在开发移动应用程序的时候用到动画是家常便饭的事,但是你有没有想过它是怎么实现的呢?今天小弟就在此分析一下。
1 startAnimation 方法。
设置好animation变量,刷新父视图绘画缓存。
/**
* Start the specified animation now.
*
* @param animation the animation to start now
*/
public void startAnimation(Animation animation) {
animation.setStartTime(Animation.START_ON_FIRST_FRAME);
setAnimation(animation);
invalidateParentCaches();
invalidate(true);
}
2 invalidate
void invalidate(boolean invalidateCache) {
if (skipInvalidate()) {
return;
}
if ((mPrivateFlags & (PFLAG_DRAWN | PFLAG_HAS_BOUNDS)) == (PFLAG_DRAWN | PFLAG_HAS_BOUNDS) ||
(invalidateCache && (mPrivateFlags & PFLAG_DRAWING_CACHE_VALID) == PFLAG_DRAWING_CACHE_VALID) ||
(mPrivateFlags & PFLAG_INVALIDATED) != PFLAG_INVALIDATED || isOpaque() != mLastIsOpaque) {
mLastIsOpaque = isOpaque();
mPrivateFlags &= ~PFLAG_DRAWN;
mPrivateFlags |= PFLAG_DIRTY;
if (invalidateCache) {
mPrivateFlags |= PFLAG_INVALIDATED;
mPrivateFlags &= ~PFLAG_DRAWING_CACHE_VALID;
}
final AttachInfo ai = mAttachInfo;
final ViewParent p = mParent;
//noinspection PointlessBooleanExpression,ConstantConditions
if (!HardwareRenderer.RENDER_DIRTY_REGIONS) {
if (p != null && ai != null && ai.mHardwareAccelerated) {
// fast-track for GL-enabled applications; just invalidate the whole hierarchy
// with a null dirty rect, which tells the ViewAncestor to redraw everything
p.invalidateChild(this, null);
return;
}
}
if (p != null && ai != null) {
final Rect r = ai.mTmpInvalRect;
r.set(0, 0, mRight - mLeft, mBottom - mTop);
// Don't call invalidate -- we don't want to internally scroll
// our own bounds
p.invalidateChild(this, r);
}
}
}
由分析可知,将进入invalidateChild 方法。
3 invalidateChild
/**
* Don't call or override this method. It is used for the implementation of
* the view hierarchy.
*/
public final void invalidateChild(View child, final Rect dirty) {
ViewParent parent = this;
final AttachInfo attachInfo = mAttachInfo;
if (attachInfo != null) {
// If the child is drawing an animation, we want to copy this flag onto
// ourselves and the parent to make sure the invalidate request goes
// through
final boolean drawAnimation = (child.mPrivateFlags & PFLAG_DRAW_ANIMATION)
== PFLAG_DRAW_ANIMATION;
// Check whether the child that requests the invalidate is fully opaque
// Views being animated or transformed are not considered opaque because we may
// be invalidating their old position and need the parent to paint behind them.
