Galaxy Nexus 动画缓慢

7

我已编辑这段代码,将矩形实例化移出onDraw方法。我已在多个设备上进行了测试。

public class BallBouncesActivity extends Activity {
    BallBounces ball;

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        ball = new BallBounces(this);
        setContentView(ball);
    }
}


class BallBounces extends SurfaceView implements SurfaceHolder.Callback {
    GameThread thread;
    int screenW; //Device's screen width.
    int screenH; //Devices's screen height.
    int ballX; //Ball x position.
    int ballY; //Ball y position.
    int initialY ;
    float dY; //Ball vertical speed.
    int ballW;
    int ballH;
    int bgrW;
    int bgrH;
    int angle;
    int bgrScroll;
    int dBgrY; //Background scroll speed.
    float acc;
    Bitmap ball, bgr, bgrReverse;
    boolean reverseBackroundFirst;
    boolean ballFingerMove;

    Rect toRect1, fromRect1;
    Rect toRect2, fromRect2;

    //Measure frames per second.
    long now;
    int framesCount=0;
    int framesCountAvg=0;
    long framesTimer=0;
    Paint fpsPaint=new Paint();

    //Frame speed
    long timeNow;
    long timePrev = 0;
    long timePrevFrame = 0;
    long timeDelta;


    public BallBounces(Context context) {
        super(context);
        ball = BitmapFactory.decodeResource(getResources(), R.drawable.rocket); //Load a ball image.
        bgr = BitmapFactory.decodeResource(getResources(), R.drawable.sky_bgr); //Load a background.
        ballW = ball.getWidth();
        ballH = ball.getHeight();

        toRect1 = new Rect(0, 0, bgr.getWidth(), bgr.getHeight());
        fromRect1 = new Rect(0, 0, bgr.getWidth(), bgr.getHeight());
        toRect2 = new Rect(0, 0, bgr.getWidth(), bgr.getHeight());
        fromRect2 = new Rect(0, 0, bgr.getWidth(), bgr.getHeight());

        //Create a flag for the onDraw method to alternate background with its mirror image.
        reverseBackroundFirst = false;

        //Initialise animation variables.
        acc = 0.2f; //Acceleration
        dY = 0; //vertical speed
        initialY = 100; //Initial vertical position
        angle = 0; //Start value for the rotation angle
        bgrScroll = 0;  //Background scroll position
        dBgrY = 1; //Scrolling background speed

        fpsPaint.setTextSize(30);

        //Set thread
        getHolder().addCallback(this);

        setFocusable(true);
    }

    @Override
    public void onSizeChanged (int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        //This event-method provides the real dimensions of this custom view.
        screenW = w;
        screenH = h;

        bgr = Bitmap.createScaledBitmap(bgr, w, h, true); //Scale background to fit the screen.
        bgrW = bgr.getWidth();
        bgrH = bgr.getHeight();

        //Create a mirror image of the background (horizontal flip) - for a more circular background.
        Matrix matrix = new Matrix();  //Like a frame or mould for an image.
        matrix.setScale(-1, 1); //Horizontal mirror effect.
        bgrReverse = Bitmap.createBitmap(bgr, 0, 0, bgrW, bgrH, matrix, true); //Create a new mirrored bitmap by applying the matrix.

        ballX = (int) (screenW /2) - (ballW / 2) ; //Centre ball X into the centre of the screen.
        ballY = -50; //Centre ball height above the screen.
    }

    //***************************************
    //*************  TOUCH  *****************
    //***************************************
    @Override
    public synchronized boolean onTouchEvent(MotionEvent ev) {

        switch (ev.getAction()) {
            case MotionEvent.ACTION_DOWN: {
                ballX = (int) ev.getX() - ballW/2;
                ballY = (int) ev.getY() - ballH/2;

                ballFingerMove = true;
                break;
            }

            case MotionEvent.ACTION_MOVE: {
                ballX = (int) ev.getX() - ballW/2;
                ballY = (int) ev.getY() - ballH/2;

                break;
            }

            case MotionEvent.ACTION_UP:
                ballFingerMove = false;
                dY = 0;
                break;
            }
        return true;
    }

    @Override
    public void onDraw(Canvas canvas) {
        super.onDraw(canvas);

        //Draw scrolling background.
        fromRect1.set(0, 0, bgrW - bgrScroll, bgrH);
        toRect1.set(bgrScroll, 0, bgrW, bgrH);

        fromRect2.set(bgrW - bgrScroll, 0, bgrW, bgrH);
        toRect2.set(0, 0, bgrScroll, bgrH);

