Android動畫實現(xiàn)繪制原理


title: Android動畫實現(xiàn)繪制原理
date: 2016-10-05 15:00


本文發(fā)表于KuTear's Blog,轉(zhuǎn)載請注明

讀前補充

關(guān)于標記位在Android運用的是非常的多,簡單的說就是使用二進制中的一位表示一個狀態(tài),下面簡單的舉個栗子。

private int flag = 0;
private static final int NEED_DRAW = 0x1;    //0001; //表示需要繪制
private static final int HAS_ANIMATION = 0x2; //0010;//表示有動畫
private static final int HAS_BACKGROUND = 0x4 //0100;//有背景色
private static final int HAS_FORGROUND = 0x8  //1000;//有前景色

void action(){
  if(flag & NEED_DRAW == NEED_DRAW){
     draw();
  }
}

void draw(){
  if(flag & HAS_FORGROUND == HAS_FORGROUND){
    drawForground();
  }
  ...
}

void clearDrawFlag(){
  flag &= ~NEED_DRAW;
}

void setDrawFlag(){
  flag |= NEED_DRAW;
}

上面的思維在View中使用的比較的多,我們只要記住flag & HAS_FORGROUND == HAS_FORGROUND就表示flag存在HAS_FORGROUND標記位,另外,也可以一次判斷多個標記的存在情況。

   if(flag & (HAS_FORGROUND | HAS_BACKGROUND) == (HAS_FORGROUND | HAS_BACKGROUND)){
     //前景和背景同時存在
   }

View Animation繪制的流程

在View中,我們知道View的繪制過程是從函數(shù)draw(canvas)開始,下面我們來分析一下該函數(shù),根據(jù)它的注釋部分,我們很容易得到簡化版的邏輯代碼。

//View.java
@CallSuper
public void draw(Canvas canvas) {
    // Step 1, draw the background, if needed
    drawBackground(canvas);
    // skip step 2 & 5 if possible (common case)
    // Step 3, draw the content  非透明才繪制
    if (!dirtyOpaque) onDraw(canvas);
    // Step 4, draw the children
    dispatchDraw(canvas);
    // Step 6, draw decorations (foreground, scrollbars)
    onDrawForeground(canvas);
}

我們知道,View樹的頂層是DecorView,它是FrameLayout的子類,繪制是從根節(jié)點開始(RootViewImpl中的dispatchDraw()),根據(jù)上面的代碼會分發(fā)繪制到子View,有子View一定是ViewGroup的子類,所以看看ViewGroupdispatchDraw(canvas)View的該函數(shù)是個空實現(xiàn),因為根本就不需要分發(fā)繪制。

//ViewGroup.java
@Override
protected void dispatchDraw(Canvas canvas) {
  //balabala
  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);  
          }
  }
  //balabala
}

protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
    return child.draw(canvas, this, drawingTime);
}

這里代碼好多,選擇性的看吧,反正邏輯就是調(diào)用了函數(shù)drawChild(),然而 drawChild()就是直接調(diào)用childdraw(Canvas canvas, ViewGroup parent, long drawingTime)函數(shù),這里就是把繪制分發(fā)到子View,使得整個View Tree得以繪制。OK,我們接著看到底是怎么繪制的。

//View.java
boolean draw(Canvas canvas, ViewGroup parent, long drawingTime){
    boolean drawingWithRenderNode = mAttachInfo != null
              && mAttachInfo.mHardwareAccelerated
              && hardwareAcceleratedCanvas;
    final Animation a = getAnimation();
    if (a != null) {
        //如果有動畫就在這個函數(shù)內(nèi)部請求重繪,return True if the animation is still running
        more = applyLegacyAnimation(parent, drawingTime, a, scalingRequired);  
        concatMatrix = a.willChangeTransformationMatrix();
        if (concatMatrix) {
            mPrivateFlags3 |= PFLAG3_VIEW_IS_ANIMATING_TRANSFORM;
        }
        transformToApply = parent.getChildTransformation();
    }
    if(drawingWithRenderNode){
        renderNode = updateDisplayListIfDirty();  //其內(nèi)部調(diào)用draw(canvas)
    }
    return more;
}

