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android中UI刷新如何实现的?

android中UI刷新如何实现的?

作者: Calllanna | 来源:发表于2018-05-03 17:52 被阅读28次

    当我们自定义View的时候,我们会通过invalidate()来刷新UI,实现重绘。比如最简单的view.setVisibility()的调用路径:
    ------->view.setVisibility()
    ----------->view.view.setFlags()
    -------------->View.requestLayout()
    ---------------->ViewGroup.requestLayout()
    ------------------>ViewRootImpl.requestLayout()
    模拟一个非主线程刷新UI的异常,


    更能看出最后一步ViewRootImpl.requestLayout()的调用。分析源码ViewRootImpl

     @Override
         public void requestLayout() {
             if (!mHandlingLayoutInLayoutRequest) {
                 checkThread();
                 mLayoutRequested = true;
                 scheduleTraversals();
             }
         }
         .........
      void scheduleTraversals() {
             if (!mTraversalScheduled) {
                 mTraversalScheduled = true;
                 ......
                 mChoreographer.postCallback(
                         Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
                  .....
             }
         }
    

    Choreographer中文意思是“编舞者”,是一个控制frame(帧)渲染信号的一个类。Choreographer方法doFrame(),处理四种类型的UI刷新的Callback有4种类型:
    Input输入、Animation动画、Traversal绘制和布局,Commit是用来解决延迟信号的处理,即丢帧现象.

     void doFrame(long frameTimeNanos, int frame) {
             final long startNanos;
             synchronized (mLock) {
         .......
                 mFrameInfo.markInputHandlingStart();
                   //  Callback type: Input callback.  Runs first.
                 doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
                 //Callback type: Animation callback.  Runs before traversals.
                 mFrameInfo.markAnimationsStart();
                 doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
     
                 mFrameInfo.markPerformTraversalsStart();
                      //CALLBACK_TRAVERSAL:Callback type: Traversal callback.  Handles layout and draw.  Runs after all other asynchronous messages have been handled.
                 doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
                
                       //CALLBACK_COMMIT:Callback type: Commit callback.  Handles post-draw operations for the frame.
          * Runs after traversal completes. 
                 doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);
             .......
         }
    

    通过mChoreographer这个对象post任务mTraversalRunnable,该任务里只调用一个方法,doTraversal()。这个方法里在调用 performTraversals();

        final class TraversalRunnable implements Runnable {
            @Override
            public void run() {
                doTraversal();
            }
        }
    void doTraversal() {
            if (mTraversalScheduled) {
                mTraversalScheduled = false;
             .......
                performTraversals();
             .....
            }
        }
    

    performTraversals()方法里在调用performMeasure,performLayout,dispatchOnPreDraw实现测量,布局,绘制。

    private void performTraversals() {
            // cache mView since it is used so much below...
            final View host = mView;
              ........
                if (!mStopped || mReportNextDraw) {
                        int childWidthMeasureSpec = getRootMeasureSpec(mWidth, lp.width);
                        int childHeightMeasureSpec = getRootMeasureSpec(mHeight, lp.height);
     
                        performMeasure(childWidthMeasureSpec, childHeightMeasureSpec);
                       ......
                    }
                }
            }  
                  ........
            final boolean didLayout = layoutRequested && (!mStopped || mReportNextDraw);
            if (didLayout) {
                performLayout(lp, mWidth, mHeight);
            }
           .......
         if (!cancelDraw && !newSurface) {
               .......
                performDraw();
            }
        }
    

    performDraw()方法中通过调用draw(fullRedrawNeeded);

    private void performDraw() {
                  .......    
           mIsDrawing = true;
           Trace.traceBegin(Trace.TRACE_TAG_VIEW, "draw");
           try {
               draw(fullRedrawNeeded);
           } finally {
               mIsDrawing = false;
               Trace.traceEnd(Trace.TRACE_TAG_VIEW);
           }
                   .......
    }
    

