这是帧动画系列的第一篇,系列文章目录以下:java
Android 提供了AnimationDrawable
用于实现帧动画。在动画开始以前,全部帧的图片都被解析并占用内存,一旦动画较复杂帧数较多,在低配置手机上容易发生 OOM。即便不发生 OOM,也会对内存形成不小的压力。下面代码展现了一个帧数为4的帧动画:git
AnimationDrawable drawable = new AnimationDrawable();
drawable.addFrame(getDrawable(R.drawable.frame1), frameDuration);
drawable.addFrame(getDrawable(R.drawable.frame2), frameDuration);
drawable.addFrame(getDrawable(R.drawable.frame3), frameDuration);
drawable.addFrame(getDrawable(R.drawable.frame4), frameDuration);
drawable.setOneShot(true);
ImageView ivFrameAnim = ((ImageView) findViewById(R.id.frame_anim));
ivFrameAnim.setImageDrawable(drawable);
drawable.start();
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有没有什么办法让帧动画的数据逐帧加载,而不是一次性所有加载到内存?SurfaceView
就提供了这种能力。github
屏幕的显示机制和帧动画相似,也是一帧一帧的连环画,只不过刷新频率很高,感受像连续的。为了显示一帧,须要经历计算和渲染两个过程,CPU 先计算出这一帧的图像数据并写入内存,而后调用 OpenGL 命令将内存中数据渲染成图像存放在 GPU Buffer 中,显示设备每隔必定时间从 Buffer 中获取图像并显示。算法
上述过程当中的计算,对于View
来讲,就比如在主线程遍历 View树 以决定视图画多大(measure),画在哪(layout),画些啥(draw),计算结果存放在内存中,SurfaceFlinger 会调用 OpenGL 命令将内存中的数据渲染成图像存放在 GPU Buffer 中。每隔16.6ms,显示器从 Buffer 中取出帧并显示。因此自定义 View 能够经过重载onMeasure()
、onLayout()
、onDraw()
来定义帧内容,但不能定义帧刷新频率。canvas
SurfaceView
能够突破这个限制。并且它能够将计算帧数据放到独立的线程中进行。下面是自定义SurfaceView
的模版代码:bash
public abstract class BaseSurfaceView extends SurfaceView implements SurfaceHolder.Callback {
public static final int DEFAULT_FRAME_DURATION_MILLISECOND = 50;
//用于计算帧数据的线程
private HandlerThread handlerThread;
private Handler handler;
//帧刷新频率
private int frameDuration = DEFAULT_FRAME_DURATION_MILLISECOND;
//用于绘制帧的画布
private Canvas canvas;
private boolean isAlive;
public BaseSurfaceView(Context context) {
super(context);
init();
}
protected void init() {
getHolder().addCallback(this);
//设置透明背景,不然SurfaceView背景是黑的
setBackgroundTransparent();
}
private void setBackgroundTransparent() {
getHolder().setFormat(PixelFormat.TRANSLUCENT);
setZOrderOnTop(true);
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
isAlive = true;
startDrawThread();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
stopDrawThread();
isAlive = false;
}
//中止帧绘制线程
private void stopDrawThread() {
handlerThread.quit();
handler = null;
}
//启动帧绘制线程
private void startDrawThread() {
handlerThread = new HandlerThread("SurfaceViewThread");
handlerThread.start();
handler = new Handler(handlerThread.getLooper());
handler.post(new DrawRunnable());
}
private class DrawRunnable implements Runnable {
@Override
public void run() {
if (!isAlive) {
return;
}
try {
//1.获取画布
canvas = getHolder().lockCanvas();
//2.绘制一帧
onFrameDraw(canvas);
} catch (Exception e) {
e.printStackTrace();
} finally {
//3.将帧数据提交
getHolder().unlockCanvasAndPost(canvas);
//4.一帧绘制结束
onFrameDrawFinish();
}
//不停的将本身推送到绘制线程的消息队列以实现帧刷新
handler.postDelayed(this, frameDuration);
}
}
protected abstract void onFrameDrawFinish();
protected abstract void onFrameDraw(Canvas canvas);
}
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HandlerThread
做为独立帧绘制线程,好处是能够经过与其绑定的Handler
方便地实现“每隔一段时间刷新”,并且在Surface
