Swing 主动渲染效率或如何将主动渲染与 gui 小部件结合起来 [英] Swing active rendering efficiency or how to combine active rendering with gui widgets
问题描述
继续上一个问题,我一直在寻找将主动渲染与 Java 中的文本字段相结合的最佳方式.我尝试了几个选项,在标准 AWT 中使用 BufferStrategy、VolatileImage 或覆盖 update() 和 paint(),但我最终使用了 Swing.
Continuing from a previous question, I keep searching for the optimal way to combine active rendering with textfields in Java. I tried several options, using BufferStrategy, VolatileImage or overriding update() and paint() in standard AWT, but I ended up using Swing.
我在这里发布当前的事态,以防有人碰巧根据我的代码示例有新的见解,也许其他正在开发类似应用程序的人可能会从我的发现中受益.
I'm posting the current state of affairs here just in case someone happens to have new insights based on my code example, and perhaps others who are working on a similar app might benefit from my findings.
目标是完成这三个壮举:
The target is to accomplish these three feats:
- 在仅在必要时更新的背景缓冲区顶部渲染动画对象
- 在渲染结果之上使用文本字段
- 调整窗口大小没有问题
以下是在stackoverflower trashgod的大力帮助下开发的演示应用程序的代码.
两个注意事项:
Below is the code of the demo application developed with the great help of stackoverflower trashgod.
Two notes:
1) 严格刷新动画中上一步无效的区域似乎很容易出现视觉错误,我放弃了.这意味着我现在每帧都重绘整个背景缓冲区.
1) Refreshing strictly the area that is invalidated by the previous step in the animation appears to be so much prone to visual errors that I gave up on it. This means I now redraw the entire background buffer every frame.
2) 将 BufferedImage 绘制到屏幕的效率在很大程度上取决于平台.Mac 实现似乎没有正确支持硬件加速,这使得将背景图像重新绘制到输出窗口成为一项繁琐的任务,当然取决于窗口的大小.
2) The efficiency of drawing a BufferedImage to screen is hugely dependent on the platform. The Mac implementation doesn't seem to support hardware acceleration properly, which makes repainting the background image to the output window a tedious task, depending of course on the size of the window.
我在 2.93 GHz 双核 iMac 上发现以下结果:
I found the following results on my 2.93 GHz dualcore iMac:
Mac 操作系统 10.5:
640 x 480:0.9 毫秒,8 - 9%
1920 x 1100:5 毫秒,35 - 40%
Mac OS 10.5:
640 x 480: 0.9 ms, 8 - 9%
1920 x 1100: 5 ms, 35 - 40%
Windows XP:
640 x 480:0.05 毫秒,0%
1920 x 1100:0.05 毫秒,0%
Windows XP:
640 x 480: 0.05 ms, 0%
1920 x 1100: 0.05 ms, 0%
图例:
屏幕尺寸:画框的平均时间,应用程序的CPU使用率.
Legend:
screen size: average time to draw a frame, CPU usage of the application.
据我所知,下面的代码是实现我的目标的最有效方式.非常欢迎任何新的见解、优化或测试结果!
As far as I can see, the code below is the most efficient way of accomplishing my goals. Any new insights, optimizations or test results are very welcome!
