SurfaceView原理分析与应用

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SurfaceView的简单分析和使用

  • SurfaceView
  • SurfaceHolder
  • SurfaceView的简单使用

SurfaceView的原理分析

  • 最近公司有一个任务是优化一个复杂场景的动画,动画UI的更新靠的是一个做了大量耗时操作的回调,导致主线程被阻塞,动画卡顿非常明显。要想优化这里的动画无非两个思路,第一就是减轻主线程的压力,第二是将动画在其他线程处理。第一种方法比较传统,能达到优化的效果,但不彻底,而且目前这个回调用的是广播这种异步的方式,延迟和阻塞在所难免。第二种方式可以根本性的解决这个问题,Android中有个特殊的View可以在主线程(UI线程)之外向屏幕绘制图形,那就是SurfaceView,说起SurfaceView,大家好像都知道有这么回事,但似乎都用的比较少,所以我来简单总结下这个View的相关内容.

看下SurfaceView的源代码:

public class SurfaceView extends View {    static private final String TAG = "SurfaceView";    final ArrayList<SurfaceHolder.Callback> mCallbacks            = new ArrayList<SurfaceHolder.Callback>();    final ReentrantLock mSurfaceLock = new ReentrantLock();    final Surface mSurface = new Surface();       // Current surface in use    final Surface mNewSurface = new Surface();    // New surface we are switching to

从源码中可以看到,SurfaceView继承了View,所以他会有普通View的所有特性,包括onMeasure、onLayout、onDraw等生命周期。普通的View会在当前window中的Surface中绘制(每个window对应一个Surface),而SurfaceView,可以从他的成员变量里看出,他拥有自己的Surface,这样做的目的也正是他的特殊之处,你可以创建一个专门的渲染线程在他的Surface上进行绘制,这样说并不严谨,每个Surface持有一个对应的Canvas,应该说是让Canvas来绘制。

SurfaceHolder

public interface SurfaceHolder {    public interface Callback {        public void surfaceCreated(SurfaceHolder holder);        public void surfaceChanged(SurfaceHolder holder, int format, int width,                int height);        public void surfaceDestroyed(SurfaceHolder holder);    }    public void addCallback(Callback callback);    public void removeCallback(Callback callback);    public boolean isCreating();    public Canvas lockCanvas();    public Canvas lockCanvas(Rect dirty);    public void unlockCanvasAndPost(Canvas canvas);    public Rect getSurfaceFrame();    public Surface getSurface();}
  • 每个SurfaceView中有一个SurfaceHolder,可以通过getHolder来得到他,他的作用是用来操作Surface,比较重要的两个方法是lockCanvas()和unlockCanvas();lockCanvas()可以锁定并得到Surface中的Canvas,我们可以直接操作Canvas绘制出我们想要的效果。
  • SurfaceHolder有一个callback用于监听surface的创建,变化,和销毁。
protected void updateWindow(boolean force, boolean redrawNeeded) {        ...        mSurfaceLock.lock();        try {            redrawNeeded |= creating | reportDrawNeeded;            SurfaceHolder.Callback callbacks[] = null;            final boolean surfaceChanged = (relayoutResult                    & WindowManagerGlobal.RELAYOUT_RES_SURFACE_CHANGED) != 0;            if (mSurfaceCreated && (surfaceChanged || (!visible && visibleChanged))) {                mSurfaceCreated = false;                if (mSurface.isValid()) {                    if (DEBUG) Log.i(TAG, "visibleChanged -- surfaceDestroyed");                    callbacks = getSurfaceCallbacks();                    for (SurfaceHolder.Callback c : callbacks) {                        c.surfaceDestroyed(mSurfaceHolder);                    }                }            }            mSurface.transferFrom(mNewSurface);            if (visible && mSurface.isValid()) {                if (!mSurfaceCreated && (surfaceChanged || visibleChanged)) {                    mSurfaceCreated = true;                    mIsCreating = true;                    if (DEBUG) Log.i(TAG, "visibleChanged -- surfaceCreated");                    if (callbacks == null) {                        callbacks = getSurfaceCallbacks();                    }                    for (SurfaceHolder.Callback c : callbacks) {                        c.surfaceCreated(mSurfaceHolder);                    }                }                if (creating || formatChanged || sizeChanged                        || visibleChanged || realSizeChanged) {                    if (DEBUG) Log.i(TAG, "surfaceChanged -- format=" + mFormat                            + " w=" + myWidth + " h=" + myHeight);                    if (callbacks == null) {                        callbacks = getSurfaceCallbacks();                    }                    for (SurfaceHolder.Callback c : callbacks) {                        c.surfaceChanged(mSurfaceHolder, mFormat, myWidth, myHeight);                    }                }            }    }
  • 可以看到三个回调的调用时机,销毁时,如果Surface状态改变了,变成了不可见,那么Surface就销毁。判断完销毁后会有一个transferfrom转换Surface的过程,如果旧的Surface销毁了,会把新的Surface当做目前的Surface,至于转换过程有点看不懂,似乎只是拷贝一份NewSurface,旧的用完就释放掉。接下来的surfaceCreated非常简单,如果surface变得可见并且有效,则表示已经创建,而如果surface的格式、大小、可见性等发生变化,则调用surfaceChanged()。

SurfaceView的简单使用

SurfaceView的使用也比较简单,我们继承SurfaceView就可以解决问题。

public class ZZZSurfaceView extends SurfaceView implements SurfaceHolder.Callback {        private SurfaceHolder holder;        private MyThread mThread;        public ZZZSurfaceView(Context context) {            super(context);            //获取holder            holder = this.getHolder();            //添加回调            holder.addCallback(this);            //新建渲染线程            mThread = new MyThread();        }        @Override        public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {        }        @Override        public void surfaceCreated(SurfaceHolder holder) {            mThread.start();        }        @Override        public void surfaceDestroyed(SurfaceHolder holder) {            //释放一些资源,停线程等        }        private class MyThread extends Thread {            @Override            public void run() {                while (isDraw) {                    drawAnim();                }                super.run();            }        }        public void drawAnim() {            Canvas canvas = holder.lockCanvas();            try {                drawZZZ(canvas);            } catch (Exception e) {                e.printStackTrace();            } finally {                holder.unlockCanvasAndPost(canvas);            }        }        private void drawZZZ(Canvas canvas) {            //计算并绘制ZZZ动画        }    }

SurfaceView在一些UI线程可能会阻塞的情况下是一个优秀的动画解决方案,希望以后他可以在工作中帮到大家。

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