Android动画可作用于View/ViewGroup,Actvity,Fragment实现炫酷的交互成果。通过几天的探索,搞清楚了各类动画的应用和动画的实现原理,在此记录以下。
只管Android动画有好几种类别,然而各种动画的实现外围都是TimeInterpolator->Interpolator->各种Interpolator。大抵过程是通过Interpolator计算出工夫相干的input,通过这个input计算出各类fraction,利用各类Interpolator计算出的fraction计算出各种状态参数(工夫相干),将这些参数应用到动画成果上,Android会通过肯定的机制一直反复这个过程(16ms为周期)就形成了咱们看到的动画。

从动画的分类上有以下几种类别:

1、FrameAnimation

FrameAnimation顾名思义就是帧动画,通过逐帧播放来实现的动画。Frame Animation能够通过xml来实现,也可利用代码来实现:
xml实现时根结点必须是<animation-list>,根结点内蕴含多个<item>元素,例如:

<animation-list xmlns:android="http://schemas.android.com/apk/res/android"    android:oneshot=["true" | "false"] >    <item        android:drawable="@drawable/frame1"        android:duration="250" />    <item        android:drawable="@drawable/frame2"        android:duration="250" />    <item        android:drawable="@drawable/frame3"        android:duration="250" />    <item        android:drawable="@drawable/frame4"        android:duration="250" /></animation-list>

对于这种动画,就是一直的更换显示的Drawable来实现动态效果。

2、TweenAnimation

能够对View进行一系列的变换,如平移,翻转,缩放,淡入淡出,也能够将他们组合起来造成混合的动画成果。TweenAnimation的实现形式也有两种,别离能够用代码和xml实现。
xml:

<?xml version="1.0" encoding="utf-8"?><set xmlns:android="http://schemas.android.com/apk/res/android"    android:interpolator="@[package:]anim/interpolator_resource"    android:shareInterpolator=["true" | "false"] >    <alpha        android:fromAlpha="float"        android:toAlpha="float" />    <scale        android:fromXScale="float"        android:toXScale="float"        android:fromYScale="float"        android:toYScale="float"        android:pivotX="float"        android:pivotY="float" />    <translate        android:fromXDelta="float"        android:toXDelta="float"        android:fromYDelta="float"        android:toYDelta="float" />    <rotate        android:fromDegrees="float"        android:toDegrees="float"        android:pivotX="float"        android:pivotY="float" />    <set>        ...    </set></set>

加载xml动画能够用Android SDK提供的工具类:

AnimationUtils.loadAnimations();

至于代码实现形式:

//提供了以下几种AnimationAlphaAnimation TranslateAnimation ScaleAnimation RotateAnimationAnimationSet.addAnimation(Animation)//应用办法根本与定义xml统一

Animation的运作依赖两个办法:

 /**     * Gets the transformation to apply at a specified point in time. Implementations of this     * method should always replace the specified Transformation or document they are doing     * otherwise.     *     * @param currentTime Where we are in the animation. This is wall clock time.     * @param outTransformation A transformation object that is provided by the     *        caller and will be filled in by the animation.     * @return True if the animation is still running     */    public boolean getTransformation(long currentTime, Transformation outTransformation) {        if (mStartTime == -1) {            mStartTime = currentTime;        }        final long startOffset = getStartOffset();        final long duration = mDuration;        float normalizedTime;        if (duration != 0) {            normalizedTime = ((float) (currentTime - (mStartTime + startOffset))) /                    (float) duration;        } else {            // time is a step-change with a zero duration            normalizedTime = currentTime < mStartTime ? 0.0f : 1.0f;        }        final boolean expired = normalizedTime >= 1.0f || isCanceled();        mMore = !expired;        if (!mFillEnabled) normalizedTime = Math.max(Math.min(normalizedTime, 1.0f), 0.0f);        if ((normalizedTime >= 0.0f || mFillBefore) && (normalizedTime <= 1.0f || mFillAfter)) {            if (!mStarted) {                fireAnimationStart();                mStarted = true;                if (NoImagePreloadHolder.USE_CLOSEGUARD) {                    guard.open("cancel or detach or getTransformation");                }            }            if (mFillEnabled) normalizedTime = Math.max(Math.min(normalizedTime, 1.0f), 0.0f);            if (mCycleFlip) {                normalizedTime = 1.0f - normalizedTime;            }            final float interpolatedTime = mInterpolator.getInterpolation(normalizedTime);            applyTransformation(interpolatedTime, outTransformation);        }        if (expired) {            if (mRepeatCount == mRepeated || isCanceled()) {                if (!mEnded) {                    mEnded = true;                    guard.close();                    fireAnimationEnd();                }            } else {                if (mRepeatCount > 0) {                    mRepeated++;                }                if (mRepeatMode == REVERSE) {                    mCycleFlip = !mCycleFlip;                }                mStartTime = -1;                mMore = true;                fireAnimationRepeat();            }        }        if (!mMore && mOneMoreTime) {            mOneMoreTime = false;            return true;        }        return mMore;    }protected void applyTransformation(float interpolatedTime, Transformation t) {    }

