1. SurfaceView
View通过刷新来重绘视图,Android系统通过发出VSYNC信号来进行屏幕的重绘,刷新的时间间隔为16ms
在一些需要频繁刷新,执行很多逻辑操作的时候,超过了16ms,就会导致卡顿
SurfaceView继承之View,但拥有独立的绘制表面,即它不与其宿主窗口共享同一个绘图表面,可以单独在一个线程进行绘制,并不会占用主线程的资源。这样,绘制就会比较高效,游戏,视频播放,还有最近热门的直播,都可以用SurfaceView
SurfaceView有两个子类GLSurfaceView和VideoView
SurfaceView和View的区别:View主要适用于主动更新的情况下,而SurfaceView主要适用于被动更新,例如频繁地刷新
View在主线程中对画面进行刷新,而SurfaceView通常会通过一个子线程来进行页面的刷新
View在绘图时没有使用双缓冲机制,而SufaceView在底层实现机制中就已经实现了双缓冲机制如果自定义View需要频繁刷新,或者刷新时数据处理量比较大,就 可以考虑使用SurfaceView来取代View了
2. SurfaceView的使用模板
SurfaceView使用过程有一套模板代码,大部分的SurfaceView都可以套用
3步走套路:创建SurfaceView
初始化SurfaceView
使用SurfaceView
2.1 创建SurfaceView
创建一个自定义的SurfaceViewL,继承之SurfaceView,并实现两个接口SurfaceHolder.CallBack和Runnable
代码:public class SurfaceViewL extends SurfaceView implements SurfaceHolder.Callback,Runnable{ public SurfaceViewL(Context context, AttributeSet attrs) { super(context, attrs);
} @Override
public void surfaceCreated(SurfaceHolder holder) {//创建
} @Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {//改变
} @Override
public void surfaceDestroyed(SurfaceHolder holder) {//销毁
} @Override
public void run() {
}
}
SurfaceHolder.CallBack有3个方法,分别在SurfaceView创建,改变,销毁时进行回调
SurfaceHolder.CallBack还有一个子Callback2接口,里面添加了一个surfaceRedrawNeeded (SurfaceHolder holder)方法
当需要重绘SurfaceView中的内容时,可以使用这个接口。目前还不了解具体的使用场景
2.2 初始化SurfaceView
在自定义的SurfaceView中,通常需要3个成员变量SurfaceHolder mSurfaceHolder 可以控制SurfaceView的大小,格式,可以监控或者改变SurfaceView
Canvas mCanvas 画布
boolean isDrawing 子线程标志位,用来控制子线程
在构造方法中,对SurfaceHolder mSurfaceHolder进行初始化public SurfaceViewL(Context context, AttributeSet attrs) { super(context, attrs);
init();
}private void init() {
mSurfaceHolder = getHolder();//得到SurfaceHolder对象
mSurfaceHolder.addCallback(this);//注册SurfaceHolder
setFocusable(true);
setFocusableInTouchMode(true); this.setKeepScreenOn(true);//保持屏幕长亮}setFocusable(true) 能否获得焦点
setFocusableInTouchMode(true) 能否通过触摸获得焦点
2.3 使用SurfaceView
利用在2.2拿到的mSurfaceHolder对象,通过lockCanvas()方法获得当前的Canvas
注意:
lockCanvas()获取到的Canvas对象还是上次的Canvas对象,并不是一个新的对象。之前的绘图都将被保留,如果需要擦除,可以在绘制之前通过drawColor()方法来进行清屏
绘制要充分利用SurfaceView的三个回调方法,在surfaceCreate()方法中开启子线程进行绘制。在子线程中,使用一个while(isDrawing)循环来不停地绘制。具体的绘制过程,由lockCanvas()方法进行绘制,并通过unlockCanvasAndPost(mCanvas)进行画布内容的提交
2.4 完整的模板代码
public class SurfaceViewL extends SurfaceView implements SurfaceHolder.Callback, Runnable { // SurfaceHolder
private SurfaceHolder mSurfaceHolder; // 画布
private Canvas mCanvas; // 子线程标志位
private boolean isDrawing; public SurfaceViewL(Context context, AttributeSet attrs) { super(context, attrs);
init();
} private void init() {
mSurfaceHolder = getHolder();
mSurfaceHolder.addCallback(this);
setFocusable(true);
setFocusableInTouchMode(true); this.setKeepScreenOn(true);
} @Override
public void surfaceCreated(SurfaceHolder holder) {//创建
isDrawing = true; new Thread(this).start();
} @Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {//改变
} @Override
public void surfaceDestroyed(SurfaceHolder holder) {//销毁
isDrawing = false;
} @Override
public void run() { while (isDrawing){
drawing();
}
} private void drawing() { try {
mCanvas = mSurfaceHolder.lockCanvas(); //这里进行内容的绘制
...