private boolean applyLegacyAnimation(ViewGroup parent, long drawingTime,
        Animation a, boolean scalingRequired) {
    //t為根據(jù)動畫產(chǎn)生的Transformation{mAlpha,mMatrix},可以控制基本的動畫
    boolean more = a.getTransformation(drawingTime, t, 1f);
    if (more) {
      final RectF region = parent.mInvalidateRegion;
      a.getInvalidateRegion(0, 0, mRight - mLeft, mBottom - mTop, region,
                invalidationTransform);
      // The child need to draw an animation, potentially offscreen, so
      // make sure we do not cancel invalidate requests
      // //這里設(shè)置了一個表示該View含有動畫的標記位,在后面會使用這個標記位
      parent.mPrivateFlags |= PFLAG_DRAW_ANIMATION;
      final int left = mLeft + (int) region.left;
      final int top = mTop + (int) region.top;
      //這里請求重繪,根據(jù)動畫改變的子View的可繪制區(qū)域的位置。
      //我們知道View Animation 是沒有改變原本View的屬性,包括寬高位置。
      parent.invalidate(left, top, left + (int) (region.width() + .5f),
              top + (int) (region.height() + .5f));   
    }
    //balabala
}

public void invalidate(int l, int t, int r, int b) {
    final int scrollX = mScrollX;
    final int scrollY = mScrollY;
    invalidateInternal(l - scrollX, t - scrollY, r - scrollX, b - scrollY, true, false);
}

public RenderNode updateDisplayListIfDirty() {
   //....
   if(condition){
     ....
     draw(canvas);
   }
   //....
}

這里調(diào)用invalidateInternal()函數(shù)就是請求重繪,具體怎么重繪,我們在下面會講。
上面的過程是View繪制的大體流程,下面看看設(shè)置動畫的情況。我們設(shè)置View動畫的入口函數(shù)一般都是startAnimation(),下面我們從這里入手。

//View.java
public void startAnimation(Animation animation) {
    animation.setStartTime(Animation.START_ON_FIRST_FRAME);
    setAnimation(animation);
    invalidateParentCaches();
    invalidate(true);
}

invalidate(true)函數(shù)的主要作用是請求View樹進行重繪,但是具體是怎么繪制的呢,我們接著往下看。

//View.java
void invalidate(boolean invalidateCache) {
    //這里的mLeft,mRight都是相當于父View來講的。所以這里的參數(shù)就是當前View所在的區(qū)域。
    invalidateInternal(0, 0, mRight - mLeft, mBottom - mTop, invalidateCache, true);
}

void invalidateInternal(int l, int t, int r, int b, boolean invalidateCache,
        boolean fullInvalidate) {
    //不需要繪制的情況(View不可見&&沒有動畫等)
    if (skipInvalidate()) {
        return;
    }
    //...
    if(condition/*滿足需要繪制的條件*/){
        final AttachInfo ai = mAttachInfo;
        final ViewParent p = mParent;
        if (p != null && ai != null && l < r && t < b) {
            final Rect damage = ai.mTmpInvalRect;
            damage.set(l, t, r, b);
            p.invalidateChild(this, damage);
        }
    }
    //....
}

OK,在上面小節(jié)提到的函數(shù)在這里出現(xiàn)了,我們看看究竟是怎么一回事。上面函數(shù)大多是設(shè)置標記位和判斷標記位,具體什么意思還不是很清楚,我們重點看下那一小段,這里的mAttachInfo是在View第一次attach到Window時,ViewRoot傳給自己的子View的。這個AttachInfo之后,會順著布局體系一直傳遞到最底層的View,下面看看ViewParent到底做了什么?

//ViewGroup.java
public final void invalidateChild(View child, final Rect dirty) {
    ViewParent parent = this;
    final AttachInfo attachInfo = mAttachInfo;
    if (attachInfo != null) {
        final boolean drawAnimation = (child.mPrivateFlags & PFLAG_DRAW_ANIMATION)
                == PFLAG_DRAW_ANIMATION; //applyLegacyAnimation()中有設(shè)置這個標記位
        final int[] location = attachInfo.mInvalidateChildLocation;
        location[CHILD_LEFT_INDEX] = child.mLeft;
        location[CHILD_TOP_INDEX] = child.mTop; //localtion存放的子view的右上角的坐標
        ...

