Android Animation(帧动画)原理个人见解

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Android 动画分三大类

  • Frame Animation (帧动画)
  • Tween Animation (补间动画)
  • Property Animator (属性动画) 3.0之后

同时,复杂程度,也是从简到繁,由易到难,今天先说帧动画。

帧动画的使用方式网络上很多很多,也很简单,就不多扯淡,主要说下原理。

原理引入

 ImageView iv_anima = (ImageView) findViewById(R.id.iv); AnimationDrawable ad =(AnimationDrawable) iv_anima.getBackground(); ad.start();

在使用帧动画的时候,会给 ImageView 设置 backgroud,并将backgroud 的drawable 对象 转化为AnimationDrawable 对象,然后用此对象去启动动画。那么问题来了,我们去看看这个牛逼的类

AnimationDrawable :

AnimationDrawable 是创建帧动画的,定义一系列的drawable对象,并且以XML文件的形式放到res/drawable/folder文件夹下,同时将此drawable对象设置到view的backgroud属性.

AnimationDrawable重要属性

  • oneshot 动画播放次数,ture表示只播放一次,false表示循环播放
  • duration 动画播放时间(每帧)

AnimationDrawable如何将对象转换为动画的

  /**     * Create a drawable from an XML document. For more information on how to     * create resources in XML, see     * <a href="{@docRoot}guide/topics/resources/drawable-resource.html">Drawable Resources</a>.     */    public static Drawable createFromXml(Resources r, XmlPullParser parser)            throws XmlPullParserException, IOException {        return createFromXml(r, parser, null);    }

由上面的源码得知,createFromXml()方法的使用,将xml文件转化了,转换为什么?接着看源码

  public static Drawable createFromXml(Resources r, XmlPullParser parser, Theme theme)            throws XmlPullParserException, IOException {        AttributeSet attrs = Xml.asAttributeSet(parser);        int type;        while ((type=parser.next()) != XmlPullParser.START_TAG &&                type != XmlPullParser.END_DOCUMENT) {            // Empty loop        }        if (type != XmlPullParser.START_TAG) {            throw new XmlPullParserException("No start tag found");        }        Drawable drawable = createFromXmlInner(r, parser, attrs, theme);        if (drawable == null) {            throw new RuntimeException("Unknown initial tag: " + parser.getName());        }        return drawable;    }
public static Drawable createFromXmlInner(Resources r, XmlPullParser parser, AttributeSet attrs,            Theme theme) throws XmlPullParserException, IOException {        final Drawable drawable;        final String name = parser.getName();        switch (name) {            case "selector":                drawable = new StateListDrawable();                break;            case "animated-selector":                drawable = new AnimatedStateListDrawable();                break;            case "level-list":                drawable = new LevelListDrawable();                break;            case "layer-list":                drawable = new LayerDrawable();                break;            case "transition":                drawable = new TransitionDrawable();                break;            case "ripple":                drawable = new RippleDrawable();                break;            case "color":                drawable = new ColorDrawable();                break;            case "shape":                drawable = new GradientDrawable();                break;            case "vector":                drawable = new VectorDrawable();                break;            case "animated-vector":                drawable = new AnimatedVectorDrawable();                break;            case "scale":                drawable = new ScaleDrawable();                break;            case "clip":                drawable = new ClipDrawable();                break;            case "rotate":                drawable = new RotateDrawable();                break;            case "animated-rotate":                drawable = new AnimatedRotateDrawable();                break;            case "animation-list":                drawable = new AnimationDrawable();                break;            case "inset":                drawable = new InsetDrawable();                break;            case "bitmap":                drawable = new BitmapDrawable();                break;            case "nine-patch":                drawable = new NinePatchDrawable();                break;            default:                throw new XmlPullParserException(parser.getPositionDescription() +                        ": invalid drawable tag " + name);        }        drawable.inflate(r, parser, attrs, theme);        return drawable;    }

很明显,直接将xml文件经过XmlPullParser解析转换成了drawable对象,createFromXmlInner()方法中,根据不同的标签名称去生成不同的drawable,最后去调用inflate方法。

到此,我们已经基本理清了从XML文件到Drawable对象的转换流程。对帧动画的工作原理有了一个小了解,这样,也许会让我们对帧动画的使用更加的熟练。那么问题来了,帧动画animation-list节点下的节点是如何形成一个个帧动画效果的?我们继续往下看:

private final static class AnimationState extends DrawableContainerState
private void inflateChildElements(Resources r, XmlPullParser parser, AttributeSet attrs,            Theme theme) throws XmlPullParserException, IOException {        int type;        final int innerDepth = parser.getDepth()+1;        int depth;        while ((type=parser.next()) != XmlPullParser.END_DOCUMENT                && ((depth = parser.getDepth()) >= innerDepth || type != XmlPullParser.END_TAG)) {            if (type != XmlPullParser.START_TAG) {                continue;            }            if (depth > innerDepth || !parser.getName().equals("item")) {                continue;            }            final TypedArray a = obtainAttributes(r, theme, attrs,                    R.styleable.AnimationDrawableItem);            final int duration = a.getInt(R.styleable.AnimationDrawableItem_duration, -1);            if (duration < 0) {                throw new XmlPullParserException(parser.getPositionDescription()                        + ": <item> tag requires a 'duration' attribute");            }            Drawable dr = a.getDrawable(R.styleable.AnimationDrawableItem_drawable);            a.recycle();            if (dr == null) {                while ((type=parser.next()) == XmlPullParser.TEXT) {                    // Empty                }                if (type != XmlPullParser.START_TAG) {                    throw new XmlPullParserException(parser.getPositionDescription()                            + ": <item> tag requires a 'drawable' attribute or child tag"                            + " defining a drawable");                }                dr = Drawable.createFromXmlInner(r, parser, attrs, theme);            }            mAnimationState.addFrame(dr, duration);            if (dr != null) {                dr.setCallback(this);            }        }    }

上面的代码中我们可以看出, AnimationState 是继承 DrawableContainerState 的,在DrawableContainerState这个类中有一个成员变量Drawable[] mDrawables;用于保存drawable信息。

inflateChildElements 这方法里面通过TypeArray获取drawable的信息,然后调用AnimationState的addFrame方法,将一系列动画信息就存储在drawable数组中。

    public void start() {        mAnimating = true;        if (!isRunning()) {            // Start from 0th frame.            setFrame(0, false, mAnimationState.getChildCount() > 1                    || !mAnimationState.mOneShot);        }    }

通过setFrame方法设置我们的drawable。接着就可以进行drawable的展示了。

帧动画的大概原理就是这样,个人见解,希望能帮到其他人。

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