Android 控件-9 动画

Posted by xflyme on July 26, 2015

Android 的动画系统每次看了很快就忘,现在 Android 控件系统也学习的差不多了,再系统的过一遍动画。

逐帧动画

使用就不说了,一组资源文件,在 xml 中配置好这组资源文件的切换间隔,然后通过切换不同的资源文件达到「动画」的效果。 那么它是怎么动起来的?

AnimationDrawable#start()

  @Override
    public void start() {
        mAnimating = true;

        if (!isRunning()) {
            // Start from 0th frame.
            setFrame(0, false, mAnimationState.getChildCount() > 1
                    || !mAnimationState.mOneShot);
        }
    }

AnimationDrawable#setFrame

private void setFrame(int frame, boolean unschedule, boolean animate) {
        if (frame >= mAnimationState.getChildCount()) {
            return;
        }
        mAnimating = animate;
        mCurFrame = frame;
        selectDrawable(frame);
        if (unschedule || animate) {
            unscheduleSelf(this);
        }
        if (animate) {
            // Unscheduling may have clobbered these values; restore them
            mCurFrame = frame;
            mRunning = true;
            scheduleSelf(this, SystemClock.uptimeMillis() + mAnimationState.mDurations[frame]);
        }
    }

Drawable#scheduleSelf

public void scheduleSelf(@NonNull Runnable what, long when) {
        final Callback callback = getCallback();
        if (callback != null) {
            callback.scheduleDrawable(this, what, when);
        }
    }

那么这个 callback 是什么时候被设置的? 如果 AnimationDrawable 是从 View 的背景中获得的,比如:

animationDrawable = (AnimationDrawable) imageView.getBackground();

那么我们要看一下,在 View 生成的时候有没有为自己的背景设置 callback。 View#setBackgroundDrawable

  public void setBackgroundDrawable(Drawable background) {
        
            ...

            // Set callback last, since the view may still be initializing.
            background.setCallback(this);

            ...
           
    }

正如我们所猜的一样,setBackground 中为 background 设置了回掉。那么看下它的 scheduleDrawable: View#scheduleDrawable

 @Override
    public void scheduleDrawable(@NonNull Drawable who, @NonNull Runnable what, long when) {
        if (verifyDrawable(who) && what != null) {
            final long delay = when - SystemClock.uptimeMillis();
            if (mAttachInfo != null) {
                mAttachInfo.mViewRootImpl.mChoreographer.postCallbackDelayed(
                        Choreographer.CALLBACK_ANIMATION, what, who,
                        Choreographer.subtractFrameDelay(delay));
            } else {
                // Postpone the runnable until we know
                // on which thread it needs to run.
                getRunQueue().postDelayed(what, delay);
            }
        }
    }

其中用到了 Choreographer,上篇文章我们刚分析过 Choreographer,把它们联系起来一切就很简单了。

AnimationDrawable 使用中要注意两个问题:

如果动画使用的图片文件过多、过大有可能造成 OOM Activity 的 onCreate 中 AnimationDrawable 还没关联到 window,这时调用 start() 是没有用的,onWindowFocusChanged 之后才可以。

补间动画

其使用同样不说了,直接看源码:

View#startAnimation

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

这里触发了重绘,那么动画一定是在绘制的时候实现的,看一下 draw:

View#draw

/**
     * This method is called by ViewGroup.drawChild() to have each child view draw itself.
     *
     * This is where the View specializes rendering behavior based on layer type,
     * and hardware acceleration.
     */
    boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {
        final boolean hardwareAcceleratedCanvas = canvas.isHardwareAccelerated();
        ...
        final Animation a = getAnimation();
        if (a != null) {
            more = applyLegacyAnimation(parent, drawingTime, a, scalingRequired);
           ...
        }
        ...