每次调用getTransformation会计算一个normalizedTime,这个normalizedTime会作为interpolator的input传到interpolator中:

            final float interpolatedTime = mInterpolator.getInterpolation(normalizedTime);

失去一个通过inpterpolator计算过的fraction(interpolatedTime)。之后以这个interpolatedTime为参数回调applyTransformation:

applyTransformation(interpolatedTime, outTransformation);

applyTransformation的另一参数,outTransformation是一个Transformation对象,其中的两个成员变量如下:

    protected Matrix mMatrix;    protected float mAlpha;

也就是说通过这个outTransformation,能够对它的alpha或者matrix进行运算,而后Android会读取通过Animation运算的outTransformation里的这两个变量而后作用于要实现动画成果的组件View/ViewGroup,Actvity,Fragment上实现动画成果。至于如何实现这个过程,上面会有剖析。
通过下面的剖析得悉,Animation的运行依赖Android自身的机制回调(每帧都得回调getTransformation和applyTransformation)无奈本身进行运算计算fraction,并且可参加运算的只有Transformation对象里的alpha和matrix,所以Animation只能实现简略的Alpha,Scale,Translate,Rotate变换成果。

3、PropertyAnimator

Android提供了3种,别离是:

ObjectAnimatorTimeAnimatorValueAnimator

下面剖析的Animation受限于Android自身的回调,只能实现Alpha,Scale,Translate,Rotate的变换。而Animator没有此限度,它不依赖于Android自身的机制回调,然而它意依赖于Looper的Thread,上源码:

 private void start(boolean playBackwards) {        if (Looper.myLooper() == null) {            throw new AndroidRuntimeException("Animators may only be run on Looper threads");        }        mReversing = playBackwards;        // Special case: reversing from seek-to-0 should act as if not seeked at all.        if (playBackwards && mSeekFraction != -1 && mSeekFraction != 0) {            if (mRepeatCount == INFINITE) {                // Calculate the fraction of the current iteration.                float fraction = (float) (mSeekFraction - Math.floor(mSeekFraction));                mSeekFraction = 1 - fraction;            } else {                mSeekFraction = 1 + mRepeatCount - mSeekFraction;            }        }        mStarted = true;        mPaused = false;        mRunning = false;        mAnimationEndRequested = false;        // Resets mLastFrameTime when start() is called, so that if the animation was running,        // calling start() would put the animation in the        // started-but-not-yet-reached-the-first-frame phase.        mLastFrameTime = 0;        AnimationHandler animationHandler = AnimationHandler.getInstance();        animationHandler.addAnimationFrameCallback(this, (long) (mStartDelay * sDurationScale));        if (mStartDelay == 0 || mSeekFraction >= 0) {            // If there's no start delay, init the animation and notify start listeners right away            // to be consistent with the previous behavior. Otherwise, postpone this until the first            // frame after the start delay.            startAnimation();            if (mSeekFraction == -1) {                // No seek, start at play time 0\. Note that the reason we are not using fraction 0                // is because for animations with 0 duration, we want to be consistent with pre-N                // behavior: skip to the final value immediately.                setCurrentPlayTime(0);            } else {                setCurrentFraction(mSeekFraction);            }        }    }

从start开始剖析,从代码可知只能在Looper Thread上开启Animator,一看到Looper咱们就霎时豁然开朗,原来Animator的实现也离不卡Handler机制。

AnimationHandler animationHandler = AnimationHandler.getInstance();        animationHandler.addAnimationFrameCallback(this, (long) (mStartDelay * sDurationScale));

