这是使用Java 2D Graphics API的正确方法吗?

时间:2014-01-21 17:52:39

标签: java swing awt 2d jbox2d

我正在为JBox2D模拟创建一个图形前端。模拟以递增方式运行,并且在更新之间,应该绘制模拟的内容。与没有输入的游戏类似。

我只需要几何图元来绘制JBox2D模拟。这个API似乎是最简单的选择,但它的设计有点令人困惑。

目前我有一个名为Window的类JFrame,其中包含另一个名为Renderer的类。 Window类仅初始化自身并提供updateDisplay()方法(由主循环调用),该方法在updateDisplay(objects)上调用Renderer方法。我自己制作了这两种方法,其唯一目的是在repaint()上拨打Renderer

JPanel是否应该以这种方式使用?或者我应该使用一些更复杂的动画方法(这涉及一些后端线程中的事件和/或时间间隔)?

3 个答案:

答案 0 :(得分:3)

如果您希望按设定的时间间隔安排更新,javax.swing.Timer会为其提供Swing集成服务。 Timer定期在EDT上运行其任务,没有明确的循环。 (显式循环会阻止EDT处理事件,这会冻结UI。我对此进行了更深入的解释here。)

最终在Swing中做任何一种绘画你仍然会做两件事:

  1. 覆盖paintComponent进行绘图。
  2. 根据需要调用repaint以请求使您的绘图可见。 (Swing通常只在需要时重新绘制,例如当某个其他程序的窗口经过Swing组件的顶部时。)
  3. 如果你正在做这两件事你可能做得对。 Swing实际上没有动画的高级API。它主要是为绘制GUI组件而设计的。它当然可以做一些好东西,但你必须从头开始编写一个组件,就像你正在做的那样。

    Painting in AWT and Swing涵盖了一些“幕后”内容,如果你没有书签。

    您可以查看JavaFX。我个人对此并不了解,但它应该更适合动画。

    作为一种优化,可以做的一件事就是在单独的图像上绘画,然后在paintComponent中将图像绘制到面板上。如果绘画很长,这个特别有用:系统可以安排重新绘制,以便在发生更多控制时保持重新绘制。

    如果您没有绘制图像,那么您需要构建一个包含对象的模型,并且每次都在paintComponent内绘制所有这些模型。


    以下是绘制图像的示例:

    import javax.swing.*;
    import java.awt.*;
    import java.awt.image.*;
    import java.awt.event.*;
    
    /**
     * Holding left-click draws, and
     * right-clicking cycles the color.
     */
    class PaintAnyTime {
        public static void main(String[] args) {
            SwingUtilities.invokeLater(new Runnable() {
                @Override
                public void run() {
                    new PaintAnyTime();
                }
            });
        }
    
        Color[]    colors = {Color.red, Color.blue, Color.black};
        int  currentColor = 0;
        BufferedImage img = new BufferedImage(256, 256, BufferedImage.TYPE_INT_ARGB);
        Graphics2D  imgG2 = img.createGraphics();
    
        JFrame frame = new JFrame("Paint Any Time");
        JPanel panel = new JPanel() {
            @Override
            protected void paintComponent(Graphics g) {
                super.paintComponent(g);
                // Creating a copy of the Graphics
                // so any reconfiguration we do on
                // it doesn't interfere with what
                // Swing is doing.
                Graphics2D g2 = (Graphics2D) g.create();
                // Drawing the image.
                int w = img.getWidth();
                int h = img.getHeight();
                g2.drawImage(img, 0, 0, w, h, null);
                // Drawing a swatch.
                Color color = colors[currentColor];
                g2.setColor(color);
                g2.fillRect(0, 0, 16, 16);
                g2.setColor(Color.black);
                g2.drawRect(-1, -1, 17, 17);
                // At the end, we dispose the
                // Graphics copy we've created
                g2.dispose();
            }
            @Override
            public Dimension getPreferredSize() {
                return new Dimension(img.getWidth(), img.getHeight());
            }
        };
    
        MouseAdapter drawer = new MouseAdapter() {
            boolean rButtonDown;
            Point prev;
    