Matrix childMatrix = child.getMatrix();
final boolean isOpaque = child.isOpaque() && !drawAnimation &&
child.getAnimation() == null && childMatrix.isIdentity();
// Mark the child as dirty, using the appropriate flag
// Make sure we do not set both flags at the same time
int opaqueFlag = isOpaque ? PFLAG_DIRTY_OPAQUE : PFLAG_DIRTY;
if (child.mLayerType != LAYER_TYPE_NONE) {
mPrivateFlags |= PFLAG_INVALIDATED;
mPrivateFlags &= ~PFLAG_DRAWING_CACHE_VALID;
child.mLocalDirtyRect.union(dirty);
}
final int[] location = attachInfo.mInvalidateChildLocation;
location[CHILD_LEFT_INDEX] = child.mLeft;
location[CHILD_TOP_INDEX] = child.mTop;
if (!childMatrix.isIdentity() ||
(mGroupFlags & ViewGroup.FLAG_SUPPORT_STATIC_TRANSFORMATIONS) != 0) {
RectF boundingRect = attachInfo.mTmpTransformRect;
boundingRect.set(dirty);
Matrix transformMatrix;
if ((mGroupFlags & ViewGroup.FLAG_SUPPORT_STATIC_TRANSFORMATIONS) != 0) {
Transformation t = attachInfo.mTmpTransformation;
boolean transformed = getChildStaticTransformation(child, t);
if (transformed) {
transformMatrix = attachInfo.mTmpMatrix;
transformMatrix.set(t.getMatrix());
if (!childMatrix.isIdentity()) {
transformMatrix.preConcat(childMatrix);
}
} else {
transformMatrix = childMatrix;
}
} else {
transformMatrix = childMatrix;
}
transformMatrix.mapRect(boundingRect);
dirty.set((int) (boundingRect.left - 0.5f),
(int) (boundingRect.top - 0.5f),
(int) (boundingRect.right + 0.5f),
(int) (boundingRect.bottom + 0.5f));
}
do {
View view = null;
if (parent instanceof View) {
view = (View) parent;
}
if (drawAnimation) {
if (view != null) {
view.mPrivateFlags |= PFLAG_DRAW_ANIMATION;
} else if (parent instanceof ViewRootImpl) {
((ViewRootImpl) parent).mIsAnimating = true;
}
}
// If the parent is dirty opaque or not dirty, mark it dirty with the opaque
// flag coming from the child that initiated the invalidate
if (view != null) {
if ((view.mViewFlags & FADING_EDGE_MASK) != 0 &&
view.getSolidColor() == 0) {
opaqueFlag = PFLAG_DIRTY;
}
if ((view.mPrivateFlags & PFLAG_DIRTY_MASK) != PFLAG_DIRTY) {
view.mPrivateFlags = (view.mPrivateFlags & ~PFLAG_DIRTY_MASK) | opaqueFlag;
}
}
parent = parent.invalidateChildInParent(location, dirty);
if (view != null) {
// Account for transform on current parent
Matrix m = view.getMatrix();
if (!m.isIdentity()) {
RectF boundingRect = attachInfo.mTmpTransformRect;
boundingRect.set(dirty);
m.mapRect(boundingRect);
dirty.set((int) (boundingRect.left - 0.5f),
(int) (boundingRect.top - 0.5f),
(int) (boundingRect.right + 0.5f),
(int) (boundingRect.bottom + 0.5f));
}
}
} while (parent != null);
}
}
(首先来看这个方法是不允许重载的,为什么呢?在个人看来,这是出于对Android API的一种保护机制。这是视图刷新的人口。)
分析可知:view.mPrivateFlags|PFLAG_DRAW_ANIMATION; 中加上了动画状态。(google用这种方式记录view的私有状态,是一种很好的方式,既提高了效率,也减少了不必要的变量)。通过这个函数之后,我们到了ViewRootImpl.
4 ViewRootImpl invalidateChildInParent
@Override
public ViewParent invalidateChildInParent(int[] location, Rect dirty) {
checkThread();
if (DEBUG_DRAW) Log.v(TAG, "Invalidate child: " + dirty);
if (dirty == null) {
invalidate();
return null;
} else if (dirty.isEmpty() && !mIsAnimating) {
return null;
}
if (mCurScrollY != 0 || mTranslator != null) {
mTempRect.set(dirty);
dirty = mTempRect;
if (mCurScrollY != 0) {
dirty.offset(0, -mCurScrollY);
}
if (mTranslator != null) {
mTranslator.translateRectInAppWindowToScreen(dirty);
}
if (mAttachInfo.mScalingRequired) {
dirty.inset(-1, -1);
}
}
final Rect localDirty = mDirty;
if (!localDirty.isEmpty() && !localDirty.contains(dirty)) {
mAttachInfo.mSetIgnoreDirtyState = true;
mAttachInfo.mIgnoreDirtyState = true;
}
// Add the new dirty rect to the current one
localDirty.union(dirty.left, dirty.top, dirty.right, dirty.bottom);
// Intersect with the bounds of the window to skip
// updates that lie outside of the visible region
final float appScale = mAttachInfo.mApplicationScale;
final boolean intersected = localDirty.intersect(0, 0,
(int) (mWidth * appScale + 0.5f), (int) (mHeight * appScale + 0.5f));
if (!intersected) {
localDirty.setEmpty();
}
if (!mWillDrawSoon && (intersected || mIsAnimating)) {
scheduleTraversals();
}
return null;
}
这个方法主要作用是先确定哪些区域重新绘画,然后遍历绘画。接下来分析scheduleTraversals.
