Witam wszystkich, chciałbym podzielić "screen" na dwie części, by np: w lewej części było menu, a w drugiej gra/symulacja. Myślałem o layoutach, lecz nie bardzo wiem jak ich użyć by były powiązane z klasą "Screen".
package Main;
import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.JFrame;
import Graphics.Screen;
public class MainClass extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
private Thread thread;
private JFrame frame;
private Screen screen;
private Toolkit kit = Toolkit.getDefaultToolkit();
private Dimension screenSize = kit.getScreenSize();
private int width = screenSize.width;
private int height = screenSize.height;
private BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
private int[] pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData();
private boolean running = false;
public MainClass() {
getPreferredSize();
screen = new Screen(width, height);
frame = new JFrame();
}
public synchronized void start() {
running = true;
thread = new Thread(this, "Simulation");
thread.start();
}
public synchronized void stop() {
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
@Override
public void run() {
while (running) {
update();
render();
}
}
public void update() {
}
public void render() {
BufferStrategy strategy = getBufferStrategy();
if(strategy == null) {
createBufferStrategy(3);
return;
}
Graphics g = strategy.getDrawGraphics();
/*drawing stuff
*
*/
screen.clear();
screen.render();
for (int i = 0; i < pixels.length; i++)
pixels[i] = screen.pixels[i];
g.drawImage(image, 0, 0, getWidth(), getHeight(), null);
g.dispose();
strategy.show();
}
public Dimension getPreferredSize() {
int screenHeight = screenSize.height;
int screenWidth = screenSize.width;
return new Dimension(screenWidth, screenHeight);
}
public static void main(String[] args) {
MainClass main = new MainClass();
main.frame.setTitle("Simulation");
main.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
main.frame.setExtendedState(JFrame.MAXIMIZED_BOTH);
main.frame.setVisible(true);
main.frame.add(main);
main.frame.pack();
main.start();
}
}
package Graphics;
public class Screen{
protected int width, height;
public int[] pixels;
private int time = 0;
private int counter = 0;
public Screen(int width, int height) {
this.width = width;
this.height = height;
pixels = new int [width * height];
}
public void clear() {
for (int i = 0; i < pixels.length; i++) {
pixels[i] = 0;
}
}
public void render() {
counter++;
if(counter % 100 == 0) {
time++;
}
for (int i = 0; i < height; i++) {
for (int j = 0; j < width; j++) {
pixels[j + i * width] = 0x5499f8;
}
}
}
}
Drugim pomysłem jest podzielenie screenu na lewą i prawą strone, utworzenie dwóch obiektów screenMenu, screenGame i przekazanie jako parametry odpowiednio szerokość i wysokość.