SurfaceView的双缓冲技术

  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 ExpandedBlockStart.gif View Code
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!

转载于:https://www.cnblogs.com/chiefCTO/archive/2011/09/19/2181692.html

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