        do {
            View view = null;
            if (parent instanceof View) {
                view = (View) parent;
            }
            //這里意味著如果子View有動畫,那么父View也要設(shè)置上動畫標記位,一直到頂層ViewRootImpl
            if (drawAnimation) {  
                if (view != null) {
                    view.mPrivateFlags |= PFLAG_DRAW_ANIMATION;
                } else if (parent instanceof ViewRootImpl) {
                    ((ViewRootImpl) parent).mIsAnimating = true;
                }
            }
            // If the parent is dirty opaque or not dirty, mark it dirty with the opaque
            // flag coming from the child that initiated the invalidate
            if (view != null) {
                if ((view.mViewFlags & FADING_EDGE_MASK) != 0 &&
                        view.getSolidColor() == 0) {
                    opaqueFlag = PFLAG_DIRTY;
                }
                if ((view.mPrivateFlags & PFLAG_DIRTY_MASK) != PFLAG_DIRTY) {
                    view.mPrivateFlags = (view.mPrivateFlags & ~PFLAG_DIRTY_MASK) | opaqueFlag;
                }
            }

            parent = parent.invalidateChildInParent(location, dirty);
            if (view != null) {
                // Account for transform on current parent
                Matrix m = view.getMatrix();
                if (!m.isIdentity()) {
                    RectF boundingRect = attachInfo.mTmpTransformRect;
                    boundingRect.set(dirty);
                    m.mapRect(boundingRect);
                    dirty.set((int) (boundingRect.left - 0.5f),
                            (int) (boundingRect.top - 0.5f),
                            (int) (boundingRect.right + 0.5f),
                            (int) (boundingRect.bottom + 0.5f));
                }
            }
        } while (parent != null);
    }
}

這里調(diào)用了函數(shù)invalidateChildInParent(),需要注意的是這里這個函數(shù)的實現(xiàn)有兩個,一個是ViewGroup中,而另一個是ViewRootImpl。

//ViewGroup.java
//總體來講,這里就是修改一些參數(shù),使其滿足當前的ViewGroup,比如坐標等。
public ViewParent invalidateChildInParent(final int[] location, final Rect dirty) {
    if ((mPrivateFlags & PFLAG_DRAWN) == PFLAG_DRAWN ||
            (mPrivateFlags & PFLAG_DRAWING_CACHE_VALID) == PFLAG_DRAWING_CACHE_VALID) {
        if ((mGroupFlags & (FLAG_OPTIMIZE_INVALIDATE | FLAG_ANIMATION_DONE)) !=
                    FLAG_OPTIMIZE_INVALIDATE) {
            dirty.offset(location[CHILD_LEFT_INDEX] - mScrollX,
                    location[CHILD_TOP_INDEX] - mScrollY);
            if ((mGroupFlags & FLAG_CLIP_CHILDREN) == 0) {
                dirty.union(0, 0, mRight - mLeft, mBottom - mTop);
            }

            final int left = mLeft;
            final int top = mTop;

            if ((mGroupFlags & FLAG_CLIP_CHILDREN) == FLAG_CLIP_CHILDREN) {
                if (!dirty.intersect(0, 0, mRight - left, mBottom - top)) {
                    dirty.setEmpty();
                }
            }
            mPrivateFlags &= ~PFLAG_DRAWING_CACHE_VALID;

            location[CHILD_LEFT_INDEX] = left;
            location[CHILD_TOP_INDEX] = top;

            if (mLayerType != LAYER_TYPE_NONE) {
                mPrivateFlags |= PFLAG_INVALIDATED;
            }

            return mParent;

        } else {
            mPrivateFlags &= ~PFLAG_DRAWN & ~PFLAG_DRAWING_CACHE_VALID;

            location[CHILD_LEFT_INDEX] = mLeft;
            location[CHILD_TOP_INDEX] = mTop;
            if ((mGroupFlags & FLAG_CLIP_CHILDREN) == FLAG_CLIP_CHILDREN) {
                dirty.set(0, 0, mRight - mLeft, mBottom - mTop);
            } else {
                // in case the dirty rect extends outside the bounds of this container
                dirty.union(0, 0, mRight - mLeft, mBottom - mTop);
            }

            if (mLayerType != LAYER_TYPE_NONE) {
                mPrivateFlags |= PFLAG_INVALIDATED;
            }

            return mParent;
        }
    }

    return null;
}

而在ViewRootImpl中就是請求整個View Tree進行重繪,具體的代碼如下。

@Override
public void invalidateChild(View child, Rect dirty) {
    invalidateChildInParent(null, dirty);
}

