在文章之前先放一张效果图, 动画很简单,每倒数一秒,一个指针变亮,中间刷新时间。
在之前UI还没有和我讨论这个效果的时候,就给了我60张图,让我一秒刷新一个bitmap。
第一种方法:直接draw bitmap。
当然,不用想我就是拒绝的。60张图,一张图像素是320*230。60张图总共占用内存是320*320*4*60/1024 = 23MB 内存。为了一个动画占用24MB内存肯定是得不偿失的。虽然代码比较简单,但是我们肯定不会这样来写。
所以这种动画需要canvas来画了。
第二种方法:canvas draw line。
这种方法就是先画一条线,再将canvas旋转一个角度(6度),重复画60次就完成了一个圆。关键代码如下:
@Override
protected void onDraw(Canvas canvas) {
//super.onDraw(canvas);
float startX = getWidth() >> 1;
float startY = margin;
float endX = getWidth() >> 1;
float endY = margin + lineLength;
final int roundXY = Math.min(getWidth() >> 1, getHeight() >> 1);
Paint.FontMetricsInt fontMetrics = textPaint.getFontMetricsInt();
canvas.drawText(countString, getWidth() / 2, getHeight() / 2 + fontMetrics.descent, textPaint);
canvas.save();
for (int i = 0; i < count; i++) {
if (i <= countIndex) {
paint.setColor(colorHighLight);
} else {
paint.setColor(colorNormal);
}
canvas.drawLine(startX, startY, endX, endY, paint);
canvas.rotate(degree, roundXY, roundXY);
}
canvas.restore();
}
功能是完成了。下一步就是检查性能了。于是用GPU呈现模式查看时间,发现耗时太长。在小米2,2G内存上 整个循环修改为6000次,需要400毫秒左右的时间,60次就是4毫秒,虽然节省了内存,但是耗时增加了,性能也不是很好。于是我就想到了第三种方法。
第三种方法:draw bitmap + line
这种方法就是初始化60次画线生成一张背景图,将背景图作为一个我们自己的canvas,然后倒计时一秒画线在bitmap上,系统canvas只画bitmap和时间。相当于一次倒计时只画3次:bitmap,line,text 比第二种方式60 * line + text 要少太多。bitmap占用的内存是320*320*4 = 400K,内存可以接受。具体代码如下:
package sunday.customview;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Region;
import android.os.CountDownTimer;
import android.support.annotation.Nullable;
import android.util.AttributeSet;
import android.view.View;
/**
* Created by sunday on 2017/5/26.
*/
public class CountDownView extends View {
public static final int DEFAULT_HIGHLIGHT_COLOR = 0xffff8000;
public static final int DEFAULT_NORMAL_COLOR = 0xffcecece;
public static final int DEFAULT_TEXT_COLOR = 0xff999999;
public static final int DEFAULT_TEXT_SIZE = 80;
public static final int DEFAULT_LINE_WIDTH = 3;
public static final int DEFAULT_LINE_LENGTH = 25;
final int count = 60;
final float degree = 360 / count;
final int margin = 5;
CalcTime calcTime = new CalcTime("CountDownView");
private int colorHighLight;
private int colorNormal;
private int colorText;
private int textSize;
private int lineWidth;
private int lineLength;
private Paint paint;
private Paint textPaint;
private Paint bitmapPaint;
private CountDownTimer mCountDownTimer;
private int countIndex = 0;
private String countString = "60s";
private OnTickListener onTickListener;
private int timeCount = 60 * 1000;
private int timeInterval = 1 * 1000;
private Bitmap bitmap;
private Canvas bitmapCanvas;
private int roundX;
private int roundY;
public CountDownView(Context context) {
this(context, null);
}
public CountDownView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
TypedArray typedArray = context.obtainStyledAttributes(attrs, R.styleable.CountDownView);
colorNormal = typedArray.getColor(R.styleable.CountDownView_lineColorNormal, DEFAULT_NORMAL_COLOR);
colorHighLight = typedArray.getColor(R.styleable.CountDownView_lineColorHighLight, DEFAULT_HIGHLIGHT_COLOR);
colorText = typedArray.getColor(R.styleable.CountDownView_textColor, DEFAULT_TEXT_COLOR);
textSize = typedArray.getDimensionPixelSize(R.styleable.CountDownView_textSize, DEFAULT_TEXT_SIZE);
lineWidth = typedArray.getDimensionPixelSize(R.styleable.CountDownView_lineWidth, DEFAULT_LINE_WIDTH);
lineLength = typedArray.getDimensionPixelSize(R.styleable.CountDownView_lineLength, DEFAULT_LINE_LENGTH);
typedArray.recycle();
init();
//for debug
start();
}
public void setOnTickListener(OnTickListener onTickListener) {
this.onTickListener = onTickListener;
}
public void setColorNormal(int color) {
colorNormal = color;
}
public void setColorHighLight(int color) {
colorHighLight = color;
}
public void setLineWidth(int width) {
lineWidth = width;
}
public void setLineLenght(int length) {
lineLength = length;
}
/**
* @param millisInFuture The number of millis in the future from the call
* to {@link #start()} until the countdown is done
* is called.
