Android自定義View——從零開始實現(xiàn)書籍翻頁效果(性能優(yōu)化篇)

版權(quán)聲明:本文為博主原創(chuàng)文章,未經(jīng)博主允許不得轉(zhuǎn)載。
系列教程:Android開發(fā)之從零開始系列
源碼:github.com/AnliaLee/BookPage,歡迎star

大家要是看到有錯誤的地方或者有啥好的建議,歡迎留言評論

前言:前幾期博客中我們分析了 書籍翻頁效果各部分的繪制原理,雖然效果都實現(xiàn)了,但測試過程中卻發(fā)現(xiàn)我們的View翻起頁來似乎 不是很流暢,這期便帶大家一起對View進(jìn)行 性能優(yōu)化

本篇只著重于思路和實現(xiàn)步驟,里面用到的一些知識原理不會非常細(xì)地拿來講,如果有不清楚的api或方法可以在網(wǎng)上搜下相應(yīng)的資料,肯定有大神講得非常清楚的,我這就不獻(xiàn)丑了。本著認(rèn)真負(fù)責(zé)的精神我會把相關(guān)知識的博文鏈接也貼出來(其實就是懶不想寫那么多哈哈),大家可以自行傳送。為了照顧第一次閱讀系列博客的小伙伴,本篇會出現(xiàn)一些在之前系列博客就講過的內(nèi)容,看過的童鞋自行跳過該段即可

國際慣例,先上效果圖

目錄
  • 封裝View觸摸事件
  • 各區(qū)域顯示內(nèi)容繪制優(yōu)化(重用內(nèi)容Bitmap)
  • 當(dāng)前頁背面(C區(qū)域)背景繪制優(yōu)化

封裝View觸摸事件

在進(jìn)行性能優(yōu)化之前,首先感謝@布隆提出的建議:BookPageView作為一個完整的書頁自定義View,那么對觸摸事件的管理建議放在View的onTouchEvent中,而不是在外部setOnTouchListener,這樣保證了View功能的完整性提高了使用上的方便性。那么按照這樣的要求,修改BookPageView

public class BookPageView extends View {
    //省略部分代碼...
    @Override
    public boolean onTouchEvent(MotionEvent event) {
        super.onTouchEvent(event);
        switch (event.getAction()){
            case MotionEvent.ACTION_DOWN:
                float x = event.getX();
                float y = event.getY();
                if(x<=viewWidth/3){//左
                    style = STYLE_LEFT;
                    setTouchPoint(x,y,style);

                }else if(x>viewWidth/3 && y<=viewHeight/3){//上
                    style = STYLE_TOP_RIGHT;
                    setTouchPoint(x,y,style);

                }else if(x>viewWidth*2/3 && y>viewHeight/3 && y<=viewHeight*2/3){//右
                    style = STYLE_RIGHT;
                    setTouchPoint(x,y,style);

                }else if(x>viewWidth/3 && y>viewHeight*2/3){//下
                    style = STYLE_LOWER_RIGHT;
                    setTouchPoint(x,y,style);

                }else if(x>viewWidth/3 && x<viewWidth*2/3 && y>viewHeight/3 && y<viewHeight*2/3){//中
                    style = STYLE_MIDDLE;
                }
                break;
            case MotionEvent.ACTION_MOVE:
                setTouchPoint(event.getX(),event.getY(),style);
                break;
            case MotionEvent.ACTION_UP:
                startCancelAnim();
                break;
        }
        return true;
    }
}

修改之后我們在Activity不再需要調(diào)用setOnTouchListener了,在xml樣式文件中也不再需要設(shè)置android:clickable="true"屬性


各區(qū)域顯示內(nèi)容繪制優(yōu)化(重用內(nèi)容Bitmap)

相關(guān)博文鏈接

Android開發(fā)者選項——Gpu呈現(xiàn)模式分析

之前完成所有效果的繪制后,在手機(jī)上測試了下,發(fā)現(xiàn)翻頁不是很流暢,感覺卡卡的,遂打開手機(jī)的GPU呈現(xiàn)模式分析,重新試下翻頁,然后。。。

