JavaFX如何处理极高帧率的输入



我在Ubuntu 20.04上使用OpenJavaFX。我想让用户按下转义键来切换菜单的显示。由于帧速率非常高,我很难做到这一点。

简单的程序:

class 
AutoScalingCanvas extends Region {
private final Canvas canvas;
public AutoScalingCanvas(double canvasWidth, double canvasHeight) {
this.canvas = new Canvas(canvasWidth, canvasHeight);
getChildren().add(canvas);
}
public GraphicsContext getGraphicsContext2D() {
return canvas.getGraphicsContext2D();
}
@Override
protected void layoutChildren() {
double x = getInsets().getLeft();
double y = getInsets().getTop();
double w = getWidth() - getInsets().getRight() - x;
double h = getHeight() - getInsets().getBottom() - y;
// preserve aspect ratio while also staying within the available space
double sf = Math.min(w / canvas.getWidth(), h / canvas.getHeight());
canvas.setScaleX(sf);
canvas.setScaleY(sf);
positionInArea(canvas, x, y, w, h, -1, HPos.CENTER, VPos.CENTER);
}
}

public class 
Gui extends Application
{
long target_ns_per_frame = 1_000_000_00 / 60;
boolean in_menu;
boolean esc_down;
@Override
public void
start(Stage primary_stage) throws Exception
{
primary_stage.setTitle("GUI");
AutoScalingCanvas canvas = new AutoScalingCanvas(1280, 720);
Scene scene = new Scene(canvas);
scene.setFill(Color.BLACK);
primary_stage.setScene(scene);
GraphicsContext gc = canvas.getGraphicsContext2D();
scene.setOnKeyPressed(new EventHandler<KeyEvent>(){
@Override
public void handle(KeyEvent event)
{
esc_down = (event.getCode() == KeyCode.ESCAPE);
}
});
scene.setOnKeyReleased(new EventHandler<KeyEvent>(){
@Override
public void handle(KeyEvent event)
{
if (event.getCode() == KeyCode.ESCAPE)
{
esc_down = false;
}
}
});
new AnimationTimer()
{
@Override
public void
handle(long total_elapsed_time_ns)
{
gc.setFill(Color.WHITE);
gc.fillRect(0, 0, 1280, 720);
if (esc_down)
{
in_menu = !in_menu;
}
if (in_menu)
{
gc.setFill(Color.BLUE);
gc.fillRect(300, 300, 200, 200);
}
else
{
gc.setFill(Color.RED);
gc.fillRect(100, 100, 100, 100);
}
long elapsed_time_ns = System.nanoTime() -
total_elapsed_time_ns;
if (elapsed_time_ns < target_ns_per_frame)
{
long time_remaining_ms = (target_ns_per_frame - elapsed_time_ns)
/ 1000;
try {
Thread.sleep(time_remaining_ms);
}
catch (InterruptedException e)
{
}
}
}
}.start();
primary_stage.show();
}
}

如果在没有Thread.sleep()的情况下运行,则帧速率约为600fps。因此,按下一次escape键将被视为在多帧内按下(由于我人类手指的速度限制(,从而多次触发切换。这显然不是有意的。因此,我尝试将帧速率限制在60fps。然而,由于睡眠,程序运行非常缓慢(也许我睡错了线程?(

如何最好地跟踪输入以实现这种切换行为?

首先,您不应该通过调用FX应用程序线程上的Thread.sleep()来阻止它。这将阻止UI更新或事件处理,直到sleep()完成。

如果目的只是每次用户按下ESCAPE键时切换菜单,那么您的代码就太复杂了。只需切换一个标志,指示是否应在onReleased处理程序中绘制菜单,并在AnimationTimer.handle():中检查该标志

public class Gui extends Application {

boolean inMenu;
@Override
public void start(Stage primaryStage) throws Exception {
primaryStage.setTitle("GUI");
AutoScalingCanvas canvas = new AutoScalingCanvas(1280, 720);
Scene scene = new Scene(canvas);
scene.setFill(Color.BLACK);
primaryStage.setScene(scene);
GraphicsContext gc = canvas.getGraphicsContext2D();

scene.setOnKeyReleased(event -> {
if (event.getCode() == KeyCode.ESCAPE) {
inMenu = ! inMenu;
}
});
new AnimationTimer() {
@Override
public void handle(long now) {
gc.setFill(Color.WHITE);
gc.fillRect(0, 0, 1280, 720);
if (inMenu) {
gc.setFill(Color.BLUE);
gc.fillRect(300, 300, 200, 200);
} else {
gc.setFill(Color.RED);
gc.fillRect(100, 100, 100, 100);
}
}
}.start();
primaryStage.show();
}
}