Animator取得一个AnimationHandler实例,并把本身作为回调传给这个AnimationHandler:

public class ValueAnimator extends Animator implements AnimationHandler.AnimationFrameCallback {     ...}public class AnimationHandler {    .../**     * Callbacks that receives notifications for animation timing and frame commit timing.     */    interface AnimationFrameCallback {        /**         * Run animation based on the frame time.         * @param frameTime The frame start time, in the {@link SystemClock#uptimeMillis()} time         *                  base.         */        void doAnimationFrame(long frameTime);        /**         * This notifies the callback of frame commit time. Frame commit time is the time after         * traversals happen, as opposed to the normal animation frame time that is before         * traversals. This is used to compensate expensive traversals that happen as the         * animation starts. When traversals take a long time to complete, the rendering of the         * initial frame will be delayed (by a long time). But since the startTime of the         * animation is set before the traversal, by the time of next frame, a lot of time would         * have passed since startTime was set, the animation will consequently skip a few frames         * to respect the new frameTime. By having the commit time, we can adjust the start time to         * when the first frame was drawn (after any expensive traversals) so that no frames         * will be skipped.         *         * @param frameTime The frame time after traversals happen, if any, in the         *                  {@link SystemClock#uptimeMillis()} time base.         */        void commitAnimationFrame(long frameTime);    }}

然而咱们发现。。。特么的这个AnimationHandler基本就不是一个Handler。
从新回到Animator的执行流程上。。。
在start函数里咱们看到有一个:

animationHandler.addAnimationFrameCallback(this, (long) (mStartDelay * sDurationScale));

跟进去:

/**     * Register to get a callback on the next frame after the delay.     */    public void addAnimationFrameCallback(final AnimationFrameCallback callback, long delay) {        if (mAnimationCallbacks.size() == 0) {            getProvider().postFrameCallback(mFrameCallback);        }        if (!mAnimationCallbacks.contains(callback)) {            mAnimationCallbacks.add(callback);        }        if (delay > 0) {            mDelayedCallbackStartTime.put(callback, (SystemClock.uptimeMillis() + delay));        }    }

发现有这样一句话:

getProvider().postFrameCallback(mFrameCallback);

Provider又是什么呢?

private AnimationFrameCallbackProvider getProvider() {        if (mProvider == null) {            mProvider = new MyFrameCallbackProvider();        }        return mProvider;    }

MyFrameCallbackProvider又是什么呢?

/**     * Default provider of timing pulse that uses Choreographer for frame callbacks.     */    private class MyFrameCallbackProvider implements AnimationFrameCallbackProvider {        final Choreographer mChoreographer = Choreographer.getInstance();        @Override        public void postFrameCallback(Choreographer.FrameCallback callback) {            mChoreographer.postFrameCallback(callback);        }        @Override        public void postCommitCallback(Runnable runnable) {            mChoreographer.postCallback(Choreographer.CALLBACK_COMMIT, runnable, null);        }        @Override        public long getFrameTime() {            return mChoreographer.getFrameTime();        }        @Override        public long getFrameDelay() {            return Choreographer.getFrameDelay();        }        @Override        public void setFrameDelay(long delay) {            Choreographer.setFrameDelay(delay);        }    }

Choreographer又是什么呢?

public final class Choreographer {    .../**     * Posts a frame callback to run on the next frame.     * <p>     * The callback runs once then is automatically removed.     * </p>     *     * @param callback The frame callback to run during the next frame.     *     * @see #postFrameCallbackDelayed     * @see #removeFrameCallback     */    public void postFrameCallback(FrameCallback callback) {        postFrameCallbackDelayed(callback, 0);    }public void postFrameCallbackDelayed(FrameCallback callback, long delayMillis) {        if (callback == null) {            throw new IllegalArgumentException("callback must not be null");        }        postCallbackDelayedInternal(CALLBACK_ANIMATION,                callback, FRAME_CALLBACK_TOKEN, delayMillis);    }private void postCallbackDelayedInternal(int callbackType,            Object action, Object token, long delayMillis) {        if (DEBUG_FRAMES) {            Log.d(TAG, "PostCallback: type=" + callbackType                    + ", action=" + action + ", token=" + token                    + ", delayMillis=" + delayMillis);        }        synchronized (mLock) {            final long now = SystemClock.uptimeMillis();            final long dueTime = now + delayMillis;            mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);            if (dueTime <= now) {                scheduleFrameLocked(now);            } else {                Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);                msg.arg1 = callbackType;                msg.setAsynchronous(true);                mHandler.sendMessageAtTime(msg, dueTime);            }        }    }

