我在本机代码中做了一些位图动画,所以我需要每帧重绘一次ImageView:
class MyImageView extends ImageView
{
...
protected void onDraw( Canvas canvas )
{
native_drawStuff( handle, canvas );
invalidate();
}
}
似乎一切都很好,除了Traceview显示:
我不了解你,但这似乎有些荒谬。 native_drawStuff()设置位图的每个像素,然后将位图绘制到画布,而一个简单的invalidate()调用几乎 4倍?位图也不小(RGBA_8888,从50k到300k像素)。
鉴于我需要每帧重绘整个ImageView,有没有更好的方法呢?我见过的唯一的建议就是只使你需要重绘的视图部分无效,但就我而言,无论如何这都是整个事情。
答案 0 :(得分:2)
API 14为此引入了完美的课程:TextureView
TextureView可用于显示内容流。这样的内容 流可以例如是视频或OpenGL场景。内容 流可以来自应用程序的进程以及远程 过程
Romain Guy发布了一个示例,说明如何从另一个线程将内容流式传输到TextureView:https://groups.google.com/forum/#!topic/android-developers/_Ogjc8sozpA。我在这里复制它是为了后人:
import android.app.Activity;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.PorterDuff;
import android.graphics.SurfaceTexture;
import android.os.Bundle;
import android.view.Gravity;
import android.view.TextureView;
import android.widget.FrameLayout;
@SuppressWarnings({"UnusedDeclaration"})
public class CanvasTextureViewActivity extends Activity
implements TextureView.SurfaceTextureListener {
private TextureView mTextureView;
private CanvasTextureViewActivity.RenderingThread mThread;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
FrameLayout content = new FrameLayout(this);
mTextureView = new TextureView(this);
mTextureView.setSurfaceTextureListener(this);
mTextureView.setOpaque(false);
content.addView(mTextureView, new FrameLayout.LayoutParams(500, 500, Gravity.CENTER));
setContentView(content);
}
@Override
public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) {
mThread = new RenderingThread(mTextureView);
mThread.start();
}
@Override
public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
// Ignored
}
@Override
public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
if (mThread != null) mThread.stopRendering();
return true;
}
@Override
public void onSurfaceTextureUpdated(SurfaceTexture surface) {
// Ignored
}
private static class RenderingThread extends Thread {
private final TextureView mSurface;
private volatile boolean mRunning = true;
public RenderingThread(TextureView surface) {
mSurface = surface;
}
@Override
public void run() {
float x = 0.0f;
float y = 0.0f;
float speedX = 5.0f;
float speedY = 3.0f;
Paint paint = new Paint();
paint.setColor(0xff00ff00);
while (mRunning && !Thread.interrupted()) {
final Canvas canvas = mSurface.lockCanvas(null);
try {
canvas.drawColor(0x00000000, PorterDuff.Mode.CLEAR);
canvas.drawRect(x, y, x + 20.0f, y + 20.0f, paint);
} finally {
mSurface.unlockCanvasAndPost(canvas);
}
if (x + 20.0f + speedX >= mSurface.getWidth() || x + speedX <= 0.0f) {
speedX = -speedX;
}
if (y + 20.0f + speedY >= mSurface.getHeight() || y + speedY <= 0.0f) {
speedY = -speedY;
}
x += speedX;
y += speedY;
try {
Thread.sleep(15);
} catch (InterruptedException e) {
// Interrupted
}
}
}
void stopRendering() {
interrupt();
mRunning = false;
}
}
}
答案 1 :(得分:-1)
你不应该在onDraw中调用invalidate(),因为invalidate()在UI线程上尽快调用onDraw()。你应该使用postInvalidateDelayed(delayMilliseconds); (如果您想要间隔刷新视图,或使用不同的Thread或Handler,则不是故意在onDraw()中)。 如果您尝试频繁刷新视图,请使用:
YourView v;
//starting refreshing view , prefer to start it in onresume
Runnable updateRunnable = new Runnable(){
@Override
public void run(){
v.invalidate();
v.postDelayed(updateRunnable, 1000 / 30);//1000 ms / 30fps
}
};
v.post(updateRunnable);
...
//stopping it
v.removeCallbacks(updateRunnable);//prefer to do it in onpause
这将以30fps更新您的视图。如果你的表现可以处理它。