使用queueEvent()在渲染器和另一个类之间传递变量
问题内容:
我想将其他类的一些值传递给渲染器。渲染器计算出值之后,我在帮助器类中有了一个互斥锁,该互斥体应该告诉我渲染器已完成计算,因此我可以继续使用这些新值。我可以毫无问题地传递渲染器的值,但是我不知道如何找回它们。我目前使用一些静态变量,但是在渲染器更改它们之后,它们似乎丢失了。它们在我的其他课程中不可见。例:
一类
public class View extends SurfaceView{
private void doSomething(){
glSurfaceView.queueEvent(new Runnable() {
@Override
public void run() {
//..
renderer.calculate(stack);
}
});
}
private void doAnotherThing(){
//Never happens:
if(Helper.hasCalculated){
/...
}
}
}
在我的渲染器中 :
public class MyRenderer implements GLSurfaceView.Renderer{
private void calculate(Stack stack){
Helper.hasCalculated = true
}
}
我的助手班:
public class Helper{
public static volatile boolean hasCalculated = false;
}
hasCalculated在渲染器中肯定设置为true,但是我的其他类始终将其视为false。知道为什么吗?我最好的猜测是这是因为它在另一个线程中,但是我该如何解决呢?如果有更清洁,更安全的方法,我很高兴听到他的声音。
问题答案:
您可以在活动中将渲染器作为变量保存(不像mGLView.setRenderer(new MyRenderer());
很多人那样,而是MyRenderer myRenderer = new MyRenderer(); mGLView.setRenderer(myRenderer);
)。然后,您可以通过方法调用轻松地与渲染器进行通信。然后问题就归结为跨线程通信。我在下面放置了两个示例,一个示例用于非UI线程,GL线程和主UI线程之间的通信。第二个示例仅用于GL线程和UI线程之间的通信
public class Test3D extends Activity{
private MyRenderer renderer; // keep hold of the renderer as a variable in activity
private MyAsyncTask gameLoop;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
myRenderer = new MyRenderer(); // create the renderer object
GLSurfaceView mGLView = (GLSurfaceView)findViewById(R.id.glsurfaceview1);
mGLView.setEGLConfigChooser(true);
mGLView.setRenderer(myRenderer); // set the surfaceView to use the renderer
gameLoop = new MyAsyncTask();
gameLoop.execute(); // start a new, non-UI, thread to do something
}
/// non-UI thread (inner class of my Test3D activity)
class MyAsyncTask extends AsyncTask<Void, Void, Void>{
@Override
protected Void doInBackground(Void... arg0) {
myRenderer.startCalc(); // tell renderer to start calculation
while(!myRenderer.isFinishedCalc()){
// waiting for calc to finish, but not blocking UI thread
try {
long x = 1000;
Thread.sleep(x);
// sleep the thread for x amount of time to save cpu cycles
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
publishProgress(null);
// when calculation has finished, we will drop out of the loop
// and update the UI
}
protected void onProgressUpdate(Void... progress) {
// update UI
}
}
}
然后在渲染器中
public class MyRenderer implements Renderer{
private boolean startCalc = false;
private boolean finishCalc = false;
public void startCalc(){
finishCalc = false;
startCalc = true;
}
public boolean isFinishedCalc(){
return finishCalc;
}
public void onDraw(GL10 gl){
if(startCalc){
// do calculation using GL handle
// always performed in the GL thread
finishCalc = true;
startCalc = false;
}
// draw
}
}
我在上面的渲染器示例中使用了标志,但是,例如,如果您要告诉渲染器“加载此模型数组”,将其转换为队列将非常简单。由于您必须使用GL句柄将模型(或至少纹理)加载到GL线程中,因此可以让其他类和线程来执行逻辑,而仅在GL线程中完成GL的工作
另外,如果您只想在完成计算后更新UI线程,而不是与任何其他线程进行交互:
public class MyRenderer implements Renderer{
private Handler handler = null;
public static final int CALC_FINISHED = 1;
public void startCalc(Handler handler){
this.handler = handler;
}
public void onDraw(GL10 gl){
if(handler!=null){
// do calculation using GL handle
int flag = MyRenderer.CALC_FINISHED;
handler.dispatchMessage(Message.obtain(handler, flag));
// adds a message to the UI thread's message queue
handler = null;
}
// draw
}
}
然后从任何地方:
myRenderer.startCalc(new Handler(){
public void handleMessage (Message msg){
if(msg.what==MyRenderer.CALC_FINISHED){
// Update UI
// this code will always be executed in the UI thread
}
}
});