title: Android动画实现绘制原理
date: 2016-10-05 15:00
本文发表于KuTear's Blog,转载请注明
读前补充
关于标记位在Android运用的是非常的多,简单的说就是使用二进制中的一位表示一个状态,下面简单的举个栗子。
private int flag = 0;
private static final int NEED_DRAW = 0x1; //0001; //表示需要绘制
private static final int HAS_ANIMATION = 0x2; //0010;//表示有动画
private static final int HAS_BACKGROUND = 0x4 //0100;//有背景色
private static final int HAS_FORGROUND = 0x8 //1000;//有前景色
void action(){
if(flag & NEED_DRAW == NEED_DRAW){
draw();
}
}
void draw(){
if(flag & HAS_FORGROUND == HAS_FORGROUND){
drawForground();
}
...
}
void clearDrawFlag(){
flag &= ~NEED_DRAW;
}
void setDrawFlag(){
flag |= NEED_DRAW;
}
上面的思维在View
中使用的比较的多,我们只要记住flag & HAS_FORGROUND == HAS_FORGROUND
就表示flag
存在HAS_FORGROUND
标记位,另外,也可以一次判断多个标记的存在情况。
if(flag & (HAS_FORGROUND | HAS_BACKGROUND) == (HAS_FORGROUND | HAS_BACKGROUND)){
//前景和背景同时存在
}
View Animation绘制的流程
在View中,我们知道View
的绘制过程是从函数draw(canvas)
开始,下面我们来分析一下该函数,根据它的注释部分,我们很容易得到简化版的逻辑代码。
//View.java
@CallSuper
public void draw(Canvas canvas) {
// Step 1, draw the background, if needed
drawBackground(canvas);
// skip step 2 & 5 if possible (common case)
// Step 3, draw the content 非透明才绘制
if (!dirtyOpaque) onDraw(canvas);
// Step 4, draw the children
dispatchDraw(canvas);
// Step 6, draw decorations (foreground, scrollbars)
onDrawForeground(canvas);
}
我们知道,View树的顶层是DecorView
,它是FrameLayout
的子类,绘制是从根节点开始(RootViewImpl
中的dispatchDraw()
),根据上面的代码会分发绘制到子View
,有子View
一定是ViewGroup
的子类,所以看看ViewGroup
的dispatchDraw(canvas)
,View
的该函数是个空实现,因为根本就不需要分发绘制。
//ViewGroup.java
@Override
protected void dispatchDraw(Canvas canvas) {
//balabala
for (int i = 0; i < childrenCount; i++) {
while (transientIndex >= 0 && mTransientIndices.get(transientIndex) == i) {
final View transientChild = mTransientViews.get(transientIndex);
if ((transientChild.mViewFlags & VISIBILITY_MASK) == VISIBLE ||
transientChild.getAnimation() != null) {
more |= drawChild(canvas, transientChild, drawingTime);
}
transientIndex++;
if (transientIndex >= transientCount) {
transientIndex = -1;
}
}
int childIndex = customOrder ? getChildDrawingOrder(childrenCount, i) : i;
final View child = (preorderedList == null)
? children[childIndex] : preorderedList.get(childIndex);
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
more |= drawChild(canvas, child, drawingTime);
}
}
//balabala
}
protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
return child.draw(canvas, this, drawingTime);
}
这里代码好多,选择性的看吧,反正逻辑就是调用了函数drawChild()
,然而 drawChild()
就是直接调用child
的draw(Canvas canvas, ViewGroup parent, long drawingTime)
函数,这里就是把绘制分发到子View
,使得整个View Tree
得以绘制。OK,我们接着看到底是怎么绘制的。
//View.java
boolean draw(Canvas canvas, ViewGroup parent, long drawingTime){
boolean drawingWithRenderNode = mAttachInfo != null
&& mAttachInfo.mHardwareAccelerated
&& hardwareAcceleratedCanvas;
