Android 提供了AnimationDrawable用于实现帧动画。在动画开始之前,所有帧的图片都被解析并占用内存,一旦动画较复杂帧数较多,在低配置手机上容易发生 OOM。即使不发生 OOM,也会对内存造成不小的压力。下面代码展示了一个帧数为4的帧动画:

原生帧动画

AnimationDrawable drawable = new AnimationDrawable();drawable.addFrame(getDrawable(R.drawable.frame1), frameDuration);drawable.addFrame(getDrawable(R.drawable.frame2), frameDuration);drawable.addFrame(getDrawable(R.drawable.frame3), frameDuration);drawable.addFrame(getDrawable(R.drawable.frame4), frameDuration);drawable.setOneShot(true);ImageView ivFrameAnim = ((ImageView) findViewById(R.id.frame_anim));ivFrameAnim.setImageDrawable(drawable);drawable.start();

有没有什么办法让帧动画的数据逐帧加载,而不是一次性全部加载到内存?SurfaceView就提供了这种能力。

SurfaceView

屏幕的显示机制和帧动画类似,也是一帧一帧的连环画,只不过刷新频率很高,感觉像连续的。为了显示一帧,需要经历计算和渲染两个过程,CPU 先计算出这一帧的图像数据并写入内存,然后调用 OpenGL 命令将内存中数据渲染成图像存放在 GPU Buffer 中,显示设备每隔一定时间从 Buffer 中获取图像并显示。

上述过程中的计算,对于View来说,就好比在主线程遍历 View树 以决定视图画多大(measure),画在哪(layout),画些啥(draw),计算结果存放在内存中,SurfaceFlinger 会调用 OpenGL 命令将内存中的数据渲染成图像存放在 GPU Buffer 中。每隔16.6ms,显示器从 Buffer 中取出帧并显示。所以自定义 View 可以通过重载onMeasure()onLayout()onDraw()来定义帧内容,但不能定义帧刷新频率。

SurfaceView可以突破这个限制。而且它可以将计算帧数据放到独立的线程中进行。下面是自定义SurfaceView的模版代码:

public abstract class BaseSurfaceView extends SurfaceView implements SurfaceHolder.Callback {    public static final int DEFAULT_FRAME_DURATION_MILLISECOND = 50;    //用于计算帧数据的线程    private HandlerThread handlerThread;    private Handler handler;    //帧刷新频率    private int frameDuration = DEFAULT_FRAME_DURATION_MILLISECOND;    //用于绘制帧的画布    private Canvas canvas;    private boolean isAlive;    public BaseSurfaceView(Context context) {        super(context);        init();    }    protected void init() {        getHolder().addCallback(this);        //设置透明背景,否则SurfaceView背景是黑的        setBackgroundTransparent();    }    private void setBackgroundTransparent() {        getHolder().setFormat(PixelFormat.TRANSLUCENT);        setZOrderOnTop(true);    }    @Override    public void surfaceCreated(SurfaceHolder holder) {        isAlive = true;        startDrawThread();    }    @Override    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {    }    @Override    public void surfaceDestroyed(SurfaceHolder holder) {        stopDrawThread();        isAlive = false;    }    //停止帧绘制线程    private void stopDrawThread() {        handlerThread.quit();        handler = null;    }    //启动帧绘制线程    private void startDrawThread() {        handlerThread = new HandlerThread("SurfaceViewThread");        handlerThread.start();        handler = new Handler(handlerThread.getLooper());        handler.post(new DrawRunnable());    }    private class DrawRunnable implements Runnable {        @Override        public void run() {            if (!isAlive) {                return;            }            try {                //1.获取画布                canvas = getHolder().lockCanvas();                //2.绘制一帧                onFrameDraw(canvas);            } catch (Exception e) {                e.printStackTrace();            } finally {                //3.将帧数据提交                getHolder().unlockCanvasAndPost(canvas);                //4.一帧绘制结束                onFrameDrawFinish();            }            //不停的将自己推送到绘制线程的消息队列以实现帧刷新            handler.postDelayed(this, frameDuration);        }    }        protected abstract void onFrameDrawFinish();    protected abstract void onFrameDraw(Canvas canvas);}
  • HandlerThread作为独立帧绘制线程,好处是可以通过与其绑定的Handler方便地实现“每隔一段时间刷新”,而且在Surface被销毁的时候可以方便的调用HandlerThread.quit()来结束线程执行的逻辑。
  • DrawRunnable.run()运用模版方法模式定义了绘制算法框架,其中帧绘制逻辑的具体实现被定义成两个抽象方法,推迟到子类中实现,因为绘制的东西是多样的,对于本文来说,绘制的就是一张张图片,所以新建BaseSurfaceView的子类FrameSurfaceView

