📄 gamecanvas.java
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/* * @(#)GameCanvas.java 1.39 02/10/11 @(#) * * Copyright (c) 2002 Sun Microsystems, Inc. All rights reserved. * PROPRIETARY/CONFIDENTIAL * Use is subject to license terms. */package javax.microedition.lcdui.game;import javax.microedition.lcdui.Image;import javax.microedition.lcdui.Graphics;import javax.microedition.lcdui.Canvas;import com.sun.midp.lcdui.DisplayAccess;import com.sun.midp.lcdui.GameMap;/** * The GameCanvas class provides the basis for a game user interface. In * addition to the features inherited from Canvas (commands, input events, * etc.) it also provides game-specific capabilities such as an * off-screen graphics buffer and the ability to query key status. * <p> * A dedicated buffer is created for each GameCanvas instance. Since a * unique buffer is provided for each GameCanvas instance, it is preferable * to re-use a single GameCanvas instance in the interests of minimizing * heap usage. The developer can assume that the contents of this buffer * are modified only by calls to the Graphics object(s) obtained from the * GameCanvas instance; the contents are not modified by external sources * such as other MIDlets or system-level notifications. The buffer is * initially filled with white pixels. * <p> * The buffer's size is set to the maximum dimensions of the GameCanvas. * However, the area that may be flushed is limited by the current * dimensions of the GameCanvas (as influenced by the presence of a Ticker, * Commands, etc.) when the flush is requested. The current dimensions of * the GameCanvas may be obtained by calling * {@link javax.microedition.lcdui.Canvas#getWidth getWidth} and * {@link javax.microedition.lcdui.Canvas#getHeight getHeight}. * <p> * A game may provide its own thread to run the game loop. A typical loop * will check for input, implement the game logic, and then render the updated * user interface. The following code illustrates the structure of a typcial * game loop: <code> * <pre> * // Get the Graphics object for the off-screen buffer * Graphics g = getGraphics(); * * while (true) { * // Check user input and update positions if necessary * int keyState = getKeyStates(); * if ((keyState & LEFT_PRESSED) != 0) { * sprite.move(-1, 0); * } * else if ((keyState & RIGHT_PRESSED) != 0) { * sprite.move(1, 0); * } * * // Clear the background to white * g.setColor(0xFFFFFF); * g.fillRect(0,0,getWidth(), getHeight()); * * // Draw the Sprite * sprite.paint(g); * * // Flush the off-screen buffer * flushGraphics(); * } * </pre> * </code> * <P> * @since MIDP 2.0 **/public abstract class GameCanvas extends Canvas{ /** * The bit representing the UP key. This constant has a value of * <code>0x0002</code> (1 << Canvas.UP). */ public static final int UP_PRESSED = 1 << Canvas.UP; /** * The bit representing the DOWN key. This constant has a value of * <code>0x0040</code> (1 << Canvas.DOWN). */ public static final int DOWN_PRESSED = 1 << Canvas.DOWN; /** * The bit representing the LEFT key. This constant has a value of * <code>0x0004</code> (1 << Canvas.LEFT). */ public static final int LEFT_PRESSED = 1 << Canvas.LEFT; /** * The bit representing the RIGHT key. This constant has a value of * <code>0x0020</code> (1 << Canvas.RIGHT). */ public static final int RIGHT_PRESSED = 1 << Canvas.RIGHT; /** * The bit representing the FIRE key. This constant has a value of * <code>0x0100</code> (1 << Canvas.FIRE). */ public static final int FIRE_PRESSED = 1 << Canvas.FIRE; /** * The bit representing the GAME_A key (may not be supported on all * devices). This constant has a value of * <code>0x0200</code> (1 << Canvas.GAME_A). */ public static final int GAME_A_PRESSED = 1 << Canvas.GAME_A; /** * The bit representing the GAME_B key (may not be supported on all * devices). This constant has a value of * <code>0x0400</code> (1 << Canvas.GAME_B). */ public static final int GAME_B_PRESSED = 1 << Canvas.GAME_B; /** * The bit representing the GAME_C key (may not be supported on all * devices). This constant has a value of * <code>0x0800</code> (1 << Canvas.GAME_C). */ public static final int GAME_C_PRESSED = 1 << Canvas.GAME_C; /** * The bit representing the GAME_D key (may not be supported on all * devices). This constant has a value of * <code>0x1000</code> (1 << Canvas.GAME_D). */ public static final int GAME_D_PRESSED = 1 << Canvas.GAME_D; /** * Height available to draw on in full screen mode. * */ private static final int FULLSCREEN_HEIGHT; /** * Width available to draw on in full screen mode. * */ private static final int FULLSCREEN_WIDTH; /** * currently every GameCanvas has one offscreen buffer * can be optimized so that we put a limit on no of offscreen buffers * an application can have */ private Image offscreen_buffer; /** * Creates a new instance of a GameCanvas. A new buffer is also created * for the GameCanvas and is initially filled with white pixels. * <p> * If the developer only needs to query key status using the getKeyStates * method, the regular key event mechanism can be suppressed for game keys * while this GameCanvas is shown. If not needed by the application, the * suppression of key events may improve performance by eliminating * unnecessary system calls to keyPressed, keyRepeated and keyReleased * methods. * <p> * If requested, key event suppression for a given GameCanvas is started * when it is shown (i.e. when showNotify is called) and stopped when it * is hidden (i.e. when hideNotify is called). Since the showing and * hiding of screens is serialized with the event queue, this arrangement * ensures that the suppression effects only those key events intended for * the corresponding GameCanvas. Thus, if key events are being generated * while another screen is still shown, those key events will continue to * be queued and dispatched until that screen is hidden and the GameCanvas * has replaced it. * <p> * Note that key events can be suppressed only for the defined game keys * (UP, DOWN, FIRE, etc.); key events are always generated for all other * keys. * <p> * @param suppressKeyEvents <code>true</code> to suppress the regular * key event mechanism for game keys, otherwise <code>false</code>. */ protected GameCanvas(boolean suppressKeyEvents) { // Create and offscreen Image object that // acts as the offscreen buffer to which we draw to. // the contents of this buffer are flushed to the display // only when flushGraphics() has been called. offscreen_buffer = Image.createImage(FULLSCREEN_WIDTH, FULLSCREEN_HEIGHT); setSuppressKeyEvents((Canvas)this, suppressKeyEvents); } /** * Obtains the Graphics object for rendering a GameCanvas. The returned * Graphics object renders to the off-screen buffer belonging to this * GameCanvas. * <p> * Rendering operations do not appear on the display until flushGraphics() * is called; flushing the buffer does not change its contents (the pixels * are not cleared as a result of the flushing operation). * <p> * A new Graphics object is created and returned each time this method is * called; therefore, the needed Graphics object(s) should be obtained * before the game starts then re-used while the game is running. * For each GameCanvas instance, all of the provided graphics objects will * render to the same off-screen buffer. * <P>
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