Android之SurfaceView學習(一)

Android之SurfaceView學習(一)android

首先咱們先來看下官方API對SurfaceView的介紹編程

SurfaceView的API介紹canvas

Provides a dedicated drawing surface embedded inside of a view hierarchy. You can control the format of this surface and, if you like, its size; the SurfaceView takes care of placing the surface at the correct location on the screenapp

The surface is Z ordered so that it is behind the window holding its SurfaceView; the SurfaceView punches a hole in its window to allow its surface to be displayed. The view hierarchy will take care of correctly compositing with the Surface any siblings of the SurfaceView that would normally appear on top of it. This can be used to place overlays such as buttons on top of the Surface, though note however that it can have an impact on performance since a full alpha-blended composite will be performed each time the Surface changes.框架

Access to the underlying surface is provided via the SurfaceHolder interface, which can be retrieved by calling getHolder().ide

The Surface will be created for you while the SurfaceView's window is visible; you should implement surfaceCreated(SurfaceHolder) and surfaceDestroyed(SurfaceHolder) to discover when the Surface is created and destroyed as the window is shown and hidden.函數

One of the purposes of this class is to provide a surface in which a secondary thread can render in to the screen. If you are going to use it this way, you need to be aware of some threading semantics:性能

•All SurfaceView and SurfaceHolder.Callback methods will be called from the thread running the SurfaceView's window (typically the main thread of the application). They thus need to correctly synchronize with any state that is also touched by the drawing thread. •You must ensure that the drawing thread only touches the underlying Surface while it is valid -- between SurfaceHolder.Callback.surfaceCreated() and SurfaceHolder.Callback.surfaceDestroyed(). 對應的中文翻譯 SurfaceView是視圖(View)的繼承類,這個視圖裏內嵌了一個專門用於繪製的Surface。你能夠控制這個Surface的格式和尺寸。Surfaceview控制這個Surface的繪製位置。 surface是縱深排序(Z-ordered)的,這代表它總在本身所在窗口的後面。surfaceview提供了一個可見區域,只有在這個可見區域內 的surface部份內容纔可見,可見區域外的部分不可見。surface的排版顯示受到視圖層級關係的影響,它的兄弟視圖結點會在頂端顯示。這意味者 surface的內容會被它的兄弟視圖遮擋,這一特性能夠用來放置遮蓋物(overlays)(例如,文本和按鈕等控件)。注意,若是surface上面 有透明控件,那麼它的每次變化都會引發框架從新計算它和頂層控件的透明效果,這會影響性能。 你能夠經過SurfaceHolder接口訪問這個surface,getHolder()方法能夠獲得這個接口。 surfaceview變得可見時,surface被建立;surfaceview隱藏前,surface被銷燬。這樣能節省資源。若是你要查看 surface被建立和銷燬的時機,能夠重載surfaceCreated(SurfaceHolder)和 surfaceDestroyed(SurfaceHolder)。 surfaceview的核心在於提供了兩個線程:UI線程和渲染線程。這裏應注意: 1> 全部SurfaceView和SurfaceHolder.Callback的方法都應該在UI線程裏調用,通常來講就是應用程序主線程。渲染線程所要訪問的各類變量應該做同步處理。 2> 因爲surface可能被銷燬,它只在SurfaceHolder.Callback.surfaceCreated()和 SurfaceHolder.Callback.surfaceDestroyed()之間有效,因此要確保渲染線程訪問的是合法有效的surface。學習

接下來呢,說說本身對它的理解 一、定義動畫

能夠直接從內存或者DMA等硬件接口取得圖像數據,是個很是重要的繪圖容器。

它的特性是:能夠在主線程以外的線程中向屏幕繪圖上。這樣能夠避免畫圖任務繁重的時候形成主線程阻塞,從而提升了程序的反應速度。在遊戲開發中多用到SurfaceView,遊戲中的背景、人物、動畫等等儘可能在畫布canvas中畫出。

二、實現

首先繼承SurfaceView並實現SurfaceHolder.Callback接口 使用接口的緣由:由於使用SurfaceView 有一個原則,全部的繪圖工做必須得在Surface 被建立以後才能開始(Surface—表面,這個概念在 圖形編程中經常被提到。基本上咱們能夠把它看成顯存的一個映射,寫入到Surface 的內容 能夠被直接複製到顯存從而顯示出來,這使得顯示速度會很是快),而在Surface 被銷燬以前必須結束。因此Callback 中的surfaceCreated 和surfaceDestroyed 就成了繪圖處理代碼的邊界。