如果你只想在需要的时候优化重新绘制,只需引入另一个标志来指示重新绘制是必要的:

public class Gui extends Application {

private boolean inMenu;
private boolean repaintRequested = true ;
@Override
public void start(Stage primaryStage) throws Exception {
primaryStage.setTitle("GUI");
AutoScalingCanvas canvas = new AutoScalingCanvas(1280, 720);
Scene scene = new Scene(canvas);
scene.setFill(Color.BLACK);
primaryStage.setScene(scene);
GraphicsContext gc = canvas.getGraphicsContext2D();

scene.setOnKeyReleased(event -> {
if (event.getCode() == KeyCode.ESCAPE) {
inMenu = ! inMenu;
repaintRequested = true ;
}
});
new AnimationTimer() {
@Override
public void handle(long now) {
if (repaintRequested) {
gc.setFill(Color.WHITE);
gc.fillRect(0, 0, 1280, 720);
if (inMenu) {
gc.setFill(Color.BLUE);
gc.fillRect(300, 300, 200, 200);
} else {
gc.setFill(Color.RED);
gc.fillRect(100, 100, 100, 100);
} 
repaintRequested = false ;
}
}
}.start();
primaryStage.show();
}
}

我没有尝试过这些,所以我只能向大致的方向推动您。

您可以在handle方法的末尾添加另一个设置为true的布尔变量esc_handled。然后,如果事件已经被处理,则可以向该方法再添加一个检查,如果已经处理,则跳过处理步骤。

以下代码实现了这一点:

  1. 添加变量
    boolean in_menu;
    boolean esc_down;
    boolean esc_handled;
    
  2. 检查esc_handled(在handle内部(并将事件设置为已处理
    if (esc_down && !esc_handled)
    {
    in_menu = !in_menu;
    esc_handled = true;
    }
    
  3. 发布esc时,将esc_handled设置为false
    scene.setOnKeyReleased(new EventHandler<KeyEvent>(){
    @Override
    public void handle(KeyEvent event)
    {
    if (event.getCode() == KeyCode.ESCAPE)
    {
    esc_down = false;
    esc_handled = false;
    }
    }
    });
    

看起来像是在使用动画计时器对输入或输出的状态以及转义键的按下/释放进行某种采样。你根本不需要那样做。

您试图将按键按下/释放事件转换为一种状态,这是有道理的,但您只需要在事件处理程序中切换该状态。由于显示/隐藏操作是对事件的响应,因此您可以直接从事件中调用draw例程。因此,事件将切换状态并调用屏幕重绘:

public class Gui extends Application {
boolean in_menu;
GraphicsContext gc;
@Override
public void start(Stage primary_stage) throws Exception {
primary_stage.setTitle("GUI");
AutoScalingCanvas canvas = new AutoScalingCanvas(1280, 720);
primary_stage.setScene(new Scene(canvas));
gc = canvas.getGraphicsContext2D();
showOrHideMenu();
new Scene(canvas).setOnKeyPressed(event -> {
if (event.getCode() == KeyCode.ESCAPE) {
in_menu = !in_menu;
showOrHideMenu();
}
});
primary_stage.show();
}
private void showOrHideMenu() {
gc.setFill(Color.WHITE);
gc.fillRect(0, 0, 1280, 720);
if (in_menu) {
gc.setFill(Color.BLUE);
gc.fillRect(300, 300, 200, 200);
} else {
gc.setFill(Color.RED);
gc.fillRect(100, 100, 100, 100);
}
}
}

或者(这可能更像是"JavaFX"(,您可以使In/Out菜单状态可观察,然后在状态上放置一个更改侦听器来进行重新绘制:

public class Gui extends Application {
BooleanProperty in_menu = new SimpleBooleanProperty(false);
GraphicsContext gc;
@Override
public void start(Stage primary_stage) throws Exception {
primary_stage.setTitle("GUI");
AutoScalingCanvas canvas = new AutoScalingCanvas(1280, 720);
Scene scene = new Scene(canvas);
primary_stage.setScene(scene);
gc = canvas.getGraphicsContext2D();
showOrHideMenu(false);
scene.setOnKeyPressed(event -> {
if (event.getCode() == KeyCode.ESCAPE) {
in_menu.set(!in_menu.get());
}
});
in_menu.addListener(((observable, oldValue, newValue) -> showOrHideMenu(newValue)));
primary_stage.show();
}
private void showOrHideMenu(boolean inMenu) {
gc.setFill(Color.WHITE);
gc.fillRect(0, 0, 1280, 720);
if (inMenu) {
gc.setFill(Color.BLUE);
gc.fillRect(300, 300, 200, 200);
} else {
gc.setFill(Color.RED);
gc.fillRect(100, 100, 100, 100);
}
}
}

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