完成它们的工作。我不知道你为什么要将标签添加到另一个面板,该面板似乎没有添加额外的内容 functionality/features,只是增加了复杂性。
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Component;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
List<Maze.Direction> directions = new ArrayList<>(32);
directions.add(Maze.Direction.EAST_SOUTH);
directions.add(Maze.Direction.EAST_SOUTH_WEST);
directions.add(Maze.Direction.EAST_SOUTH_WEST);
directions.add(Maze.Direction.EAST_SOUTH_WEST);
directions.add(Maze.Direction.EAST_SOUTH_WEST);
directions.add(Maze.Direction.SOUTH_WEST);
directions.add(Maze.Direction.NORTH_EAST_SOUTH);
directions.add(Maze.Direction.NORTH_EAST_SOUTH_WEST);
directions.add(Maze.Direction.NORTH_EAST_SOUTH_WEST);
directions.add(Maze.Direction.NORTH_EAST_SOUTH_WEST);
directions.add(Maze.Direction.NORTH_EAST_SOUTH_WEST);
directions.add(Maze.Direction.NORTH_SOUTH_WEST);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH_SOUTH);
directions.add(Maze.Direction.NORTH);
directions.add(Maze.Direction.NORTH);
directions.add(Maze.Direction.NORTH);
directions.add(Maze.Direction.NORTH);
directions.add(Maze.Direction.NORTH);
directions.add(Maze.Direction.NORTH);
System.out.println(directions.size());
Maze maze = new DefaultMaze(5, 6, directions);
MazeGui frame = new MazeGui(maze);
frame.addClickListener(null);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public interface Maze {
enum Direction {
EAST_SOUTH("EastSouth.png"), EAST_SOUTH_WEST("EastSouthWest.png"), SOUTH_WEST("SouthWest.png"),
NORTH_EAST_SOUTH("NorthEastSouth.png"), NORTH_EAST_SOUTH_WEST("NorthEastSouthWest.png"),
NORTH_SOUTH_WEST("NorthSouthWest.png"), NORTH_SOUTH("NorthSouth.png"), NORTH("North.png");
private BufferedImage image;
private Direction(String name) {
try {
image = ImageIO.read(getClass().getResource("/images/" + name));
} catch (IOException ex) {
Logger.getLogger(Test.class.getName()).log(Level.SEVERE, null, ex);
}
}
public BufferedImage getImage() {
return image;
}
}
public int getRows();
public int getColumns();
public Direction getRoomDirections(int index);
}
public class DefaultMaze implements Maze {
int rows;
int columns;
private List<Direction> directions;
public DefaultMaze(int rows, int columns, List<Direction> directions) {
this.rows = rows;
this.columns = columns;
this.directions = directions;
}
public int getRows() {
return rows;
}
public int getColumns() {
return columns;
}
@Override
public Direction getRoomDirections(int index) {
return directions.get(index);
}
}
public class MazeGui extends JFrame {
// Missing code
public interface DungeonController {
}
private final Board board;
public MazeGui(Maze m) {
this.setSize(600, 600);
this.setResizable(false);
this.board = new Board(m);
JScrollPane scroller = new JScrollPane(board);
this.add(scroller, BorderLayout.CENTER);
setTitle("Dungeon Escape");
}
public Board getBoard() {
return board;
}
public void addClickListener(DungeonController listener) {
Board board = getBoard();
board.addMouseListener(new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) {
Component cell = board.getComponentAt(e.getPoint());
System.out.println(cell.getName());
board.highlight(cell.getBounds());
}
});
}
private class Board extends JPanel {
private Rectangle selectedCell;
private Maze maze;
public Board(Maze maze) {
this.maze = maze;
setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridx = 0;
gbc.gridy = 0;
for (int index = 0; index < maze.getRows() * maze.getColumns(); index++) {
Maze.Direction direction = maze.getRoomDirections(index);
JLabel label = new JLabel(new ImageIcon(direction.getImage()));
label.setName(direction.name());
add(label, gbc);
gbc.gridx++;
if (gbc.gridx >= maze.getColumns()) {
gbc.gridx = 0;
gbc.gridy++;
}
}
// addMouseListener(new MouseAdapter() {
// @Override
// public void mouseClicked(MouseEvent e) {
// Component component = getComponentAt(e.getPoint());
// selectedCell = null;
// if (component != null) {
// selectedCell = component.getBounds();
// }
// repaint();
// }
// });
}
public void highlight(Rectangle bounds) {
selectedCell = bounds;
repaint();
}
@Override
public void paint(Graphics g) {
super.paint(g);
if (selectedCell != null) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(new Color(0, 0, 255, 128));
g2d.fill(selectedCell);
g2d.dispose();
}
}
}
}
}
The GUI itself has a set size and is not resizable
所以这里的问题是您强制“板”面板具有任意大小。
this.setSize(600, 600);
面板的实际大小应为 8 * 64 = 512。因此每个网格都会添加额外的 space。
不要硬编码大小值。
布局管理器的工作是确定每个组件的首选大小。
因此,您应该 pack()
在使框架可见之前,而不是使用 setSize(...):
this.pack();
this.setVisible(true);
执行此操作时,您会看到迷宫完全适合框架。
如果你想在迷宫周围增加 space,那么你需要在你的棋盘上添加一个“边框”:
setBorder( new EmptyBorder(88, 88, 88, 88) );
GridLayout layout = new GridLayout(m.getNumRows(),m.getNumCols(), 0, 0);
Turns out I should have been using GridBagLayout!
不需要改变布局管理器,只是更有效地使用布局管理器。
如果您确实出于某种原因需要指定固定的帧大小,那么您可以进行以下更改:
//this.add(scroller, BorderLayout.CENTER);
JPanel wrapper = new JPanel( new GridBagLayout() );
wrapper.add(scroller, new GridBagConstraints());
this.add(wrapper, BorderLayout.CENTER);
这将允许“看板”面板以其首选大小显示,并且“看板”面板将在其父容器中居中。
使用这些技巧将帮助您有效地创建更复杂的布局。