Σ( ° △ °|||)︴尼瑪手機(jī)這是要炸了么,趕緊翻代碼找原因。一番檢查后,發(fā)現(xiàn)View每次在執(zhí)行觸摸翻頁操作時,都新建了A、B、C區(qū)域內(nèi)容Bitmap,造成了不必要的開銷,實際上如果各區(qū)域顯示內(nèi)容不變的情況下,內(nèi)容Bitmap只需要初始化一次,以后每次繪制時僅需要重用原來的Bitmap即可。同理,View中能重用的對象就要盡量重用,修改我們的BookPageView

public class BookPageView extends View {
    //省略部分代碼...
    private float[] mMatrixArray = { 0, 0, 0, 0, 0, 0, 0, 0, 1.0f };
    private Matrix mMatrix;

    private GradientDrawable drawableLeftTopRight;
    private GradientDrawable drawableLeftLowerRight;

    private GradientDrawable drawableRightTopRight;
    private GradientDrawable drawableRightLowerRight;
    private GradientDrawable drawableHorizontalLowerRight;

    private GradientDrawable drawableBTopRight;
    private GradientDrawable drawableBLowerRight;

    private GradientDrawable drawableCTopRight;
    private GradientDrawable drawableCLowerRight;

    private Bitmap pathAContentBitmap;//A區(qū)域內(nèi)容Bitmap
    private Bitmap pathBContentBitmap;//B區(qū)域內(nèi)容Bitmap
    private Bitmap pathCContentBitmap;//C區(qū)域內(nèi)容Bitmap

    private void init(Context context, @Nullable AttributeSet attrs){
        //省略部分代碼...
        mMatrix = new Matrix();
        createGradientDrawable();
    }

    private void drawPathAContentBitmap(Bitmap bitmap,Paint pathPaint){
        Canvas mCanvas = new Canvas(bitmap);
        //下面開始繪制區(qū)域內(nèi)的內(nèi)容...
        mCanvas.drawPath(getPathDefault(),pathPaint);
        mCanvas.drawText("這是在A區(qū)域的內(nèi)容...AAAA", viewWidth-260, viewHeight-100, textPaint);

        //結(jié)束繪制區(qū)域內(nèi)的內(nèi)容...
    }

    private void drawPathBContentBitmap(Bitmap bitmap,Paint pathPaint){
        Canvas mCanvas = new Canvas(bitmap);
        //下面開始繪制區(qū)域內(nèi)的內(nèi)容...
        mCanvas.drawPath(getPathDefault(),pathPaint);
        mCanvas.drawText("這是在B區(qū)域的內(nèi)容...BBBB", viewWidth-260, viewHeight-100, textPaint);

        //結(jié)束繪制區(qū)域內(nèi)的內(nèi)容...
    }

    @Override
    protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
        super.onMeasure(widthMeasureSpec, heightMeasureSpec);
        int height = measureSize(defaultHeight, heightMeasureSpec);
        int width = measureSize(defaultWidth, widthMeasureSpec);
        setMeasuredDimension(width, height);

        viewWidth = width;
        viewHeight = height;
        a.x = -1;
        a.y = -1;
        pathAContentBitmap = Bitmap.createBitmap(viewWidth, viewHeight, Bitmap.Config.RGB_565);
        drawPathAContentBitmap(pathAContentBitmap,pathAPaint);

        pathBContentBitmap = Bitmap.createBitmap(viewWidth, viewHeight, Bitmap.Config.RGB_565);
        drawPathBContentBitmap(pathBContentBitmap,pathBPaint);

        pathCContentBitmap = Bitmap.createBitmap(viewWidth, viewHeight, Bitmap.Config.RGB_565);
        drawPathAContentBitmap(pathCContentBitmap,pathCPaint);
    }

    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        if(a.x==-1 && a.y==-1){
            drawPathAContent(canvas,getPathDefault());
        }else {
            if(f.x==viewWidth && f.y==0){
                drawPathAContent(canvas,getPathAFromTopRight());
                drawPathCContent(canvas,getPathAFromTopRight());
                drawPathBContent(canvas,getPathAFromTopRight());
            }else if(f.x==viewWidth && f.y==viewHeight){
                drawPathAContent(canvas,getPathAFromLowerRight());
                drawPathCContent(canvas,getPathAFromLowerRight());
                drawPathBContent(canvas,getPathAFromLowerRight());
            }
        }
    }

