例如,当我显示 JOptionPane.WARNING_MESSAGE
或显示 JOptionPane.ERROR_MESSAGE
时,我将如何播放用户设置的感叹声或错误声音?
最佳答案
我的假设 - 没有什么特别需要做的,JOptionPane 就是这样做 - 基于略读 BasicOptionPaneUI 代码并检查是否安装了 optionPane 的 audioActionMap。
播放音频的地方是在 ui 的 propertyChangeListener 上改变了它的祖先属性:
if ("ancestor" == e.getPropertyName()) {
JOptionPane op = (JOptionPane)e.getSource();
boolean isComingUp;
// if the old value is null, then the JOptionPane is being
// created since it didn't previously have an ancestor.
if (e.getOldValue() == null) {
isComingUp = true;
} else {
isComingUp = false;
}
// figure out what to do based on the message type
switch (op.getMessageType()) {
case JOptionPane.PLAIN_MESSAGE:
if (isComingUp) {
BasicLookAndFeel.playSound(optionPane,
"OptionPane.informationSound");
}
break;
// all other message types handled as well
}
已安装共享的 actionMap(延迟安装,因此 optionPane 必须可见一次)
assertTrue(UIManager.get("AuditoryCues.actionMap") instanceof ActionMap);
ActionMap map = (ActionMap) UIManager.get("AuditoryCues.actionMap");
assertNotNull(map.get("OptionPane.errorSound"));
在 OS (win 7) 级别上启用声音并在硬件上打开声音(仅用于测试)...WTF:但没有任何反应(并且假设被证明是错误的;-)
调试 session (我讨厌它......但偶尔......)结果并没有执行 audioAction,这里是涉及的方法:
static void playSound(JComponent c, Object actionKey) {
LookAndFeel laf = UIManager.getLookAndFeel();
if (laf instanceof BasicLookAndFeel) {
ActionMap map = c.getActionMap();
if (map != null) {
Action audioAction = map.get(actionKey);
if (audioAction != null) {
// pass off firing the Action to a utility method
// JW: we have an audioAction, so on to the next method
((BasicLookAndFeel)laf).playSound(audioAction);
}
}
}
}
protected void playSound(Action audioAction) {
if (audioAction != null) {
Object[] audioStrings = (Object[])
UIManager.get("AuditoryCues.playList");
if (audioStrings != null) {
// JW: here the action is performed ... except we don't reach this
....
}
}
这很令人惊讶,不是吗?毕竟, Action 是创建的,所以如果没有播放列表,为什么要创建它们?
问题来了:用于创建 Action 的列表是不同的列表
// in BasicLookAndFeel
protected ActionMap getAudioActionMap() {
ActionMap audioActionMap = (ActionMap)UIManager.get(
"AuditoryCues.actionMap");
if (audioActionMap == null) {
// here it's named cueList
Object[] acList = (Object[])UIManager.get("AuditoryCues.cueList");
}
列表不同的原因是……允许 LAF 自定义实际要播放的声音
// BasicLookAndFeel
// *** Auditory Feedback
"AuditoryCues.cueList", allAuditoryCues,
// this key defines which of the various cues to render.
// L&Fs that want auditory feedback NEED to override playList.
"AuditoryCues.playList", null,
Oooookaaayy .. 让我们看看具体的 LAF 在做什么,f.i.获胜:
// *** Auditory Feedback
// this key defines which of the various cues to render
// Overridden from BasicL&F. This L&F should play all sounds
// all the time. The infrastructure decides what to play.
// This is disabled until sound bugs can be resolved.
"AuditoryCues.playList", null, // table.get("AuditoryCues.cueList"),
停产。
不完全 :-) 这个评论暗示了什么是可行的:
Object[] cueList = (Object[]) UIManager.get("AuditoryCues.cueList");
UIManager.put("AuditoryCues.playList", cueList);
这实际上对 WindowsLAF 有效(甚至尊重操作系统声音架构 - 最重要的是 - 如果禁用则不播放),但不适用于任何其他核心 LAF。
关于java - 显示 JOptionPane 窗口时使用 Windows 声音,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/12128231/