被销毁的时候能够方便的调用HandlerThread.quit()
来结束线程执行的逻辑。DrawRunnable.run()
运用模版方法模式定义了绘制算法框架,其中帧绘制逻辑的具体实现被定义成两个抽象方法,推迟到子类中实现,由于绘制的东西是多样的,对于本文来讲,绘制的就是一张张图片,因此新建BaseSurfaceView
的子类FrameSurfaceView
:public class FrameSurfaceView extends BaseSurfaceView {
public static final int INVALID_BITMAP_INDEX = Integer.MAX_VALUE;
private List<Integer> bitmaps = new ArrayList<>();
//帧图片
private Bitmap frameBitmap;
//帧索引
private int bitmapIndex = INVALID_BITMAP_INDEX;
private Paint paint = new Paint();
private BitmapFactory.Options options = new BitmapFactory.Options();
//帧图片原始大小
private Rect srcRect;
//帧图片目标大小
private Rect dstRect = new Rect();
private int defaultWidth;
private int defaultHeight;
public void setDuration(int duration) {
int frameDuration = duration / bitmaps.size();
setFrameDuration(frameDuration);
}
public void setBitmaps(List<Integer> bitmaps) {
if (bitmaps == null || bitmaps.size() == 0) {
return;
}
this.bitmaps = bitmaps;
//默认状况下,计算第一帧图片的原始大小
getBitmapDimension(bitmaps.get(0));
}
private void getBitmapDimension(Integer integer) {
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(this.getResources(), integer, options);
defaultWidth = options.outWidth;
defaultHeight = options.outHeight;
srcRect = new Rect(0, 0, defaultWidth, defaultHeight);
requestLayout();
}
public FrameSurfaceView(Context context) {
super(context);
}
@Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
dstRect.set(0, 0, getWidth(), getHeight());
}
@Override
protected void onFrameDrawFinish() {
//在一帧绘制完后,直接回收它
recycleOneFrame();
}
//回收帧
private void recycleOneFrame() {
if (frameBitmap != null) {
frameBitmap.recycle();
frameBitmap = null;
}
}
@Override
protected void onFrameDraw(Canvas canvas) {
//绘制一帧前须要先清画布,不然全部帧都叠在一块儿同时显示
clearCanvas(canvas);
if (!isStart()) {
return;
}
if (!isFinish()) {
drawOneFrame(canvas);
} else {
onFrameAnimationEnd();
}
}
//绘制一帧,是张Bitmap
private void drawOneFrame(Canvas canvas) {
frameBitmap = BitmapUtil.decodeOriginBitmap(getResources(), bitmaps.get(bitmapIndex), options);
canvas.drawBitmap(frameBitmap, srcRect, dstRect, paint);
bitmapIndex++;
}
private void onFrameAnimationEnd() {
reset();
}
private void reset() {
bitmapIndex = INVALID_BITMAP_INDEX;
}
//帧动画是否结束
private boolean isFinish() {
return bitmapIndex >= bitmaps.size();
}
//帧动画是否开始
private boolean isStart() {
return bitmapIndex != INVALID_BITMAP_INDEX;
}
//开始播放帧动画
public void start() {
bitmapIndex = 0;
}
private void clearCanvas(Canvas canvas) {
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
canvas.drawPaint(paint);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC));
}
}
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FrameSurfaceView
继承自BaseSurfaceView
,因此它复用了基类的绘制框架算法,而且定了本身每一帧的绘制内容:一张Bitmap
。Bitmap
资源 id 经过setBitmaps()
传递进来, 绘制一帧解析一张 ,在每一帧绘制完毕后,调用Bitmap.recycle()
释放图片 native 内存并去除 java 堆中图片像素数据的引用。这样当 GC 发生时,图片像素数据能够及时被回收。一切都是这么地可以自圆其说,我火烧眉毛地运行代码并打开AndroidStudio
的Profiler
标签页,切换到MEMORY
,想用真实内存数据验证下性能。但残酷的事实狠狠地打了下脸。。。屡次播放帧动画后,内存占用竟然比原生AnimationDrawable
还大,并且每播放一次,内存中都会多出 N 个Bitmap
