Java 用鼠标而不是键盘选择按钮
嗨,我为我的游戏制作了一个暂停菜单,你可以用键盘上的箭头键在其中导航。我的问题是,我该如何使用鼠标导航,然后单击按钮,而不必使用箭头键 代码如下:Java 用鼠标而不是键盘选择按钮,java,button,menu,Java,Button,Menu,嗨,我为我的游戏制作了一个暂停菜单,你可以用键盘上的箭头键在其中导航。我的问题是,我该如何使用鼠标导航,然后单击按钮,而不必使用箭头键 代码如下: public class InGameMenu implements KeyListener { private String[] string = { "Resume Game", "Options", "Save Game", "Load Game", "Exit Game" }; private String[] optionStrings
public class InGameMenu implements KeyListener {
private String[] string = { "Resume Game", "Options", "Save Game", "Load Game", "Exit Game" };
private String[] optionStrings = { "Help", "Back" };
public static int selected = 0;
private int space = 25;
public int width = 800;
public int height = 600;
public static boolean isInMenu = true;
public static boolean isInOptions = false;
public static boolean saving = false;
public static boolean loading = false;
public InGameMenu() {
}
public void tick() {
}
public void render(Graphics g) {
g.setColor(new Color(0, 0, 0, 90));
g.fillRect(0, 0, Component.width, Component.height);
if (isInMenu) {
g.setColor(Color.LIGHT_GRAY);
if (saving) {
g.drawString("Saving", Component.width / 2 / Component.pixelSize - (int) (Component.width / 25), 35);
}
if (loading) {
g.drawString("Loading", Component.width / 2 / Component.pixelSize - (int) (Component.width / 25), 35);
}
for (int i = 0; i < string.length; i++) {
if (selected == i) {
g.setColor(Color.RED);
} else {
g.setColor(Color.WHITE);
}
g.drawString(string[i], Component.width / 2 / Component.pixelSize - (int) (Component.width / 17.5), Component.height / 8 + (i * space));
}
} else if (isInOptions) {
for (int i = 0; i < optionStrings.length; i++) {
if (selected == i) {
g.setColor(Color.RED);
} else {
g.setColor(Color.WHITE);
}
g.drawString(optionStrings[i], Component.width / 2 / Component.pixelSize - (int) (Component.width / 17.5), Component.height / 8 + (i * space));
}
}
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (isInMenu) {
if (key == KeyEvent.VK_UP) {
selected--;
if (selected < 0) {
selected = string.length - 1;
}
}
if (key == KeyEvent.VK_DOWN) {
selected++;
if (selected > string.length - 1) {
selected = 0;
}
}
if (key == KeyEvent.VK_ENTER) {
if (selected == 0) {
Component.isInMenu = false;
} else if (selected == 1) {
isInMenu = false;
isInOptions = true;
selected = 0;
} else if (selected == 2) {
saving = true;
SaveLoad.save();
saving = false;
} else if (selected == 3) {
loading = true;
SaveLoad.load();
loading = false;
} else if (selected == 4) {
System.exit(0);
}
}
} else if (isInOptions) {
if (key == KeyEvent.VK_UP) {
selected--;
if (selected < 0) {
selected = optionStrings.length - 1;
}
}
if (key == KeyEvent.VK_DOWN) {
selected++;
if (selected > optionStrings.length - 1) {
selected = 0;
}
}
if (key == KeyEvent.VK_ENTER) {
if (selected == 0) {
System.out.println("HELP");
} else if (selected == 1) {
isInOptions = false;
isInMenu = true;
}
}
}
}
public void keyReleased(KeyEvent e) {
}
public void keyTyped(KeyEvent e) {
}
}
您也可以实现MouseListener
您可以从MouseListener添加以下方法:
首先,必须获得文本的边界x、y、宽度和高度。
您已经有了x和y:
您可以通过FontgetStringBoundsString、FontRenderContext确定宽度和高度:
需要边界来确定鼠标在单击时是否悬停在文本上
接下来,必须维护每个菜单项的边界。
现在,您只在string和OptionString中维护名称。您需要维护每个菜单项的x、y、宽度和高度
由于每个菜单项都有自己的名称、大小和位置,因此创建由以下属性组成的新类型会更容易:
public class Label {
private String name;
private Font font;
private int x, y;
private int width, height;
public Label(String name, Font font, int x, int y, int width, int height) {
this.name = name;
this.font = font;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
}
您可以使用标签[],而不是字符串[]。尽管出于更高级别的功能,更倾向于使用列表:
public class InGameMenu implements MouseListener {
private List<Label> labels;
public void mousePressed(MouseEvent event) {
int x = event.getX();
int y = event.getY();
labels.forEach(label -> {
// if (mouse hovering over label)
// ...
