我想用Java和Jogl编写程序。我们有一个Jframe和一个位于该框架内的GLJPanel。该程序接收鼠标事件,当用户单击框架时,它将在该位置绘制一个点。我为此程序编写了以下代码,但存在问题。有时,当您单击框架时,不会发出该点击事件或延迟发出该事件。请告诉我如何解决此问题。
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package jogli;
import com.jogamp.opengl.util.FPSAnimator;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.media.opengl.awt.GLJPanel;
import javax.swing.JFrame;
/**
*
* @author HESSAM
*/
public class JOGLI extends JFrame {
/**
* @param args the command line arguments
*/
private GLJPanel pan;
public JOGLI()
{
pan = new Curve();
this.setMinimumSize( new Dimension( 800 , 600 ) );
this.add(pan);
this.pack();
this.setVisible(true);
final FPSAnimator anime1 = new FPSAnimator( pan , 24 , true );
anime1.start();
this.addWindowListener( new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
// Use a dedicate thread to run the stop() to ensure that the
// animator stops before program exits.
new Thread() {
@Override
public void run() {
if (anime1.isStarted()) {
anime1.stop();
}
System.exit(0);
}
}.start();
}
});
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
new JOGLI().setVisible(true);
}
});
// TODO code application logic here
}
}
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package jogli;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.awt.GLJPanel;
/**
*
* @author HESSAM
*/
public class Curve extends GLJPanel implements GLEventListener {
private ArrayList < int[] > pointSet;
private GL2 mygl;
public Curve()
{
pointSet = new ArrayList<>();
this.addGLEventListener(this);
this.addMouseListener( new MouseAdapter() {
@Override
public void mouseClicked( MouseEvent e )
{
final int[] newPoint = { 0 , 0 , 0 };
newPoint[0] = e.getX();
newPoint[1] = getSize().height - e.getY();
pointSet.add(newPoint);
display();
}
});
}
@Override
public void init(GLAutoDrawable drawable) {
mygl = drawable.getGL().getGL2();
mygl.glClearColor(0.15f, 0.15f , 0.15f , 1);
mygl.glClear(mygl.GL_COLOR_BUFFER_BIT);
mygl.glLoadIdentity();
mygl.glMatrixMode(mygl.GL_PROJECTION);
mygl.glLoadIdentity();
mygl.glOrtho(0, getSize().width, 0, getSize().height, -1, 1);
mygl.glMatrixMode(mygl.GL_MODELVIEW);
}
@Override
public void dispose(GLAutoDrawable drawable) {
}
@Override
public void display(GLAutoDrawable drawable) {
mygl = drawable.getGL().getGL2();
mygl.glClear(mygl.GL_COLOR_BUFFER_BIT);
mygl.glBegin(mygl.GL_POINTS);
{
mygl.glColor3d(1, 0.1, 0.5);
for( int i = 0 ; i < pointSet.size() ; ++i )
{
for(int j = -2 ; j <= 2 ; ++j ) {
for(int k = -2 ; k <= 2 ; ++k ) {
mygl.glVertex2d(pointSet.get(i)[0] + j, pointSet.get(i)[1] + k);
}
}
}
}
mygl.glEnd();
}
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
}
}
最佳答案
AWT输入EventDispatchThread被渲染阻止,反之亦然,这是AWT的设计限制,因为它在单个线程上执行输入和渲染。
建议使用JogAmp JOGL NEWT输入和窗口系统。
NEWT旨在与渲染并行进行输入。您可以直接使用GLWindow(NEWT),也可以使用NewtCanvasAWT(AWT应用程序内部的GLWindow),然后使用NEWTEventFiFo将输入注入渲染循环。
http://jogamp.org/jogl/doc/NEWT-Overview.html