[英]Galaxy Nexus slow with animations
我編輯了這段代碼 ,將Rect實例移出onDraw方法。 我在幾台設備上測試過它。
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);
}
}
}
}
}
}
如果你注意到,有測量幀速率的代碼:
now=System.currentTimeMillis();
canvas.drawText(framesCountAvg+" fps", 40, 70, fpsPaint);
framesCount++;
if(now-framesTimer>1000) {
framesTimer=now;
framesCountAvg=framesCount;
framesCount=0;
}
我在我的兩款Galaxy Nexus設備上看到了這一點,運行Android 4.0和4.2,它大約是22-24fps。 在我的HTC Desire上運行Android 2.2,它更像是60fps。
您還會注意到我沒有在onDraw
方法中分配任何內容。 我也沒有創建新的Paint
對象。 我實在看不出這是如何運行的話,那么,在我的Galaxy Nexus設備,以便慢得多。 有很多口吃,球移動得很慢。
有沒有人知道我可以撤消的設置或重新繪制Galaxy Nexus的已知問題? 這發生在運行4.0的Galaxy Nexus 和運行4.2的Galaxy Nexus上,所以我不確定它是否是特定於操作系統的。 我已關閉窗口並在“開發者選項”中轉換動畫。 我是否強制2D加速並沒有什么區別。
你在應用程序中測試過android:hardwareAccelerated =“true | false”標志嗎?
Android Dev Doc: http : //developer.android.com/guide/topics/graphics/hardware-accel.html
您可以在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);
}
你的targetSdk是什么設置的?
如果targetSdk設置為8(2.2),但您在4.x設備(15+)上運行它,則4.x設備將以兼容模式運行,這意味着它將虛擬化所有調用以便它們返回與它們在版本8設備上運行完全相同。
這種虛擬化可能解釋了一些緩慢的問題。 嘗試將targetSdk更改為17(對於您的4.2設備),看看它是否有所作為。
我一直在考慮這個問題,因為我的Nexus 10仍然存在表面問題,就像我之前說過的那樣,我的性能提升了很多我去除了油漆對象的使用,這是一個很長的鏡頭,因為你只是使用一個,但你可以嘗試從onDraw()中刪除文本繪圖部分,看看它是否對你的繪圖速度有任何影響。
除此之外,我認為這是一個試圖確定問題的案例。
我注意到即使我完全從等式中刪除了我的onDraw和Logic更新方法,它仍然需要長達25ms來鎖定和解鎖/發布畫布! 所以問題可能實際上並不在於onDraw方法 - 給它一個去,從Run()方法中注釋出來的對象,然后看看你得到的速度(使用Loglog來查看數字,記住具有諷刺意味的是,在屏幕上顯示一個幀/時間計數可能會影響你正在測量的東西。 :-)
我在Kindle Fire,Sony Xperia Z和三星S4(都是用android 4.2)上經歷了同樣的事情。
修復方法是:在App Manifest文件中刪除“android:supportsRtl =”true“”。
希望它能節省你的時間。 在我拿到它之前,我花了4個小時進行測試和合並。
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