    draw中绘制的时候按照支持硬件加速,和software两种绘制方式,

    private void draw(boolean fullRedrawNeeded) {
            if (mAttachInfo.mHardwareRenderer != null && mAttachInfo.mHardwareRenderer.isEnabled()) {
                    .......
                     mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);
                 } else {
                    ......
                     if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
                         return;
                     }
                 }
    }
    

    mHardwareRenderer硬件加速渲染是ThreadedRenderer的一个对象,硬件加速渲染是通过 Display List来刷新的。通过RenderNode的实例化一个DisplayListCanvas.通过画布的DisplayListCanvas实现最终渲染。

      private void updateRootDisplayList(View view, HardwareDrawCallbacks callbacks) {
             Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()");
             updateViewTreeDisplayList(view);
     
             if (mRootNodeNeedsUpdate || !mRootNode.isValid()) {
                 DisplayListCanvas canvas = mRootNode.start(mSurfaceWidth, mSurfaceHeight);
                 try {
                     final int saveCount = canvas.save();
                     canvas.translate(mInsetLeft, mInsetTop);
                     callbacks.onHardwarePreDraw(canvas);
     
                     canvas.insertReorderBarrier();
                     canvas.drawRenderNode(view.updateDisplayListIfDirty());
                     canvas.insertInorderBarrier();
     
                     callbacks.onHardwarePostDraw(canvas);
                     canvas.restoreToCount(saveCount);
                     mRootNodeNeedsUpdate = false;
                 } finally {
                     mRootNode.end(canvas);
                 }
             }
             Trace.traceEnd(Trace.TRACE_TAG_VIEW);
         }
    

    非硬件加速的方式,即drawSoftware的方式,直接在Canvas上绘制,再通过 mView.draw(canvas)回调让子类继续自己的绘制。

     private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
                 boolean scalingRequired, Rect dirty) {
     
             // Draw with software renderer.
             final Canvas canvas;
                canvas = mSurface.lockCanvas(dirty);
                //略掉
               //canvas.setXXX()
                // .....
             
                 try {
                     canvas.translate(-xoff, -yoff);
                     if (mTranslator != null) {
                         mTranslator.translateCanvas(canvas);
                     }
                     canvas.setScreenDensity(scalingRequired ? mNoncompatDensity : 0);
                     attachInfo.mSetIgnoreDirtyState = false;
     
                     mView.draw(canvas);
     
                     drawAccessibilityFocusedDrawableIfNeeded(canvas);
                 } finally {
                     if (!attachInfo.mSetIgnoreDirtyState) {
                         // Only clear the flag if it was not set during the mView.draw() call
                         attachInfo.mIgnoreDirtyState = false;
                     }
                 }
             
         }
    

    再继续深入,就是RanderNode和Canvas调用地层native本地方法了。
    如果你还不太了解硬件加速和非硬件加速渲染的区别,
    推荐
    Android硬件加速原理与实现简介

    总结:

    1.所有View的刷新都通过ViewRootImpl的 performTraversals()来实现测量,布局,绘制的。
    2.Choreographer是一个控制frame(帧)渲染信号的一个类。Choreographer方法doFrame(),处理四种类型的UI刷新的Callback有4种类型:Input输入、Animation动画、Traversal绘制和布局,Commit是用来解决延迟信号的处理,即丢帧现象.
    3.绘制UI的时候分两种方式,
    硬件加速绘制条件下:RenderNode构建DisplayListCanvas,CPU用于控制复杂绘制逻辑、构建或更新DisplayList;GPU用于完成图形计算、渲染DisplayList。
    软件绘制条件下:Canvas绘制构建Bitmap,CPU用于解码运算;bitmap传到底层,GPU直接渲染。
    4.默认是software软件绘制,这种方式渲染效率低,硬件加速绘制优点高,原因是将复杂的图形计算在GPU上实现。避免过度重绘,减少CPU资源和压力。

    源码连接:
    ViewRootImpl
    Choreographer
    ThreadedRenderer
    RenderNode

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