逐帧解析 & 及时回收

public class FrameSurfaceView extends BaseSurfaceView {    public static final int INVALID_BITMAP_INDEX = Integer.MAX_VALUE;    private List<Integer> bitmaps = new ArrayList<>();    //帧图片    private Bitmap frameBitmap;    //帧索引    private int bitmapIndex = INVALID_BITMAP_INDEX;    private Paint paint = new Paint();    private BitmapFactory.Options options = new BitmapFactory.Options();    //帧图片原始大小    private Rect srcRect;    //帧图片目标大小    private Rect dstRect = new Rect();    private int defaultWidth;    private int defaultHeight;    public void setDuration(int duration) {        int frameDuration = duration / bitmaps.size();        setFrameDuration(frameDuration);    }    public void setBitmaps(List<Integer> bitmaps) {        if (bitmaps == null || bitmaps.size() == 0) {            return;        }        this.bitmaps = bitmaps;        //默认情况下,计算第一帧图片的原始大小        getBitmapDimension(bitmaps.get(0));    }        private void getBitmapDimension(Integer integer) {        final BitmapFactory.Options options = new BitmapFactory.Options();        options.inJustDecodeBounds = true;        BitmapFactory.decodeResource(this.getResources(), integer, options);        defaultWidth = options.outWidth;        defaultHeight = options.outHeight;        srcRect = new Rect(0, 0, defaultWidth, defaultHeight);        requestLayout();    }    public FrameSurfaceView(Context context) {        super(context);    }        @Override    protected void onLayout(boolean changed, int left, int top, int right, int bottom) {        super.onLayout(changed, left, top, right, bottom);        dstRect.set(0, 0, getWidth(), getHeight());    }    @Override    protected void onFrameDrawFinish() {        //在一帧绘制完后,直接回收它        recycleOneFrame();    }    //回收帧    private void recycleOneFrame() {        if (frameBitmap != null) {            frameBitmap.recycle();            frameBitmap = null;        }    }    @Override    protected void onFrameDraw(Canvas canvas) {        //绘制一帧前需要先清画布,否则所有帧都叠在一起同时显示        clearCanvas(canvas);        if (!isStart()) {            return;        }        if (!isFinish()) {            drawOneFrame(canvas);        } else {            onFrameAnimationEnd();        }    }    //绘制一帧,是张Bitmap    private void drawOneFrame(Canvas canvas) {        frameBitmap = BitmapUtil.decodeOriginBitmap(getResources(), bitmaps.get(bitmapIndex), options);        canvas.drawBitmap(frameBitmap, srcRect, dstRect, paint);        bitmapIndex++;    }    private void onFrameAnimationEnd() {        reset();    }    private void reset() {        bitmapIndex = INVALID_BITMAP_INDEX;    }    //帧动画是否结束    private boolean isFinish() {        return bitmapIndex >= bitmaps.size();    }    //帧动画是否开始    private boolean isStart() {        return bitmapIndex != INVALID_BITMAP_INDEX;    }        //开始播放帧动画    public void start() {        bitmapIndex = 0;    }    private void clearCanvas(Canvas canvas) {        paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));        canvas.drawPaint(paint);        paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC));    }}
  • FrameSurfaceView继承自BaseSurfaceView,所以它复用了基类的绘制框架算法,并且定了自己每一帧的绘制内容:一张Bitmap
  • Bitmap资源 id 通过setBitmaps()传递进来, 绘制一帧解析一张 ,在每一帧绘制完毕后,调用Bitmap.recycle()释放图片 native 内存并去除 java 堆中图片像素数据的引用。这样当 GC 发生时,图片像素数据可以及时被回收。