@Override
public ViewParent invalidateChildInParent(int[] location, Rect dirty) {
    checkThread(); //UI線程才可以操作UI
    ...
    invalidateRectOnScreen(dirty);

    return null;
}

private void invalidateRectOnScreen(Rect dirty) {
    ...
    if (!mWillDrawSoon && (intersected || mIsAnimating)) {
        scheduleTraversals();
    }
}

根據(jù)上篇對Window/WindowManager和WindowManagerSystem的理解,我們通過分析ViewRootImpl的繪制的時候分析過,函數(shù)scheduleTraversals()的邏輯其實是執(zhí)行一個Runnable,而這個Runnable其實就是去執(zhí)行函數(shù)doTraversal(),而函數(shù)doTraversal()會調(diào)用performTraversals(),到這里我們發(fā)現(xiàn)它開始重繪了。總體來說就是動畫的執(zhí)行會導致整個View Tree重繪,但是Android內(nèi)部有一些優(yōu)化,比如一張圖片做移動,我們不需要真正的去重新繪制,Android內(nèi)部提供緩存機制,不會顯示的再調(diào)用onDraw(canvas)函數(shù)。
到這里,動畫的執(zhí)行邏輯大體清楚了。

QA

ViewGroup及其子類onDraw(canvas)沒有執(zhí)行

ViewGroup沒有背景時默認是不會執(zhí)行onDraw(canvas)方法的,具體的原因我們在下面分析。

public ViewGroup(Context context, AttributeSet attrs, int defStyleAttr, int defStyleRes) {
    super(context, attrs, defStyleAttr, defStyleRes);
    initViewGroup();
    initFromAttributes(context, attrs, defStyleAttr, defStyleRes);
}

private void initViewGroup() {
    // ViewGroup doesn't draw by default
    if (!debugDraw()) {
        setFlags(WILL_NOT_DRAW, DRAW_MASK); //設(shè)置相關(guān)的標記位
    }
    ....
}

//#View.java
//可以看見在View里也包含這個設(shè)置
//willNotDraw = true ,不繪畫
public void setWillNotDraw(boolean willNotDraw) {
    setFlags(willNotDraw ? WILL_NOT_DRAW : 0, DRAW_MASK);
}

//View.java
//WILL_NOT_DRAW = 0x00000080;
//DRAW_MASK = 0x00000080;
void setFlags(int flags, int mask) {
  ....
  int old = mViewFlags;
  mViewFlags = (mViewFlags & ~mask) | (flags & mask);//(flags & mask)= 0x00000080
  int changed = mViewFlags ^ old;
  ....
  if ((changed & DRAW_MASK) != 0) {
            if ((mViewFlags & WILL_NOT_DRAW) != 0) {
                if (mBackground != null
                        || (mForegroundInfo != null && mForegroundInfo.mDrawable != null)) {
                    //需要繪制時的標記位,通過這里我們知道,有背景時設(shè)置是無效的,這里很容易驗證
                    mPrivateFlags &= ~PFLAG_SKIP_DRAW;
                } else {
                    mPrivateFlags |= PFLAG_SKIP_DRAW;  //不要繪制,添加標記位
                }
            } else {
                mPrivateFlags &= ~PFLAG_SKIP_DRAW;
            }
            requestLayout();
            invalidate(true);
  }
  ...
}

//View.java
//這個函數(shù)上面有分析,在boolean draw(Canvas canvas, ViewGroup parent, long drawingTime)
//中調(diào)用,使用這個函數(shù)來繪制View本身部分,通過這里,我們可以看到如果添加了PFLAG_SKIP_DRAW標記
//那么該View的繪制會被跳過,從而直接分發(fā)到子View
public RenderNode updateDisplayListIfDirty() {
    ...
    //當包含標記位時直接分發(fā)
    if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
        dispatchDraw(canvas);
        ...
    } else {
        draw(canvas); //文章開頭的6步繪制過程
    }
    ...
}
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