Android 提供了AnimationDrawable
用於實現幀動畫。在動畫開始以前,全部幀的圖片都被解析並佔用內存,一旦動畫較複雜幀數較多,在低配置手機上容易發生 OOM。即便不發生 OOM,也會對內存形成不小的壓力。下面代碼展現了一個幀數爲4的幀動畫:java
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();
有沒有什麼辦法讓幀動畫的數據逐幀加載,而不是一次性所有加載到內存?SurfaceView
就提供了這種能力。git
屏幕的顯示機制和幀動畫相似,也是一幀一幀的連環畫,只不過刷新頻率很高,感受像連續的。爲了顯示一幀,須要經歷計算和渲染兩個過程,CPU 先計算出這一幀的圖像數據並寫入內存,而後調用 OpenGL 命令將內存中數據渲染成圖像存放在 GPU Buffer 中,顯示設備每隔必定時間從 Buffer 中獲取圖像並顯示。github
上述過程當中的計算,對於View
來講,就比如在主線程遍歷 View樹 以決定視圖畫多大(measure),畫在哪(layout),畫些啥(draw),計算結果存放在內存中,SurfaceFlinger 會調用 OpenGL 命令將內存中的數據渲染成圖像存放在 GPU Buffer 中。每隔16.6ms,顯示器從 Buffer 中取出幀並顯示。因此自定義 View 能夠經過重載onMeasure()
、onLayout()
、onDraw()
來定義幀內容,但不能定義幀刷新頻率。算法
SurfaceView
能夠突破這個限制。並且它能夠將計算幀數據放到獨立的線程中進行。下面是自定義SurfaceView
的模版代碼:canvas
public abstract class BaseSurfaceView extends SurfaceView implements SurfaceHolder.Callback { public static final int DEFAULT_FRAME_DURATION_MILLISECOND = 50; //用於計算幀數據的線程 private HandlerThread handlerThread; private Handler handler; //幀刷新頻率 private int frameDuration = DEFAULT_FRAME_DURATION_MILLISECOND; //用於繪製幀的畫布 private Canvas canvas; private boolean isAlive; public BaseSurfaceView(Context context) { super(context); init(); } protected void init() { getHolder().addCallback(this); //設置透明背景,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; } //中止幀繪製線程 private void stopDrawThread() { handlerThread.quit(); handler = null; } //啓動幀繪製線程 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.獲取畫布 canvas = getHolder().lockCanvas(); //2.繪製一幀 onFrameDraw(canvas); } catch (Exception e) { e.printStackTrace(); } finally { //3.將幀數據提交 getHolder().unlockCanvasAndPost(canvas); //4.一幀繪製結束 onFrameDrawFinish(); } //不停的將本身推送到繪製線程的消息隊列以實現幀刷新 handler.postDelayed(this, frameDuration); } } protected abstract void onFrameDrawFinish(); protected abstract void onFrameDraw(Canvas canvas); }
HandlerThread
做爲獨立幀繪製線程,好處是能夠經過與其綁定的Handler
方便地實現「每隔一段時間刷新」,並且在Surface
被銷燬的時候能夠方便的調用HandlerThread.quit()
來結束線程執行的邏輯。DrawRunnable.run()
運用模版方法模式定義了繪製算法框架,其中幀繪製邏輯的具體實現被定義成兩個抽象方法,推遲到子類中實現,由於繪製的東西是多樣的,對於本文來講,繪製的就是一張張圖片,因此新建BaseSurfaceView
的子類FrameSurfaceView
:public class FrameSurfaceView extends BaseSurfaceView { public static final int INVALID_BITMAP_INDEX = Integer.MAX_VALUE; private List<Integer> bitmaps = new ArrayList<>(); //幀圖片 private Bitmap frameBitmap; //幀索引 private int bitmapIndex = INVALID_BITMAP_INDEX; private Paint paint = new Paint(); private BitmapFactory.Options options = new BitmapFactory.Options(); //幀圖片原始大小 private Rect srcRect; //幀圖片目標大小 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; //默認狀況下,計算第一幀圖片的原始大小 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() { //在一幀繪製完後,直接回收它 recycleOneFrame(); } //回收幀 private void recycleOneFrame() { if (frameBitmap != null) { frameBitmap.recycle(); frameBitmap = null; } } @Override protected void onFrameDraw(Canvas canvas) { //繪製一幀前須要先清畫布,不然全部幀都疊在一塊兒同時顯示 clearCanvas(canvas); if (!isStart()) { return; } if (!isFinish()) { drawOneFrame(canvas); } else { onFrameAnimationEnd(); } } //繪製一幀,是張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; } //幀動畫是否結束 private boolean isFinish() { return bitmapIndex >= bitmaps.size(); } //幀動畫是否開始 private boolean isStart() { return bitmapIndex != INVALID_BITMAP_INDEX; } //開始播放幀動畫 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)); } }
FrameSurfaceView
繼承自BaseSurfaceView
,因此它複用了基類的繪製框架算法,而且定了本身每一幀的繪製內容:一張Bitmap
。Bitmap
資源 id 經過setBitmaps()
傳遞進來, 繪製一幀解析一張 ,在每一幀繪製完畢後,調用Bitmap.recycle()
釋放圖片 native 內存並去除 java 堆中圖片像素數據的引用。這樣當 GC 發生時,圖片像素數據能夠及時被回收。一切都是這麼地可以自圓其說,我火燒眉毛地運行代碼並打開AndroidStudio
的Profiler
標籤頁,切換到MEMORY
,想用真實內存數據驗證下性能。但殘酷的事實狠狠地打了下臉。。。屢次播放幀動畫後,內存佔用竟然比原生AnimationDrawable
還大,並且每播放一次,內存中都會多出 N 個Bitmap
對象(N爲幀動畫總幀數)。惟一使人欣慰的是,手動觸發 GC 後幀動畫圖片可以被回收。(AnimationDrawable
中的圖片數據不會被 GC)框架
緣由就在於自做聰明地及時回收,每一幀繪製完後幀數據被回收,那下一幀解析Bitmap
時只能新申請一塊內存。幀動畫每張圖片大小是一致的,是否是能複用上一幀Bitmap
的內存空間?因而乎有了下面這個版本的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(); //定義解析Bitmap參數爲可變類型,這樣才能複用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() { //每幀繪製完畢後再也不回收 // 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); //複用上一幀Bitmap的內存 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)); } }
Bitmap
的解析參數inBitmap
設置爲已經成功解析的Bitmap
對象以實現複用。這一次無論從新播放多少次幀動畫,內存中Bitmap
數量只會增長1,由於只在解析第一張圖片是分配了內存。而這塊內存能夠在FrameSurfaceView
生命週期結束時手動調用recycle()
回收。ide
爲了更清晰的展現,上述代碼段省略了一些和主題無關的自定義 View 細節,完整的代碼能夠點擊這裏。oop