为了显示带有移动对象(来自位图)和触摸事件的视图,我一直在Android中使用以下代码进行SurfaceView
。它在我的开发设备上运行良好,但事实证明,很多用户只是看到一个黑匣子代替了View
。经过很长时间(不成功)的调试,我得出的结论是,一定是Android 4.1导致SurfaceView
停止正常工作。
我的开发设备是Android 4.0,但用户抱怨只有黑色SurfaceView
有Android 4.1。使用Android 4.1模拟器进行了检查 - 它在那里也不起作用。
你能看到代码有什么问题吗?也许是由Android 4.1中的"黄油计划"引起的吗?
当然,我已经检查了Bitmap
对象是否有效(将它们以适当的行保存到SD卡中),并且还会定期调用所有绘图方法 - 那里一切正常。
package com.my.package.util;
import java.util.ArrayList;
import java.util.List;
import com.my.package.Card;
import com.my.package.MyApp;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class MySurface extends SurfaceView implements SurfaceHolder.Callback {
private MyRenderThread mRenderThread;
private volatile List<Card> mGameObjects;
private volatile int mGameObjectsCount;
private int mScreenWidth;
private int mScreenHeight;
private int mGameObjectWidth;
private int mGameObjectHeight;
private int mHighlightedObject = -1;
private Paint mGraphicsPaint;
private Paint mShadowPaint;
private Rect mDrawingRect;
private int mTouchEventAction;
private Bitmap bitmapToDraw;
private int mOnDrawX1;
private BitmapFactory.Options bitmapOptions;
// ...
public MySurface(Context activityContext, AttributeSet attributeSet) {
super(activityContext, attributeSet);
getHolder().addCallback(this);
setFocusable(true); // touch events should be processed by this class
mGameObjects = new ArrayList<Card>();
mGraphicsPaint = new Paint();
mGraphicsPaint.setAntiAlias(true);
mGraphicsPaint.setFilterBitmap(true);
mShadowPaint = new Paint();
mShadowPaint.setARGB(160, 20, 20, 20);
mShadowPaint.setAntiAlias(true);
bitmapOptions = new BitmapFactory.Options();
bitmapOptions.inInputShareable = true;
bitmapOptions.inPurgeable = true;
mDrawingRect = new Rect();
}
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { }
public void surfaceCreated(SurfaceHolder arg0) {
mScreenWidth = getWidth();
mScreenHeight = getHeight();
mGameObjectHeight = mScreenHeight;
mGameObjectWidth = mGameObjectHeight*99/150;
mCurrentSpacing = mGameObjectWidth;
setDrawingCacheEnabled(true);
mRenderThread = new MyRenderThread(getHolder(), this);
mRenderThread.setRunning(true);
mRenderThread.start();
}
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
mRenderThread.setRunning(false); // stop thread
while (retry) { // wait for thread to close
try {
mRenderThread.join();
retry = false;
}
catch (InterruptedException e) { }
}
}
public void stopThread() {
if (mRenderThread != null) {
mRenderThread.setRunning(false);
}
}
@Override
public void onDraw(Canvas canvas) {
if (canvas != null) {
synchronized (mGameObjects) {
mGameObjectsCount = mGameObjects.size();
canvas.drawColor(Color.BLACK);
if (mGameObjectsCount > 0) {
mCurrentSpacing = Math.min(mScreenWidth/mGameObjectsCount, mGameObjectWidth);
for (int c = 0; c < mGameObjectsCount; c++) {
if (c != mHighlightedObject) {
try {
drawGameObject(canvas, mGameObjects.get(c).getDrawableID(), false, c*mCurrentSpacing, c*mCurrentSpacing+mGameObjectWidth);
}
catch (Exception e) { }
}
}
if (mHighlightedObject > -1) {
mOnDrawX1 = Math.min(mHighlightedObject*mCurrentSpacing, mScreenWidth-mGameObjectWidth);
try {
