Android动画之原理篇(四)

一. 概述

前面已介绍Android属性动画的启动方式:

ObjectAnimator anim = ObjectAnimator.ofFloat(targetObject, "alpha", 0f, 1f); //[见小节2.1]
anim.setDuration(1000); // [见小节2.2]
anim.start();           // [见小节2.3]

接下来从源码角度来分析这三条语句.

二. 流程分析

2.1 ObjectAnimator.ofFloat

[-> ObjectAnimator.java]

public static ObjectAnimator ofFloat(Object target, String propertyName, float... values) {
    //创建ObjectAnimator对象
    ObjectAnimator anim = new ObjectAnimator(target, propertyName);
    //设置float类型值
    anim.setFloatValues(values);
    return anim;
}

ObjectAnimator.ofFloat,是一个静态方法:

  • 首先创建ObjectAnimator对象,并指定target对象和属性名。
  • 然后setFloatValues(values)方法,经几次调用,最后调用KeyframeSet.ofFloat(values),创建了一个只有起始帧和结束帧(2-keyframe)的KeyframeSet对象。

2.2 ObjectAnimator.setDuration

public ValueAnimator setDuration(long duration) {
    if (duration < 0) {
        throw new IllegalArgumentException(...);
    }
    mUnscaledDuration = duration; //mUnscaledDuration的默认值为300ms
    updateScaledDuration(); //更新duration
    return this;
}

private void updateScaledDuration() {
    // sDurationScale默认为1
    mDuration = (long)(mUnscaledDuration * sDurationScale);
}

该方法用于设置动画的执行总时间,调用父类ValueAnimator的方法:

2.3 ObjectAnimator.start

public void start() {
    // 获取AnimationHandler,并进行取消动画操作
    AnimationHandler handler = sAnimationHandler.get();
    if (handler != null) {
        int numAnims = handler.mAnimations.size();
        for (int i = numAnims - 1; i >= 0; i--) {
            if (handler.mAnimations.get(i) instanceof ObjectAnimator) {
                ObjectAnimator anim = (ObjectAnimator) handler.mAnimations.get(i);
                if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
                    anim.cancel();
                }
            }
        }
        numAnims = handler.mPendingAnimations.size();
        for (int i = numAnims - 1; i >= 0; i--) {
            if (handler.mPendingAnimations.get(i) instanceof ObjectAnimator) {
                ObjectAnimator anim = (ObjectAnimator) handler.mPendingAnimations.get(i);
                if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
                    anim.cancel();
                }
            }
        }
        numAnims = handler.mDelayedAnims.size();
        for (int i = numAnims - 1; i >= 0; i--) {
            if (handler.mDelayedAnims.get(i) instanceof ObjectAnimator) {
                ObjectAnimator anim = (ObjectAnimator) handler.mDelayedAnims.get(i);
                if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
                    anim.cancel();
                }
            }
        }
    }
    super.start(); //调用父类方法 [见小节2.4]
}

首先判断是否存在活动或将要活动的,若存在则根据条件进行相应的取消操作。 其中AnimationHandler包含mAnimations(活动动画), mPendingAnimations(下一帧的动画),mDelayedAnims(延时动画)这3个动画ArrayList。

2.4 ValueAnimator.start

进入ValueAnimator对象的方法。调用start(),再跳转到start(false),为了精简内容,下面方法只截取关键的代码片段:

private void start(boolean playBackwards) {
    ...
    int prevPlayingState = mPlayingState;
    mPlayingState = STOPPED;
    updateScaledDuration();// 更新时间duration

    //获取或创建AnimationHandler [见小节2.4.1]
    AnimationHandler animationHandler = getOrCreateAnimationHandler();

    // 将当前动画添加到下一帧动画列表中
    animationHandler.mPendingAnimations.add(this);

    if (mStartDelay == 0) {
        //初始化动画参数, [见小节2.4.2]
        if (prevPlayingState != SEEKED) {
            setCurrentPlayTime(0);
        }
        mPlayingState = STOPPED;
        mRunning = true;
        notifyStartListeners(); //见小节2.4.3
    }
    animationHandler.start();   //见小节2.4.4
}

2.4.1 getOrCreateAnimationHandler

private static AnimationHandler getOrCreateAnimationHandler() {
    AnimationHandler handler = sAnimationHandler.get();
    if (handler == null) {
        handler = new AnimationHandler();
        sAnimationHandler.set(handler);
    }
    return handler;
}

private AnimationHandler() {
    mChoreographer = Choreographer.getInstance();
}

private Choreographer(Looper looper) {
    mLooper = looper;
    mHandler = new FrameHandler(looper);
    mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper) : null;
    mLastFrameTimeNanos = Long.MIN_VALUE;

    mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
    mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
    for (int i = 0; i <= CALLBACK_LAST; i++) {
        mCallbackQueues[i] = new CallbackQueue();
    }
}

