【发布时间】:2016-06-23 09:23:32
【问题描述】:
我正在通过 RMI 使用 javaFX 为棋盘游戏创建 GUI。 我有很多问题,因为在找到更新 GUI 的方法后,如果我不在某行放置切换断点,我将无法真正更新 GUI。
如果我不以调试模式启动我的客户端,图形似乎不会进行更新,它们只是出现并且什么都没有发生。
此外,如果我没有将切换按钮放在代码的指定行中,而是将其放在另一行(在方法调用序列的更深处),则不会发生任何事情。所以客户端线程不会停止;就好像它不像断点那样进行方法调用。 我在同一台机器上启动所有客户端,只有一个(使用切换断点)得到更新。
现在我将向您展示我的代码。
javafx 从一个名为 RMIGUIView.java 的类开始
@Override
public synchronized void run() {
waiting = true;
pause();
guiDisplayer = new GUIDisplayer();
(new Thread(() -> guiDisplayer.startGUI())).start();
waiting = false;
do {
state.acceptView(this);
} while(!endGame);
}
然后我启动 GUI(在启动方法中,我按照此处的建议将舞台保存在控制器上 Passing Parameters JavaFX FXML
public class GUIDisplayer extends Application {
private StartTurnState currentState;
private Stage stage;
public void start(Stage stage) throws Exception {
GUIController controller = new GUIController();
FXMLLoader fxmlLoader = new FXMLLoader();
Parent root = fxmlLoader.load(getClass().getResource("sceneMap.fxml"));
stage.setTitle("Council of Four");
Scene newScene = new Scene(root);
stage.setScene(newScene);
stage.show();
controller.setStage(stage);
}
public static void startGUI() {
Application.launch();
} }
gui 启动后,我返回 RMIGUIView.java 并执行此操作
@Override
public void visit(StartTurnState currentState) {
GUIController guiController = new GUIController();
guiController.updateGUI(currentState);
}
这里是我的控制器类,如果我想发生某些事情,我必须在其中放置切换断点(请阅读 cmets 类)
public class GUIController {
@FXML
ArrayList<ImageView> citiesImagesList;
@FXML
Group group;
@FXML
TableView<Player> players;
@FXML
TableColumn<Player, String> playerName;
@FXML
TableColumn<Player, String> victoryPoints;
@FXML
TableColumn<Player, String> coins;
@FXML
TableColumn<Player, String> assistants;
@FXML
TableColumn<Player, String> nobilityPoints;
@FXML
ImageView A;
@FXML
ImageView B;
@FXML
ImageView C;
@FXML
ImageView D;
@FXML
ImageView E;
@FXML
ImageView F;
@FXML
ImageView G;
@FXML
ImageView H;
@FXML
ImageView I;
@FXML
ImageView J;
@FXML
ImageView K;
@FXML
ImageView L;
@FXML
ImageView M;
@FXML
ImageView N;
@FXML
ImageView O;
@FXML
ImageView king;
private static StartTurnState currentState;
private static GUIController self = null;
private static Stage stage;
public GUIController() {
self = this;
}
private void placeRewardToken(Group group, List<ImageView> citiesImagesList) {
Map<String, City> citiesMap = GUIController.currentState.getGameMap().getCitiesMap();
for (ImageView imageView : citiesImagesList) {
City city = citiesMap.get(imageView.getId().toString());
if (city instanceof NormalCity) {
RewardToken rewardToken = ((NormalCity) city).getRewardToken();
Text text = new Text();
text.setText(rewardToken.toString());
text.setX(imageView.getLayoutX() + 5.00);
text.setY(imageView.getLayoutY());
text.toFront();
text.setFont(Font.font("Verdana", 12));
text.setFill(Color.MAGENTA);
group.getChildren().add(text);
}
}
}
private void setPlayerSet() {
Platform.setImplicitExit(false);
Scene scene = stage.getScene();
ObservableList<Player> playersList = FXCollections.observableArrayList();
playersList.addAll(GUIController.currentState.getPlayerSet().getPlayers());
TableView<Player> playerTable = (TableView<Player>) scene.lookup("#players");
TableColumn<Player, String> playersName = ((TableColumn<Player, String>) playerTable.getColumns().get(0));
playersName.setCellValueFactory(new PropertyValueFactory<Player, String>("name"));
TableColumn<Player, String> victoryPoints = ((TableColumn<Player, String>) playerTable.getColumns().get(1));
victoryPoints.setCellValueFactory(new PropertyValueFactory<Player, String>("victoryPoints"));
TableColumn<Player, String> coins = ((TableColumn<Player, String>) playerTable.getColumns().get(2));
coins.setCellValueFactory(new PropertyValueFactory<Player, String>("coins"));
TableColumn<Player, String> assistants = ((TableColumn<Player, String>) playerTable.getColumns().get(3));