看到这里。。。终于现出原形了呈现了一个mHandler,mHandler又是什么呢?

public final class Choreographer {    private final FrameHandler mHandler;    ...}它是Choreographer的一个成员变量,从命名上看仿佛是一个与Frame(帧)相干的Handler:Javaprivate final class FrameHandler extends Handler {        public FrameHandler(Looper looper) {            super(looper);        }        @Override        public void handleMessage(Message msg) {            switch (msg.what) {                case MSG_DO_FRAME:                    doFrame(System.nanoTime(), 0);                    break;                case MSG_DO_SCHEDULE_VSYNC:                    doScheduleVsync();                    break;                case MSG_DO_SCHEDULE_CALLBACK:                    doScheduleCallback(msg.arg1);                    break;            }        }    }

然而还有一点:

getProvider().postFrameCallback(mFrameCallback);

这个mFrameCallback对应的类是:

private final Choreographer.FrameCallback mFrameCallback = new Choreographer.FrameCallback() {        @Override        public void doFrame(long frameTimeNanos) {            doAnimationFrame(getProvider().getFrameTime());            if (mAnimationCallbacks.size() > 0) {                getProvider().postFrameCallback(this);            }        }    };

这又是一系列简单的callback,剖析明确了也写不明确,但FrameHandler的doFrame最终会调用咱们的mFrameCallback,也就是会调用到doAnimationFrame,最终会调用到Animator的animateValue办法。再之后大家都晓得了。。。会调用AnimatorUpdateListener的onAnimationUpdate。一顿剖析,大抵过程明确了,然而这个机制也太简单了,牵扯了太多的方面,太多的类。什么时候本人能有这样的设计能力啊。。
对于Choreographer这个类:
*https://www.cnblogs.com/kross/p/4087780.html
这篇文件有比拟具体的剖析,临时还不能了解那么多。

其它的

对于Chroeographer源码正文是这样写的:

/** * Coordinates the timing of animations, input and drawing. * <p> * The choreographer receives timing pulses (such as vertical synchronization) * from the display subsystem then schedules work to occur as part of rendering * the next display frame. * </p><p> * Applications typically interact with the choreographer indirectly using * higher level abstractions in the animation framework or the view hierarchy. * Here are some examples of things you can do using the higher-level APIs. * </p> * <ul> * <li>To post an animation to be processed on a regular time basis synchronized with * display frame rendering, use {@link android.animation.ValueAnimator#start}.</li> * <li>To post a {@link Runnable} to be invoked once at the beginning of the next display * frame, use {@link View#postOnAnimation}.</li> * <li>To post a {@link Runnable} to be invoked once at the beginning of the next display * frame after a delay, use {@link View#postOnAnimationDelayed}.</li> * <li>To post a call to {@link View#invalidate()} to occur once at the beginning of the * next display frame, use {@link View#postInvalidateOnAnimation()} or * {@link View#postInvalidateOnAnimation(int, int, int, int)}.</li> * <li>To ensure that the contents of a {@link View} scroll smoothly and are drawn in * sync with display frame rendering, do nothing.  This already happens automatically. * {@link View#onDraw} will be called at the appropriate time.</li> * </ul> * <p> * However, there are a few cases where you might want to use the functions of the * choreographer directly in your application.  Here are some examples. * </p> * <ul> * <li>If your application does its rendering in a different thread, possibly using GL, * or does not use the animation framework or view hierarchy at all * and you want to ensure that it is appropriately synchronized with the display, then use * {@link Choreographer#postFrameCallback}.</li> * <li>... and that's about it.</li> * </ul> * <p> * Each {@link Looper} thread has its own choreographer.  Other threads can * post callbacks to run on the choreographer but they will run on the {@link Looper} * to which the choreographer belongs. * </p> */

有一句话引起了我的留神:
If your application does its rendering in a different thread, possibly using GL,

  • or does not use the animation framework or view hierarchy at all
    也就是说,通常咱们的View只能在创立它的线程内进行事件处理,动画,或者绘制的起因在于,这些框架和机制的实现都依赖于这个类,这个类是线程相干。若要在其余线程内渲染能够间接应用Choreographer#postFrameCallback???
    有待探索。。

文章转自 https://www.jianshu.com/p/435... ,如有侵权,请分割删除。

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