Android 补间动画原理

这段时间项目中用到了动画,所以趁热打铁,看看动画原理

补间动画

使用举例

TranslateAnimation translateAnim = new TranslateAnimation(0, 100, 0, 100);
        translateAnim.setDuration(1000);
        translateAnim.setFillAfter(true);
        testBut.startAnimation(translateAnim)

源码分析

public void startAnimation(Animation animation) {
        animation.setStartTime(Animation.START_ON_FIRST_FRAME);
        setAnimation(animation);
        invalidateParentCaches();
        invalidate(true);
    }
	protected void invalidateParentCaches() {
        if (mParent instanceof View) {
            ((View) mParent).mPrivateFlags |= PFLAG_INVALIDATED;
        }
    }
    invalidate(true);
    invalidateParentCaches();
    方法中可以看到为当前该view的parent,就是所在的 viewgroup的标志为设置了PFLAG_INVALIDATED。所以viewgroup发生了重绘,这里为什么会这样值得深入研究进一步分析?
    
    invalidateParentCaches();
    invalidate(true);//这样很明显只是导致了该view的重绘
    为什么这样导致了view所在viewgroup的重绘    
    
首先调用

	public void draw(Canvas canvas) {
	  // Step 1, draw the background, if needed
	  drawBackground(canvas);
	  // Step 3, draw the content
	  onDraw(canvas);            
	  // Step 4, draw the children
          dispatchDraw(canvas);
	  // Step 6, draw decorations (foreground, scrollbars)
          onDrawForeground(canvas);
	}
    所以可以得出结论,如果对viewgroup下的任何一个view执行动画,那么都会导致view执行整个绘制流程,不相信的话,可以自定义一个viewgroup然后重写
    draw(canvas),onDraw(canvas),dispatchDraw(canvas)方法在里面打印log
    
    这里关键的是步骤4,dispatchDraw(canvas);会去绘制子view
    
    ViewGroup类中的方法
	protected void dispatchDraw(Canvas canvas) {
	   ........
	   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);
            }
        }
	   .......
	}
只要子view可见或者子view设置了动画,那么就会对该子view调用drawChild(canvas, child, drawingTime)

protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
        return child.draw(canvas, this, drawingTime);
    }
回到View中的draw带三个参数的重载方法,注意区别于draw(canvas)重载方法

boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {
	    ..........
	    Transformation transformToApply = null;
        boolean concatMatrix = false;
        final boolean scalingRequired = mAttachInfo != null && mAttachInfo.mScalingRequired;
        final Animation a = getAnimation();//首先获取当前view的动画
        if (a != null) {
            more = applyLegacyAnimation(parent, drawingTime, a, scalingRequired);
            concatMatrix = a.willChangeTransformationMatrix();
            if (concatMatrix) {
                mPrivateFlags3 |= PFLAG3_VIEW_IS_ANIMATING_TRANSFORM;
            }
            transformToApply = parent.getChildTransformation();//获取的Transformation对象,包含动画矩阵
        }
		..........
		if (!drawingWithRenderNode || transformToApply != null) {
            restoreTo = canvas.save();//保存该canvas
        }
		..........
		if (transformToApply != null) {
		    ..........
                   if (concatMatrix) {
                        if (drawingWithRenderNode) {
                            renderNode.setAnimationMatrix(transformToApply.getMatrix());
                        } else {
                            // Undo the scroll translation, apply the transformation matrix,
                            // then redo the scroll translate to get the correct result.
                            canvas.translate(-transX, -transY);
                            canvas.concat(transformToApply.getMatrix());//为该canvas画布应用了该动画矩阵
                            canvas.translate(transX, transY);
                        }
                        parent.mGroupFlags |= ViewGroup.FLAG_CLEAR_TRANSFORMATION;
                    }

                    float transformAlpha = transformToApply.getAlpha();
                    if (transformAlpha < 1) {
                        alpha *= transformAlpha;
                        parent.mGroupFlags |= ViewGroup.FLAG_CLEAR_TRANSFORMATION;
                    }
                }
			..........
	    }
		..........
	    if (restoreTo >= 0) {
            canvas.restoreToCount(restoreTo);//恢复到之前状态的canvas,所以并不会影响到其它子view的绘制,即使他们使用的都是viewgroup传递下来的画布
        }
	}
    Transformation对象中包含一个矩阵和 alpha 值,矩阵是用来做平移、旋转和缩放动画的。
    
