Luc*_*elt 3 java swing jscrollpane double-buffering jscrollbar
我刚刚开始使用双缓冲,一切正常,直到我想在屏幕上添加一个JScrollPane,所以我以后可以做一些相机移动.一切都很好(我的精灵)除了JScrollPane的ScrollBars之外.我希望它们能够被展示出来!
但是,如果我调整窗口大小,滚动条会闪烁,所以我知道它们在那里!如果我足够快,我甚至可以使用它们.他们怎么没有出现在渲染?:(
这是问题的SSCCE:
public class BufferStrategyDemo extends JFrame
{
private BufferStrategy bufferStrategy;
private JPanel gameField;
private JScrollPane scroll;
public BufferStrategyDemo()
{
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.getContentPane().setPreferredSize(new Dimension(800, 600));
this.pack();
this.createBufferStrategy(2);
this.gameField = new JPanel();
this.gameField.setPreferredSize(new Dimension( 1400, 600 ));
this.scroll = new JScrollPane( gameField );
this.add( scroll, BorderLayout.CENTER );
this.setVisible( true );
this.bufferStrategy = this.getBufferStrategy();
setupGameFieldContent();
new Renderer( this, scroll , bufferStrategy ).start();
}
// Add some contents to gameField that shows up fine
private void setupGameFieldContent()
{
// For ( all my sprites )
// gameField.add( sprite );
}
private class Renderer extends Thread
{
private BufferStrategy bufferStrategy;
private JFrame window;
private JScrollPane scroll;
private Image imageOfGameField;
public Renderer( JFrame window, JScrollPane scroll, BufferStrategy bufferStrategy )
{
this.bufferStrategy = bufferStrategy;
this.window = window;
this.scroll = scroll;
}
public void run()
{
while ( true )
{
Graphics g = null;
try
{
g = bufferStrategy.getDrawGraphics();
drawSprites(g);
}
finally { g.dispose(); }
bufferStrategy.show(); // Shows everything except the scrollbars..
Toolkit.getDefaultToolkit().sync();
try { Thread.sleep( 1000/60 ) ; }
catch(InterruptedException ie) {}
}
}
private void drawSprites( Graphics g )
{
Graphics2D g2d=(Graphics2D)g;
//Also tried using the JPanels (gameField) createImage with same result
imageOfGameField = this.scroll.createImage(800, 600 );
Graphics screen = (Graphics2D)imageOfGameField.getGraphics();
/**
* For all my sprites, draw on the image
for ( Sprite current : sprites )
screen.drawImage( current.getImage(), current.getX(), current.getY(), current.getWidth() , current.getHeight(), null);
*/
g2d.drawImage( imageOfGameField, 0, 0 , null );
}
}
}
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绘图在整个框架区域上进行,而不是在gameField.实际上,临时JScrollPane出现的唯一原因是它paintImmediately在鼠标拖动处理程序中调用某个地方.
首先要想到的是JPanel用CanvasI_Love_Thinking写的替换,然后bufferStategy从该画布实例获取并使用它进行渲染.但不幸的是,它不能按预期工作.轻量级JScrollPane无法正常驾驶重量级Canvas.Canvas拒绝在区域外绘制内容(0,0,viewport_width,viewport_height).这是已知的错误,它不会修复.混合重量级组件和轻量级是不好的主意.
JScrollPane用重量级替换ScrollPane似乎有效.几乎.在某些情况下,滚动条上会出现明显的渲染瑕疵.
在这一点上,我决定停止敲打墙壁并放弃.滚动窗格是众多问题的根源,不值得使用延迟滚动.是时候从另一个视图看滚动了.该Canvas 不是游戏领域本身,而是窗口,我们用它来观察游戏世界.这是gamedev中众所周知的渲染策略.画布的大小与可观察区域完全相同.当需要滚动时,我们只是用一些偏移来渲染世界.offset的值可以从某个外部滚动条获取.
我建议接下来的改变:
JScrollPaneJScrollBar在画布下添加单个水平.该示例基于您的代码.此实现不考虑帧的大小调整.在现实生活中,一些地方需要与视口的大小同步(滚动窗格之前为我们做的事情).此外,示例违反了Swing线程规则并从渲染线程中读取滚动条的值.
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Toolkit;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
import javax.swing.JScrollBar;
public class BufferStrategyDemo extends JFrame {
private BufferStrategy bufferStrategy;
private Canvas gameField;
private JScrollBar scroll;
public BufferStrategyDemo() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
getContentPane().setLayout(new BorderLayout());
getContentPane().setPreferredSize(new Dimension(800, 600));
gameField = new Canvas();
gameField.setIgnoreRepaint(true);
gameField.setPreferredSize(new Dimension(800, 580));
getContentPane().add(gameField, BorderLayout.CENTER);
scroll = new JScrollBar(JScrollBar.HORIZONTAL);
scroll.setPreferredSize(new Dimension(800, 20));
scroll.setMaximum(1400 - 800); // image width - viewport width
getContentPane().add(scroll, BorderLayout.SOUTH);
this.pack();
gameField.createBufferStrategy(2);
bufferStrategy = gameField.getBufferStrategy();
new Renderer().start();
}
private class Renderer extends Thread {
private BufferedImage imageOfGameField;
public Renderer() {
// NOTE: image size is fixed now, but better to bind image size to the size of viewport
imageOfGameField = new BufferedImage(1400, 580, BufferedImage.TYPE_INT_ARGB);
}
public void run() {
while (true) {
Graphics g = null;
try {
g = bufferStrategy.getDrawGraphics();
drawSprites(g);
} finally {
g.dispose();
}
bufferStrategy.show();
Toolkit.getDefaultToolkit().sync();
try {
Thread.sleep(1000 / 60);
} catch (InterruptedException ie) {
}
}
}
private void drawSprites(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
Graphics g2d2 = imageOfGameField.createGraphics();
g2d2.setColor(Color.YELLOW); // clear background
g2d2.fillRect(0, 0, 1400, 580); // again, fixed width/height only for SSCCE
g2d2.setColor(Color.BLACK);
int shift = -scroll.getValue(); // here it is - get shift value
g2d2.fillRect(100 + shift, 100, 20, 20); // i am ugly black sprite
g2d2.fillRect(900 + shift, 100, 20, 20); // i am other black sprite
// located outside of default view
g2d.drawImage(imageOfGameField, 0, 0, null);
g2d2.dispose();
}
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
BufferStrategyDemo mf = new BufferStrategyDemo();
mf.setVisible(true);
}
});
}
}
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而另一个例子,主要是基于从代码Java游戏:活动渲染文章.它与价值JScrollBar和大小正确同步Canvas.此外,它直接绘制Graphics,从BufferStrategy实例(而不是中间BuffereImage对象)获取.结果是这样的:

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