    /**
     * 初始化各區(qū)域陰影GradientDrawable
     */
    private void createGradientDrawable(){
        int deepColor = 0x33333333;
        int lightColor = 0x01333333;
        int[] gradientColors = new int[]{lightColor,deepColor};//漸變顏色數(shù)組
        drawableLeftTopRight = new GradientDrawable(GradientDrawable.Orientation.LEFT_RIGHT, gradientColors);
        drawableLeftTopRight.setGradientType(GradientDrawable.LINEAR_GRADIENT);
        drawableLeftLowerRight = new GradientDrawable(GradientDrawable.Orientation.RIGHT_LEFT, gradientColors);
        drawableLeftLowerRight.setGradientType(GradientDrawable.LINEAR_GRADIENT);

        deepColor = 0x22333333;
        lightColor = 0x01333333;
        gradientColors =  new int[]{deepColor,lightColor,lightColor};
        drawableRightTopRight = new GradientDrawable(GradientDrawable.Orientation.BOTTOM_TOP, gradientColors);
        drawableRightTopRight.setGradientType(GradientDrawable.LINEAR_GRADIENT);
        drawableRightLowerRight = new GradientDrawable(GradientDrawable.Orientation.TOP_BOTTOM, gradientColors);
        drawableRightLowerRight.setGradientType(GradientDrawable.LINEAR_GRADIENT);

        deepColor = 0x44333333;
        lightColor = 0x01333333;
        gradientColors = new int[]{lightColor,deepColor};//漸變顏色數(shù)組
        drawableHorizontalLowerRight = new GradientDrawable(GradientDrawable.Orientation.LEFT_RIGHT, gradientColors);;
        drawableHorizontalLowerRight.setGradientType(GradientDrawable.LINEAR_GRADIENT);

        deepColor = 0x55111111;
        lightColor = 0x00111111;
        gradientColors = new int[] {deepColor,lightColor};//漸變顏色數(shù)組
        drawableBTopRight =new GradientDrawable(GradientDrawable.Orientation.LEFT_RIGHT,gradientColors);
        drawableBTopRight.setGradientType(GradientDrawable.LINEAR_GRADIENT);//線性漸變
        drawableBLowerRight =new GradientDrawable(GradientDrawable.Orientation.RIGHT_LEFT,gradientColors);
        drawableBLowerRight.setGradientType(GradientDrawable.LINEAR_GRADIENT);

        deepColor = 0x55333333;
        lightColor = 0x00333333;
        gradientColors = new int[]{lightColor,deepColor};//漸變顏色數(shù)組
        drawableCTopRight = new GradientDrawable(GradientDrawable.Orientation.LEFT_RIGHT, gradientColors);
        drawableCTopRight.setGradientType(GradientDrawable.LINEAR_GRADIENT);
        drawableCLowerRight = new GradientDrawable(GradientDrawable.Orientation.RIGHT_LEFT, gradientColors);
        drawableCLowerRight.setGradientType(GradientDrawable.LINEAR_GRADIENT);
    }

    /**
     * 繪制A區(qū)域內(nèi)容
     * @param canvas
     * @param pathA
     */
    private void drawPathAContent(Canvas canvas, Path pathA){
        canvas.save();
        canvas.clipPath(pathA, Region.Op.INTERSECT);//對繪制內(nèi)容進(jìn)行裁剪,取和A區(qū)域的交集
        canvas.drawBitmap(pathAContentBitmap, 0, 0, null);

        if(style.equals(STYLE_LEFT) || style.equals(STYLE_RIGHT)){
            drawPathAHorizontalShadow(canvas,pathA);
        }else {
            drawPathALeftShadow(canvas,pathA);
            drawPathARightShadow(canvas,pathA);
        }
        canvas.restore();
    }

    /**
     * 繪制A區(qū)域左陰影
     * @param canvas
     */
    private void drawPathALeftShadow(Canvas canvas, Path pathA){
        canvas.restore();
        canvas.save();

        int left;
        int right;
        int top = (int) e.y;
        int bottom = (int) (e.y+viewHeight);

        GradientDrawable gradientDrawable;
        if (style.equals(STYLE_TOP_RIGHT)) {
            gradientDrawable = drawableLeftTopRight;
            left = (int) (e.x - lPathAShadowDis /2);
            right = (int) (e.x);
        } else {
            gradientDrawable = drawableLeftLowerRight;
            left = (int) (e.x);
            right = (int) (e.x + lPathAShadowDis /2);
        }