    1. 视图层的绘制都是共用一个画布canvas,其实都是在最底层的decorview在viewrootimpl中创建的。
     viewgroup中的子view对canvas进行操作,并不会影响到其它子view还有该viewgroup,因为可以在draw(Canvas canvas, ViewGroup parent, long drawingTime)看到
    每绘制一个子view,都会先对画布状态进行保存save(),然后绘制完该子view之后。又会恢复restore(),所以如果在任何一个子view的onDraw(canvas)对canvas进行操作都不会
    影响到所在的viewgroup和同级的其他子view,但是如果该view是viewgroup,会影响到其所有的子view的绘制,见第二点分析

    
    2. 如果 重写viewgroup的onDraw(canvas)方法,然后对该画布进行translate,concat等操作,就会影响到整个子view的绘制
      // Step 3, draw the content
      onDraw(canvas);            
      // Step 4, draw the children
      dispatchDraw(canvas);
    可以看到绘制该viewgroup过程中, 是先调用onDraw(canvas)绘制其内容,然后绘制子view,而默认的onDraw(canvas)又是一个空实现,没有进canvas进行保存还原的操作,
    所以导致viewgroup的onDraw(canvas)方法,然后对该画布进行translate,concat等操作,就会影响到整个子view的绘制

    
    
    回到动画上的分析来,关键调用了applyLegacyAnimation(parent, drawingTime, a, scalingRequired);

	 /**
     * Utility function, called by draw(canvas, parent, drawingTime) to handle the less common
     * case of an active Animation being run on the view.
     */
    private boolean applyLegacyAnimation(ViewGroup parent, long drawingTime,
            Animation a, boolean scalingRequired) {
        Transformation invalidationTransform;
        final int flags = parent.mGroupFlags;
        final boolean initialized = a.isInitialized();
        if (!initialized) {
            a.initialize(mRight - mLeft, mBottom - mTop, parent.getWidth(), parent.getHeight());
            a.initializeInvalidateRegion(0, 0, mRight - mLeft, mBottom - mTop);
            if (mAttachInfo != null) a.setListenerHandler(mAttachInfo.mHandler);
            onAnimationStart();
        }

        final Transformation t = parent.getChildTransformation();
        boolean more = a.getTransformation(drawingTime, t, 1f);
        if (scalingRequired && mAttachInfo.mApplicationScale != 1f) {
            if (parent.mInvalidationTransformation == null) {
                parent.mInvalidationTransformation = new Transformation();
            }
            invalidationTransform = parent.mInvalidationTransformation;
            a.getTransformation(drawingTime, invalidationTransform, 1f);
        } else {
            invalidationTransform = t;
        }
		.............
	}
    final Transformation t = parent.getChildTransformation();
    boolean more = a.getTransformation(drawingTime, t, 1f);//操作Transformation对象t
    这两行是关键
    
    所以进入Animation的getTransformation方法

	public boolean getTransformation(long currentTime, Transformation outTransformation) {
        if (mStartTime == -1) {
            mStartTime = currentTime;
        }

        final long startOffset = getStartOffset();
        final long duration = mDuration;
        float normalizedTime;
        if (duration != 0) {
            normalizedTime = ((float) (currentTime - (mStartTime + startOffset))) /
                    (float) duration;
        } else {
            // time is a step-change with a zero duration
            normalizedTime = currentTime < mStartTime ? 0.0f : 1.0f;
        }

        final boolean expired = normalizedTime >= 1.0f;
        mMore = !expired;

        if (!mFillEnabled) normalizedTime = Math.max(Math.min(normalizedTime, 1.0f), 0.0f);

        if ((normalizedTime >= 0.0f || mFillBefore) && (normalizedTime <= 1.0f || mFillAfter)) {
            if (!mStarted) {
                fireAnimationStart();
                mStarted = true;
                if (USE_CLOSEGUARD) {
                    guard.open("cancel or detach or getTransformation");
                }
            }

            if (mFillEnabled) normalizedTime = Math.max(Math.min(normalizedTime, 1.0f), 0.0f);

            if (mCycleFlip) {
                normalizedTime = 1.0f - normalizedTime;
            }

