应用程序在尝试加载摄像头时减慢速度并停止响应(Java、Libgdx)
我正在制作一个带有摄像头集成的libgdx应用程序。在花了大约一周的时间来设置相机后(按照指南),我被一个函数调用卡住了。当我打开包含摄像头的游戏屏幕时,应用程序会减速并停止应答。Logcat上没有错误日志。问题是: 在AndroidDeviceCamera:应用程序在尝试加载摄像头时减慢速度并停止响应(Java、Libgdx),java,android,eclipse,libgdx,android-camera,Java,Android,Eclipse,Libgdx,Android Camera,我正在制作一个带有摄像头集成的libgdx应用程序。在花了大约一周的时间来设置相机后(按照指南),我被一个函数调用卡住了。当我打开包含摄像头的游戏屏幕时,应用程序会减速并停止应答。Logcat上没有错误日志。问题是: 在AndroidDeviceCamera: activity.setFixedSize(1600,1200); 在AndroidLauncher: public void setFixedSize(int width, int height) {
activity.setFixedSize(1600,1200);
在AndroidLauncher:
public void setFixedSize(int width, int height) {
if (graphics.getView() instanceof SurfaceView) {
SurfaceView glView = (SurfaceView) graphics.getView();
glView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
glView.getHolder().setFixedSize(width, height);
}
}
package com.temp.name;
import com.badlogic.gdx.backends.android.AndroidApplication;
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration;
import com.temp.name.tools.DeviceCamera;
import android.graphics.PixelFormat;
import android.os.Bundle;
import android.util.Log;
import android.view.SurfaceView;
public class AndroidLauncher extends AndroidApplication{
@Override
protected void onCreate (Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
config.r = 8;
config.g = 8;
config.b = 8;
config.a = 8;
DeviceCamera deviceCamera = new AndroidDeviceCamera(this);
initialize(new TempName(deviceCamera), config);
}
public void post(Runnable r) {
handler.post(r);
}
public void setFixedSize(int width, int height) {
if (graphics.getView() instanceof SurfaceView) {
SurfaceView glView = (SurfaceView) graphics.getView();
glView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
glView.getHolder().setFixedSize(width, height);
}
}
}
完整代码:
安德鲁伊德拉舍尔:
public void setFixedSize(int width, int height) {
if (graphics.getView() instanceof SurfaceView) {
SurfaceView glView = (SurfaceView) graphics.getView();
glView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
glView.getHolder().setFixedSize(width, height);
}
}
package com.temp.name;
import com.badlogic.gdx.backends.android.AndroidApplication;
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration;
import com.temp.name.tools.DeviceCamera;
import android.graphics.PixelFormat;
import android.os.Bundle;
import android.util.Log;
import android.view.SurfaceView;
public class AndroidLauncher extends AndroidApplication{
@Override
protected void onCreate (Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
config.r = 8;
config.g = 8;
config.b = 8;
config.a = 8;
DeviceCamera deviceCamera = new AndroidDeviceCamera(this);
initialize(new TempName(deviceCamera), config);
}
public void post(Runnable r) {
handler.post(r);
}
public void setFixedSize(int width, int height) {
if (graphics.getView() instanceof SurfaceView) {
SurfaceView glView = (SurfaceView) graphics.getView();
glView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
glView.getHolder().setFixedSize(width, height);
}
}
}
对于其他类,我遵循该指南,尽管对LibGdx的更新进行了更正(由于该指南是在2013/12/30年编写的,一些命令,如cfg.useGL20,现在已经被弃用)
此外,我将deviceCamera实例从AndroidLauncher传递到主游戏类(TempName),然后从一个屏幕传递到另一个屏幕,直到调用摄影机的屏幕。顺便说一句,摄影机的调用方式如下:
//In the screen that should have the camera, inside the render() method
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if (deviceCamera != null) {
deviceCamera.prepareCameraAsync(); //deviceCamera here and below is from the interface DeviceCamera
deviceCamera.startPreview();
}
if (Gdx.input.isTouched()) {
if (TempName.mode == Mode.normal) {
TempName.mode = Mode.prepare;
if (deviceCamera != null) {
deviceCamera.prepareCameraAsync();
}
}
} else { // touch removed
if (TempName.mode == Mode.preview) {
TempName.mode = Mode.takePicture;
}
}
if (TempName.mode == Mode.takePicture) {
Gdx.gl20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
if (deviceCamera != null) {
deviceCamera.takePicture();
}
TempName.mode = Mode.waitForPictureReady;
} else if (TempName.mode == Mode.waitForPictureReady) {
Gdx.gl20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
} else if (TempName.mode == Mode.prepare) {
Gdx.gl20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
if (deviceCamera != null) {
if (deviceCamera.isReady()) {
deviceCamera.startPreviewAsync();
TempName.mode = Mode.preview;
}
}
} else if (TempName.mode == Mode.preview) {
Gdx.gl20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
} else { // TempName.mode = normal
Gdx.gl20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}
TempName类中的枚举:
public enum Mode {
normal,
prepare,
preview,
takePicture,
waitForPictureReady,
}
核心项目的DeviceCamera接口:
package com.temp.name.tools;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Pixmap;
public interface DeviceCamera {
void prepareCamera();
void startPreview();
void stopPreview();
void takePicture();
byte[] getPictureData();
void startPreviewAsync();
void stopPreviewAsync();
byte[] takePictureAsync(long timeout);
void saveAsJpeg(FileHandle jpgfile, Pixmap cameraPixmap);
boolean isReady();
void prepareCameraAsync();
}
那么,是什么导致了减速以及如何解决呢?
由于我刚开始使用Libgdx,我为愚蠢的错误道歉。此外,任何帮助都将不胜感激。这可能是一个不太可能实现的目标,但我在一个非游戏应用程序中使用了它来从相机获取图片 首先,确保你有使用相机的权限。注意:您不能仅在清单文件中指定权限,您必须通过对话框专门请求对其的权限。(如果您需要此代码,请告诉我) 启动摄影机,如下所示:
Intent cameraIntent = new Intent(android.provider.MediaStore.ACTION_IMAGE_CAPTURE);
cameraIntent.putExtra(MediaStore.EXTRA_SCREEN_ORIENTATION, ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
startActivityForResult(cameraIntent, Constants.CAMERA_REQUEST);
然后,您需要重写onActivityResult()的方法来获取请求。当用户完成拍照时,将调用此方法
@Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
if (requestCode == Constants.CAMERA_REQUEST && resultCode == RESULT_OK) {
Bitmap photo = (Bitmap) data.getExtras().get("data");
}
}
我不确定的是你的游戏是如何布局的,因为这些方法必须在活动的上下文中运行,所以你可能会将一个摄像头请求传递给更高级别的类,然后将结果传递给需要它的类。很抱歉我的回复太晚了。我试着在回答之前做这件事。我照你说的做了,效果很好!非常感谢。