drawGameObject(canvas, mGameObjects.get(mHighlightedObject).getDrawableID(), true, mOnDrawX1, mOnDrawX1+mGameObjectWidth);
}
catch (Exception e) { }
}
}
}
}
}
private void drawGameObject(Canvas canvas, int resourceID, boolean highlighted, int xLeft, int xRight) {
if (canvas != null && resourceID != 0) {
try {
if (highlighted) {
canvas.drawRect(0, 0, mScreenWidth, mScreenHeight, mShadowPaint);
}
bitmapToDraw = MyApp.gameObjectCacheGet(resourceID);
if (bitmapToDraw == null) {
bitmapToDraw = BitmapFactory.decodeResource(getResources(), resourceID, bitmapOptions);
MyApp.gameObjectCachePut(resourceID, bitmapToDraw);
}
mDrawingRect.set(xLeft, 0, xRight, mGameObjectHeight);
canvas.drawBitmap(bitmapToDraw, null, mDrawingRect, mGraphicsPaint);
}
catch (Exception e) { }
}
}
@Override
public boolean onTouchEvent(MotionEvent event) {
synchronized (mRenderThread.getSurfaceHolder()) { // synchronized so that there are no concurrent accesses
mTouchEventAction = event.getAction();
if (mTouchEventAction == MotionEvent.ACTION_DOWN || mTouchEventAction == MotionEvent.ACTION_MOVE) {
if (event.getY() >= 0 && event.getY() < mScreenHeight) {
mTouchEventObject = (int) event.getX()/mCurrentSpacing;
if (mTouchEventObject > -1 && mTouchEventObject < mGameObjectsCount) {
mHighlightedObject = mTouchEventObject;
}
else {
mHighlightedObject = -1;
}
}
else {
mHighlightedObject = -1;
}
}
else if (mTouchEventAction == MotionEvent.ACTION_UP) {
if (mActivityCallback != null && mHighlightedObject > -1 && mHighlightedObject < mGameObjectsCount) {
try {
mActivityCallback.placeObject(mGameObjects.get(mHighlightedObject));
}
catch (Exception e) { }
}
mHighlightedObject = -1;
}
}
return true;
}
// ...
}
这是周期性调用SurfaceView
onDraw()
的线程的代码:
package com.my.package.util;
import android.graphics.Canvas;
import android.view.SurfaceHolder;
public class MyRenderThread extends Thread {
private SurfaceHolder mSurfaceHolder;
private MySurface mSurface;
private boolean mRunning = false;
public MyRenderThread(SurfaceHolder surfaceHolder, MySurface surface) {
mSurfaceHolder = surfaceHolder;
mSurface = surface;
}
public SurfaceHolder getSurfaceHolder() {
return mSurfaceHolder;
}
public void setRunning(boolean run) {
mRunning = run;
}
@Override
public void run() {
Canvas c;
while (mRunning) {
c = null;
try {
c = mSurfaceHolder.lockCanvas(null);
synchronized (mSurfaceHolder) {
if (c != null) {
mSurface.onDraw(c);
}
}
}
finally { // when exception is thrown above we may not leave the surface in an inconsistent state
if (c != null) {
mSurfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
}
该SurfaceView
包含在我Activity
的布局XML中:
<com.my.package.util.MySurface
android:id="@+id/my_surface"
android:layout_width="fill_parent"
android:layout_height="@dimen/my_surface_height" />
然后在代码中,它像这样访问:
MySurface mySurface = (MySurface) findViewById(R.id.my_surface);
将 draw 方法重命名为 onDraw2()。更改线程代码以调用 onDraw2。这样,您就不会覆盖基类的 ondraw。我认为您可能会在 onDraw 中获得 2 次点击。一个来自基类重写,一个来自线程。
这可以解释为什么设置 z 顺序会有所帮助。您将反转 2 个窗口的绘制顺序,从而避免此问题。至于问题的"为什么现在"部分。由于您有 2 条通往 onDraw 的途径,我怀疑这是不受支持的 android 行为,所以不知道会发生什么。
我还看到你称setDrawingCache已启用。我不认为这对你有帮助。通常你会在某个时候调用getDrawingCache。如果它不重要,请尝试将其删除。
我唯一看到的另一件事是您创建线程并在创建的表面上传递支架。您可能希望在发生表面更改时或至少验证没有重要内容发生任何更改。