//        Rect fromRect1 = new Rect(0, 0, bgrW - bgrScroll, bgrH);
//        Rect toRect1 = new Rect(bgrScroll, 0, bgrW, bgrH);
//
//        Rect fromRect2 = new Rect(bgrW - bgrScroll, 0, bgrW, bgrH);
//        Rect toRect2 = new Rect(0, 0, bgrScroll, bgrH);

        if (!reverseBackroundFirst) {
            canvas.drawBitmap(bgr, fromRect1, toRect1, null);
            canvas.drawBitmap(bgrReverse, fromRect2, toRect2, null);
        }
        else{
            canvas.drawBitmap(bgr, fromRect2, toRect2, null);
            canvas.drawBitmap(bgrReverse, fromRect1, toRect1, null);
        }

        //Next value for the background's position.
        if ( (bgrScroll += dBgrY) >= bgrW) {
            bgrScroll = 0;
            reverseBackroundFirst = !reverseBackroundFirst;
        }

        //Compute roughly the ball's speed and location.
        if (!ballFingerMove) {
            ballY += (int) dY; //Increase or decrease vertical position.
            if (ballY > (screenH - ballH)) {
                dY=(-1)*dY; //Reverse speed when bottom hit.
            }
            dY+= acc; //Increase or decrease speed.
        }

        //Increase rotating angle
        if (angle++ >360)
            angle =0;

        //DRAW BALL
        //Rotate method one
        /*
        Matrix matrix = new Matrix();
        matrix.postRotate(angle, (ballW / 2), (ballH / 2)); //Rotate it.
        matrix.postTranslate(ballX, ballY); //Move it into x, y position.
        canvas.drawBitmap(ball, matrix, null); //Draw the ball with applied matrix.

        */// Rotate method two

        canvas.save(); //Save the position of the canvas matrix.
        canvas.rotate(angle, ballX + (ballW / 2), ballY + (ballH / 2)); //Rotate the canvas matrix.
        canvas.drawBitmap(ball, ballX, ballY, null); //Draw the ball by applying the canvas rotated matrix.
        canvas.restore(); //Rotate the canvas matrix back to its saved position - only the ball bitmap was rotated not all canvas.

        //*/

        //Measure frame rate (unit: frames per second).
         now=System.currentTimeMillis();
         canvas.drawText(framesCountAvg+" fps", 40, 70, fpsPaint);
         framesCount++;
         if(now-framesTimer>1000) {
                 framesTimer=now;
                 framesCountAvg=framesCount;
                 framesCount=0;
         }
    }

    @Override
    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
    }

    @Override
    public void surfaceCreated(SurfaceHolder holder) {
        thread = new GameThread(getHolder(), this);
        thread.setRunning(true);
        thread.start();
    }

    @Override
    public void surfaceDestroyed(SurfaceHolder holder) {
        boolean retry = true;
        thread.setRunning(false);
        while (retry) {
            try {
                thread.join();
                retry = false;
            } catch (InterruptedException e) {

            }
        }
    }


    class GameThread extends Thread {
        private SurfaceHolder surfaceHolder;
        private BallBounces gameView;
        private boolean run = false;

        public GameThread(SurfaceHolder surfaceHolder, BallBounces gameView) {
            this.surfaceHolder = surfaceHolder;
            this.gameView = gameView;
        }

        public void setRunning(boolean run) {
            this.run = run;
        }

        public SurfaceHolder getSurfaceHolder() {
            return surfaceHolder;
        }

        @Override
        public void run() {
            Canvas c;
            while (run) {
                c = null;

                //limit frame rate to max 60fps
                timeNow = System.currentTimeMillis();
                timeDelta = timeNow - timePrevFrame;
                if ( timeDelta < 16) {
                    try {
                        Thread.sleep(16 - timeDelta);
                    }
                    catch(InterruptedException e) {

                    }
                }
                timePrevFrame = System.currentTimeMillis();

                try {
                    c = surfaceHolder.lockCanvas(null);
                    synchronized (surfaceHolder) {
                       //call methods to draw and process next fame
                        gameView.onDraw(c);
                    }
                } finally {
                    if (c != null) {
                        surfaceHolder.unlockCanvasAndPost(c);
                    }
                }
            }
        }
    }
}

如果您注意到了,那么有测量帧率的代码:
     now=System.currentTimeMillis();
     canvas.drawText(framesCountAvg+" fps", 40, 70, fpsPaint);
     framesCount++;
     if(now-framesTimer>1000) {
             framesTimer=now;
             framesCountAvg=framesCount;
             framesCount=0;
     }

我注意到在我的两个Galaxy Nexus设备上,运行Android 4.0和4.2,帧率约为22-24fps。而在运行Android 2.2的HTC Desire上,则达到了更高的60fps。

