SurfaceView的简单分析和使用
- SurfaceView
- SurfaceHolder
- SurfaceView的简单使用
SurfaceView的原理分析
- 最近公司有一个任务是优化一个复杂场景的动画,动画UI的更新靠的是一个做了大量耗时操作的回调,导致主线程被阻塞,动画卡顿非常明显。要想优化这里的动画无非两个思路,第一就是减轻主线程的压力,第二是将动画在其他线程处理。第一种方法比较传统,能达到优化的效果,但不彻底,而且目前这个回调用的是广播这种异步的方式,延迟和阻塞在所难免。第二种方式可以根本性的解决这个问题,Android中有个特殊的View可以在主线程(UI线程)之外向屏幕绘制图形,那就是SurfaceView,说起SurfaceView,大家好像都知道有这么回事,但似乎都用的比较少,所以我来简单总结下这个View的相关内容.
看下SurfaceView的源代码:
public class SurfaceView extends View {
static private final String TAG = "SurfaceView";
final ArrayList<SurfaceHolder.Callback> mCallbacks
= new ArrayList<SurfaceHolder.Callback>();
final ReentrantLock mSurfaceLock = new ReentrantLock();
final Surface mSurface = new Surface(); // Current surface in use
final Surface mNewSurface = new Surface(); // New surface we are switching to
从源码中可以看到,SurfaceView继承了View,所以他会有普通View的所有特性,包括onMeasure、onLayout、onDraw等生命周期。普通的View会在当前window中的Surface中绘制(每个window对应一个Surface),而SurfaceView,可以从他的成员变量里看出,他拥有自己的Surface,这样做的目的也正是他的特殊之处,你可以创建一个专门的渲染线程在他的Surface上进行绘制,这样说并不严谨,每个Surface持有一个对应的Canvas,应该说是让Canvas来绘制。
SurfaceHolder
public interface SurfaceHolder {
public interface Callback {
public void surfaceCreated(SurfaceHolder holder);
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height);
public void surfaceDestroyed(SurfaceHolder holder);
}
public void addCallback(Callback callback);
public void removeCallback(Callback callback);
public boolean isCreating();
public Canvas lockCanvas();
public Canvas lockCanvas(Rect dirty);
public void unlockCanvasAndPost(Canvas canvas);
public Rect getSurfaceFrame();
public Surface getSurface();
}
- 每个SurfaceView中有一个SurfaceHolder,可以通过getHolder来得到他,他的作用是用来操作Surface,比较重要的两个方法是lockCanvas()和unlockCanvas();lockCanvas()可以锁定并得到Surface中的Canvas,我们可以直接操作Canvas绘制出我们想要的效果。
- SurfaceHolder有一个callback用于监听surface的创建,变化,和销毁。
protected void updateWindow(boolean force, boolean redrawNeeded) {
...
mSurfaceLock.lock();
try {
redrawNeeded |= creating | reportDrawNeeded;
SurfaceHolder.Callback callbacks[] = null;
final boolean surfaceChanged = (relayoutResult
& WindowManagerGlobal.RELAYOUT_RES_SURFACE_CHANGED) != 0;
if (mSurfaceCreated && (surfaceChanged || (!visible && visibleChanged))) {
mSurfaceCreated = false;
if (mSurface.isValid()) {
if (DEBUG) Log.i(TAG, "visibleChanged -- surfaceDestroyed");
callbacks = getSurfaceCallbacks();
for (SurfaceHolder.Callback c : callbacks) {
c.surfaceDestroyed(mSurfaceHolder);
}
}
}
mSurface.transferFrom(mNewSurface);
if (visible && mSurface.isValid()) {
if (!mSurfaceCreated && (surfaceChanged || visibleChanged)) {
mSurfaceCreated = true;
mIsCreating = true;
if (DEBUG) Log.i(TAG, "visibleChanged -- surfaceCreated");
if (callbacks == null) {
callbacks = getSurfaceCallbacks();
}
for (SurfaceHolder.Callback c : callbacks) {
c.surfaceCreated(mSurfaceHolder);
}
}
if (creating || formatChanged || sizeChanged
|| visibleChanged || realSizeChanged) {
if (DEBUG) Log.i(TAG, "surfaceChanged -- format=" + mFormat
+ " w=" + myWidth + " h=" + myHeight);
if (callbacks == null) {
callbacks = getSurfaceCallbacks();
}
for (SurfaceHolder.Callback c : callbacks) {
c.surfaceChanged(mSurfaceHolder, mFormat, myWidth, myHeight);
}
}
}
}
- 可以看到三个回调的调用时机,销毁时,如果Surface状态改变了,变成了不可见,那么Surface就销毁。判断完销毁后会有一个transferfrom转换Surface的过程,如果旧的Surface销毁了,会把新的Surface当做目前的Surface,至于转换过程有点看不懂,似乎只是拷贝一份NewSurface,旧的用完就释放掉。接下来的surfaceCreated非常简单,如果surface变得可见并且有效,则表示已经创建,而如果surface的格式、大小、可见性等发生变化,则调用surfaceChanged()。
SurfaceView的简单使用
SurfaceView的使用也比较简单,我们继承SurfaceView就可以解决问题。
public class ZZZSurfaceView extends SurfaceView implements SurfaceHolder.Callback {
private SurfaceHolder holder;
private MyThread mThread;
public ZZZSurfaceView(Context context) {
super(context);
//获取holder
holder = this.getHolder();
//添加回调
holder.addCallback(this);
//新建渲染线程
mThread = new MyThread();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
mThread.start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
//释放一些资源,停线程等
}
private class MyThread extends Thread {
@Override
public void run() {
while (isDraw) {
drawAnim();
}
super.run();
}
}
public void drawAnim() {
Canvas canvas = holder.lockCanvas();
try {
drawZZZ(canvas);
} catch (Exception e) {
e.printStackTrace();
} finally {
holder.unlockCanvasAndPost(canvas);
}
}
private void drawZZZ(Canvas canvas) {
//计算并绘制ZZZ动画
}
}
SurfaceView在一些UI线程可能会阻塞的情况下是一个优秀的动画解决方案,希望以后他可以在工作中帮到大家。