使用表面视图时闪烁

时间:2015-03-30 13:52:54

标签: android android-canvas surfaceview doublebuffered

我使用表面视图来显示一些图形,问题是当我在屏幕上移动图形时有一个闪烁的效果,我明白这是由于双缓冲问题,即使我经历了很多帖子,我无法解决问题,请查看我的代码并帮助我解决问题。

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
       }
}

3 个答案:

答案 0 :(得分:3)

如果你调用lockCanvas(),你需要绘制脏矩形中的每个像素。由于您在没有脏矩形的情况下调用它,这意味着更新Canvas上的每个像素。

我相信您的代码存在的问题是,当mTouchedfalse时,您根本不会绘制任何内容。由于Surface是双缓冲或三缓冲,因此您将重新显示前一帧的内容,这将导致振动效果。

我认为您需要做的就是在mTouched来电之前移动lockCanvas()的测试,如果您不打算绘制任何内容,请不要翻转缓冲区

如果您之前还没有看到它,可能需要查看图形架构文档中的SurfaceView lifecycle appendix,因为线程管理有时会产生意外。

答案 1 :(得分:0)

使用这些线条清除surfaceviewholder,并在播放或绘制任何内容之前再次准备好它。

这些线条将在使用surfaceview至少一次后清除表面视图

Canvas canvas = mSurfaceHolder.lockCanvas();
canvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
// Draw someting
mSurfaceHolder.unlockCanvasAndPost(canvas);
mSurfaceHolder.setFormat(PixelFormat.TRANSPARENT);
mSurfaceHolder.setFormat(PixelFormat.OPAQUE);

这一行将为第二次播放视频做好准备

mSurfaceHolder.setFormat(PixelFormat.TRANSLUCENT);

答案 2 :(得分:-1)

闪烁通常是一个奇怪的问题,所以我最好猜测如何解决你的具体案例。

我可以从您的代码中看到,您要声明要应用于画布的一系列不同命令,这些命令在画布中按照代码的顺序逐个绘制,目前您的代码lockCanvas以及我认为这些元素的组合是您闪烁的原因。

由于:

  • 系统VSYNC(因为SurfaceViews)
  • 期间没有执行这些绘制
  • 它按顺序一次完成一个(这需要时间并使闪烁明显)。

我可以想到两个解决方案:

  1. 我可以看到您仅在视图中调用drawColordrawRect。此外,您没有在其上执行任何时间。所以我真的没有看到使用SurfaceView的原因。将类重构为正常extends View并在onDraw内执行绘制并在必要时调用invalidate()以重新绘制(我相信它将在触摸事件中)

    < / LI>
  2. 如果您为了简洁省略了一些实际上确实使SurfaceView成为必需的代码,您可以使用相同大小的屏幕画布分配带位图的临时画布。在此临时画布上执行所有绘图,并仅在屏幕画布上使用drawBitmap调用。下面是一个小示例代码。

  3.  // init your objects inside the `surfaceCreated` callback
     Bitmap tempBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
     Canvas tempCanvas = new Canvas(tempBitmap);
    
    
    // then on your thread.
     while(mRunning){
        tempCanvas. // ... do all your drawing operations here
        Canvas canvas = mSurfaceHolder.lockCanvas();
        canvas.drawBitmap(tempBitmap, 0, 0, null);
        mSurfaceHolder.unlockCanvasAndPost(canvas);
     }
    

    请记住,这只是一个示例代码,而不是一个完整的解决方案,您必须对画布进行所有正常检查才有效等。

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