            final float interpolatedTime = mInterpolator.getInterpolation(normalizedTime);//获取一个0-1的值
            applyTransformation(interpolatedTime, outTransformation);
        }
        .........
        return mMore;
    }
    final float interpolatedTime = mInterpolator.getInterpolation(normalizedTime);//插值器最终返回一个0-1的值
    applyTransformation(interpolatedTime, outTransformation);//然后用这个0-1的值,应用到Transformation对象上去
    TranslateAnimation动画调用Transformation对象的setTranslate,RotateAnimation调用Transformation对象的setRotate。。。。

    public Animation() {
        ensureInterpolator();
    }
	protected void ensureInterpolator() {
        if (mInterpolator == null) {
            mInterpolator = new AccelerateDecelerateInterpolator();
        }
    }
	public void setInterpolator(Interpolator i) {
        mInterpolator = i;
    }
    所以,默认情况下是AccelerateDecelerateInterpolator加速减速插值器
    
    Animation中applyTransformation默认是一个空实现,interpolatedTime是一个0-1的值
    protected void applyTransformation(float interpolatedTime, Transformation t) {
    }
	
    //TranslateAnimation中实现
	@Override
    protected void applyTransformation(float interpolatedTime, Transformation t) {
        float dx = mFromXDelta;
        float dy = mFromYDelta;
        if (mFromXDelta != mToXDelta) {
            dx = mFromXDelta + ((mToXDelta - mFromXDelta) * interpolatedTime);
        }
        if (mFromYDelta != mToYDelta) {
            dy = mFromYDelta + ((mToYDelta - mFromYDelta) * interpolatedTime);
        }
        t.getMatrix().setTranslate(dx, dy);
    }
	
    //RotateAnimation中实现
    @Override
    protected void applyTransformation(float interpolatedTime, Transformation t) {
        float degrees = mFromDegrees + ((mToDegrees - mFromDegrees) * interpolatedTime);
        float scale = getScaleFactor();
        
        if (mPivotX == 0.0f && mPivotY == 0.0f) {
            t.getMatrix().setRotate(degrees);
        } else {
            t.getMatrix().setRotate(degrees, mPivotX * scale, mPivotY * scale);
        }
    }
其实最终目的都是操作Transformation t对象,其实这个对象就是上文中的,transformToApply对象。
在绘制子view过程中canvas.concat(transformToApply.getMatrix());

自定义补间动画

public class Rotate3dAnimation extends Animation {
    private final float mFromDegrees;
    private final float mToDegrees;
    private final float mCenterX;
    private final float mCenterY;
    private final float mDepthZ;
    private final boolean mReverse;
    private Camera mCamera;

    /**
     * Creates a new 3D rotation on the Y axis. The rotation is defined by its 
     * start angle and its end angle. Both angles are in degrees. The rotation 
     * is performed around a center point on the 2D space, definied by a pair 
     * of X and Y coordinates, called centerX and centerY. When the animation 
     * starts, a translation on the Z axis (depth) is performed. The length 
     * of the translation can be specified, as well as whether the translation 
     * should be reversed in time. 
     *
     * @param fromDegrees the start angle of the 3D rotation 
     * @param toDegrees the end angle of the 3D rotation 
     * @param centerX the X center of the 3D rotation 
     * @param centerY the Y center of the 3D rotation 
     * @param reverse true if the translation should be reversed, false otherwise 
     */
    public Rotate3dAnimation(float fromDegrees, float toDegrees,
                             float centerX, float centerY, float depthZ, boolean reverse) {
        mFromDegrees = fromDegrees;
        mToDegrees = toDegrees;
        mCenterX = centerX;
        mCenterY = centerY;
        mDepthZ = depthZ;
        mReverse = reverse;
    }

    @Override
    public void initialize(int width, int height, int parentWidth, int parentHeight) {
        super.initialize(width, height, parentWidth, parentHeight);
        mCamera = new Camera();
    }

    @Override
    protected void applyTransformation(float interpolatedTime, Transformation t) {
        final float fromDegrees = mFromDegrees;
        float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);

        final float centerX = mCenterX;
        final float centerY = mCenterY;
        final Camera camera = mCamera;

        final Matrix matrix = t.getMatrix();

        camera.save();
        if (mReverse) {
            camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
        } else {
            camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
        }
        camera.rotateY(degrees);
        camera.getMatrix(matrix);
        camera.restore();

        matrix.preTranslate(-centerX, -centerY);
        matrix.postTranslate(centerX, centerY);
    }
}  
重写applyTransformation 函数,interpolatedTime 就是 getTransformation 函 数传下来的差值点,在这里做了一个线性插值算法来生成中间角度:float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime); Camera 类是用来实现绕 Y 轴旋转后透视投影的,我们只需要其返回的 Matrix 值 , 这个值会赋给 Transformation 中的矩阵成员,当 ParentView 去为 ChildView 设置画布时,就会用它来设置坐标系,这样 ChildView 画出来的效果就是一个绕 Y 轴旋转同时带有透视投影的效果。利用这个动画便可以作出像立体翻页等比较酷的效果。