須要重寫的方法

 (1)public void surfaceChanged(SurfaceHolder holder,int format,int width,int height){}

  //在surface的大小發生改變時激發

 (2)public void surfaceCreated(SurfaceHolder holder){}

  //在建立時激發,通常在這裏調用畫圖的線程。

 (3)public void surfaceDestroyed(SurfaceHolder holder) {}

  //銷燬時激發,通常在這裏將畫圖的線程中止、釋放。

整個過程:繼承SurfaceView並實現SurfaceHolder.Callback接口 ----> SurfaceView.getHolder()得到SurfaceHolder對象 ---->SurfaceHolder.addCallback(callback)添加回調函數---->SurfaceHolder.lockCanvas()得到Canvas對象並鎖定畫布----> Canvas繪畫 ---->SurfaceHolder.unlockCanvasAndPost(Canvas canvas)結束鎖定畫圖,並提交改變,將圖形顯示。

三、SurfaceHolder 這裏用到了一個類SurfaceHolder,能夠把它當成surface的控制器,用來操縱surface。處理它的Canvas上畫的效果和動畫,控制表面,大小,像素等。 幾個須要注意的方法: (1)、abstract void addCallback(SurfaceHolder.Callback callback); // 給SurfaceView當前的持有者一個回調對象。 (2)、abstract Canvas lockCanvas(); // 鎖定畫布,通常在鎖定後就能夠經過其返回的畫布對象Canvas,在其上面畫圖等操做了。 (3)、abstract Canvas lockCanvas(Rect dirty); // 鎖定畫布的某個區域進行畫圖等..由於畫完圖後,會調用下面的unlockCanvasAndPost來改變顯示內容。 // 相對部份內存要求比較高的遊戲來講,能夠不用重畫dirty外的其它區域的像素,能夠提升速度。 (4)、abstract void unlockCanvasAndPost(Canvas canvas); // 結束鎖定畫圖,並提交改變。 四、實例

這裏的例子實現了一個矩形和一個計時器

View Code

View Code package xl.test;

import android.app.Activity; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.graphics.Rect; import android.os.Bundle; import android.view.SurfaceHolder; import android.view.SurfaceView;

public class ViewTest extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(new MyView(this)); } //視圖內部類 class MyView extends SurfaceView implements SurfaceHolder.Callback { private SurfaceHolder holder; private MyThread myThread; public MyView(Context context) { super(context); // TODO Auto-generated constructor stub holder = this.getHolder(); holder.addCallback(this); myThread = new MyThread(holder);//建立一個繪圖線程 }

@Override
     public void surfaceChanged(SurfaceHolder holder, int format, int width,
             int height) {
         // TODO Auto-generated method stub
         
     }

     @Override
     public void surfaceCreated(SurfaceHolder holder) {
         // TODO Auto-generated method stub
         myThread.isRun = true;
         myThread.start();
     }

     @Override
     public void surfaceDestroyed(SurfaceHolder holder) {
         // TODO Auto-generated method stub
         myThread.isRun = false;
     }
     
 }
 //線程內部類
 class MyThread extends Thread
 {
     private SurfaceHolder holder;
     public boolean isRun ;
     public  MyThread(SurfaceHolder holder)
     {
         this.holder =holder; 
         isRun = true;
     }
     @Override
     public void run()
     {
         int count = 0;
         while(isRun)
         {
             Canvas c = null;
             try
             {
                 synchronized (holder)
                 {
                     c = holder.lockCanvas();//鎖定畫布,通常在鎖定後就能夠經過其返回的畫布對象Canvas,在其上面畫圖等操做了。
                     c.drawColor(Color.BLACK);//設置畫布背景顏色
                     Paint p = new Paint(); //建立畫筆
                     p.setColor(Color.WHITE);
                     Rect r = new Rect(100, 50, 300, 250);
                     c.drawRect(r, p);
                     c.drawText("這是第"+(count++)+"秒", 100, 310, p);
                     Thread.sleep(1000);//睡眠時間爲1秒
                 }
             }
             catch (Exception e) {
                 // TODO: handle exception
                 e.printStackTrace();
             }
             finally
             {
                 if(c!= null)
                 {
                     holder.unlockCanvasAndPost(c);//結束鎖定畫圖,並提交改變。

                 }
             }
         }
     }
 }

}

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