2.4.2 animateValue

void animateValue(float fraction) {

    fraction = mInterpolator.getInterpolation(fraction);
    mCurrentFraction = fraction;
    int numValues = mValues.length;
    for (int i = 0; i < numValues; ++i) {
        mValues[i].calculateValue(fraction);
    }
    if (mUpdateListeners != null) {
        int numListeners = mUpdateListeners.size();
        for (int i = 0; i < numListeners; ++i) {
            mUpdateListeners.get(i).onAnimationUpdate(this); //更新动画状态
        }
    }
}

其中setCurrentPlayTime(0),多次跳转后,调用animateValue(1),插值器默认为AccelerateDecelerateInterpolator。此处首次调用onAnimationUpdate方法, 动画更新是通过实现AnimatorUpdateListener接口的onAnimationUpdate()方法。

2.4.3 notifyStartListeners

private void notifyStartListeners() {
    if (mListeners != null && !mStartListenersCalled) {
        ArrayList tmpListeners =
                (ArrayList) mListeners.clone();
        int numListeners = tmpListeners.size();
        for (int i = 0; i < numListeners; ++i) {
            tmpListeners.get(i).onAnimationStart(this); //动画开始
        }
    }
    mStartListenersCalled = true;
}

其中notifyStartListeners(),主要功能是调用onAnimationStart(this),动画启动: 通知动画开始是通过实现AnimatorListener接口的onAnimationStart()方法。

2.4.4 AnimationHandler.start

protected static class AnimationHandler {
    public void start() {
        scheduleAnimation();
    }

    private void scheduleAnimation() {
        if (!mAnimationScheduled) {
            //[见小节2.5]
            mChoreographer.postCallback(Choreographer.CALLBACK_ANIMATION, mAnimate, null);
            mAnimationScheduled = true;
        }
    }

    final Runnable mAnimate = new Runnable() {
        public void run() {
            mAnimationScheduled = false;
            doAnimationFrame(mChoreographer.getFrameTime());
        }
    };
}

Choreographer.postCallback方法传递的第二参数为AnimationHandler.mAnimate

2.5 Choreographer.postCallback

public void postCallback(int callbackType, Runnable action, Object token) {
    postCallbackDelayed(callbackType, action, token, 0);
}

public void postCallbackDelayed(int callbackType, Runnable action, Object token, long delayMillis) {
    ...
    postCallbackDelayedInternal(callbackType, action, token, delayMillis);
}

private void postCallbackDelayedInternal(int callbackType, Object action, Object token, long delayMillis) {
    synchronized (mLock) {
        final long now = SystemClock.uptimeMillis();
        final long dueTime = now + delayMillis;
         //此处action为animationHandler,添加到Callback队列
        mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);

        if (dueTime <= now) {
             //传进来的delayMillis=0,故进入才分支 [见小节2.5.1]
            scheduleFrameLocked(now);
        } else {
            Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
            msg.arg1 = callbackType;
            msg.setAsynchronous(true);
            mHandler.sendMessageAtTime(msg, dueTime);
        }
    }
}

进入Choreographer类,这是动画最为核心的一个类,动画最后都会走到这个类里面。mChoreographer.postCallback 方法,传入进去的action的animationHandler的mAnimate:

2.5.1 scheduleFrameLocked

private void scheduleFrameLocked(long now) {
    if (!mFrameScheduled) {
        mFrameScheduled = true;
        if (USE_VSYNC) {
            // 正运行在Looper线程
            if (isRunningOnLooperThreadLocked()) {
                scheduleVsyncLocked();  // [见小节2.5.2]
            } else {
                Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
                msg.setAsynchronous(true);
                mHandler.sendMessageAtFrontOfQueue(msg);
            }
        } else {
            ...
        }
    }
}

其中USE_VSYNC = SystemProperties.getBoolean("debug.choreographer.vsync", true),该属性值一般都是缺省的, 则USE_VSYNC =true,启动VSYNC垂直同步信号方式来触发动画。当fps=60时,则1/60 s≈16.7ms,故VSYNC信号上报的周期为16.7ms:

2.5.2 scheduleVsyncLocked

[-> Choreographer.java]

private void scheduleVsyncLocked() {
    mDisplayEventReceiver.scheduleVsync();
}

DisplayEventReceiver实现了Runnable接口,提供了一种能接收display event,比如垂直同步的机制,通过Looper不断扫描信息,直到收到VSYNC信号,触发相应操作。

2.5.3 onVsync

[-> Choreographer.java]

private final class FrameDisplayEventReceiver extends DisplayEventReceiver implements Runnable {

    public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
        ...
        long now = System.nanoTime();
        if (timestampNanos > now) {
            timestampNanos = now;
        }

        if (mHavePendingVsync) {
            ...
        } else {
            mHavePendingVsync = true;
        }

        mTimestampNanos = timestampNanos;
        mFrame = frame;
        Message msg = Message.obtain(mHandler, this);
        msg.setAsynchronous(true);
        mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
    }

    public void run() {
        mHavePendingVsync = false;
        doFrame(mTimestampNanos, mFrame); //[见小节2.5.4]
    }
}

当接收到vsync信号时,会调用onVsync()方法,通过sendMessageAtTime,交由FrameHandler来处理消息事件.