            @Override
            public void mousePressed(MouseEvent e) {
                if (SwingUtilities.isLeftMouseButton(e)) {
                    prev = e.getPoint();
                }
                if (SwingUtilities.isRightMouseButton(e) && !rButtonDown) {
                    // (This just behaves a little better
                    // than using the mouseClicked event.)
                    rButtonDown  = true;
                    currentColor = (currentColor + 1) % colors.length;
                    panel.repaint();
                }
            }
    
            @Override
            public void mouseDragged(MouseEvent e) {
                if (prev != null) {
                    Point  next = e.getPoint();
                    Color color = colors[currentColor];
                    // We can safely paint to the
                    // image any time we want to.
                    imgG2.setColor(color);
                    imgG2.drawLine(prev.x, prev.y, next.x, next.y);
                    // We just need to repaint the
                    // panel to make sure the
                    // changes are visible
                    // immediately.
                    panel.repaint();
                    prev = next;
                }
            }
    
            @Override
            public void mouseReleased(MouseEvent e) {
                if (SwingUtilities.isLeftMouseButton(e)) {
                    prev = null;
                }
                if (SwingUtilities.isRightMouseButton(e)) {
                    rButtonDown = false;
                }
            }
        };
    
        PaintAnyTime() {
            // RenderingHints let you specify
            // options such as antialiasing.
            imgG2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
                                RenderingHints.VALUE_ANTIALIAS_ON);
            imgG2.setStroke(new BasicStroke(3));
            //
            panel.setBackground(Color.white);
            panel.addMouseListener(drawer);
            panel.addMouseMotionListener(drawer);
            Cursor cursor =
                Cursor.getPredefinedCursor(Cursor.CROSSHAIR_CURSOR);
            panel.setCursor(cursor);
            frame.setContentPane(panel);
            frame.pack();
            frame.setResizable(false);
            frame.setLocationRelativeTo(null);
            frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            frame.setVisible(true);
        }
    }
    

    PaintAnyTime screenshot


    如果例程长时间运行并且重新绘制可能同时发生,则也可以使用双缓冲。对与所示图像分开的图像进行绘制。然后,当绘图例程完成时,图像引用被交换,因此更新是无缝的。

    例如,您通常应该为游戏使用双缓冲。双缓冲可防止图像以部分状态显示。例如,如果您使用游戏循环的后台线程(而不是Timer)并且重复出现游戏正在进行绘画,则可能会发生这种情况。如果没有双缓冲,这种情况会导致闪烁或撕裂。

    默认情况下,Swing组件是双缓冲的,因此如果您的所有绘图都在EDT上发生,则您不需要自己编写双缓冲逻辑。 Swing已经做到了。

    这是一个更复杂的例子,它显示了一个长时间运行的任务和一个缓冲区交换:

    import java.awt.*;
    import javax.swing.*;
    import java.awt.image.*;
    import java.awt.event.*;
    import java.util.*;
    
    /**
     * Left-click to spawn a new background
     * painting task.
     */
    class DoubleBuffer {
        public static void main(String[] args) {
            SwingUtilities.invokeLater(new Runnable() {
                @Override
                public void run() {
                    new DoubleBuffer();
                }
            });
        }
    
        final int  width = 640;
        final int height = 480;
    
        BufferedImage createCompatibleImage() {
            GraphicsConfiguration gc =
                GraphicsEnvironment
                    .getLocalGraphicsEnvironment()
                    .getDefaultScreenDevice()
                    .getDefaultConfiguration();
            // createCompatibleImage creates an image that is
            // optimized for the display device.
            // See http://docs.oracle.com/javase/8/docs/api/java/awt/GraphicsConfiguration.html#createCompatibleImage-int-int-int-
            return gc.createCompatibleImage(width, height, Transparency.TRANSLUCENT);
        }
    
        // The front image is the one which is
        // displayed in the panel.
        BufferedImage front = createCompatibleImage();
        // The back image is the one that gets
        // painted to.
        BufferedImage  back = createCompatibleImage();
        boolean  isPainting = false;
    
        final JFrame frame = new JFrame("Double Buffer");
        final JPanel panel = new JPanel() {
            @Override
            protected void paintComponent(Graphics g) {
                super.paintComponent(g);
                // Scaling the image to fit the panel.
                Dimension actualSize = getSize();
                int w = actualSize.width;
                int h = actualSize.height;
                g.drawImage(front, 0, 0, w, h, null);
            }
        };
    
        final MouseAdapter onClick = new MouseAdapter() {
            @Override
            public void mousePressed(MouseEvent e) {
                if (!isPainting) {
                    isPainting = true;
                    new PaintTask(e.getPoint()).execute();
                }
            }
        };
    