同时,您可能还会注意到,在onDraw方法中,我没有分配任何内容。我也没有创建新的Paint对象。但是我真的不明白为什么在我的Galaxy Nexus设备上运行会如此缓慢,有很多卡顿,小球移动得非常缓慢。

请问是否有人知道在Galaxy Nexus上重新绘制存在问题或者有一些设置需要更改?这种情况发生在我的运行4.0和4.2版本的Galaxy Nexus上,所以我不确定它是否与操作系统相关。我已经在开发者选项中关闭了窗口和转换动画效果。无论我是否强制启用2D加速都没有区别。


我曾经遇到过完全相同的问题,我的动画在旧版Android手机(Froyo / Gingerbread)上运行良好,但在我的新Google Nexus 10上看起来很糟糕。最后,我发现问题是因为我在绘制精灵时重新着色了它们,尽管我不确定为什么这个问题没有在低功率设备上出现!我去掉了重新着色,现在它运行得非常完美。可能是4.x的奇怪之处,但如果是Nexus 10,那可能是巨大的屏幕分辨率导致的。你能否在绘制循环之外创建你的fromRect和toRect? - Zippy
这就是整个程序。所以,我不确定在绘制循环之外我可以在哪里创建fromRect和toRects。你有什么建议吗? - boo-urns
@Zippy 感谢你的建议!我实际上尝试将Rect实例化移动到onCreate并在draw方法中设置参数,但我仍然看到延迟!叹气这种情况只发生在这个设备上,真是太令人沮丧了。:( - boo-urns
@Zippy 这并不是我所说的怪事:由于其巨大的分辨率,Nexus 10对编程错误的容忍度更低。 - Teovald
@DarrenGreen 告诉我关于它的事情 - 幸运的是,我设法解决了我的问题,现在我的N10一切都很好,我有相当多的精灵在移动!(大约50个左右)- 你用的是哪个Nexus设备?除了行canvas.drawText(framesCountAvg+" fps", 40, 70, fpsPaint);之外,你的代码中似乎没有什么太费力的东西会导致我看到的延迟 - 再次说明,这正是我遇到的问题,使用paintObject绘制位图,但然后我又画了24个。我将paint更改为null,它就像梦想一样工作了。那段代码以前在那里吗? - Zippy
显示剩余5条评论
4个回答

1

你测试过应用程序中的android:hardwareAccelerated="true|false"标志吗?

Android开发文档:http://developer.android.com/guide/topics/graphics/hardware-accel.html

在setContentView之前添加以下代码:

if (android.os.Build.VERSION.SDK_INT >= 11) {
   getWindow().setFlags(WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED, WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED);
}


0

你的targetSdk设置是什么?

如果targetSdk设置为8(2.2),但你在一个4.x设备(15+)上运行它,那么4.x设备将以兼容模式运行,这意味着它将虚拟化所有调用,使它们返回与在版本8设备上运行时完全相同。

这种虚拟化可能解释了一些缓慢的原因。尝试将targetSdk更改为17(适用于您的4.2设备),看看是否有所不同。


我正在使用:<uses-sdk android:targetSdkVersion="17" android:minSdkVersion="14"/> - boo-urns
它仍然很慢(抱歉,忘了提到这一点)。我认为有趣的是,大部分时间它以约30fps运行。偶尔会有几秒钟的时间,它会以约60fps运行。这太奇怪了! - boo-urns

0

我一直在思考这个问题,因为在我的 Nexus 10 上使用 SurfaceView 时仍然存在性能问题。就像我之前所说的那样,通过删除使用绘图对象,我已经大幅提高了性能。虽然你只使用了一个绘图对象,但你可以试着将 onDraw() 中的文字绘制部分移除,看看它是否对绘制速度有任何影响。

除此之外,我认为关键在于找出问题所在。

我注意到即使我完全从方程式中删除了我的 onDraw() 和逻辑更新方法,它依然需要最多达25ms来锁定、解锁或发布画布!因此,问题可能并不在 onDraw() 方法上——试着注释掉 Run() 方法中的 onDraw() 并查看你得到的速度(使用日志记录到 Logcat 中查看数据,记住,具有讽刺意味的是,在屏幕上显示帧数 / 时间计数可能会影响你正在测量的东西)。 :-)


0

我在Kindle Fire、Sony Xperia Z和Samsung S4上都遇到了同样的问题(都是安卓4.2系统)。

解决方法是:在应用清单文件中删除"android:supportsRtl="true""。

希望这能节省你的时间。我在测试和合并上花了4个小时才解决。


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