简单的使用

        Rotate3dAnimation rotate = new Rotate3dAnimation(0f, 180f, startAnim.getMeasuredWidth() / 2,
                startAnim.getMeasuredHeight() / 2, 0f, true);
        rotate.setFillAfter(true);
        rotate.setDuration(2000);
        startAnim.startAnimation(rotate);
startAnim这个View就能中心点绕着Z轴旋转了

触摸事件处理

触摸事件首先传递到ViewGroup中
ViewGroup的dispatchTouchEvent中有

    private boolean dispatchTransformedTouchEvent(MotionEvent event, boolean cancel,
            View child, int desiredPointerIdBits) {
        final boolean handled;
		……
	    if (child == null) {
            handled = super.dispatchTouchEvent(transformedEvent);
        } else {
            final float offsetX = mScrollX - child.mLeft;
            final float offsetY = mScrollY - child.mTop;
            transformedEvent.offsetLocation(offsetX, offsetY);
            if (! child.hasIdentityMatrix()) {
                transformedEvent.transform(child.getInverseMatrix());
            }

            handled = child.dispatchTouchEvent(transformedEvent);
        }

        // Done.
        transformedEvent.recycle();
        return handled;
    }

   可以看到 offsetX,offsetY只对mScrollX,child.mLeft进行了取值。。。
    transformedEvent.transform(child.getInverseMatrix());不是前面设置的补间动画,而应该是属性动画。。
    如果设置的是属性动画,所以能在动画结束的位置获取到触摸事件,但是补间动画就不行了
。。

   public final Matrix getInverseMatrix() {
        ensureTransformationInfo();
        if (mTransformationInfo.mInverseMatrix == null) {
            mTransformationInfo.mInverseMatrix = new Matrix();
        }
        final Matrix matrix = mTransformationInfo.mInverseMatrix;
        mRenderNode.getInverseMatrix(matrix);
        return matrix;
    }
此时返回的Matrix对象跟mRenderNode对象有关联。而属性动画会改变属性,比如此时在一个view上设置一个TranslationX的属性动画,那么必然会调用
    该view的setTranslationX方法,果然此时操作了mRenderNode对象。。。setRotationX方法也一样
   public void setTranslationX(float translationX) {
        if (translationX != getTranslationX()) {
            invalidateViewProperty(true, false);
            mRenderNode.setTranslationX(translationX);
            invalidateViewProperty(false, true);

            invalidateParentIfNeededAndWasQuickRejected();
            notifySubtreeAccessibilityStateChangedIfNeeded();
        }
    }
    public void setRotationX(float rotationX) {
        if (rotationX != getRotationX()) {
            invalidateViewProperty(true, false);
            mRenderNode.setRotationX(rotationX);
            invalidateViewProperty(false, true);

            invalidateParentIfNeededAndWasQuickRejected();
            notifySubtreeAccessibilityStateChangedIfNeeded();
        }
    }

与Scroll的异同

前面有写过一篇《Android Scroll原理分析

1. 滑动之后还是可以处理触摸事件的,因为触摸事件处理mScrollX,mScrollY,可以在ViewGroup的dispatchTransformedTouchEvent方法中看到

2. 滑动的原理其实也是调整了该view画布canvas的坐标系,所以默认情况下,整个view都会滑动。比如viewgroup.scrollby(-10,10),那么viewgroup的viewgroup在dispatchDraw时绘制该viewgroup,就会把该viewgroup的画布translate10个单位,所以最终结果就是viewgroup在父控件中移动了10个单位一样,如果不是viewgroup,

view.scrollby(-10,10)也是一样。

3. 但是另外一种情况,比如系统自定义的view或者viewgroup,比如linearlayout布局,button,textview控件(可以看到textview中的onDraw方法应用了mScrollX,mScrollY。但为什么控件的位置不变呢? 很奇怪,不知道怎么做到的),滑动的是本身的内容,自身的位置却不变。这是怎么做到的,需要进一步研究,如果自定义view直接继承自view,或者直接继承子viewgroup,那么scrollto,scrollby移动的是整个控件