final Animation a = getAnimation();
if (a != null) {
//如果有动画就在这个函数内部请求重绘,return True if the animation is still running
more = applyLegacyAnimation(parent, drawingTime, a, scalingRequired);
concatMatrix = a.willChangeTransformationMatrix();
if (concatMatrix) {
mPrivateFlags3 |= PFLAG3_VIEW_IS_ANIMATING_TRANSFORM;
}
transformToApply = parent.getChildTransformation();
}
if(drawingWithRenderNode){
renderNode = updateDisplayListIfDirty(); //其内部调用draw(canvas)
}
return more;
}
private boolean applyLegacyAnimation(ViewGroup parent, long drawingTime,
Animation a, boolean scalingRequired) {
//t为根据动画产生的Transformation{mAlpha,mMatrix},可以控制基本的动画
boolean more = a.getTransformation(drawingTime, t, 1f);
if (more) {
final RectF region = parent.mInvalidateRegion;
a.getInvalidateRegion(0, 0, mRight - mLeft, mBottom - mTop, region,
invalidationTransform);
// The child need to draw an animation, potentially offscreen, so
// make sure we do not cancel invalidate requests
// //这里设置了一个表示该View含有动画的标记位,在后面会使用这个标记位
parent.mPrivateFlags |= PFLAG_DRAW_ANIMATION;
final int left = mLeft + (int) region.left;
final int top = mTop + (int) region.top;
//这里请求重绘,根据动画改变的子View的可绘制区域的位置。
//我们知道View Animation 是没有改变原本View的属性,包括宽高位置。
parent.invalidate(left, top, left + (int) (region.width() + .5f),
top + (int) (region.height() + .5f));
}
//balabala
}
public void invalidate(int l, int t, int r, int b) {
final int scrollX = mScrollX;
final int scrollY = mScrollY;
invalidateInternal(l - scrollX, t - scrollY, r - scrollX, b - scrollY, true, false);
}
public RenderNode updateDisplayListIfDirty() {
//....
if(condition){
....
draw(canvas);
}
//....
}
这里调用invalidateInternal()
函数就是请求重绘,具体怎么重绘,我们在下面会讲。
上面的过程是View
绘制的大体流程,下面看看设置动画的情况。我们设置View动画的入口函数一般都是startAnimation()
,下面我们从这里入手。
//View.java
public void startAnimation(Animation animation) {
animation.setStartTime(Animation.START_ON_FIRST_FRAME);
setAnimation(animation);
invalidateParentCaches();
invalidate(true);
}
invalidate(true)
函数的主要作用是请求View树进行重绘,但是具体是怎么绘制的呢,我们接着往下看。
//View.java
void invalidate(boolean invalidateCache) {
//这里的mLeft,mRight都是相当于父View来讲的。所以这里的参数就是当前View所在的区域。
invalidateInternal(0, 0, mRight - mLeft, mBottom - mTop, invalidateCache, true);
}
void invalidateInternal(int l, int t, int r, int b, boolean invalidateCache,
boolean fullInvalidate) {
//不需要绘制的情况(View不可见&&没有动画等)
if (skipInvalidate()) {
return;
}
//...
if(condition/*满足需要绘制的条件*/){
final AttachInfo ai = mAttachInfo;
final ViewParent p = mParent;
if (p != null && ai != null && l < r && t < b) {
final Rect damage = ai.mTmpInvalRect;
damage.set(l, t, r, b);
p.invalidateChild(this, damage);
}
}
//....
}
OK,在上面小节提到的函数在这里出现了,我们看看究竟是怎么一回事。上面函数大多是设置标记位和判断标记位,具体什么意思还不是很清楚,我们重点看下那一小段,这里的mAttachInfo
是在View第一次attach到Window时,ViewRoot传给自己的子View的。这个AttachInfo之后,会顺着布局体系一直传递到最底层的View,下面看看ViewParent
到底做了什么?