问候,马蒂斯
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.GridLayout;
import java.awt.Rectangle;
import java.awt.Transparency;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JTextField;
import javax.swing.Timer;
public class SwingTest extends JPanel implements
ActionListener,
Runnable
{
private static final long serialVersionUID = 1L;
private BufferedImage backgroundBuffer;
private boolean repaintbackground = true;
private static final int initWidth = 640;
private static final int initHeight = 480;
private static final int radius = 25;
private final Timer t = new Timer(20, this);
private final Rectangle rect = new Rectangle();
private long totalTime = 0;
private int frames = 0;
private long avgTime = 0;
public static void main(String[] args) {
EventQueue.invokeLater(new SwingTest());
}
public SwingTest() {
super(true);
this.setPreferredSize(new Dimension(initWidth, initHeight));
this.setLayout(null);
this.setOpaque(false);
this.addMouseListener(new MouseHandler());
}
@Override
public void run() {
JFrame f = new JFrame("SwingTest");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.addComponentListener(new ResizeHandler());
/* This extra Panel with GridLayout is necessary to make sure
our content panel is properly resized with the window.*/
JPanel p = new JPanel(new GridLayout());
p.add(this);
f.add(p);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
createBuffer();
t.start();
}
@Override
public void actionPerformed(ActionEvent e) {
this.repaint();
}
@Override
protected void paintComponent(Graphics g) {
long start = System.nanoTime();
super.paintComponent(g);
if (backgroundBuffer == null) createBuffer();
if (repaintbackground) {
/* Repainting the background may require complex rendering operations,
so we don't want to do this every frame.*/
repaintBackground(backgroundBuffer);
repaintbackground = false;
}
/* Repainting the pre-rendered background buffer every frame
seems unavoidable. Previous attempts to keep track of the
invalidated area and repaint only that part of the background buffer
image have failed. */
g.drawImage(backgroundBuffer, 0, 0, null);
repaintBall(g, backgroundBuffer, this.getWidth(), this.getHeight());
repaintDrawTime(g, System.nanoTime() - start);
}
void repaintBackground(BufferedImage buffer) {
Graphics2D g = buffer.createGraphics();
int width = buffer.getWidth();
int height = buffer.getHeight();
g.clearRect(0, 0, width, height);
for (int i = 0; i < 100; i++) {
g.setColor(new Color(0, 128, 0, 100));
g.drawLine(width, height, (int)(Math.random() * (width - 1)), (int)(Math.random() * (height - 1)));
}
}
void repaintBall(Graphics g, BufferedImage backBuffer, int width, int height) {
double time = 2* Math.PI * (System.currentTimeMillis() % 3300) / 3300.;
rect.setRect((int)(Math.sin(time) * width/3 + width/2 - radius), (int)(Math.cos(time) * height/3 + height/2) - radius, radius * 2, radius * 2);
g.setColor(Color.BLUE);
g.fillOval(rect.x, rect.y, rect.width, rect.height);
}
void repaintDrawTime(Graphics g, long frameTime) {
if (frames == 32) {avgTime = totalTime/32; totalTime = 0; frames = 0;}
else {totalTime += frameTime; ++frames; }
g.setColor(Color.white);
String s = String.valueOf(avgTime / 1000000d + " ms");
g.drawString(s, 5, 16);
}
void createBuffer() {
int width = this.getWidth();
int height = this.getHeight();
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gs = ge.getDefaultScreenDevice();
GraphicsConfiguration gc = gs.getDefaultConfiguration();
backgroundBuffer = gc.createCompatibleImage(width, height, Transparency.OPAQUE);
repaintbackground = true;
}
private class MouseHandler extends MouseAdapter {
@Override
public void mousePressed(MouseEvent e) {
super.mousePressed(e);
JTextField field = new JTextField("test");
Dimension d = field.getPreferredSize();
field.setBounds(e.getX(), e.getY(), d.width, d.height);
add(field);
}
}
private class ResizeHandler extends ComponentAdapter {
@Override
public void componentResized(ComponentEvent e) {
super.componentResized(e);
System.out.println("Resized to " + getWidth() + " x " + getHeight());
createBuffer();
}
}
}
推荐答案
我有几点看法:
你改进的
repaintDrawTime()
可读性很强,但它是一个 微基准 并受变幻莫测a> 主机操作系统.我不禁怀疑 XP 结果是否是该系统有限时钟分辨率的产物.我在 Windows 7 和 Ubuntu 10 上看到非常不同的结果.
Your improved
repaintDrawTime()
is very readable, but it is a micro-benchmark and subject to the vagaries of the host OS. I can't help wondering if the XP results are an artifact of that system's limited clock resolution. I see very different results on Windows 7 and Ubuntu 10.
如果不使用空布局,则不需要额外的面板;JPanel
的默认布局是 FlowLayout
,而 f.add(this)
只是将它添加到框架默认 BorderLayout 的中心
.
If you don't use a null layout, you won't need the extra panel; the default layout for JPanel
is FlowLayout
, and f.add(this)
simply adds it to the center of the frame's default BorderLayout
.
重复的构造函数调用可能很耗时.
Repeated constructor invocations can be time consuming.
考虑更换
g.setColor(new Color(0, 128, 0, 100));
与
private static final Color color = new Color(0, 128, 0, 100);
...
g.setColor(color);
或者,一个简单的颜色查找表可能很有用,例如
Alternatively, a simple color lookup table, may be useful, e.g.
private final Queue<Color> clut = new LinkedList<Color>();
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