作为问题,我使用ImageSpan将图像添加到TextView中。但是它不能动起来。你有什么建议吗?
我尝试扩展AnimationDrawable以将drawable添加到ImageSpan中。但这不起作用
public class EmoticonDrawalbe extends AnimationDrawable {
private Bitmap bitmap;
private GifDecode decode;
private int gifCount;
public EmoticonDrawalbe(Context context, String source) {
decode = new GifDecode();
decode.read(context, source);
gifCount = decode.getFrameCount();
if (gifCount <= 0) {
return;
}
for (int i = 0; i < gifCount; i++) {
bitmap = decode.getFrame(i);
addFrame(new BitmapDrawable(bitmap), decode.getDelay(i));
}
setOneShot(false);
}
@Override
public void draw(Canvas canvas) {
super.draw(canvas);
start();
}
}
最佳答案
我会尝试:
onDraw()
方法以添加您自己的逻辑以基于某种计时器绘制不同的帧。有一个api演示,说明了如何使用Movie类加载可能值得研究的gif动画。 大修改:
好吧,很抱歉没有早点回来,但是我不得不抽出一些时间自己调查一下。我玩过这个游戏,因为我可能需要为自己的 future 项目之一提供解决方案。不幸的是,我在使用
AnimationDrawable
时遇到了类似的问题,这似乎是由DynamicDrawableSpan
(ImageSpan
的间接父类(super class))使用的缓存机制引起的。对我来说,另一个问题是,似乎没有简单的方法可以使Drawable或ImageSpan失效。 Drawable实际上具有
invalidateDrawable(Drawable)
和invalidateSelf()
方法,但第一种方法对我而言没有任何作用,而后者仅在附加了一些神奇的Drawable.Callback
时才有效。我找不到有关如何使用它的任何体面的文档...因此,我将逻辑树更进一步以解决该问题。我必须提前添加一条警告,它很可能不是最佳解决方案,但是目前这是我唯一能够上类的解决方案。如果偶尔使用我的解决方案,您可能不会遇到问题,但我会避免使用表情符号在整个屏幕上填充内容。我不确定会发生什么,但是话又说回来,我甚至可能都不想要知道。
事不宜迟,这里是代码。我添加了一些评论,以使其不言自明。很可能使用了不同的Gif解码类/库,但它应该可以与任何其他类一起使用。
AnimatedGifDrawable.java
public class AnimatedGifDrawable extends AnimationDrawable {
private int mCurrentIndex = 0;
private UpdateListener mListener;
public AnimatedGifDrawable(InputStream source, UpdateListener listener) {
mListener = listener;
GifDecoder decoder = new GifDecoder();
decoder.read(source);
// Iterate through the gif frames, add each as animation frame
for (int i = 0; i < decoder.getFrameCount(); i++) {
Bitmap bitmap = decoder.getFrame(i);
BitmapDrawable drawable = new BitmapDrawable(bitmap);
// Explicitly set the bounds in order for the frames to display
drawable.setBounds(0, 0, bitmap.getWidth(), bitmap.getHeight());
addFrame(drawable, decoder.getDelay(i));
if (i == 0) {
// Also set the bounds for this container drawable
setBounds(0, 0, bitmap.getWidth(), bitmap.getHeight());
}
}
}
/**
* Naive method to proceed to next frame. Also notifies listener.
*/
public void nextFrame() {
mCurrentIndex = (mCurrentIndex + 1) % getNumberOfFrames();
if (mListener != null) mListener.update();
}
/**
* Return display duration for current frame
*/
public int getFrameDuration() {
return getDuration(mCurrentIndex);
}
/**
* Return drawable for current frame
*/
public Drawable getDrawable() {
return getFrame(mCurrentIndex);
}
/**
* Interface to notify listener to update/redraw
* Can't figure out how to invalidate the drawable (or span in which it sits) itself to force redraw
*/
public interface UpdateListener {
void update();
}
}
AnimatedImageSpan.java
public class AnimatedImageSpan extends DynamicDrawableSpan {
private Drawable mDrawable;
public AnimatedImageSpan(Drawable d) {
super();
mDrawable = d;
// Use handler for 'ticks' to proceed to next frame
final Handler mHandler = new Handler();
mHandler.post(new Runnable() {
public void run() {
((AnimatedGifDrawable)mDrawable).nextFrame();
// Set next with a delay depending on the duration for this frame
mHandler.postDelayed(this, ((AnimatedGifDrawable)mDrawable).getFrameDuration());
}
});
}
/*
* Return current frame from animated drawable. Also acts as replacement for super.getCachedDrawable(),
* since we can't cache the 'image' of an animated image.
*/
@Override
public Drawable getDrawable() {
return ((AnimatedGifDrawable)mDrawable).getDrawable();
}
/*
* Copy-paste of super.getSize(...) but use getDrawable() to get the image/frame to calculate the size,
* in stead of the cached drawable.
*/
@Override
public int getSize(Paint paint, CharSequence text, int start, int end, Paint.FontMetricsInt fm) {
Drawable d = getDrawable();
Rect rect = d.getBounds();
if (fm != null) {
fm.ascent = -rect.bottom;
fm.descent = 0;
fm.top = fm.ascent;
fm.bottom = 0;
}
return rect.right;
}
/*
* Copy-paste of super.draw(...) but use getDrawable() to get the image/frame to draw, in stead of
* the cached drawable.
*/
@Override
public void draw(Canvas canvas, CharSequence text, int start, int end, float x, int top, int y, int bottom, Paint paint) {
Drawable b = getDrawable();
canvas.save();
int transY = bottom - b.getBounds().bottom;
if (mVerticalAlignment == ALIGN_BASELINE) {
transY -= paint.getFontMetricsInt().descent;
}
canvas.translate(x, transY);
b.draw(canvas);
canvas.restore();
}
}
用法:
final TextView gifTextView = (TextView) findViewById(R.id.gif_textview);
SpannableStringBuilder sb = new SpannableStringBuilder();
sb.append("Text followed by animated gif: ");
String dummyText = "dummy";
sb.append(dummyText);
sb.setSpan(new AnimatedImageSpan(new AnimatedGifDrawable(getAssets().open("agif.gif"), new AnimatedGifDrawable.UpdateListener() {
@Override
public void update() {
gifTextView.postInvalidate();
}
})), sb.length() - dummyText.length(), sb.length(), Spannable.SPAN_EXCLUSIVE_EXCLUSIVE);
gifTextView.setText(sb);
如您所见,我使用处理程序来提供“滴答声”以前进到下一帧。这样做的好处是,只有在应渲染新帧时,它才会触发更新。通过使包含AnimatedImageSpan的TextView无效来完成实际的重绘。同时缺点是,只要您在同一TextView中拥有一堆动画gif(或与此相关的多个动画),这些 View 就可能像疯了一样更新...明智地使用它。 :)