        return more;
    }

View#applyLegacyAnimation


    /**
     * Utility function, called by draw(canvas, parent, drawingTime) to handle the less common
     * case of an active Animation being run on the view.
     */
    private boolean applyLegacyAnimation(ViewGroup parent, long drawingTime,
            Animation a, boolean scalingRequired) {
        Transformation invalidationTransform;
        final int flags = parent.mGroupFlags;
        final boolean initialized = a.isInitialized();
        if (!initialized) {
            a.initialize(mRight - mLeft, mBottom - mTop, parent.getWidth(), parent.getHeight());
            a.initializeInvalidateRegion(0, 0, mRight - mLeft, mBottom - mTop);
            if (mAttachInfo != null) a.setListenerHandler(mAttachInfo.mHandler);
            onAnimationStart();
        }

        final Transformation t = parent.getChildTransformation();
        boolean more = a.getTransformation(drawingTime, t, 1f);
        if (scalingRequired && mAttachInfo.mApplicationScale != 1f) {
            if (parent.mInvalidationTransformation == null) {
                parent.mInvalidationTransformation = new Transformation();
            }
            invalidationTransform = parent.mInvalidationTransformation;
            a.getTransformation(drawingTime, invalidationTransform, 1f);
        } else {
            invalidationTransform = t;
        }

        if (more) {
            if (!a.willChangeBounds()) {
                if ((flags & (ViewGroup.FLAG_OPTIMIZE_INVALIDATE | ViewGroup.FLAG_ANIMATION_DONE)) ==
                        ViewGroup.FLAG_OPTIMIZE_INVALIDATE) {
                    parent.mGroupFlags |= ViewGroup.FLAG_INVALIDATE_REQUIRED;
                } else if ((flags & ViewGroup.FLAG_INVALIDATE_REQUIRED) == 0) {
                    // The child need to draw an animation, potentially offscreen, so
                    // make sure we do not cancel invalidate requests
                    parent.mPrivateFlags |= PFLAG_DRAW_ANIMATION;
                    parent.invalidate(mLeft, mTop, mRight, mBottom);
                }
            } else {
                if (parent.mInvalidateRegion == null) {
                    parent.mInvalidateRegion = new RectF();
                }
                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
                parent.mPrivateFlags |= PFLAG_DRAW_ANIMATION;

                final int left = mLeft + (int) region.left;
                final int top = mTop + (int) region.top;
                parent.invalidate(left, top, left + (int) (region.width() + .5f),
                        top + (int) (region.height() + .5f));
            }
        }
        return more;
    }

在 getTransformation 可以根据当前时间获取 Transformation,同时如果动画还没有执行完的话会再次触发重绘直至动画完成。

属性动画

直接看 ValueAnimator:

ValueAnimator#start

 @Override
    public void start() {
        start(false);
    }
    
    
     private void start(boolean playBackwards) {
        if (Looper.myLooper() == null) {
            throw new AndroidRuntimeException("Animators may only be run on Looper threads");
        }
        mReversing = playBackwards;
        mSelfPulse = !mSuppressSelfPulseRequested;
        // 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 = -1;
        mFirstFrameTime = -1;
        mStartTime = -1;
        addAnimationCallback(0);

        if (mStartDelay == 0 || mSeekFraction >= 0 || mReversing) {
            // 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);
            }
        }
    }

ValueAnimator#addAnimationCallback

 private void addAnimationCallback(long delay) {
        if (!mSelfPulse) {
            return;
        }
        getAnimationHandler().addAnimationFrameCallback(this, delay);
    }

AnimationHandler#addAnimationFrameCallback


    /**
     * Register to get a callback on the next frame after the delay.
     */
    public void addAnimationFrameCallback(final AnimationFrameCallback callback, long delay) {
        //如果 callback size 为 0 先 post
        //post 到底做了什么?后面就知道了
        if (mAnimationCallbacks.size() == 0) {
            getProvider().postFrameCallback(mFrameCallback);
        }
        if (!mAnimationCallbacks.contains(callback)) {
            //添加到集合里
            mAnimationCallbacks.add(callback);
        }

        if (delay > 0) {
            mDelayedCallbackStartTime.put(callback, (SystemClock.uptimeMillis() + delay));
        }
    }

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

MyFrameCallbackProvider#postFrameCallback


    /**
     * 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);
        }
    }

又是我们熟悉的 Choreographer,那么 callback 又做了什么?


    private final Choreographer.FrameCallback mFrameCallback = new Choreographer.FrameCallback() {
        @Override
        public void doFrame(long frameTimeNanos) {
            //执行动画帧
            doAnimationFrame(getProvider().getFrameTime());
            //如果仍有活要干,继续请求垂直同步事件
            if (mAnimationCallbacks.size() > 0) {
                getProvider().postFrameCallback(this);
            }
        }
    };