        Path mPath = new Path();
        mPath.moveTo(a.x- Math.max(rPathAShadowDis, lPathAShadowDis) /2,a.y);
        mPath.lineTo(d.x,d.y);
        mPath.lineTo(e.x,e.y);
        mPath.lineTo(a.x,a.y);
        mPath.close();
        canvas.clipPath(pathA);
        canvas.clipPath(mPath, Region.Op.INTERSECT);

        float mDegrees = (float) Math.toDegrees(Math.atan2(e.x-a.x, a.y-e.y));
        canvas.rotate(mDegrees, e.x, e.y);

        gradientDrawable.setBounds(left,top,right,bottom);
        gradientDrawable.draw(canvas);
    }

    /**
     * 繪制A區(qū)域右陰影
     * @param canvas
     */
    private void drawPathARightShadow(Canvas canvas, Path pathA){
        canvas.restore();
        canvas.save();

        float viewDiagonalLength = (float) Math.hypot(viewWidth, viewHeight);//view對角線長度
        int left = (int) h.x;
        int right = (int) (h.x + viewDiagonalLength*10);//需要足夠長的長度
        int top;
        int bottom;

        GradientDrawable gradientDrawable;
        if (style.equals(STYLE_TOP_RIGHT)) {
            gradientDrawable = drawableRightTopRight;
            top = (int) (h.y- rPathAShadowDis /2);
            bottom = (int) h.y;
        } else {
            gradientDrawable = drawableRightLowerRight;
            top = (int) h.y;
            bottom = (int) (h.y+ rPathAShadowDis /2);
        }
        gradientDrawable.setBounds(left,top,right,bottom);

        Path mPath = new Path();
        mPath.moveTo(a.x- Math.max(rPathAShadowDis, lPathAShadowDis) /2,a.y);
//        mPath.lineTo(i.x,i.y);
        mPath.lineTo(h.x,h.y);
        mPath.lineTo(a.x,a.y);
        mPath.close();
        canvas.clipPath(pathA);
        canvas.clipPath(mPath, Region.Op.INTERSECT);

        float mDegrees = (float) Math.toDegrees(Math.atan2(a.y-h.y, a.x-h.x));
        canvas.rotate(mDegrees, h.x, h.y);
        gradientDrawable.draw(canvas);
    }

    /**
     * 繪制A區(qū)域水平翻頁陰影
     * @param canvas
     */
    private void drawPathAHorizontalShadow(Canvas canvas, Path pathA){
        canvas.restore();
        canvas.save();
        canvas.clipPath(pathA, Region.Op.INTERSECT);

        int maxShadowWidth = 30;//陰影矩形最大的寬度
        int left = (int) (a.x - Math.min(maxShadowWidth,(rPathAShadowDis/2)));
        int right = (int) (a.x);
        int top = 0;
        int bottom = viewHeight;
        GradientDrawable gradientDrawable = drawableHorizontalLowerRight;
        gradientDrawable.setBounds(left,top,right,bottom);

        float mDegrees = (float) Math.toDegrees(Math.atan2(f.x-a.x,f.y-h.y));
        canvas.rotate(mDegrees, a.x, a.y);
        gradientDrawable.draw(canvas);
    }

    /**
     * 繪制B區(qū)域內(nèi)容
     * @param canvas
     * @param pathA
     */
    private void drawPathBContent(Canvas canvas, Path pathA){
        canvas.save();
        canvas.clipPath(pathA);//裁剪出A區(qū)域
        canvas.clipPath(getPathC(),Region.Op.UNION);//裁剪出A和C區(qū)域的全集
        canvas.clipPath(getPathB(), Region.Op.REVERSE_DIFFERENCE);//裁剪出B區(qū)域中不同于與AC區(qū)域的部分
        canvas.drawBitmap(pathBContentBitmap, 0, 0, null);

