2.3 处理鼠标输入
SimpleMouseInput类位于javagames.util包中,它和前面小节中开发的键盘输入类非常相似。处理鼠标按键的方式与处理键盘按键的方式相同。实现MouseListener接口的类包含了如下的方法:
mouseClicked(MouseEvent e)
mouseEntered(MouseEvent e)
mouseExited(MouseEvent e)
mousePressed(MouseEvent e)
mouseReleased(MouseEvent e)```
这个接口中的两个方法,mouseEntered()和mouseExited(),负责处理鼠标光标移动。另外3个方法用于鼠标按键。就像键盘监听器一样,按下和释放方法会记录鼠标按钮的状态,而点击方法则会被忽略。为了确定按下了哪个鼠标按键,鼠标事件包含了如下的方法:
public int MouseEvent.getButton()`
这个方法所返回的值,映射到如下的常量:
MouseEvent.NOBUTTON = 0
MouseEvent.BUTTON1 = 1
MouseEvent.BUTTON2 = 2
MouseEvent.BUTTON3 = 3```
按键的编号是从1开始而不是从0开始的,0表示没有按键,在引用鼠标按键数组的时候,不需要将按键编号减1。除了这一点小小的差别,鼠标按键和键盘按键的处理方式相同,也包括buttonDown()和buttonDownOnce()方法。
还有其他的鼠标状态可供程序使用,例如鼠标指针的位置和状态。和MouseListener接口的mouseEntered()和mouseExited()方法一样,鼠标输入类也实现了MouseMotionListener接口。
mouseDragged(MouseEvent e)
mouseMoved(MouseEvent e)`
针对鼠标事件,如果鼠标进入或离开了组件监听,所有这4个方法(进入、退出、拖拽和移动)都会捕获鼠标的位置并通知程序。如下的方法会获取鼠标的当前位置:
public Point MouseEvent.getPoint()```
当轮询鼠标输入时,会复制这个值并使其可供游戏循环使用。当前的鼠标位置,对于如下的方法来说是可用的:
public Point SimpleMouseInput.getPosition()`
最后,为了监控鼠标滚轮的输入,输入类实现了MouseWheelListener:
mouseWheelMoved(MouseEvent e)```
如下的方法返回了鼠标滚轮的点击。如果这个数值是负值,表示滚轮已经从用户那里移走了。如果这个值是正的,表示滚轮已经朝着用户移动了。
public int MouseWheelEvent.getWheelRotation()`
这个值也保存在poll()方法中,并且可通过如下方法供游戏循环使用:
public int SimpleMouseInput.getNotches()```
SimpleMouseInput类的代码如下:
package javagames.util;
import java.awt.*;
import java.awt.event.*;
public class SimpleMouseInput
implements MouseListener, MouseMotionListener, MouseWheelListener {
private static final int BUTTON_COUNT = 3;
private Point mousePos;
private Point currentPos;
private boolean[] mouse;
private int[] polled;
private int notches;
private int polledNotches;
public SimpleMouseInput() {
mousePos = new Point( 0, 0 );
currentPos = new Point( 0, 0 );
mouse = new boolean[ BUTTON_COUNT ];
polled = new int[ BUTTON_COUNT ];
}
public synchronized void poll() {
mousePos = new Point( currentPos );
polledNotches = notches;
notches = 0;
for( int i = 0; i < mouse.length; ++i ) {
if( mouse[i] ) {
polled[i]++;
} else {
polled[i] = 0;
}
}
}
public Point getPosition() {
return mousePos;
}
public int getNotches() {
return polledNotches;
}
public boolean buttonDown( int button ) {
return polled[ button - 1 ] > 0;
}
public boolean buttonDownOnce( int button ) {
return polled[ button - 1 ] == 1;
}
public synchronized void mousePressed( MouseEvent e ) {
int button = e.getButton() - 1;
if( button >= 0 && button < mouse.length ) {
mouse[ button ] = true;
}
}
public synchronized void mouseReleased( MouseEvent e ) {
int button = e.getButton() - 1;
if( button >= 0 && button < mouse.length ) {
mouse[ button ] = false;
}
}
public void mouseClicked( MouseEvent e ) {
// Not needed
}
public synchronized void mouseEntered( MouseEvent e ) {
mouseMoved( e );
}
public synchronized void mouseExited( MouseEvent e ) {
mouseMoved( e );
}
public synchronized void mouseDragged( MouseEvent e ) {
mouseMoved( e );
}
public synchronized void mouseMoved( MouseEvent e ) {
currentPos = e.getPoint();
}
public synchronized void mouseWheelMoved( MouseWheelEvent e ) {
notches += e.getWheelRotation();
}
}`
SimpleMouseExample如图2.2所示,它位于javagames.input包中,为第一个示例添加了很多新的内容。这个示例以主动渲染示例代码为基础,添加了键盘和鼠标输入类;它不仅展示了所有3种类型的鼠标输入,而且也是使用Graphics对象绘制到屏幕的第一个示例。
首先需要注意的是,创建GUI时的方法调用。这些调用添加了KeyboardInput和Simple MouseInput作为组件的监听器。注意,尽管给JFrame和Canvas都添加了键盘,但是只给Canvas添加了鼠标。当应用程序初次启动时,如果没有给JFrame添加键盘事件的话,它不会处理键盘事件。一旦画布对象接受到焦点,它将会接受键盘输入,但在画布被选中之前,都只有JFrame接受键盘输入。在游戏循环中,添加了如下的方法调用:
public void processInput()```
在这个方法中,对键盘和鼠标都进行了轮询,以确保它们的数据可用。当初次按下鼠标按键时,会设置绘制标志。对于保持鼠标按键按下的每一帧,都会向该行的数据结构添加一个新的点。当按键释放的时候,该标志被清除,并且向列表添加一个空的对象,标志该行的结束。通过这种方式,该数据结构可以同时保存所有的行。
当按下C键的时候,该行从数据结构中清除。如果用户缺乏绘画技巧的话(就像我一样),这会允许他们重新开始。渲染方法也有新的代码加入。除了显示帧速率,还给出了使用该应用程序的说明,并把当前鼠标的位置显示为字符串。
鼠标滚轮用来选择一个颜色索引。如下的代码使用模除运算符和绝对值来保证索引是一个有效值,无论所获取的索引有多大或多小。
// SimpleMouseExample.java
colorIndex += mouse.getNotches();
Color color = COLORS[ Math.abs( colorIndex % COLORS.length ) ];