void scheduleTraversals() {
if (!mTraversalScheduled) {
mTraversalScheduled = true;
mTraversalBarrier = mHandler.getLooper().postSyncBarrier();
mChoreographer.postCallback(
Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
scheduleConsumeBatchedInput();
}
}
接下来进入Choreographer 中的posCallback。对于Choreographe这个类非常的重要,它简单来说是一个消息处理器,包括用户输入,动画,绘图。
private void postCallbackDelayedInternal(int callbackType,
Object action, Object token, long delayMillis) {
if (DEBUG) {
Log.d(TAG, "PostCallback: type=" + callbackType
+ ", action=" + action + ", token=" + token
+ ", delayMillis=" + delayMillis);
}
synchronized (mLock) {
final long now = SystemClock.uptimeMillis();
final long dueTime = now + delayMillis;
mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
if (dueTime <= now) {
scheduleFrameLocked(now);
} else {
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
msg.arg1 = callbackType;
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, dueTime);
}
}
}
这个方法主要是把所要做的刷新动作加入到列表中。
private void scheduleFrameLocked(long now) {
if (!mFrameScheduled) {
mFrameScheduled = true;
if (USE_VSYNC) {
if (DEBUG) {
Log.d(TAG, "Scheduling next frame on vsync.");
}
// If running on the Looper thread, then schedule the vsync immediately,
// otherwise post a message to schedule the vsync from the UI thread
// as soon as possible.
if (isRunningOnLooperThreadLocked()) {
scheduleVsyncLocked();
} else {
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
msg.setAsynchronous(true);
mHandler.sendMessageAtFrontOfQueue(msg);
}
} else {
final long nextFrameTime = Math.max(
mLastFrameTimeNanos / NANOS_PER_MS + sFrameDelay, now);
if (DEBUG) {
Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
}
Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, nextFrameTime);
}
}
这个 USE_VSYN是4.1之后才引入了,采用了三重缓存,大大提高了绘画效率。具体的可以查看官方资料对其描述。这个字段默认为true。一般情况下isRunningOnLooperThreadLocked()==true.
接下来分析
5 scheduleVsyncLocked();
private void scheduleVsyncLocked() {
mDisplayEventReceiver.scheduleVsync();
}
这个方法是一个native方法会回调onVsync()方法。鉴于篇幅的原因,在此补贴其具体源码。大概意思就是把它自身的runnable加入到队列中。
接下来执行调用run()。run调用doFrame方法。
6 doFrame
void doFrame(long frameTimeNanos, int frame) {
final long startNanos;
synchronized (mLock) {
if (!mFrameScheduled) {
return; // no work to do
}
startNanos = System.nanoTime();
final long jitterNanos = startNanos - frameTimeNanos;
if (jitterNanos >= mFrameIntervalNanos) {
final long skippedFrames = jitterNanos / mFrameIntervalNanos;//mFrameIntervalNanos是屏幕刷新周期
if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) { //如果跳过的帧数大于30,就存在跳帧现象,说明主线程做了太多的工作
Log.i(TAG, "Skipped " + skippedFrames + " frames! "
+ "The application may be doing too much work on its main thread.");
}
final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;//
if (DEBUG) {
Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "
+ "which is more than the frame interval of "
+ (mFrameIntervalNanos * 0.000001f) + " ms! "
+ "Skipping " + skippedFrames + " frames and setting frame "
+ "time to " + (lastFrameOffset * 0.000001f) + " ms in the past.");
}
frameTimeNanos = startNanos - lastFrameOffset;
}
//跳帧情况判断
if (frameTimeNanos < mLastFrameTimeNanos) {
if (DEBUG) {
Log.d(TAG, "Frame time appears to be going backwards. May be due to a "
+ "previously skipped frame. Waiting for next vsync.");
}
scheduleVsyncLocked();
return;
}
mFrameScheduled = false;
mLastFrameTimeNanos = frameTimeNanos;
}
doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
j接下来就是一系列的调用回到ViewRootImpl performTraversals(). 然后开始一系列的调用。performMeasure ,persormLayout等等调用,。接下来重点关注performDraw().