2.5.4 doFrame

[-> Choreographer.java]

void doFrame(long frameTimeNanos, int frame) {
    final long startNanos;
    synchronized (mLock) {
        if (!mFrameScheduled) {
            return;
        }

        startNanos = System.nanoTime();
        final long jitterNanos = startNanos - frameTimeNanos;

        //mFrameIntervalNanos 代表两帧之间的刷新时间
        if (jitterNanos >= mFrameIntervalNanos) {
            final long skippedFrames = jitterNanos / mFrameIntervalNanos;
            //掉帧超过30,则输出log
            if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
                Log.i(TAG, "Skipped " + skippedFrames + " frames! "
                        + "The application may be doing too much work on its main thread.");
            }
            final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;
            frameTimeNanos = startNanos - lastFrameOffset;
        }

        if (frameTimeNanos < mLastFrameTimeNanos) {
            scheduleVsyncLocked();
            return;
        }

        mFrameScheduled = false;
        mLastFrameTimeNanos = frameTimeNanos;
    }

     //[见小节2.5.5]
    doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);   
    doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
    doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
}

FrameHandler在收到信息时执行doFrame(),该方法重点是doCallbacks语句,分别是CALLBACK_INPUTCALLBACK_ANIMATIONCALLBACK_TRAVERSAL. 可看出回调的处理顺序依次为:

  • input事件;
  • animation动画;
  • view布局和绘制;

2.5.5 doCallbacks

void doCallbacks(int callbackType, long frameTimeNanos) {
    CallbackRecord callbacks;
    synchronized (mLock) {
        final long now = SystemClock.uptimeMillis();
        callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(now);
        if (callbacks == null) {
            return;
        }
        mCallbacksRunning = true;
    }
    try {
        for (CallbackRecord c = callbacks; c != null; c = c.next) {
            //此处调用的实际上是animationHandler.run()
            c.run(frameTimeNanos);  //[见小节2.6]
        }
    } finally {
        synchronized (mLock) {
            mCallbacksRunning = false;
            do {
                final CallbackRecord next = callbacks.next;
                recycleCallbackLocked(callbacks);  //回收Callback
                callbacks = next;
            } while (callbacks != null);
        }
    }
}

由小节2.4.4,可知其调用如下方法.

2.6 AnimationHandler.run()

[-> ValueAnimator.java]

public void run() {
    mAnimationScheduled = false;
    //具体实现动画的内容 [见小节2.6.1]
    doAnimationFrame(mChoreographer.getFrameTime());
}

2.6.1 doAnimationFrame

[-> ValueAnimator.java]

 private void doAnimationFrame(long frameTime) {
    // 清空mPendingAnimations
    while (mPendingAnimations.size() > 0) {
        ArrayList pendingCopy =
                (ArrayList) mPendingAnimations.clone();
        mPendingAnimations.clear();
        int count = pendingCopy.size();
        for (int i = 0; i < count; ++i) {
            ValueAnimator anim = pendingCopy.get(i);
            if (anim.mStartDelay == 0) {
                anim.startAnimation(this); // 将mPendingAnimations动画添加到活动动画list
            } else {
                mDelayedAnims.add(anim); // 如果有delay时间的,就添加到 mDelayedAnims
            }
        }
    }

    // 将已经到时的延时动画,加入到mReadyAnims
    int numDelayedAnims = mDelayedAnims.size();
    for (int i = 0; i < numDelayedAnims; ++i) {
        ValueAnimator anim = mDelayedAnims.get(i);
        if (anim.delayedAnimationFrame(frameTime)) {
            mReadyAnims.add(anim);
        }
    }
    //移除mDelayedAnims动画,并清空mReadyAnims动画
    int numReadyAnims = mReadyAnims.size();
    if (numReadyAnims > 0) {
        for (int i = 0; i < numReadyAnims; ++i) {
            ValueAnimator anim = mReadyAnims.get(i);
            anim.startAnimation(this);   //将mReadyAnims动画添加到活动动画list
            anim.mRunning = true;
            mDelayedAnims.remove(anim);
        }
        mReadyAnims.clear();
    }