viewgroup.scrollby(-10,-10)。那么重绘的时候,会调用viewgroup的viewgroup的draw方法。。。

    public void scrollTo(int x, int y) {
        if (mScrollX != x || mScrollY != y) {
            int oldX = mScrollX;
            int oldY = mScrollY;
            mScrollX = x;
            mScrollY = y;
            invalidateParentCaches();
            onScrollChanged(mScrollX, mScrollY, oldX, oldY);
            if (!awakenScrollBars()) {
                postInvalidateOnAnimation();
            }
        }
    }
 invalidateParentCaches();
 postInvalidateOnAnimation();

有木有很熟悉,跟上面动画是基本差不多的,都是导致view的parent发生了重绘,进而导致了该view的重绘,但是不会引起viewgroup其它控件的重绘

      public void draw(Canvas canvas) {
	  // Step 1, draw the background, if needed
	  drawBackground(canvas);
	  // Step 3, draw the content
	  onDraw(canvas);            
	  // Step 4, draw the children
          dispatchDraw(canvas);
	  // Step 6, draw decorations (foreground, scrollbars)
          onDrawForeground(canvas);
	}
   
dispatchDraw绘制顶层parent的子view,接着调用draw三个参数的重载方法。绘制该viewgroup

	boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {
	    ...........	
        int sx = 0;
        int sy = 0;
        if (!drawingWithRenderNode) {
            computeScroll();
            sx = mScrollX;
            sy = mScrollY;
        }

        final boolean drawingWithDrawingCache = cache != null && !drawingWithRenderNode;
        final boolean offsetForScroll = cache == null && !drawingWithRenderNode;

        int restoreTo = -1;
        if (!drawingWithRenderNode || transformToApply != null) {
            restoreTo = canvas.save();
        }
        if (offsetForScroll) {
            canvas.translate(mLeft - sx, mTop - sy);
        }
	    ...........	
    }

此时viewgroup的画布,被右下移动了10个单位。。所以最后viewgroup在parent中整个的被移动了10个单位。。。

  

    另一方面,mybutton是一个Button控件

    mybutton.scrollBy(-10, -10);
    那么最终的结果是button的内容右下平移了10个单位,而控件本身还停留在原来位置,这个比较费解,需要进一步研究。。

    linearlayout.scrollBy(-10, -10);

    最终结果linearlayout不变,里面的子控件全部右下移动10个单位,很奇怪。。。

  见如下:startscroll按钮分别对上下两个viewgroup进行scrollBy(-10, -10);

第一个viewgroup是我自定义的,直接继承子viewgroup,第二个viewgroup使用的系统自定义的linearlayout。。

那么最终结果,自定义的viewgroup,整个的右下移动了10个单位。linearlayout位置并没有移动,只是其中的子view发生了右下10个单位的移动

   Android 补间动画原理_第1张图片Android 补间动画原理_第2张图片


总结:

1. 相同点都是其实重绘了该view所在的viewgroup,进而重绘view本身,而不是直接重绘view本身(直接调用invalidate就是直接重绘view本身)。。。

2. 动画结束的地方是处理不了触摸事件,但是scrollto,scrollby结束的地方可以处理到。。。

动画总结

1. Animation中主要定义了动画的一些属性比如开始时间、持续时间、是否重复播放等,这个类主要有两个重要的函数:getTransformation 和 applyTransformation,
在 getTransformation 中 Animation 会根据动画的属性来产生一系列的差值点,然后将这些差值点传给 applyTransformation,
这个函数将根据这些点来生成不同的 Transformation,Transformation 中包含一个矩阵和 alpha 值,矩阵是用来做平移、旋转和缩放动画的
而 alpha 值是用来做 alpha 动画的(简单理解的话,alpha 动画相当于不断变换透明度或颜色来实现动画),以上面的平移矩阵为例子,
当调用 dispatchDraw 时会调用 getTransformation 来得到当前的 Transformation

2. Android动画就是通过ParentView来不断调整ChildView的画布canvas坐标系来实现的。发生动画的其实是ParentView而不是该view

3. 补间动画其实只是调整了子view画布canvas的坐标系,其实并没有修改任何属性,所以只能在原位置才能处理触摸事件。。。

参考:

1.Android 动画原理

2.Android动画原理分析


属性动画


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