由于篇幅的关系我也不贴出源码了,接下里调用到dispatchDraw.接下来我跟踪到ViewGroup 找到这个方法。
/**
* {@inheritDoc}
*/
@Override
protected void dispatchDraw(Canvas canvas) {
final int count = mChildrenCount;
final View[] children = mChildren;
int flags = mGroupFlags;
if ((flags & FLAG_RUN_ANIMATION) != 0 && canAnimate()) {
final boolean cache = (mGroupFlags & FLAG_ANIMATION_CACHE) == FLAG_ANIMATION_CACHE;
final boolean buildCache = !isHardwareAccelerated();
for (int i = 0; i < count; i++) {
final View child = children[i];
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE) {
final LayoutParams params = child.getLayoutParams();
attachLayoutAnimationParameters(child, params, i, count);
bindLayoutAnimation(child);
if (cache) {
child.setDrawingCacheEnabled(true);
if (buildCache) {
child.buildDrawingCache(true);
}
}
}
}
final LayoutAnimationController controller = mLayoutAnimationController;
if (controller.willOverlap()) {
mGroupFlags |= FLAG_OPTIMIZE_INVALIDATE;
}
controller.start();
mGroupFlags &= ~FLAG_RUN_ANIMATION;
mGroupFlags &= ~FLAG_ANIMATION_DONE;
if (cache) {
mGroupFlags |= FLAG_CHILDREN_DRAWN_WITH_CACHE;
}
if (mAnimationListener != null) {
mAnimationListener.onAnimationStart(controller.getAnimation());
}
}
int saveCount = 0;
final boolean clipToPadding = (flags & CLIP_TO_PADDING_MASK) == CLIP_TO_PADDING_MASK;
if (clipToPadding) {
saveCount = canvas.save();
canvas.clipRect(mScrollX + mPaddingLeft, mScrollY + mPaddingTop,
mScrollX + mRight - mLeft - mPaddingRight,
mScrollY + mBottom - mTop - mPaddingBottom);
}
// We will draw our child's animation, let's reset the flag
mPrivateFlags &= ~PFLAG_DRAW_ANIMATION;
mGroupFlags &= ~FLAG_INVALIDATE_REQUIRED;
boolean more = false;
final long drawingTime = getDrawingTime();//获得当前的绘画时间
if ((flags & FLAG_USE_CHILD_DRAWING_ORDER) == 0) {
for (int i = 0; i < count; i++) {
final View child = children[i];
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
more |= drawChild(canvas, child, drawingTime);
}
}
} else {
for (int i = 0; i < count; i++) {
final View child = children[getChildDrawingOrder(count, i)];
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
more |= drawChild(canvas, child, drawingTime);
}
}
}
// Draw any disappearing views that have animations
if (mDisappearingChildren != null) {
final ArrayList<View> disappearingChildren = mDisappearingChildren;
final int disappearingCount = disappearingChildren.size() - 1;
// Go backwards -- we may delete as animations finish
for (int i = disappearingCount; i >= 0; i--) {
final View child = disappearingChildren.get(i);
more |= drawChild(canvas, child, drawingTime);
}
}
if (debugDraw()) {
onDebugDraw(canvas);
}
if (clipToPadding) {
canvas.restoreToCount(saveCount);
}
// mGroupFlags might have been updated by drawChild()
flags = mGroupFlags;
//判断动画是否结束
if ((flags & FLAG_INVALIDATE_REQUIRED) == FLAG_INVALIDATE_REQUIRED) {
invalidate(true);
}
if ((flags & FLAG_ANIMATION_DONE) == 0 && (flags & FLAG_NOTIFY_ANIMATION_LISTENER) == 0 &&
mLayoutAnimationController.isDone() && !more) {
// We want to erase the drawing cache and notify the listener after the
// next frame is drawn because one extra invalidate() is caused by
// drawChild() after the animation is over
mGroupFlags |= FLAG_NOTIFY_ANIMATION_LISTENER;
final Runnable end = new Runnable() {
public void run() {
notifyAnimationListener(); //通知动画结束监听者
}
};
post(end);
}
}
最终会调用到protected void applyTransformation(float interpolatedTime, Transformation t)。这个方法。所以如果想自定义动画的话,就重写这个方法。好了本次分析就到此为止。下片博客将会更加细致的分析,以及android 系统为什么要采取这种方式来进行动画。