一切都是这么地能够自圆其说,我迫不及待地运行代码并打开AndroidStudioProfiler标签页,切换到MEMORY,想用真实内存数据验证下性能。但残酷的事实狠狠地打了下脸。。。多次播放帧动画后,内存占用居然比原生AnimationDrawable还大,而且每播放一次,内存中都会多出 N 个Bitmap对象(N为帧动画总帧数)。唯一令人欣慰的是,手动触发 GC 后帧动画图片能够被回收。(AnimationDrawable中的图片数据不会被 GC)

原因就在于自作聪明地及时回收,每一帧绘制完后帧数据被回收,那下一帧解析Bitmap时只能新申请一块内存。帧动画每张图片大小是一致的,是不是能复用上一帧Bitmap的内存空间?于是乎有了下面这个版本的FrameSurfaceView

逐帧解析 & 帧复用

public class FrameSurfaceView extends BaseSurfaceView {    public static final int INVALID_BITMAP_INDEX = Integer.MAX_VALUE;    private List<Integer> bitmaps = new ArrayList<>();    private Bitmap frameBitmap;    private int bitmapIndex = INVALID_BITMAP_INDEX;    private Paint paint = new Paint();    private BitmapFactory.Options options;    private Rect srcRect;    private Rect dstRect = new Rect();    public void setDuration(int duration) {        int frameDuration = duration / bitmaps.size();        setFrameDuration(frameDuration);    }    public void setBitmaps(List<Integer> bitmaps) {        if (bitmaps == null || bitmaps.size() == 0) {            return;        }        this.bitmaps = bitmaps;        getBitmapDimension(bitmaps.get(0));    }    private void getBitmapDimension(Integer integer) {        final BitmapFactory.Options options = new BitmapFactory.Options();        options.inJustDecodeBounds = true;        BitmapFactory.decodeResource(this.getResources(), integer, options);        defaultWidth = options.outWidth;        defaultHeight = options.outHeight;        srcRect = new Rect(0, 0, defaultWidth, defaultHeight);;    }    public FrameSurfaceView(Context context) {        super(context);    }    @Override    protected void init() {        super.init();        //定义解析Bitmap参数为可变类型,这样才能复用Bitmap        options = new BitmapFactory.Options();        options.inMutable = true;    }    @Override    protected void onLayout(boolean changed, int left, int top, int right, int bottom) {        super.onLayout(changed, left, top, right, bottom);        dstRect.set(0, 0, getWidth(), getHeight());    }    @Override    protected int getDefaultWidth() {        return defaultWidth;    }    @Override    protected int getDefaultHeight() {        return defaultHeight;    }    @Override    protected void onFrameDrawFinish() {        //每帧绘制完毕后不再回收//        recycle();    }    public void recycle() {        if (frameBitmap != null) {            frameBitmap.recycle();            frameBitmap = null;        }    }    @Override    protected void onFrameDraw(Canvas canvas) {        clearCanvas(canvas);        if (!isStart()) {            return;        }        if (!isFinish()) {            drawOneFrame(canvas);        } else {            onFrameAnimationEnd();        }    }    private void drawOneFrame(Canvas canvas) {        frameBitmap = BitmapUtil.decodeOriginBitmap(getResources(), bitmaps.get(bitmapIndex), options);        //复用上一帧Bitmap的内存        options.inBitmap = frameBitmap;        canvas.drawBitmap(frameBitmap, srcRect, dstRect, paint);        bitmapIndex++;    }    private void onFrameAnimationEnd() {        reset();    }    private void reset() {        bitmapIndex = INVALID_BITMAP_INDEX;    }    private boolean isFinish() {        return bitmapIndex >= bitmaps.size();    }    private boolean isStart() {        return bitmapIndex != INVALID_BITMAP_INDEX;    }    public void start() {        bitmapIndex = 0;    }    private void clearCanvas(Canvas canvas) {        paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));        canvas.drawPaint(paint);        paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC));    }}
  • Bitmap的解析参数inBitmap设置为已经成功解析的Bitmap对象以实现复用。

这一次不管重新播放多少次帧动画,内存中Bitmap数量只会增加1,因为只在解析第一张图片是分配了内存。而这块内存可以在FrameSurfaceView生命周期结束时手动调用recycle()回收。

talk is cheap, show me the code

为了更清晰的展示,上述代码段省略了一些和主题无关的自定义 View 细节,完整的代码可以点击这里。