* @param countDownInterval The interval along the way to receive
*/
public void setCountTime(int millisInFuture, int countDownInterval) {
timeCount = millisInFuture;
timeInterval = countDownInterval;
countString = timeCount + "s";
}
private void init() {
paint = new Paint();
paint.setAntiAlias(true);
paint.setColor(colorNormal);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(lineWidth);
paint.setStrokeCap(Paint.Cap.ROUND);
textPaint = new Paint();
textPaint.setAntiAlias(true);
textPaint.setColor(colorText);
textPaint.setTextSize(textSize);
textPaint.setTextAlign(Paint.Align.CENTER);
bitmapPaint = new Paint();
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
initBitmapCanvas(w, h);
}
private void initBitmapCanvas(int width, int height) {
//if(bitmap == null){
bitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
bitmapCanvas = new Canvas(bitmap);
roundX = width / 2;
roundY = height / 2;
initDraw();
//}
}
private void initDraw() {
bitmapCanvas.save();
float startX = roundX;
float startY = margin;
float endX = roundX;
float endY = margin + lineLength;
paint.setColor(colorNormal);
for (int i = 0; i < count; i++) {
bitmapCanvas.drawLine(startX, startY, endX, endY, paint);
bitmapCanvas.rotate(degree, roundX, roundY);
}
bitmapCanvas.restore();
}
public void drawHighLightLine() {
float startX = roundX;
float startY = margin;
float endX = roundX;
float endY = margin + lineLength;
paint.setColor(colorHighLight);
//bitmapCanvas.clipRect(startX, startY, endX, endY, Region.Op.XOR);
bitmapCanvas.drawLine(startX, startY, endX, endY, paint);
bitmapCanvas.rotate(degree, roundX, roundY);
}
@Override
protected void onDraw(Canvas canvas) {
//super.onDraw(canvas);
drawHighLightLine();
Paint.FontMetricsInt fontMetrics = textPaint.getFontMetricsInt();
canvas.drawText(countString, getWidth() / 2, getHeight() / 2 + fontMetrics.descent, textPaint);
canvas.drawBitmap(bitmap, 0, 0, bitmapPaint);
}
private void reDraw(long millisUntilFinished) {
int sUntilFinished = (int) (millisUntilFinished / 1000);
countString = sUntilFinished + "s";
countIndex = count - sUntilFinished;
postInvalidate();
}
public void start() {
if (mCountDownTimer == null) {
mCountDownTimer = new CountDownTimer(timeCount, timeInterval) {
@Override
public void onTick(long millisUntilFinished) {
reDraw(millisUntilFinished);
if (onTickListener != null) {
onTickListener.onTick(millisUntilFinished);
}
}
@Override
public void onFinish() {
reDraw(0);
if (onTickListener != null) {
onTickListener.Finish();
}
}
};
}
stop();
mCountDownTimer.start();
}
public void stop() {
if (mCountDownTimer != null) {
mCountDownTimer.cancel();
}
}
@Override
protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
stop();
}
public interface OnTickListener {
void onTick(long millisUntilFinished);
void Finish();
}
}
此方法 ondraw的时间一次不超过1ms,完全满足要求,内存占用也接受。不过里面有一个问题存在,
drawHighLightLine 中,我为了减少画 bitmapCanvas 的时间,增加了 clipRect 切割,在我的想象中应该会节省时间。
但是实际上我测试将draw代码循环10000次,发现反而慢了一半。与我想象不符合,这个问题需要研究一下