//ViewGroup.java
public final void invalidateChild(View child, final Rect dirty) {
ViewParent parent = this;
final AttachInfo attachInfo = mAttachInfo;
if (attachInfo != null) {
final boolean drawAnimation = (child.mPrivateFlags & PFLAG_DRAW_ANIMATION)
== PFLAG_DRAW_ANIMATION; //applyLegacyAnimation()中有设置这个标记位
final int[] location = attachInfo.mInvalidateChildLocation;
location[CHILD_LEFT_INDEX] = child.mLeft;
location[CHILD_TOP_INDEX] = child.mTop; //localtion存放的子view的右上角的坐标
...
do {
View view = null;
if (parent instanceof View) {
view = (View) parent;
}
//这里意味着如果子View有动画,那么父View也要设置上动画标记位,一直到顶层ViewRootImpl
if (drawAnimation) {
if (view != null) {
view.mPrivateFlags |= PFLAG_DRAW_ANIMATION;
} else if (parent instanceof ViewRootImpl) {
((ViewRootImpl) parent).mIsAnimating = true;
}
}
// If the parent is dirty opaque or not dirty, mark it dirty with the opaque
// flag coming from the child that initiated the invalidate
if (view != null) {
if ((view.mViewFlags & FADING_EDGE_MASK) != 0 &&
view.getSolidColor() == 0) {
opaqueFlag = PFLAG_DIRTY;
}
if ((view.mPrivateFlags & PFLAG_DIRTY_MASK) != PFLAG_DIRTY) {
view.mPrivateFlags = (view.mPrivateFlags & ~PFLAG_DIRTY_MASK) | opaqueFlag;
}
}
parent = parent.invalidateChildInParent(location, dirty);
if (view != null) {
// Account for transform on current parent
Matrix m = view.getMatrix();
if (!m.isIdentity()) {
RectF boundingRect = attachInfo.mTmpTransformRect;
boundingRect.set(dirty);
m.mapRect(boundingRect);
dirty.set((int) (boundingRect.left - 0.5f),
(int) (boundingRect.top - 0.5f),
(int) (boundingRect.right + 0.5f),
(int) (boundingRect.bottom + 0.5f));
}
}
} while (parent != null);
}
}
这里调用了函数invalidateChildInParent()
,需要注意的是这里这个函数的实现有两个,一个是ViewGroup
中,而另一个是ViewRootImpl
。
//ViewGroup.java
//总体来讲,这里就是修改一些参数,使其满足当前的ViewGroup,比如坐标等。
public ViewParent invalidateChildInParent(final int[] location, final Rect dirty) {
if ((mPrivateFlags & PFLAG_DRAWN) == PFLAG_DRAWN ||
(mPrivateFlags & PFLAG_DRAWING_CACHE_VALID) == PFLAG_DRAWING_CACHE_VALID) {
if ((mGroupFlags & (FLAG_OPTIMIZE_INVALIDATE | FLAG_ANIMATION_DONE)) !=
FLAG_OPTIMIZE_INVALIDATE) {
dirty.offset(location[CHILD_LEFT_INDEX] - mScrollX,
location[CHILD_TOP_INDEX] - mScrollY);
if ((mGroupFlags & FLAG_CLIP_CHILDREN) == 0) {
dirty.union(0, 0, mRight - mLeft, mBottom - mTop);
}
final int left = mLeft;
final int top = mTop;
if ((mGroupFlags & FLAG_CLIP_CHILDREN) == FLAG_CLIP_CHILDREN) {
if (!dirty.intersect(0, 0, mRight - left, mBottom - top)) {
dirty.setEmpty();
}
}
mPrivateFlags &= ~PFLAG_DRAWING_CACHE_VALID;
location[CHILD_LEFT_INDEX] = left;
location[CHILD_TOP_INDEX] = top;
if (mLayerType != LAYER_TYPE_NONE) {
mPrivateFlags |= PFLAG_INVALIDATED;
}
return mParent;
} else {
mPrivateFlags &= ~PFLAG_DRAWN & ~PFLAG_DRAWING_CACHE_VALID;
location[CHILD_LEFT_INDEX] = mLeft;
location[CHILD_TOP_INDEX] = mTop;
if ((mGroupFlags & FLAG_CLIP_CHILDREN) == FLAG_CLIP_CHILDREN) {
dirty.set(0, 0, mRight - mLeft, mBottom - mTop);
} else {
// in case the dirty rect extends outside the bounds of this container
dirty.union(0, 0, mRight - mLeft, mBottom - mTop);
}
if (mLayerType != LAYER_TYPE_NONE) {
mPrivateFlags |= PFLAG_INVALIDATED;
}
return mParent;
}
}
return null;
}
而在ViewRootImpl
中就是请求整个View Tree进行重绘,具体的代码如下。
@Override
public void invalidateChild(View child, Rect dirty) {
invalidateChildInParent(null, dirty);
}
@Override
public ViewParent invalidateChildInParent(int[] location, Rect dirty) {
checkThread(); //UI线程才可以操作UI
...