g.setColor( color );`
%操作符将会保证值在(–3, 3)之间。因为对一个负值进行模除运算,会得到0或者一个负值,所以使用绝对值来保证数组索引位于(0, size –1)之间。
最后,绘制了线条。由于在数据结构中插入了空的值,我们添加了代码以确保没有点为空的时候才绘制线条。
package javagames.input;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.util.*;
import javagames.util.*;
import javax.swing.*;
public class SimpleMouseExample extends JFrame
implements Runnable {
private FrameRate frameRate;
private BufferStrategy bs;
private volatile boolean running;
private Thread gameThread;
private SimpleMouseInput mouse;
private KeyboardInput keyboard;
private ArrayList<Point> lines = new ArrayList<Point>();
private boolean drawingLine;
private Color[] COLORS = {
Color.RED,
Color.GREEN,
Color.YELLOW,
Color.BLUE
};
private int colorIndex;
public SimpleMouseExample() {
frameRate = new FrameRate();
}
protected void createAndShowGUI() {
Canvas canvas = new Canvas();
canvas.setSize( 640, 480 );
canvas.setBackground( Color.BLACK );
canvas.setIgnoreRepaint( true );
getContentPane().add( canvas );
setTitle( "Simple Mouse Example" );
setIgnoreRepaint( true );
pack();
// Add key listeners
keyboard = new KeyboardInput();
canvas.addKeyListener( keyboard );
// Add mouse listeners
mouse = new SimpleMouseInput();
canvas.addMouseListener( mouse );
canvas.addMouseMotionListener( mouse );
canvas.addMouseWheelListener( mouse );
setVisible( true );
canvas.createBufferStrategy( 2 );
bs = canvas.getBufferStrategy();
canvas.requestFocus();
gameThread = new Thread( this );
gameThread.start();
}
public void run() {
running = true;
frameRate.initialize();
while( running ) {
gameLoop();
}
}
private void gameLoop() {
processInput();
renderFrame();
sleep( 10L );
}
private void renderFrame() {
do {
do {
Graphics g = null;
try {
g = bs.getDrawGraphics();
g.clearRect( 0, 0, getWidth(), getHeight() );
render( g );
} finally {
if( g != null ) {
g.dispose();
}
}
} while( bs.contentsRestored() );
bs.show();
} while( bs.contentsLost() );
}
private void sleep( long sleep ) {
try {
Thread.sleep( sleep );
} catch( InterruptedException ex ) { }
}
private void processInput() {
keyboard.poll();
mouse.poll();
if( keyboard.keyDownOnce( KeyEvent.VK_SPACE ) ) {
System.out.println("VK_SPACE");
}
// if button is pressed for first time,
// start drawing lines
if( mouse.buttonDownOnce( MouseEvent.BUTTON1 ) ) {
drawingLine = true;
}
// if the button is down, add line point
if( mouse.buttonDown( MouseEvent.BUTTON1 ) ) {
lines.add( mouse.getPosition() );
// if the button is not down but we were drawing,
// add a null to break up the lines
} else if( drawingLine ) {
lines.add( null );
drawingLine = false;
}
// if ’C’ is down, clear the lines
if( keyboard.keyDownOnce( KeyEvent.VK_C ) ) {
lines.clear();
}
}
private void render( Graphics g ) {
colorIndex += mouse.getNotches();
Color color = COLORS[ Math.abs( colorIndex % COLORS.length ) ];
g.setColor( color );
frameRate.calculate();
g.drawString( frameRate.getFrameRate(), 30, 30 );
g.drawString( "Use mouse to draw lines", 30, 45 );
g.drawString( "Press C to clear lines", 30, 60 );
g.drawString( "Mouse Wheel cycles colors", 30, 75 );
g.drawString( mouse.getPosition().toString(), 30, 90 );
for( int i = 0; i < lines.size() - 1; ++i ) {
Point p1 = lines.get( i );
Point p2 = lines.get( i + 1 );
// Adding a null into the list is used
// for breaking up the lines when
// there are two or more lines
// that are not connected
if( !( p1 == null || p2 == null ) )
g.drawLine( p1.x, p1.y, p2.x, p2.y );
}
}
protected void onWindowClosing() {
try {
running = false;
gameThread.join();
} catch( InterruptedException e ) {
e.printStackTrace();
}
System.exit( 0 );
}
public static void main( String[] args ) {
final SimpleMouseExample app = new SimpleMouseExample();
app.addWindowListener( new WindowAdapter() {
public void windowClosing( WindowEvent e ) {
app.onWindowClosing();
}
});
SwingUtilities.invokeLater( new Runnable() {
public void run() {
app.createAndShowGUI();
}
});
}