问题描述
我正在使用曲面视图显示一些图形,问题是当我在屏幕上移动图形时出现闪烁效果,我知道这是由于双重缓冲问题,即使我经历了很多帖子,我无法解决该问题,请查看我的代码并帮助我解决此问题.
I am using surface view to show some graphics, the problem is that there is a flickering effect when I am moving the figure in the screen, I understand that this is due to double buffering problem, even though I went through many posts, I am unable to fix the problem, please take a look at my code and help me get this fixed.
public class CustomSurfaceView extends SurfaceView implements Runnable{
Thread mThread = null;
SurfaceHolder mSurfaceHolder;
volatile boolean mRunning = false;
Bitmap mBitmap;
boolean mTouched;
float mTouched_x,mTouched_y;
Context mContext;
float mCurrentPosOfRect1x1,mCurrentPosOfRect1y1,mCurrentPosOfRect1x2,mCurrentPosOfRect1y2;
float mCurrentPosOfRect2x1,mCurrentPosOfRect2y1,mCurrentPosOfRect2x2,mCurrentPosOfRect2y2;
private Paint mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
boolean isInitialized = false;
/**
* Constructor..
*/
public CustomSurfaceView(Context context) {
super(context);
mSurfaceHolder = getHolder();
mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.ic_launcher);
mContext = context;
mCurrentPosOfRect1x1 = 100;
mCurrentPosOfRect1y1 = 100;
mCurrentPosOfRect1x2 = 300;
mCurrentPosOfRect1y2 = 300;
mCurrentPosOfRect2x1 = 300;
mCurrentPosOfRect2y1 = 300;
mCurrentPosOfRect2x2 = 500;
mCurrentPosOfRect2y2 = 500;
}
public void onResumeMySurfaceView(){
mRunning = true;
mThread = new Thread(this);
mThread.start();
}
public void onPauseMySurfaceView(){
boolean retry = true;
mRunning = false;
while(retry){
try {
mThread.join();
retry = false;
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
@Override
public void run() {
while(mRunning){
if(mSurfaceHolder.getSurface().isValid()){
Canvas canvas = mSurfaceHolder.lockCanvas();
//... actual drawing on canvas
mPaint.setStyle(Paint.Style.STROKE);
if(mTouched){
canvas.drawColor(Color.BLACK);
mPaint.setColor(Color.BLACK);
mPaint.setStrokeWidth(3);
mPaint.setStrokeWidth(0);
mPaint.setColor(Color.CYAN);
//Left,top
//Right bottom.
if(!isInitialized){
canvas.drawRect(mCurrentPosOfRect1x1, mCurrentPosOfRect1y1,mCurrentPosOfRect1x2, mCurrentPosOfRect1y2,mPaint);
isInitialized = true;
}
mPaint.setColor(Color.BLACK);
mPaint.setStrokeWidth(3);
mPaint.setStrokeWidth(0);
mPaint.setColor(Color.BLUE);
//Left,top
//Right bottom.
if(!isInitialized){
canvas.drawRect(mCurrentPosOfRect2x1, mCurrentPosOfRect2y1,mCurrentPosOfRect2x2, mCurrentPosOfRect2y2,mPaint);
isInitialized = true;
}
if(isInitialized){
//Check whether the touch points are inside the rectangle & then move...
if((mTouched_x>mCurrentPosOfRect1x1) && (mTouched_x<mCurrentPosOfRect1x2) && (mTouched_y>mCurrentPosOfRect1y1) && (mTouched_y<mCurrentPosOfRect1y2)){
mCurrentPosOfRect1x1 = mTouched_x-100;
mCurrentPosOfRect1x2 = mTouched_x+100;
mCurrentPosOfRect1y1 = mTouched_y-100;
mCurrentPosOfRect1y2 = mTouched_y+100;
}else if((mTouched_x>mCurrentPosOfRect2x1) && (mTouched_x<mCurrentPosOfRect2x2) && (mTouched_y>mCurrentPosOfRect2y1) && (mTouched_y<mCurrentPosOfRect2y2)){
mCurrentPosOfRect2x1 = mTouched_x-100;
mCurrentPosOfRect2x2 = mTouched_x+100;
mCurrentPosOfRect2y1 = mTouched_y-100;
mCurrentPosOfRect2y2 = mTouched_y+100;
}
}
canvas.drawRect(mCurrentPosOfRect1x1, mCurrentPosOfRect1y1,mCurrentPosOfRect1x2, mCurrentPosOfRect1y2, mPaint);
mPaint.setColor(Color.RED);
canvas.drawRect(mCurrentPosOfRect2x1, mCurrentPosOfRect2y1,mCurrentPosOfRect2x2, mCurrentPosOfRect2y2, mPaint);
mPaint.setColor(Color.BLUE);
Paint paint = new Paint() {
{
setStyle(Paint.Style.STROKE);
setStrokeCap(Paint.Cap.ROUND);
setStrokeWidth(3.0f);
setAntiAlias(true);
}
};
paint.setColor(Color.YELLOW);
final Path path = new Path();
final float x1 = mCurrentPosOfRect1x1+ 100;
final float y1 = mCurrentPosOfRect1y1 + 100;
final float x3 = (mCurrentPosOfRect2x1+ 100) ;
final float y3 = (mCurrentPosOfRect2y1 + 100);
final float x2 = (x1 +200);
final float y2 = (y1 -100);
final float x4 = (x3-100);
final float y4 = (y3+200);
path.moveTo(x1, y1);
path.cubicTo(x2,y2,x4,y4,x3,y3);
canvas.drawPath(path, paint);
}
mSurfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
@Override
public boolean onTouchEvent(MotionEvent event){
mTouched_x = event.getX();
mTouched_y = event.getY();
int action = event.getAction();
switch(action){
case MotionEvent.ACTION_DOWN:
mTouched = true;
break;
case MotionEvent.ACTION_MOVE:
mTouched = true;
break;
case MotionEvent.ACTION_UP:
mTouched = false;
break;
case MotionEvent.ACTION_CANCEL:
mTouched = false;
break;
case MotionEvent.ACTION_OUTSIDE:
mTouched = false;
break;
default:
}
return true; //processed
}
}
推荐答案
如果调用lockCanvas()
,则需要绘制脏矩形中的每个像素.由于您在调用时没有脏矩形,这意味着将更新Canvas上的每个像素.
If you call lockCanvas()
, you need to draw on every pixel in the dirty rect. Since you're calling it without a dirty rect, that means updating every pixel on the Canvas.
我相信您的代码存在的问题是,当mTouched
为false
时,您根本不会绘制任何内容.因为Surface是双缓冲或三缓冲的,所以您要重新显示前一帧的内容,这会引起振动效果.
I believe the problem with your code is that, when mTouched
is false
, you're not drawing anything at all. Because the Surface is double- or triple-buffered, you're re-displaying the contents of a previous frame, which is going to cause a vibration effect.
我认为您要做的就是在lockCanvas()
调用之前移动mTouched
的测试,因此,如果您不打算绘制任何内容,则不要翻转缓冲区.
I think all you need to do is move the test for mTouched
before the lockCanvas()
call, so you don't flip the buffers if you're not going to draw anything.
您可能想浏览一下 SurfaceView生命周期附录.图形架构文档(如果您以前从未看过的话),因为线程管理有时会带来意外的结果.
You may want to look through the SurfaceView lifecycle appendix in the graphics architecture doc if you haven't seen it before, as the thread management sometimes yields surprises.
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