请看我的代码片段,它有什么问题,当 Swing 计时器统计数据重复绘制在 jpnael 上时,它会冻结 GUI ??
class WaveformPanel extends JPanel {
Timer graphTimer = null;
AudioInfo helper = null;
WaveformPanel() {
setPreferredSize(new Dimension(200, 80));
setBorder(BorderFactory.createLineBorder(Color.BLACK));
graphTimer = new Timer(15, new TimerDrawing());
}
/**
*
*/
private static final long serialVersionUID = 969991141812736791L;
protected final Color BACKGROUND_COLOR = Color.white;
protected final Color REFERENCE_LINE_COLOR = Color.black;
protected final Color WAVEFORM_COLOR = Color.red;
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int lineHeight = getHeight() / 2;
g.setColor(REFERENCE_LINE_COLOR);
g.drawLine(0, lineHeight, (int) getWidth(), lineHeight);
if (helper == null) {
return;
}
drawWaveform(g, helper.getAudio(0));
}
protected void drawWaveform(Graphics g, int[] samples) {
if (samples == null) {
return;
}
int oldX = 0;
int oldY = (int) (getHeight() / 2);
int xIndex = 0;
int increment = helper.getIncrement(helper
.getXScaleFactor(getWidth()));
g.setColor(WAVEFORM_COLOR);
int t = 0;
for (t = 0; t < increment; t += increment) {
g.drawLine(oldX, oldY, xIndex, oldY);
xIndex++;
oldX = xIndex;
}
for (; t < samples.length; t += increment) {
double scaleFactor = helper.getYScaleFactor(getHeight());
double scaledSample = samples[t] * scaleFactor;
int y = (int) ((getHeight() / 2) - (scaledSample));
g.drawLine(oldX, oldY, xIndex, y);
xIndex++;
oldX = xIndex;
oldY = y;
}
}
public void setAnimation(boolean turnon) {
if (turnon) {
graphTimer.start();
} else {
graphTimer.stop();
}
}
class TimerDrawing implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
byte[] bytes = captureThread.getTempBuffer();
if (helper != null) {
helper.setBytes(bytes);
} else {
helper = new AudioInfo(bytes);
}
repaint();
}
}
}
我正在从其父类调用 WaveFormPanel 的 setAnimation。当动画开始时,它不会绘制任何东西,但会冻结。请给我解决方案。
谢谢 米希尔·帕雷克
java.swingx.Timer
在ActionPerformed
中调用EDT
。接下来的问题是,什么需要时间来渲染。这可能是对 captureThread.getTempBuffer
的调用,也可能是帮助的构建,但我怀疑这只是您要绘制的大量数据。
最近在玩这个,处理波形需要相当多的时间
一个建议可能是减少您绘制的样本数量。与其绘制每个样本点,不如根据组件的宽度每隔一秒或第四个样本点绘制一次。你仍然应该得到同样的东西,但没有所有的工作......
已更新
所有样本,2.18 秒
每 4 个样本,0.711 秒
每 8 个样本,0.450 秒
然后根据计时器进行绘制,也许您需要根据批量数据进行绘制。
由于您的加载程序线程有数据“块”,因此可能会绘制它。
正如 HoverCraftFullOfEels 所建议的那样,您可以先将其绘制到 BufferedImage,然后再将其绘制到屏幕上...
SwingWorker 或许可以为您实现这个
已更新
这是我用来绘制上述样本的代码。
// Samples is a 2D int array (int[][]), where the first index is the channel, the second is the sample for that channel
if (samples != null) {
Graphics2D g2d = (Graphics2D) g;
int length = samples[0].length;
int width = getWidth() - 1;
int height = getHeight() - 1;
int oldX = 0;
int oldY = height / 2;
int frame = 0;
// min, max is the min/max range of the samples, ie the highest and lowest samples
int range = max + (min * -2);
float scale = (float) height / (float) range;
int minY = Math.round(((height / 2) + (min * scale)));
int maxY = Math.round(((height / 2) + (max * scale)));
LinearGradientPaint lgp = new LinearGradientPaint(
new Point2D.Float(0, minY),
new Point2D.Float(0, maxY),
new float[]{0f, 0.5f, 1f},
new Color[]{Color.BLUE, Color.RED, Color.BLUE});
g2d.setPaint(lgp);
for (int sample : samples[0]) {
if (sample % 64 == 0) {
int x = Math.round(((float) frame / (float) length) * width);
int y = Math.round((height / 2) + (sample * scale));
g2d.drawLine(oldX, oldY, x, y);
oldX = x;
oldY = y;
}
frame++;
}
}
我使用
AudioStream
流加载 Wav 文件并生成 2D 样本。
我猜您的波形图代码(从
paintComponent(...)
方法中调用)花费的时间比您想象的要长,并且占用了 Swing 绘画和 EDT。
如果这是我的代码,我会考虑将我的波浪绘制到 BufferedImages once,从这些图像制作 ImageIcons,然后简单地交换我的 Swing Timer 中的图标。