双缓冲技术是游戏开发中的一个重要的技术,主要原理是:当一个动画争先显示时,程序又在改变它,前面还没有显示完,程序又请求重新绘制,这样屏幕就会不停地闪烁。而双驵冲技术是把要处理的图片在内存中处理好之后,再将其显示在屏幕上。
![ContractedBlock.gif](https://i-blog.csdnimg.cn/blog_migrate/8f900a89c6347c561fdf2122f13be562.gif)
![ExpandedBlockStart.gif](https://i-blog.csdnimg.cn/blog_migrate/961ddebeb323a10fe0623af514929fc1.gif)
package com.chiefcto.SurfaceView;
import java.lang.reflect.Field;
import java.util.ArrayList;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Rect;
import android.os.Bundle;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.View;
import android.widget.Button;
public class testSurfaceView extends Activity {
/** Called when the activity is first created. */
Button btnSingleThread, btnDoubleThread;
SurfaceView sfv;
SurfaceHolder sfh;
ArrayListimgList = new ArrayList();
int imgWidth, imgHeight;
Bitmap bitmap;//独立线程读取,独立线程绘图
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
btnSingleThread = (Button) this.findViewById(R.id.Button01);
btnDoubleThread = (Button) this.findViewById(R.id.Button02);
btnSingleThread.setOnClickListener(new ClickEvent());
btnDoubleThread.setOnClickListener(new ClickEvent());
sfv = (SurfaceView) this.findViewById(R.id.SurfaceView01);
sfh = sfv.getHolder();
sfh.addCallback(new MyCallBack());// 自动运行surfaceCreated以及surfaceChanged
}
class ClickEvent implements View.OnClickListener {
@Override
public void onClick(View v) {
if (v == btnSingleThread) {
new Load_DrawImage(0, 0).start();//开一条线程读取并绘图
} else if (v == btnDoubleThread) {
new LoadImage().start();//开一条线程读取
new DrawImage(imgWidth + 10, 0).start();//开一条线程绘图
}
}
}
class MyCallBack implements SurfaceHolder.Callback {
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
Log.i("Surface:", "Change");
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
Log.i("Surface:", "Create");
// 用反射机制来获取资源中的图片ID和尺寸
Field[] fields = R.drawable.class.getDeclaredFields();
for (Field field : fields) {
if (!"icon".equals(field.getName()))// 除了icon之外的图片
{
int index = 0;
try {
index = field.getInt(R.drawable.class);
} catch (IllegalArgumentException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (IllegalAccessException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
// 保存图片ID
imgList.add(index);
}
}
// 取得图像大小
Bitmap bmImg = BitmapFactory.decodeResource(getResources(),
imgList.get(0));
imgWidth = bmImg.getWidth();
imgHeight = bmImg.getHeight();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
Log.i("Surface:", "Destroy");
}
}
/*
* 读取并显示图片的线程
*/
class Load_DrawImage extends Thread {
int x, y;
int imgIndex = 0;
public Load_DrawImage(int x, int y) {
this.x = x;
this.y = y;
}
public void run() {
while (true) {
Canvas c = sfh.lockCanvas(new Rect(this.x, this.y, this.x
+ imgWidth, this.y + imgHeight));
Bitmap bmImg = BitmapFactory.decodeResource(getResources(),
imgList.get(imgIndex));
c.drawBitmap(bmImg, this.x, this.y, new Paint());
imgIndex++;
if (imgIndex == imgList.size())
imgIndex = 0;
sfh.unlockCanvasAndPost(c);// 更新屏幕显示内容
}
}
};
/*
* 只负责绘图的线程
*/
class DrawImage extends Thread {
int x, y;
public DrawImage(int x, int y) {
this.x = x;
this.y = y;
}
public void run() {
while (true) {
if (bitmap != null) {//如果图像有效
Canvas c = sfh.lockCanvas(new Rect(this.x, this.y, this.x
+ imgWidth, this.y + imgHeight));
c.drawBitmap(bitmap, this.x, this.y, new Paint());
sfh.unlockCanvasAndPost(c);// 更新屏幕显示内容
}
}
}
};
/*
* 只负责读取图片的线程
*/
class LoadImage extends Thread {
int imgIndex = 0;
public void run() {
while (true) {
bitmap = BitmapFactory.decodeResource(getResources(),
imgList.get(imgIndex));
imgIndex++;
if (imgIndex == imgList.size())//如果到尽头则重新读取
imgIndex = 0;
}
}
};
}
在游戏开发中,屏幕的刷新等,运行速率是很重要的,而View类在游戏开发就显得有点无力了!简单的游戏开发发还看不出很大的差别,但一旦到了复杂点的游戏开发,View的效率和SurfaceView相比较就显得有点苍白了!所以想搞好游戏开发的朋友,希望能多了解点SurfaceView!Game开发那块,个人觉得Himi写的文章不错!