【问题标题】:Java Swing -- Key Input with JPanel added to JOptionpaneJava Swing -- 将 JPanel 的键输入添加到 JOptionpane
【发布时间】:2016-03-12 20:18:49
【问题描述】:

当我运行代码时,添加到 JOptionPane 的 Example1 类(在 Frame 中)应该获取 keyInput,然后更改播放器实例的 y 值(在 example1 中),但它不起作用。另外,我怎样才能使船绕其轴旋转,然后朝其面对的方向移动?目前,它沿其旋转方向移动,但它似乎在坐标 0,0 上旋转。

框架

import javax.swing.*;
import java.awt.*;

/**
* Created by griffin on 12/7/2015.
*/
public class Frame extends JFrame {
    public Frame() {
        initUI();
}

private void initUI() {
    JTabbedPane jtp = new JTabbedPane();
    Example1 e1 = new Example1();
    Example2 e2 = new Example2();
    getContentPane().add(jtp);
    jtp.add(e1);
    jtp.add(e2);
    jtp.addTab("Example 1", e1);
    jtp.addTab("Example 2", e2);
    setResizable(false);
    pack();
    setTitle("NLTP");
    setLocationRelativeTo(null);
    setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}

public static void main(String[] args) {
    EventQueue.invokeLater(new Runnable() {
        @Override
        public void run() {
            JFrame frame =  new Frame();
            frame.setVisible(true);
        }
    });
}
}

示例 1

import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.geom.AffineTransform;

/**
* Created by griffin on 12/7/2015.
*/
public class Example1 extends JPanel implements Runnable {

private final int B_WIDTH = 640;
private final int B_HEIGHT = 480;
private int DELAY = 25;
private Thread thread;

Ship player = new Ship(320, 240);

public Example1() {
    initScreen();
}

private void initScreen() {
    JButton explanation = new JButton("Explanation");
    explanation.setBounds(0, 0, 150, 30);
    this.setLayout(null);
    add(explanation);

    addKeyListener(new keyInput());
    setFocusable(true);

    setBackground(Color.BLACK);
    setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
    setDoubleBuffered(true);
}

@Override
public void addNotify() {
    super.addNotify();

    thread = new Thread(this);
    thread.start();
}

public void paintComponent(Graphics g) {
    super.paintComponent(g);
    draw(g);
}

public void draw(Graphics g) {
    super.paintComponent(g);
    Graphics2D g2d = (Graphics2D) g;
    AffineTransform old = g2d.getTransform();
    g2d.rotate(Math.toRadians(player.angle));
    g2d.drawImage(player.ship, player.x, player.y, null);
    g2d.setTransform(old);


    Toolkit.getDefaultToolkit().sync();
}


public void cycle() {
    player.y += player.vY;
}


@Override
public void run() {
    long beforeTime, timeDiff, sleep;

    beforeTime = System.currentTimeMillis();

    while (true) {


        cycle();
        repaint();

        timeDiff = System.currentTimeMillis() - beforeTime;
        sleep = DELAY - timeDiff;

        if (sleep < 0) {
            sleep = 2;
        }

        try {
            Thread.sleep(sleep);
        } catch (InterruptedException e) {
            System.out.println("Interrupted: " + e.getMessage());
        }

        beforeTime = System.currentTimeMillis();
    }
}

public class keyInput extends KeyAdapter {
    @Override
    public void keyReleased(KeyEvent e) {
        int key = e.getKeyCode();

        if(key == KeyEvent.VK_W) {
        }
    }

    @Override
    public void keyTyped(KeyEvent e) {

    }

    @Override
    public void keyPressed(KeyEvent e) {
        int key = e.getKeyCode();

        if (key == KeyEvent.VK_W) {
            player.vY -= 1;
        }

        if(key == KeyEvent.VK_A) {
            player.angle++;
        }

        if(key == KeyEvent.VK_D) {
            player.angle--;
        }
    }
}
}

【问题讨论】:

  • 不要从draw调用super.paintComponent(g); ,你最终会得到一个StackOverflowException;在 Swing 15 年多的时间里,我从来没有需要打电话给Toolkit.getDefaultToolkit().sync();
  • KeyListener 以在键盘焦点方面存在问题而闻名,请改用键绑定 API。见How to Use Key Bindings
  • 那么,您想知道如何解决您的按键输入/对焦问题、绘画问题或移动问题吗?
  • 如果你愿意帮忙的话。我的主要问题是按键输入。我查看了用于键绑定的 API,但似乎无法将其正确应用到我的程序中。

标签: java swing jframe jpanel joptionpane


【解决方案1】:

KeyListener 以关注相关问题而闻名。组件不仅需要可聚焦,而且在注册按键事件之前必须具有键盘焦点。这是一个问题,因为您的组件很容易因为各种原因失去焦点。

解决方案是使用旨在帮助解决此问题的键绑定 API。详情请见How to Use Key Bindings

Swing 使用被动渲染方法。也就是说,当 API 决定需要更新某些内容时,就会发生更新。详情请见Painting in AWT and Swing

您真正需要的是某种主动渲染方法,即定期进行更新。这可以通过多种方式实现,最简单的方法是使用 Swing Timer,因为更新 UI(或 UI 所依赖的值)是安全的,而不会引入竞争条件的风险。详情请见How to use Swing Timers

所以,这个例子基本上将输入抽象为四个基本动作,左/右旋转和上/下旋转。代码不关心这些输入是如何生成的,只关心它们可以是什么。

然后它使用键绑定 API 为输入注册操作。这一切都是通过一个Action 类完成的,它只是将Input 添加到SetTimer 使用它来确定在请求重新绘制 UI 之前应该应用哪些操作。

旋转是通过使用AffineTransform 完成的。首先,我们将原点转换为精灵当前的 x/y 位置,然后围绕精灵的中心旋转它。这减少了很多与旋转事物相关的复杂性/问题(我很简单)

AffineTransform at = AffineTransform.getTranslateInstance(xPos, yPos);
at.rotate(Math.toRadians(angle), sprite.getWidth() / 2, sprite.getHeight() / 2);
g2d.setTransform(at);
g2d.drawImage(sprite, 0, 0, this);

请注意,Graphics 上下文是共享资源,在进行这些类型的更改之前,您需要对其进行复制(并在完成后将其丢弃)

import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.HashSet;
import java.util.Set;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;

public class FlyingPoniesWithGuns {

    public static void main(String[] args) {
        new FlyingPoniesWithGuns();
    }

    public FlyingPoniesWithGuns() {
        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run() {
                try {
                    try {
                        UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
                    } catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
                        ex.printStackTrace();
                    }

                    JFrame frame = new JFrame("Testing");
                    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                    frame.add(new TestPane());
                    frame.pack();
                    frame.setLocationRelativeTo(null);
                    frame.setVisible(true);
                } catch (IOException ex) {
                    ex.printStackTrace();
                }
            }
        });
    }

    public enum Input {
        ROTATE_LEFT,
        ROTATE_RIGHT,
        UP,
        DOWN
    }

    public class TestPane extends JPanel {

        private BufferedImage sprite;
        private double angle;
        private int xPos, yPos;
        private double xDelta, yDelta;

        private Set<Input> inputs;

        public TestPane() throws IOException {
            inputs = new HashSet<>(25);
            sprite = ImageIO.read(getClass().getResource("/Pony.png"));
            xPos = (400 - sprite.getWidth()) / 2;
            yPos = (400 - sprite.getHeight()) / 2;

            addKeyBinding("rotate-left", KeyEvent.VK_A, Input.ROTATE_LEFT);
            addKeyBinding("rotate-right", KeyEvent.VK_D, Input.ROTATE_RIGHT);

            Timer timer = new Timer(40, new ActionListener() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    if (inputs.contains(Input.ROTATE_LEFT)) {
                        angle -= 5;
                    } else if (inputs.contains(Input.ROTATE_RIGHT)) {
                        angle += 5;
                    }
                    repaint();
                }
            });
            timer.start();
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(400, 400);
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            Graphics2D g2d = (Graphics2D) g.create();
            g2d.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY);
            g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
            g2d.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
            g2d.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
            g2d.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
            g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
            g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
            g2d.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE);

            AffineTransform at = AffineTransform.getTranslateInstance(xPos, yPos);
            at.rotate(Math.toRadians(angle), sprite.getWidth() / 2, sprite.getHeight() / 2);
            g2d.setTransform(at);
            g2d.drawImage(sprite, 0, 0, this);
            g2d.dispose();
        }

        protected void addKeyBinding(String name, int keyCode, Input input) {
            InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
            ActionMap actionMap = getActionMap();

            inputMap.put(KeyStroke.getKeyStroke(keyCode, 0, false), name + ".pressed");
            actionMap.put(name + ".pressed", new InputAction(input, true));

            inputMap.put(KeyStroke.getKeyStroke(keyCode, 0, true), name + ".released");
            actionMap.put(name + ".released", new InputAction(input, false));
        }

        protected class InputAction extends AbstractAction {

            private Input input;
            private boolean pressed;

            public InputAction(Input input, boolean pressed) {
                this.input = input;
                this.pressed = pressed;
            }

            @Override
            public void actionPerformed(ActionEvent e) {
                if (pressed) {
                    inputs.add(input);
                } else {
                    inputs.remove(input);
                }
            }

        }

    }

}

好的,运动呢?您可以查看How do I make an entity move in a direction?How can I move a sprite in the direction it is facing?,了解有关如何实现这一目标的更多想法

【讨论】:

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