        drawPathBShadow(canvas);
        canvas.restore();
    }

    /**
     * 繪制B區(qū)域陰影,陰影左深右淺
     * @param canvas
     */
    private void drawPathBShadow(Canvas canvas){
        int deepOffset = 0;//深色端的偏移值
        int lightOffset = 0;//淺色端的偏移值
        float aTof =(float) Math.hypot((a.x - f.x),(a.y - f.y));//a到f的距離
        float viewDiagonalLength = (float) Math.hypot(viewWidth, viewHeight);//對角線長度

        int left;
        int right;
        int top = (int) c.y;
        int bottom = (int) (viewDiagonalLength + c.y);
        GradientDrawable gradientDrawable;
        if(style.equals(STYLE_TOP_RIGHT)){//f點在右上角
            //從左向右線性漸變
            gradientDrawable = drawableBTopRight;

            left = (int) (c.x - deepOffset);//c點位于左上角
            right = (int) (c.x + aTof/4 + lightOffset);
        }else {
            //從右向左線性漸變
            gradientDrawable = drawableBLowerRight;

            left = (int) (c.x - aTof/4 - lightOffset);//c點位于左下角
            right = (int) (c.x + deepOffset);
        }
        gradientDrawable.setBounds(left,top,right,bottom);//設(shè)置陰影矩形

        float rotateDegrees = (float) Math.toDegrees(Math.atan2(e.x- f.x, h.y - f.y));//旋轉(zhuǎn)角度
        canvas.rotate(rotateDegrees, c.x, c.y);//以c為中心點旋轉(zhuǎn)
        gradientDrawable.draw(canvas);
    }

    /**
     * 繪制C區(qū)域內(nèi)容
     * @param canvas
     * @param pathA
     */
    private void drawPathCContent(Canvas canvas, Path pathA){
        canvas.save();
        canvas.clipPath(pathA);
        canvas.clipPath(getPathC(), Region.Op.REVERSE_DIFFERENCE);//裁剪出C區(qū)域不同于A區(qū)域的部分
        canvas.drawPath(getPathC(),pathCPaint);//繪制背景色

        float eh = (float) Math.hypot(f.x - e.x,h.y - f.y);
        float sin0 = (f.x - e.x) / eh;
        float cos0 = (h.y - f.y) / eh;
        //設(shè)置翻轉(zhuǎn)和旋轉(zhuǎn)矩陣
        mMatrixArray[0] = -(1-2 * sin0 * sin0);
        mMatrixArray[1] = 2 * sin0 * cos0;
        mMatrixArray[3] = 2 * sin0 * cos0;
        mMatrixArray[4] = 1 - 2 * sin0 * sin0;

        mMatrix.reset();
        mMatrix.setValues(mMatrixArray);//翻轉(zhuǎn)和旋轉(zhuǎn)
        mMatrix.preTranslate(-e.x, -e.y);//沿當(dāng)前XY軸負(fù)方向位移得到 矩形A?B?C?D?
        mMatrix.postTranslate(e.x, e.y);//沿原XY軸方向位移得到 矩形A4 B4 C4 D4
        canvas.drawBitmap(pathCContentBitmap, mMatrix, null);

        drawPathCShadow(canvas);
        canvas.restore();
    }

    /**
     * 繪制C區(qū)域陰影,陰影左淺右深
     * @param canvas
     */
    private void drawPathCShadow(Canvas canvas){
        int deepOffset = 1;//深色端的偏移值
        int lightOffset = -30;//淺色端的偏移值
        float viewDiagonalLength = (float) Math.hypot(viewWidth, viewHeight);//view對角線長度
        int midpoint_ce = (int) (c.x + e.x) / 2;//ce中點
        int midpoint_jh = (int) (j.y + h.y) / 2;//jh中點
        float minDisToControlPoint = Math.min(Math.abs(midpoint_ce - e.x), Math.abs(midpoint_jh - h.y));//中點到控制點的最小值

        int left;
        int right;
        int top = (int) c.y;
        int bottom = (int) (viewDiagonalLength + c.y);
        GradientDrawable gradientDrawable;
        if (style.equals(STYLE_TOP_RIGHT)) {
            gradientDrawable = drawableCTopRight;
            left = (int) (c.x - lightOffset);
            right = (int) (c.x + minDisToControlPoint + deepOffset);
        } else {
            gradientDrawable = drawableCLowerRight;
            left = (int) (c.x - minDisToControlPoint - deepOffset);
            right = (int) (c.x + lightOffset);
        }
        gradientDrawable.setBounds(left,top,right,bottom);

        float mDegrees = (float) Math.toDegrees(Math.atan2(e.x- f.x, h.y - f.y));
        canvas.rotate(mDegrees, c.x, c.y);
        gradientDrawable.draw(canvas);
    }
}

