android reforit 简书,android中UI刷新如何实现的?

当我们自定义View的时候,我们会通过invalidate()来刷新UI,实现重绘。比如最简单的view.setVisibility()的调用路径:

------->view.setVisibility()

----------->view.view.setFlags()

-------------->View.requestLayout()

---------------->ViewGroup.requestLayout()

------------------>ViewRootImpl.requestLayout()

模拟一个非主线程刷新UI的异常,

6865f92e506e

更能看出最后一步ViewRootImpl.requestLayout()的调用。分析源码ViewRootImpl

@Override

public void requestLayout() {

if (!mHandlingLayoutInLayoutRequest) {

checkThread();

mLayoutRequested = true;

scheduleTraversals();

}

}

.........

void scheduleTraversals() {

if (!mTraversalScheduled) {

mTraversalScheduled = true;

......

mChoreographer.postCallback(

Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);

.....

}

}

Choreographer中文意思是“编舞者”,是一个控制frame(帧)渲染信号的一个类。Choreographer方法doFrame(),处理四种类型的UI刷新的Callback有4种类型:

Input输入、Animation动画、Traversal绘制和布局,Commit是用来解决延迟信号的处理,即丢帧现象.

void doFrame(long frameTimeNanos, int frame) {

final long startNanos;

synchronized (mLock) {

.......

mFrameInfo.markInputHandlingStart();

// Callback type: Input callback. Runs first.

doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);

//Callback type: Animation callback. Runs before traversals.

mFrameInfo.markAnimationsStart();

doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);

mFrameInfo.markPerformTraversalsStart();

//CALLBACK_TRAVERSAL:Callback type: Traversal callback. Handles layout and draw. Runs after all other asynchronous messages have been handled.

doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);

//CALLBACK_COMMIT:Callback type: Commit callback. Handles post-draw operations for the frame.

* Runs after traversal completes.

doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);

.......

}

通过mChoreographer这个对象post任务mTraversalRunnable,该任务里只调用一个方法,doTraversal()。这个方法里在调用 performTraversals();

final class TraversalRunnable implements Runnable {

@Override

public void run() {

doTraversal();

}

}

void doTraversal() {

if (mTraversalScheduled) {

mTraversalScheduled = false;

.......

performTraversals();

.....

}

}

performTraversals()方法里在调用performMeasure,performLayout,dispatchOnPreDraw实现测量,布局,绘制。

private void performTraversals() {

// cache mView since it is used so much below...

final View host = mView;

........

if (!mStopped || mReportNextDraw) {

int childWidthMeasureSpec = getRootMeasureSpec(mWidth, lp.width);

int childHeightMeasureSpec = getRootMeasureSpec(mHeight, lp.height);

performMeasure(childWidthMeasureSpec, childHeightMeasureSpec);

......

}

}

}

........

final boolean didLayout = layoutRequested && (!mStopped || mReportNextDraw);

if (didLayout) {

performLayout(lp, mWidth, mHeight);

}

.......

if (!cancelDraw && !newSurface) {

.......

performDraw();

}

}

performDraw()方法中通过调用draw(fullRedrawNeeded);

private void performDraw() {

.......

mIsDrawing = true;

Trace.traceBegin(Trace.TRACE_TAG_VIEW, "draw");

try {

draw(fullRedrawNeeded);

} finally {

mIsDrawing = false;

Trace.traceEnd(Trace.TRACE_TAG_VIEW);

}

.......

}

draw中绘制的时候按照支持硬件加速,和software两种绘制方式,

private void draw(boolean fullRedrawNeeded) {

if (mAttachInfo.mHardwareRenderer != null && mAttachInfo.mHardwareRenderer.isEnabled()) {

.......

mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);

} else {

......

if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {

return;

}

}

}

mHardwareRenderer硬件加速渲染是ThreadedRenderer的一个对象,硬件加速渲染是通过 Display List来刷新的。通过RenderNode的实例化一个DisplayListCanvas.通过画布的DisplayListCanvas实现最终渲染。

private void updateRootDisplayList(View view, HardwareDrawCallbacks callbacks) {

Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()");

updateViewTreeDisplayList(view);

if (mRootNodeNeedsUpdate || !mRootNode.isValid()) {

DisplayListCanvas canvas = mRootNode.start(mSurfaceWidth, mSurfaceHeight);

try {

final int saveCount = canvas.save();

canvas.translate(mInsetLeft, mInsetTop);

callbacks.onHardwarePreDraw(canvas);

canvas.insertReorderBarrier();

canvas.drawRenderNode(view.updateDisplayListIfDirty());

canvas.insertInorderBarrier();

callbacks.onHardwarePostDraw(canvas);

canvas.restoreToCount(saveCount);

mRootNodeNeedsUpdate = false;

} finally {

mRootNode.end(canvas);

}

}

Trace.traceEnd(Trace.TRACE_TAG_VIEW);

}

非硬件加速的方式,即drawSoftware的方式,直接在Canvas上绘制,再通过 mView.draw(canvas)回调让子类继续自己的绘制。

private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,

boolean scalingRequired, Rect dirty) {

// Draw with software renderer.

final Canvas canvas;

canvas = mSurface.lockCanvas(dirty);

//略掉

//canvas.setXXX()

// .....

try {

canvas.translate(-xoff, -yoff);

if (mTranslator != null) {

mTranslator.translateCanvas(canvas);

}

canvas.setScreenDensity(scalingRequired ? mNoncompatDensity : 0);

attachInfo.mSetIgnoreDirtyState = false;

mView.draw(canvas);

drawAccessibilityFocusedDrawableIfNeeded(canvas);

} finally {

if (!attachInfo.mSetIgnoreDirtyState) {

// Only clear the flag if it was not set during the mView.draw() call

attachInfo.mIgnoreDirtyState = false;

}

}

}

再继续深入,就是RanderNode和Canvas调用地层native本地方法了。

如果你还不太了解硬件加速和非硬件加速渲染的区别,

推荐

Android硬件加速原理与实现简介

总结:

1.所有View的刷新都通过ViewRootImpl的 performTraversals()来实现测量,布局,绘制的。

2.Choreographer是一个控制frame(帧)渲染信号的一个类。Choreographer方法doFrame(),处理四种类型的UI刷新的Callback有4种类型:Input输入、Animation动画、Traversal绘制和布局,Commit是用来解决延迟信号的处理,即丢帧现象.

3.绘制UI的时候分两种方式,

硬件加速绘制条件下:RenderNode构建DisplayListCanvas,CPU用于控制复杂绘制逻辑、构建或更新DisplayList;GPU用于完成图形计算、渲染DisplayList。

软件绘制条件下:Canvas绘制构建Bitmap,CPU用于解码运算;bitmap传到底层,GPU直接渲染。

4.默认是software软件绘制,这种方式渲染效率低,硬件加速绘制优点高,原因是将复杂的图形计算在GPU上实现。避免过度重绘,减少CPU资源和压力。

源码连接:

ViewRootImpl

Choreographer

ThreadedRenderer

RenderNode

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值