}finally { if (mCanvas != null){
mSurfaceHolder.unlockCanvasAndPost(mCanvas);
}
}
}
}
mSurfaceHolder.unlockCanvasAndPost(mCanvas)将这行代码放入finally代码块中,目的是为了确保内容都能够被提交
3. 简单使用
效果还是一个简易的画图板
哈哈,恶搞一下
public class SurfaceViewL extends SurfaceView implements SurfaceHolder.Callback, Runnable { // SurfaceHolder
private SurfaceHolder mSurfaceHolder; // 画布
private Canvas mCanvas; // 子线程标志位
private boolean isDrawing; // 画笔
Paint mPaint; // 路径
Path mPath; private float mLastX, mLastY;//上次的坐标
public SurfaceViewL(Context context, AttributeSet attrs) { super(context, attrs);
init();
} /**
* 初始化
*/
private void init() { //初始化 SurfaceHolder mSurfaceHolder
mSurfaceHolder = getHolder();
mSurfaceHolder.addCallback(this);
setFocusable(true);
setFocusableInTouchMode(true); this.setKeepScreenOn(true); //画笔
mPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.DITHER_FLAG);
mPaint.setStrokeWidth(10f);
mPaint.setColor(Color.parseColor("#FF4081"));
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND); //路径
mPath = new Path();
} @Override
public void surfaceCreated(SurfaceHolder holder) {//创建
isDrawing = true;
Log.e("surfaceCreated","--"+isDrawing); //绘制线程
new Thread(this).start();
} @Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {//改变
} @Override
public void surfaceDestroyed(SurfaceHolder holder) {//销毁
isDrawing = false;
Log.e("surfaceDestroyed","--"+isDrawing);
} @Override
public void run() { while (isDrawing){
drawing();
}
} /**
* 绘制
*/
private void drawing() { try {
mCanvas = mSurfaceHolder.lockCanvas();
mCanvas.drawColor(Color.WHITE);
mCanvas.drawPath(mPath,mPaint);
} finally { if (mCanvas != null) {
mSurfaceHolder.unlockCanvasAndPost(mCanvas);
}
}
} @Override
public boolean onTouchEvent(MotionEvent event) { float x = event.getX(); float y = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN:
mLastX = x;
mLastY = y;
mPath.moveTo(mLastX, mLastY); break; case MotionEvent.ACTION_MOVE: float dx = Math.abs(x - mLastX); float dy = Math.abs(y - mLastY); if (dx >= 3 || dy >= 3) {
mPath.quadTo(mLastX, mLastY, (mLastX + x) / 2, (mLastY + y) / 2);
}
mLastX = x;
mLastY = y; break; case MotionEvent.ACTION_UP: break;
} return true;
} /**
* 测量
*/
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); int wSpecMode = MeasureSpec.getMode(widthMeasureSpec); int wSpecSize = MeasureSpec.getSize(widthMeasureSpec); int hSpecMode = MeasureSpec.getMode(heightMeasureSpec); int hSpecSize = MeasureSpec.getSize(heightMeasureSpec); if (wSpecMode == MeasureSpec.AT_MOST && hSpecMode == MeasureSpec.AT_MOST) {
setMeasuredDimension(300, 300);
} else if (wSpecMode == MeasureSpec.AT_MOST) {
setMeasuredDimension(300, hSpecSize);
} else if (hSpecMode == MeasureSpec.AT_MOST) {
setMeasuredDimension(wSpecSize, 300);
}
}
}
代码主要是从徐医生的Android群英传中学到的。
由于while (isDrawing)是个死循环,drawing方法一直在执行,就导致一直在绘制,徐医生给了一个优化的方案,对run()方法进行了修改@Overridepublic void run() {
Log.e("drawing","--"+111111); long start = System.currentTimeMillis(); while (isDrawing) {
drawing();
} long end = System.currentTimeMillis(); if (end- start
Log.e("drawing","--"+22222);
Thread.sleep(100-(end-start));
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
但对于优化后run()方法有些疑问,Thread.sleep(100-(end-start))感觉这行代码并不执行到,因为isDrawing = true,是个死循环,只有surfaceDestroyed(SurfaceHolder holder)方法执行时,isDrawing = false,之后才可以执行到sleep()方法
根据个人的理解,修改了代码:public void run() { while (isDrawing) {
Log.e("drawing","--"+111111); long start = System.currentTimeMillis();
drawing(); long end = System.currentTimeMillis(); if (end- start
Log.e("drawing","--"+22222);
Thread.sleep(100-(end-start));
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
这样修改后,虽然sleep()方法能执行到,但绘制过程有种不跟手的感觉,个人感觉并不用优化,在run()方法中
4. 自己想的优化
既然不想时时刻在绘制,那就只有在手指在屏幕滑动时,进行绘制
修改代码:// 修改 1@Overridepublic void surfaceCreated(SurfaceHolder holder) {//创建
drawing();
}//修改onTouchEvent(MotionEvent event)方法//修改 2
case MotionEvent.ACTION_DOWN:
isDrawing = true ;//每次开始将标记设置为ture
new Thread(this).start();//开启线程
mLastX = x;
mLastY = y;
mPath.moveTo(mLastX, mLastY); break;//修改3
case MotionEvent.ACTION_UP:
isDrawing = false;//每次结束将标记设置为false
break;//修改4 run()方法@Override
public void run() { while (isDrawing){
drawing();
}
}
手指落下,将标记设置为true,并开启线程
手指离开,将标记设置为false,循环结束后,线程也就停止