assistants.setCellValueFactory(new PropertyValueFactory<Player, String>("assistants"));
TableColumn<Player, String> nobilityPoints = ((TableColumn<Player, String>) playerTable.getColumns().get(4));
nobilityPoints.setCellValueFactory(new PropertyValueFactory<Player, String>("nobilityTrackPoints"));
playerTable.setItems(playersList);
}
private void placeKing(ImageView king, List<ImageView> citiesImagesList) {
for (ImageView imageView : citiesImagesList) {
if (imageView.getId().toString().equals(GUIController.currentState.getKing().getPosition().getName())) {
king.setX(imageView.getLayoutX());
king.setY(imageView.getLayoutY());
}
}
}
@FXML
public void initialize() {
self = this;
}
public void setStage(Stage stage) {
this.stage = stage;
}
public void updateGUI(StartTurnState state) {
GUIController.currentState = state;
updateMap(); //here I should set my toggle breakpoint
}
private void updateMap() {
Scene scene = stage.getScene();
List<ImageView> citiesImagesList = new ArrayList<>();
citiesImagesList.add((ImageView) scene.lookup("#A"));
citiesImagesList.add((ImageView) scene.lookup("#B"));
citiesImagesList.add((ImageView) scene.lookup("#C"));
citiesImagesList.add((ImageView) scene.lookup("#D"));
citiesImagesList.add((ImageView) scene.lookup("#E"));
citiesImagesList.add((ImageView) scene.lookup("#F"));
citiesImagesList.add((ImageView) scene.lookup("#G"));
citiesImagesList.add((ImageView) scene.lookup("#H"));
citiesImagesList.add((ImageView) scene.lookup("#I"));
citiesImagesList.add((ImageView) scene.lookup("#J"));
citiesImagesList.add((ImageView) scene.lookup("#K"));
citiesImagesList.add((ImageView) scene.lookup("#L"));
citiesImagesList.add((ImageView) scene.lookup("#M"));
citiesImagesList.add((ImageView) scene.lookup("#N"));
citiesImagesList.add((ImageView) scene.lookup("#O"));
ImageView king = (ImageView) scene.lookup("#king");
Group group = (Group) scene.lookup("#group");
setPlayerSet(); //if I try setting here my toggle the thread doesent stop as the method updateGui() is never called
placeKing(king, citiesImagesList);
placeRewardToken(group, citiesImagesList);
} }
希望你能理解我的问题。如果您不明白某些内容,我将编辑我的问题。我在 Stackoverflow 上没有找到类似的东西。
提前感谢您的帮助。
编辑: 我试图按照 James_D 的建议重写代码 这是我对 GUI 更新的新调用。
@Override
public void visit(StartTurnState currentState) {
guiDisplayer.setState(currentState);
Platform.runLater(()-> guiDisplayer.run());
}
我还修改了 GUIDisplayer 类
public class GUIDisplayer extends Application implements Runnable{
private StartTurnState currentState;
private Stage stage;
static GUIController guiController;
public void start(Stage stage) throws Exception {
GUIController controller = new GUIController();
FXMLLoader fxmlLoader = new FXMLLoader();
Parent root = fxmlLoader.load(getClass().getResource("sceneMap.fxml"));
stage.setTitle("Council of Four");
Scene newScene = new Scene(root);
stage.setScene(newScene);
stage.show();
controller.setStage(stage);
setController(controller);
}
public static void startGUI() {
Application.launch();
}
public void setState(State state) {
currentState = (StartTurnState) state;
}
public static void setController(GUIController controller) {
guiController = controller;
}
@Override
public void run() {
guiController.doUpdateGUI(currentState);
} }
runLater 方法调用似乎被忽略了,也许我在这种情况下被 javadoc 描述了
如果在 JavaFX 运行时关闭后调用此方法,则该调用将被忽略:不会执行 Runnable,也不会抛出异常。
如果我删除 runLater 并添加切换断点,我仍然可以修改 GUI。
【问题讨论】:
-
您的棋盘游戏需要快速更新吗?
-
它需要在每个玩家回合开始时更新,至少每 5 分钟更新一次
-
通常在您的代码中遵循这个方向:避免在 javaFX 线程之外更改 javaFX SceneGraph(如果您不确定在哪个线程中使用 Platform.isFxApplicationThread()),否则您必须使用 Platform.runLater () 但不要过度使用它会导致应用程序滞后。要在其他线程中运行代码检查docs.oracle.com/javafx/2/threads/jfxpub-threads.htm。我问它更新速度有多快,以防你想使用 javaFX AnimationTimer 快速更新download.java.net/jdk8/jfxdocs/javafx/animation/…
标签: java user-interface debugging javafx breakpoints