    // 处理所有的活动动画,根据返回值决定是否将相应的动画添加到endAnims.
    int numAnims = mAnimations.size();
    for (int i = 0; i < numAnims; ++i) {
        mTmpAnimations.add(mAnimations.get(i));
    }
    for (int i = 0; i < numAnims; ++i) {
        ValueAnimator anim = mTmpAnimations.get(i);
        //[见小节2.6.2]
        if (mAnimations.contains(anim) && anim.doAnimationFrame(frameTime)) {
            mEndingAnims.add(anim);
        }
    }
    //清空mTmpAnimations 和 mEndingAnims
    mTmpAnimations.clear();
    if (mEndingAnims.size() > 0) {
        for (int i = 0; i < mEndingAnims.size(); ++i) {
            // 动画结束 [见小节2.6.3]
            mEndingAnims.get(i).endAnimation(this);
        }
        mEndingAnims.clear();
    }

    // 活动或延时动画不会空时,调用scheduleAnimation
    if (!mAnimations.isEmpty() || !mDelayedAnims.isEmpty()) {
        //[见小节2.6.3]
        scheduleAnimation();
    }
}

doAnimationFrame是消耗帧的过程,其中startAnimation会初始化Evalutor.

2.6.2 animationFrame

boolean animationFrame(long currentTime) {
    boolean done = false;
    switch (mPlayingState) {
    case RUNNING:
    case SEEKED:
        float fraction = mDuration > 0 ? (float)(currentTime - mStartTime) / mDuration : 1f;
        if (mDuration == 0 && mRepeatCount != INFINITE) {
            mCurrentIteration = mRepeatCount;
            if (!mReversing) {
                mPlayingBackwards = false;
            }
        }
        if (fraction >= 1f) {
            if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) {
                if (mListeners != null) {
                    int numListeners = mListeners.size();
                    for (int i = 0; i < numListeners; ++i) {
                        mListeners.get(i).onAnimationRepeat(this);
                    }
                }
                if (mRepeatMode == REVERSE) {
                    mPlayingBackwards = !mPlayingBackwards;
                }
                mCurrentIteration += (int) fraction;
                fraction = fraction % 1f;
                mStartTime += mDuration;
            } else {
                done = true;
                fraction = Math.min(fraction, 1.0f);
            }
        }
        if (mPlayingBackwards) {
            fraction = 1f - fraction;
        }
         //处理动画[见小节2.4.2]
        animateValue(fraction);
        break;
    }

    return done;
}

绘制动画的帧,当动画的elapsed time时间超过动画duration时,动画将结束。 animateValue(fraction),动画的每一帧变化,都会调用这个方式,将elapsed fraction通过Interpolation转换为所需的插值。之后获取的动画属性值,对于evaluator,大多数情况是在动画更新方式中调用。

2.6.3 endAnimation

protected void endAnimation(AnimationHandler handler) {
    handler.mAnimations.remove(this);
    handler.mPendingAnimations.remove(this);
    handler.mDelayedAnims.remove(this);
    mPlayingState = STOPPED;
    mPaused = false;
    if ((mStarted || mRunning) && mListeners != null) {
        if (!mRunning) {
            // If it's not yet running, then start listeners weren't called. Call them now.
            notifyStartListeners();
         }
        ArrayList tmpListeners =
                (ArrayList) mListeners.clone();
        int numListeners = tmpListeners.size();
        for (int i = 0; i < numListeners; ++i) {
            tmpListeners.get(i).onAnimationEnd(this); // 动画结束
        }
    }
    mRunning = false;
    mStarted = false;
    mStartListenersCalled = false;
    mPlayingBackwards = false;
    mReversing = false;
    mCurrentIteration = 0;
}

动画结束是通过实现AnimatorListener接口的onAnimationEnd()方法。

2.6.4 scheduleAnimation

private void scheduleAnimation() {
    if (!mAnimationScheduled) {
        mChoreographer.postCallback(Choreographer.CALLBACK_ANIMATION, this, null);
        mAnimationScheduled = true;
    }
}

scheduleAnimation再次调用mChoreographer, 跟小节[2.5]构成循环流程,不断重复执行这个过程,直到动画结束. 到此,整个动画的完成流程已全部疏通完毕。

三. 总结

动画主线流程:

ObjectAnimator.start()
-> ValueAnimator.start()
-> animationHandler.start()
-> AnimationHandler.scheduleAnimation()
-> Choreographer.postCallback()
-> postCallbackDelayed()
-> postCallbackDelayedInternal()
-> scheduleFrameLocked()
-> scheduleVsyncLocked()
-> DisplayEventReceiver.scheduleVsync()
-> onVsync()
-> doFrame()
-> doCallbacks()
-> animationHandler.run()
-> doAnimationFrame()
-> animationFrame()
-> animateValue()

目前先文字叙述,后面有空再画详细流程图。

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