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我正在用 native 代码做一些位图动画,所以我需要每帧重绘 ImageView:
class MyImageView extends ImageView
{
...
protected void onDraw( Canvas canvas )
{
native_drawStuff( handle, canvas );
invalidate();
}
}
看起来一切都很好,除了 Traceview 显示:
我不了解你,但这似乎有点荒谬。 native_drawStuff() 正在设置位图的每个像素,然后将位图绘制到 Canvas 上,而一个简单的 invalidate() 调用花费的时间几乎是 4 倍?位图也不小(RGBA_8888 和从 50k 到 300k 像素的任何地方)。
鉴于我需要在每一帧重绘整个 ImageView,是否有更好的方法来做到这一点?我看到的关于此的唯一建议是只使 View 中需要重绘的部分无效,但在我的情况下,这就是全部。
最佳答案
API 14 为此引入了完美的类:TextureView
A TextureView can be used to display a content stream. Such a content stream can for instance be a video or an OpenGL scene. The content stream can come from the application's process as well as a remote process.
Romain Guy 在此处发布了一个如何将内容从另一个线程流式传输到 TextureView 的示例:https://groups.google.com/forum/#!topic/android-developers/_Ogjc8sozpA .我在这里复制它以供后代使用:
import android.app.Activity;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.PorterDuff;
import android.graphics.SurfaceTexture;
import android.os.Bundle;
import android.view.Gravity;
import android.view.TextureView;
import android.widget.FrameLayout;
@SuppressWarnings({"UnusedDeclaration"})
public class CanvasTextureViewActivity extends Activity
implements TextureView.SurfaceTextureListener {
private TextureView mTextureView;
private CanvasTextureViewActivity.RenderingThread mThread;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
FrameLayout content = new FrameLayout(this);
mTextureView = new TextureView(this);
mTextureView.setSurfaceTextureListener(this);
mTextureView.setOpaque(false);
content.addView(mTextureView, new FrameLayout.LayoutParams(500, 500, Gravity.CENTER));
setContentView(content);
}
@Override
public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) {
mThread = new RenderingThread(mTextureView);
mThread.start();
}
@Override
public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
// Ignored
}
@Override
public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
if (mThread != null) mThread.stopRendering();
return true;
}
@Override
public void onSurfaceTextureUpdated(SurfaceTexture surface) {
// Ignored
}
private static class RenderingThread extends Thread {
private final TextureView mSurface;
private volatile boolean mRunning = true;
public RenderingThread(TextureView surface) {
mSurface = surface;
}
@Override
public void run() {
float x = 0.0f;
float y = 0.0f;
float speedX = 5.0f;
float speedY = 3.0f;
Paint paint = new Paint();
paint.setColor(0xff00ff00);
while (mRunning && !Thread.interrupted()) {
final Canvas canvas = mSurface.lockCanvas(null);
try {
canvas.drawColor(0x00000000, PorterDuff.Mode.CLEAR);
canvas.drawRect(x, y, x + 20.0f, y + 20.0f, paint);
} finally {
mSurface.unlockCanvasAndPost(canvas);
}
if (x + 20.0f + speedX >= mSurface.getWidth() || x + speedX <= 0.0f) {
speedX = -speedX;
}
if (y + 20.0f + speedY >= mSurface.getHeight() || y + speedY <= 0.0f) {
speedY = -speedY;
}
x += speedX;
y += speedY;
try {
Thread.sleep(15);
} catch (InterruptedException e) {
// Interrupted
}
}
}
void stopRendering() {
interrupt();
mRunning = false;
}
}
}
关于android - View.invalidate() 非常慢。备择方案?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19711547/
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