AnimationHandler#doAnimationFrame


    private void doAnimationFrame(long frameTime) {
        //当前时间
        long currentTime = SystemClock.uptimeMillis();
        final int size = mAnimationCallbacks.size();
        for (int i = 0; i < size; i++) {
            final AnimationFrameCallback callback = mAnimationCallbacks.get(i);
            if (callback == null) {
                continue;
            }
            //
            if (isCallbackDue(callback, currentTime)) {
                callback.doAnimationFrame(frameTime);
                if (mCommitCallbacks.contains(callback)) {
                    getProvider().postCommitCallback(new Runnable() {
                        @Override
                        public void run() {
                            commitAnimationFrame(callback, getProvider().getFrameTime());
                        }
                    });
                }
            }
        }
        cleanUpList();
    }

ValueAnimator#doAnimationFrame

 /**
     * Processes a frame of the animation, adjusting the start time if needed.
     *
     * @param frameTime The frame time.
     * @return true if the animation has ended.
     * @hide
     */
    public final boolean doAnimationFrame(long frameTime) {
        if (mStartTime < 0) {
            // First frame. If there is start delay, start delay count down will happen *after* this
            // frame.
            mStartTime = mReversing ? frameTime : frameTime + (long) (mStartDelay * sDurationScale);
        }

        // Handle pause/resume
        if (mPaused) {
            mPauseTime = frameTime;
            removeAnimationCallback();
            return false;
        } else if (mResumed) {
            mResumed = false;
            if (mPauseTime > 0) {
                // Offset by the duration that the animation was paused
                mStartTime += (frameTime - mPauseTime);
            }
        }

        if (!mRunning) {
            // If not running, that means the animation is in the start delay phase of a forward
            // running animation. In the case of reversing, we want to run start delay in the end.
            if (mStartTime > frameTime && mSeekFraction == -1) {
                // This is when no seek fraction is set during start delay. If developers change the
                // seek fraction during the delay, animation will start from the seeked position
                // right away.
                return false;
            } else {
                // If mRunning is not set by now, that means non-zero start delay,
                // no seeking, not reversing. At this point, start delay has passed.
                mRunning = true;
                startAnimation();
            }
        }

        if (mLastFrameTime < 0) {
            if (mSeekFraction >= 0) {
                long seekTime = (long) (getScaledDuration() * mSeekFraction);
                mStartTime = frameTime - seekTime;
                mSeekFraction = -1;
            }
            mStartTimeCommitted = false; // allow start time to be compensated for jank
        }
        mLastFrameTime = frameTime;
        // The frame time might be before the start time during the first frame of
        // an animation.  The "current time" must always be on or after the start
        // time to avoid animating frames at negative time intervals.  In practice, this
        // is very rare and only happens when seeking backwards.
        final long currentTime = Math.max(frameTime, mStartTime);
        boolean finished = animateBasedOnTime(currentTime);

        if (finished) {
            endAnimation();
        }
        return finished;
    }
 boolean animateBasedOnTime(long currentTime) {
        boolean done = false;
        if (mRunning) {
            final long scaledDuration = getScaledDuration();
            final float fraction = scaledDuration > 0 ?
                    (float)(currentTime - mStartTime) / scaledDuration : 1f;
            final float lastFraction = mOverallFraction;
            final boolean newIteration = (int) fraction > (int) lastFraction;
            final boolean lastIterationFinished = (fraction >= mRepeatCount + 1) &&
                    (mRepeatCount != INFINITE);
            if (scaledDuration == 0) {
                // 0 duration animator, ignore the repeat count and skip to the end
                done = true;
            } else if (newIteration && !lastIterationFinished) {
                // Time to repeat
                if (mListeners != null) {
                    int numListeners = mListeners.size();
                    for (int i = 0; i < numListeners; ++i) {
                        mListeners.get(i).onAnimationRepeat(this);
                    }
                }
            } else if (lastIterationFinished) {
                done = true;
            }
            mOverallFraction = clampFraction(fraction);
            float currentIterationFraction = getCurrentIterationFraction(
                    mOverallFraction, mReversing);
            animateValue(currentIterationFraction);
        }
        return done;
    }

同样,也是使用了垂直同步机制:

  • 根据当前时间、开始时间、持续时间算出动画进度
  • 根据插值器算出修正后的进度
  • 根据进度获取实际的数值然后通知监听者