invalidateRectOnScreen(dirty);
return null;
}
private void invalidateRectOnScreen(Rect dirty) {
...
if (!mWillDrawSoon && (intersected || mIsAnimating)) {
scheduleTraversals();
}
}
根据上篇对Window/WindowManager和WindowManagerSystem的理解,我们通过分析ViewRootImpl
的绘制的时候分析过,函数scheduleTraversals()
的逻辑其实是执行一个Runnable
,而这个Runnable
其实就是去执行函数doTraversal()
,而函数doTraversal()
会调用performTraversals()
,到这里我们发现它开始重绘了。总体来说就是动画的执行会导致整个View Tree
重绘,但是Android内部有一些优化,比如一张图片做移动,我们不需要真正的去重新绘制,Android内部提供缓存机制,不会显示的再调用onDraw(canvas)
函数。
到这里,动画的执行逻辑大体清楚了。
QA
ViewGroup及其子类onDraw(canvas)没有执行
ViewGroup
没有背景时默认是不会执行onDraw(canvas)
方法的,具体的原因我们在下面分析。
public ViewGroup(Context context, AttributeSet attrs, int defStyleAttr, int defStyleRes) {
super(context, attrs, defStyleAttr, defStyleRes);
initViewGroup();
initFromAttributes(context, attrs, defStyleAttr, defStyleRes);
}
private void initViewGroup() {
// ViewGroup doesn't draw by default
if (!debugDraw()) {
setFlags(WILL_NOT_DRAW, DRAW_MASK); //设置相关的标记位
}
....
}
//#View.java
//可以看见在View里也包含这个设置
//willNotDraw = true ,不绘画
public void setWillNotDraw(boolean willNotDraw) {
setFlags(willNotDraw ? WILL_NOT_DRAW : 0, DRAW_MASK);
}
//View.java
//WILL_NOT_DRAW = 0x00000080;
//DRAW_MASK = 0x00000080;
void setFlags(int flags, int mask) {
....
int old = mViewFlags;
mViewFlags = (mViewFlags & ~mask) | (flags & mask);//(flags & mask)= 0x00000080
int changed = mViewFlags ^ old;
....
if ((changed & DRAW_MASK) != 0) {
if ((mViewFlags & WILL_NOT_DRAW) != 0) {
if (mBackground != null
|| (mForegroundInfo != null && mForegroundInfo.mDrawable != null)) {
//需要绘制时的标记位,通过这里我们知道,有背景时设置是无效的,这里很容易验证
mPrivateFlags &= ~PFLAG_SKIP_DRAW;
} else {
mPrivateFlags |= PFLAG_SKIP_DRAW; //不要绘制,添加标记位
}
} else {
mPrivateFlags &= ~PFLAG_SKIP_DRAW;
}
requestLayout();
invalidate(true);
}
...
}
//View.java
//这个函数上面有分析,在boolean draw(Canvas canvas, ViewGroup parent, long drawingTime)
//中调用,使用这个函数来绘制View本身部分,通过这里,我们可以看到如果添加了PFLAG_SKIP_DRAW标记
//那么该View的绘制会被跳过,从而直接分发到子View
public RenderNode updateDisplayListIfDirty() {
...
//当包含标记位时直接分发
if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
dispatchDraw(canvas);
...
} else {
draw(canvas); //文章开头的6步绘制过程
}
...
}