        DoubleBuffer() {
            panel.setPreferredSize(new Dimension(width, height));
            panel.setBackground(Color.WHITE);
            panel.addMouseListener(onClick);
            frame.setContentPane(panel);
            frame.pack();
            frame.setLocationRelativeTo(null);
            frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            frame.setVisible(true);
        }
    
        void swap() {
            BufferedImage temp = front;
            front = back;
            back = temp;
        }
    
        class PaintTask extends SwingWorker<Void, Void> {
            final Point pt;
    
            PaintTask(Point pt) {
                this.pt = pt;
            }
    
            @Override
            public Void doInBackground() {
                Random rand = new Random();
    
                synchronized(DoubleBuffer.this) {
                    Graphics2D g2 = back.createGraphics();
                    g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
                                        RenderingHints.VALUE_ANTIALIAS_ON);
                    g2.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL,
                                        RenderingHints.VALUE_STROKE_PURE);
                    g2.setBackground(new Color(0, true));
                    g2.clearRect(0, 0, width, height);
                    // (This computes pow(2, rand.nextInt(3) + 7).)
                    int  depth = 1 << ( rand.nextInt(3) + 7 );
                    float  hue = rand.nextInt(depth);
                    int radius = 1;
                    int c;
                    // This loop just draws concentric circles,
                    // starting from the inside and extending
                    // outwards until it hits the outside of
                    // the image.
                    do {
                        int rgb = Color.HSBtoRGB(hue / depth, 1, 1);
                        g2.setColor(new Color(rgb));
    
                        int x = pt.x - radius;
                        int y = pt.y - radius;
                        int d = radius * 2;
    
                        g2.drawOval(x, y, d, d);
    
                        ++radius;
                        ++hue;
                        c = (int) (radius * Math.cos(Math.PI / 4));
                    } while (
                           (0 <= pt.x - c) || (pt.x + c < width)
                        || (0 <= pt.y - c) || (pt.y + c < height)
                    );
    
                    g2.dispose();
                    back.flush();
    
                    return (Void) null;
                }
            }
    
            @Override
            public void done() {
                // done() is completed on the EDT,
                // so for this small program, this
                // is the only place where synchronization
                // is necessary.
                // paintComponent will see the swap
                // happen the next time it is called.
                synchronized(DoubleBuffer.this) {
                    swap();
                }
    
                isPainting = false;
                panel.repaint();
            }
        }
    }
    

    绘画程序只是用于抽取垃圾,需要很长时间:

    DoubleBuffer screenshot

答案 1 :(得分:2)

对于紧密耦合的模拟,javax.swing.Timer是一个不错的选择。让计时器的监听器调用paintComponent()的实现,如here所示,并在引用的示例中here

对于松散耦合的模拟,让模型在SwingWorker的后台线程中进化,如图here所示。在适应模拟时调用publish()

选择部分取决于模拟的性质和模型的工作周期。

答案 2 :(得分:1)

为什么不直接使用测试台上的东西?它已经做了一切。只需使用JPanel,控制器和调试绘图。它使用Java 2D绘图。

请参阅此处查看执行缓冲渲染的JPanel: https://github.com/dmurph/jbox2d/blob/master/jbox2d-testbed/src/main/java/org/jbox2d/testbed/framework/j2d/TestPanelJ2D.java

这里是调试绘图: https://github.com/dmurph/jbox2d/blob/master/jbox2d-testbed/src/main/java/org/jbox2d/testbed/framework/j2d/DebugDrawJ2D.java

请参阅TestbedMain.java文件以查看正常测试平台的启动方式,并删除您不需要的内容:)

编辑: 免责声明:我维护jbox2d

以下是测试平台框架的包:https://github.com/dmurph/jbox2d/tree/master/jbox2d-testbed/src/main/java/org/jbox2d/testbed/framework

TestbedMain.java位于j2d文件夹中,此处: https://github.com/dmurph/jbox2d/tree/master/jbox2d-testbed/src/main/java/org/jbox2d/testbed/framework/j2d