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android - Galaxy Nexus 动画缓慢

coder 2023-11-27 原文

我编辑了 this code将 Rect 实例移出 onDraw 方法。我已经在多种设备上对其进行了测试。

public class BallBouncesActivity extends Activity {
    BallBounces ball;

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        ball = new BallBounces(this);
        setContentView(ball);
    }
}


class BallBounces extends SurfaceView implements SurfaceHolder.Callback {
    GameThread thread;
    int screenW; //Device's screen width.
    int screenH; //Devices's screen height.
    int ballX; //Ball x position.
    int ballY; //Ball y position.
    int initialY ;
    float dY; //Ball vertical speed.
    int ballW;
    int ballH;
    int bgrW;
    int bgrH;
    int angle;
    int bgrScroll;
    int dBgrY; //Background scroll speed.
    float acc;
    Bitmap ball, bgr, bgrReverse;
    boolean reverseBackroundFirst;
    boolean ballFingerMove;

    Rect toRect1, fromRect1;
    Rect toRect2, fromRect2;

    //Measure frames per second.
    long now;
    int framesCount=0;
    int framesCountAvg=0;
    long framesTimer=0;
    Paint fpsPaint=new Paint();

    //Frame speed
    long timeNow;
    long timePrev = 0;
    long timePrevFrame = 0;
    long timeDelta;


    public BallBounces(Context context) {
        super(context);
        ball = BitmapFactory.decodeResource(getResources(), R.drawable.rocket); //Load a ball image.
        bgr = BitmapFactory.decodeResource(getResources(), R.drawable.sky_bgr); //Load a background.
        ballW = ball.getWidth();
        ballH = ball.getHeight();

        toRect1 = new Rect(0, 0, bgr.getWidth(), bgr.getHeight());
        fromRect1 = new Rect(0, 0, bgr.getWidth(), bgr.getHeight());
        toRect2 = new Rect(0, 0, bgr.getWidth(), bgr.getHeight());
        fromRect2 = new Rect(0, 0, bgr.getWidth(), bgr.getHeight());

        //Create a flag for the onDraw method to alternate background with its mirror image.
        reverseBackroundFirst = false;

        //Initialise animation variables.
        acc = 0.2f; //Acceleration
        dY = 0; //vertical speed
        initialY = 100; //Initial vertical position
        angle = 0; //Start value for the rotation angle
        bgrScroll = 0;  //Background scroll position
        dBgrY = 1; //Scrolling background speed

        fpsPaint.setTextSize(30);

        //Set thread
        getHolder().addCallback(this);

        setFocusable(true);
    }

    @Override
    public void onSizeChanged (int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        //This event-method provides the real dimensions of this custom view.
        screenW = w;
        screenH = h;

        bgr = Bitmap.createScaledBitmap(bgr, w, h, true); //Scale background to fit the screen.
        bgrW = bgr.getWidth();
        bgrH = bgr.getHeight();

        //Create a mirror image of the background (horizontal flip) - for a more circular background.
        Matrix matrix = new Matrix();  //Like a frame or mould for an image.
        matrix.setScale(-1, 1); //Horizontal mirror effect.
        bgrReverse = Bitmap.createBitmap(bgr, 0, 0, bgrW, bgrH, matrix, true); //Create a new mirrored bitmap by applying the matrix.

        ballX = (int) (screenW /2) - (ballW / 2) ; //Centre ball X into the centre of the screen.
        ballY = -50; //Centre ball height above the screen.
    }

    //***************************************
    //*************  TOUCH  *****************
    //***************************************
    @Override
    public synchronized boolean onTouchEvent(MotionEvent ev) {

        switch (ev.getAction()) {
            case MotionEvent.ACTION_DOWN: {
                ballX = (int) ev.getX() - ballW/2;
                ballY = (int) ev.getY() - ballH/2;

                ballFingerMove = true;
                break;
            }

            case MotionEvent.ACTION_MOVE: {
                ballX = (int) ev.getX() - ballW/2;
                ballY = (int) ev.getY() - ballH/2;

                break;
            }

            case MotionEvent.ACTION_UP:
                ballFingerMove = false;
                dY = 0;
                break;
            }
        return true;
    }

    @Override
    public void onDraw(Canvas canvas) {
        super.onDraw(canvas);

        //Draw scrolling background.
        fromRect1.set(0, 0, bgrW - bgrScroll, bgrH);
        toRect1.set(bgrScroll, 0, bgrW, bgrH);

        fromRect2.set(bgrW - bgrScroll, 0, bgrW, bgrH);
        toRect2.set(0, 0, bgrScroll, bgrH);

//        Rect fromRect1 = new Rect(0, 0, bgrW - bgrScroll, bgrH);
//        Rect toRect1 = new Rect(bgrScroll, 0, bgrW, bgrH);
//
//        Rect fromRect2 = new Rect(bgrW - bgrScroll, 0, bgrW, bgrH);
//        Rect toRect2 = new Rect(0, 0, bgrScroll, bgrH);

        if (!reverseBackroundFirst) {
            canvas.drawBitmap(bgr, fromRect1, toRect1, null);
            canvas.drawBitmap(bgrReverse, fromRect2, toRect2, null);
        }
        else{
            canvas.drawBitmap(bgr, fromRect2, toRect2, null);
            canvas.drawBitmap(bgrReverse, fromRect1, toRect1, null);
        }