});
}
}
现在,您可以轻松确定鼠标是否悬停在特定标签上:
public void mousePressed(MouseEvent event) {
int x = event.getX();
int y = event.getY();
labels.forEach(label -> {
if(label.containsPoint(x, y)) {
//...
}
});
}
最后,您必须确定单击了哪个标签
有很多方法可以做到这一点。您可以独立维护标签并检查每个标签,而不是列表:
public class InGameMenu implements MouseListener {
private Label startLabel;
private Label loadLabel;
public InGameMenu(Label startLabel, Label loadLabel) {
this.startLabel = startLabel;
this.loadLabel = loadLabel;
}
public void mousePressed(MouseEvent event) {
int x = event.getX();
int y = event.getY();
if(startLabel.containsPoint(x, y)) {
//start game
} else if(loadLabel.containsPoint(x, y)) {
//load game
}
}
}
但这并不是动态的,因为InGameMenu被迫知道它拥有的每个标签,添加标签将是一件痛苦的事情
更好的方法是在InGameMenu之外创建所有标签对象,如上例所示:
FontRenderContext renderContext = ...;
Font font = ...;
// start label
String labelText = "Start";
Rectangle2D labelBounds = font.getStringBounds(labelText, renderContext);
int x = ...;
int y = ...;
int width = (int) labelBounds.getWidth();
int height = (int) labelBounds.getHeight();
Label label = new Label(labelText, font, labelX, labelY, labelWidth, labelHeight);
// list of all labels for menu
List<Label> labels = new ArrayList<>();
labels.add(label);
InGameMenu menu = new InGameMenu(labels);
然后允许Label接受回调函数:
public class Label {
private String name;
private Font font;
private int x, y;
private int width, height;
private Runnable onClick;
public Label(String name, Font font, int x, int y, int width, int height, Runnable onClick) {
this.name = name;
this.font = font;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.onClick = onClick;
}
public void click() {
onClick.run();
}
//...
}
因此,当您创建标签对象时,您可以为它们提供利用外部数据的操作,例如GameStateManager或其他:
Runnable onClick = () -> System.out.println("Start button was clicked!");
Label label = new Label("Start", ..., onClick);
getButton指定按下了哪个鼠标按钮。它不能确定压力机发生在何处。你测试过这个吗?这是如何决定选择了哪一项的?@VinceEmigh捕捉得很好!对不起,关于那件事。我会解决的。提示:建议使用字体,这样他们就可以使用FontMetrics。使用metrics中的getWidth和getHeight,加上文本的x和y位置,您可以检查鼠标是否在该区域单击。有人找到了解决方案吗?@Artem是的,请查看我的答案。咖啡馆,你也可以去看看
public void mousePressed(MouseEvent event) {
int x = event.getX();
int y = event.getY();
labels.forEach(label -> {
if(label.containsPoint(x, y)) {
//...
}
});
}
public class InGameMenu implements MouseListener {
private Label startLabel;
private Label loadLabel;
public InGameMenu(Label startLabel, Label loadLabel) {
this.startLabel = startLabel;
this.loadLabel = loadLabel;
}
public void mousePressed(MouseEvent event) {
int x = event.getX();
int y = event.getY();
if(startLabel.containsPoint(x, y)) {
//start game
} else if(loadLabel.containsPoint(x, y)) {
//load game
}
}
}
FontRenderContext renderContext = ...;
Font font = ...;
// start label
String labelText = "Start";
Rectangle2D labelBounds = font.getStringBounds(labelText, renderContext);
int x = ...;
int y = ...;
int width = (int) labelBounds.getWidth();
int height = (int) labelBounds.getHeight();
Label label = new Label(labelText, font, labelX, labelY, labelWidth, labelHeight);
// list of all labels for menu
List<Label> labels = new ArrayList<>();
labels.add(label);
InGameMenu menu = new InGameMenu(labels);
public class InGameMenu implements MouseListener {
private List<Label> labels;
public InGameMenu(List<Label> labels) {
this.labels = labels;
}
public void mousePressed(MouseEvent event) {
int x = event.getX();
int y = event.getY();
labels.forEach(label -> {
if(label.containsPoint(x, y))
label.click();
});
}
}
public class Label {
private String name;
private Font font;
private int x, y;
private int width, height;
private Runnable onClick;
public Label(String name, Font font, int x, int y, int width, int height, Runnable onClick) {
this.name = name;
this.font = font;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.onClick = onClick;
}
public void click() {
onClick.run();
}
//...
}
Runnable onClick = () -> System.out.println("Start button was clicked!");
Label label = new Label("Start", ..., onClick);