对象(N为帧动画总帧数)。惟一使人欣慰的是,手动触发 GC 后帧动画图片可以被回收。(AnimationDrawable
中的图片数据不会被 GC)框架
缘由就在于自做聪明地及时回收,每一帧绘制完后帧数据被回收,那下一帧解析Bitmap
时只能新申请一块内存。帧动画每张图片大小是一致的,是否是能复用上一帧Bitmap
的内存空间?因而乎有了下面这个版本的FrameSurfaceView
:dom
public class FrameSurfaceView extends BaseSurfaceView {
public static final int INVALID_BITMAP_INDEX = Integer.MAX_VALUE;
private List<Integer> bitmaps = new ArrayList<>();
private Bitmap frameBitmap;
private int bitmapIndex = INVALID_BITMAP_INDEX;
private Paint paint = new Paint();
private BitmapFactory.Options options;
private Rect srcRect;
private Rect dstRect = new Rect();
public void setDuration(int duration) {
int frameDuration = duration / bitmaps.size();
setFrameDuration(frameDuration);
}
public void setBitmaps(List<Integer> bitmaps) {
if (bitmaps == null || bitmaps.size() == 0) {
return;
}
this.bitmaps = bitmaps;
getBitmapDimension(bitmaps.get(0));
}
private void getBitmapDimension(Integer integer) {
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inJustDecodeBounds = true;
BitmapFactory.decodeResource(this.getResources(), integer, options);
defaultWidth = options.outWidth;
defaultHeight = options.outHeight;
srcRect = new Rect(0, 0, defaultWidth, defaultHeight);;
}
public FrameSurfaceView(Context context) {
super(context);
}
@Override
protected void init() {
super.init();
//定义解析Bitmap参数为可变类型,这样才能复用Bitmap
options = new BitmapFactory.Options();
options.inMutable = true;
}
@Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
dstRect.set(0, 0, getWidth(), getHeight());
}
@Override
protected int getDefaultWidth() {
return defaultWidth;
}
@Override
protected int getDefaultHeight() {
return defaultHeight;
}
@Override
protected void onFrameDrawFinish() {
//每帧绘制完毕后再也不回收
// recycle();
}
public void recycle() {
if (frameBitmap != null) {
frameBitmap.recycle();
frameBitmap = null;
}
}
@Override
protected void onFrameDraw(Canvas canvas) {
clearCanvas(canvas);
if (!isStart()) {
return;
}
if (!isFinish()) {
drawOneFrame(canvas);
} else {
onFrameAnimationEnd();
}
}
private void drawOneFrame(Canvas canvas) {
frameBitmap = BitmapUtil.decodeOriginBitmap(getResources(), bitmaps.get(bitmapIndex), options);
//复用上一帧Bitmap的内存
options.inBitmap = frameBitmap;
canvas.drawBitmap(frameBitmap, srcRect, dstRect, paint);
bitmapIndex++;
}
private void onFrameAnimationEnd() {
reset();
}
private void reset() {
bitmapIndex = INVALID_BITMAP_INDEX;
}
private boolean isFinish() {
return bitmapIndex >= bitmaps.size();
}
private boolean isStart() {
return bitmapIndex != INVALID_BITMAP_INDEX;
}
public void start() {
bitmapIndex = 0;
}
private void clearCanvas(Canvas canvas) {
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
canvas.drawPaint(paint);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC));
}
}
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Bitmap
的解析参数inBitmap
设置为已经成功解析的Bitmap
对象以实现复用。这一次无论从新播放多少次帧动画,内存中Bitmap
数量只会增长1,由于只在解析第一张图片是分配了内存。而这块内存能够在FrameSurfaceView
生命周期结束时手动调用recycle()
回收。ide
为了更清晰的展现,上述代码段省略了一些和主题无关的自定义 View 细节,完整的代码能够点击这里。oop