        //Next value for the background's position.
        if ( (bgrScroll += dBgrY) >= bgrW) {
            bgrScroll = 0;
            reverseBackroundFirst = !reverseBackroundFirst;
        }

        //Compute roughly the ball's speed and location.
        if (!ballFingerMove) {
            ballY += (int) dY; //Increase or decrease vertical position.
            if (ballY > (screenH - ballH)) {
                dY=(-1)*dY; //Reverse speed when bottom hit.
            }
            dY+= acc; //Increase or decrease speed.
        }

        //Increase rotating angle
        if (angle++ >360)
            angle =0;

        //DRAW BALL
        //Rotate method one
        /*
        Matrix matrix = new Matrix();
        matrix.postRotate(angle, (ballW / 2), (ballH / 2)); //Rotate it.
        matrix.postTranslate(ballX, ballY); //Move it into x, y position.
        canvas.drawBitmap(ball, matrix, null); //Draw the ball with applied matrix.

        */// Rotate method two

        canvas.save(); //Save the position of the canvas matrix.
        canvas.rotate(angle, ballX + (ballW / 2), ballY + (ballH / 2)); //Rotate the canvas matrix.
        canvas.drawBitmap(ball, ballX, ballY, null); //Draw the ball by applying the canvas rotated matrix.
        canvas.restore(); //Rotate the canvas matrix back to its saved position - only the ball bitmap was rotated not all canvas.

        //*/

        //Measure frame rate (unit: frames per second).
         now=System.currentTimeMillis();
         canvas.drawText(framesCountAvg+" fps", 40, 70, fpsPaint);
         framesCount++;
         if(now-framesTimer>1000) {
                 framesTimer=now;
                 framesCountAvg=framesCount;
                 framesCount=0;
         }
    }

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

    @Override
    public void surfaceCreated(SurfaceHolder holder) {
        thread = new GameThread(getHolder(), this);
        thread.setRunning(true);
        thread.start();
    }

    @Override
    public void surfaceDestroyed(SurfaceHolder holder) {
        boolean retry = true;
        thread.setRunning(false);
        while (retry) {
            try {
                thread.join();
                retry = false;
            } catch (InterruptedException e) {

            }
        }
    }


    class GameThread extends Thread {
        private SurfaceHolder surfaceHolder;
        private BallBounces gameView;
        private boolean run = false;

        public GameThread(SurfaceHolder surfaceHolder, BallBounces gameView) {
            this.surfaceHolder = surfaceHolder;
            this.gameView = gameView;
        }

        public void setRunning(boolean run) {
            this.run = run;
        }

        public SurfaceHolder getSurfaceHolder() {
            return surfaceHolder;
        }

        @Override
        public void run() {
            Canvas c;
            while (run) {
                c = null;

                //limit frame rate to max 60fps
                timeNow = System.currentTimeMillis();
                timeDelta = timeNow - timePrevFrame;
                if ( timeDelta < 16) {
                    try {
                        Thread.sleep(16 - timeDelta);
                    }
                    catch(InterruptedException e) {

                    }
                }
                timePrevFrame = System.currentTimeMillis();

                try {
                    c = surfaceHolder.lockCanvas(null);
                    synchronized (surfaceHolder) {
                       //call methods to draw and process next fame
                        gameView.onDraw(c);
                    }
                } finally {
                    if (c != null) {
                        surfaceHolder.unlockCanvasAndPost(c);
                    }
                }
            }
        }
    }
}

如果您注意到,这里有测量帧速率的代码:

     now=System.currentTimeMillis();
     canvas.drawText(framesCountAvg+" fps", 40, 70, fpsPaint);
     framesCount++;
     if(now-framesTimer>1000) {
             framesTimer=now;
             framesCountAvg=framesCount;
             framesCount=0;
     }

我在我的两台运行 Android 4.0 和 4.2 的 Galaxy Nexus 设备上看到,帧率大约为 22-24fps。在我的 HTC Desire 上,运行 Android 2.2,它更像是 60fps。

您还会注意到我没有在 onDraw 方法中分配任何内容。我也没有创建新的 Paint 对象。我真的不明白这是怎么运行的,所以,所以,如此 在我的 Galaxy Nexus 设备上慢得多。有很多口吃,球移动得很慢。

有谁知道在 Galaxy Nexus 上是否存在我可以撤消的设置或重新绘制的已知问题?这发生在我的 Galaxy Nexus 上,它运行 4.0 运行 4.2,所以我不确定它是否特定于操作系统。我已经在开发人员选项中关闭了窗口和过渡动画。是否强制 2D 加速没有区别。

最佳答案

您是否在应用程序中测试过 android:hardwareAccelerated="true|false"标志?

Android 开发文档:http://developer.android.com/guide/topics/graphics/hardware-accel.html

可以在setContentView之前添加:

if (android.os.Build.VERSION.SDK_INT >= 11) {
   getWindow().setFlags(WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED, WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED);
}

关于android - Galaxy Nexus 动画缓慢,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/14617108/

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