修改后重新測試,卡頓的問題得到了明顯改善(開了手機(jī)錄屏對性能會有點影響),如圖


當(dāng)前頁背面(C區(qū)域)背景繪制優(yōu)化

相關(guān)博文鏈接

Android 常用的性能分析工具詳解:GPU呈現(xiàn)模式, TraceView, Systrace, HirearchyViewer
Android View 繪制流程(Draw) 完全解析
Android應(yīng)用程序UI硬件加速渲染的Display List構(gòu)建過程分析
Android應(yīng)用程序UI硬件加速渲染的Display List渲染過程分析

經(jīng)過優(yōu)化重用Bitmap后,測試中又發(fā)現(xiàn)了新的問題,當(dāng)觸摸點向左下角方向移動到一定距離時,會發(fā)現(xiàn)卡頓現(xiàn)象越來越明顯超過一定的臨界值后,卡頓現(xiàn)象又突然消失了,如下圖所示

通過一番調(diào)試后,發(fā)現(xiàn)是這句代碼導(dǎo)致的繪制卡頓(紅框處)

那么為什么我們繪制那么多陰影沒有問題,偏偏是這個drawPath導(dǎo)致了卡頓呢?我們定格繪制卡頓的時刻,觀察Gpu呈現(xiàn)模式分析的條形圖

可以發(fā)現(xiàn)深綠色紅色線條特別長,其中深綠色線條表示主線程(Main Thread)執(zhí)行任務(wù)的時間,過長意味著主線程執(zhí)行了太多的任務(wù),導(dǎo)致UI渲染跟不上vSync的信號而出現(xiàn)掉幀的情況;紅色線條則表示Android進(jìn)行2D渲染顯示列表(Display List)的時間。利用Systrace測試工具觀察具體的繪制時間分布,找到繪制卡頓中的一幀

可以發(fā)現(xiàn)Choreographer.doFrame耗時過長,我們利用TraceView測試工具分析Choreographer.doFrame,一層層向下尋找耗時過長的子方法,最后定位到了updateRootDisplayListnSyncAndDrawFrame方法,如圖所示

這兩個方法的作用是什么呢?我們要從Android繪制View的過程說起,通過網(wǎng)上查閱的資料(相關(guān)資料博文已貼出),簡單總結(jié)一下:在使用GPU進(jìn)行繪制前,需要對繪制的內(nèi)容進(jìn)行渲染,即需要渲染Display ListDisplay List包含了Android應(yīng)用程序窗口所有的繪制命令,只要對Display List進(jìn)行了渲染,就可以得到整個Android應(yīng)用程序窗口的UI,而Android應(yīng)用程序窗口的UI渲染分為兩步

  • 第一步是由應(yīng)用程序進(jìn)程的Main Thread構(gòu)建Display List,即updateRootDisplayList方法,對應(yīng)Gpu呈現(xiàn)模式分析的深綠色線條,其中軟件渲染的子視圖需要先繪制在一個Bitmap上,然后這個Bitmap記錄在父視圖的Display List中,繪制的視圖內(nèi)容越多構(gòu)建Display List的耗時越長
  • 第二步由應(yīng)用程序進(jìn)程的Render Thread渲染Display List,即nSyncAndDrawFrame方法,對應(yīng)Gpu呈現(xiàn)模式分析的紅色線條,其中執(zhí)行渲染需要得到Main Thread的通知,此通知在Main Thread與Render Thread信息同步完畢后發(fā)出。信息同步過程中,Display List引用到的Bitmap會封裝成Open GL紋理上傳至GPU。當(dāng)全部Open GL紋理上傳完畢,說明引用到的Bitmap全部同步完成。同樣,繪制的視圖內(nèi)容越多,則引用到的Bitmap越大,進(jìn)而導(dǎo)致上傳耗時增加Render Thread執(zhí)行渲染等待通知的時間也就相應(yīng)變長

分析完繪制過程后,回到Systrace工具的測試圖,可以看到Open GL紋理上傳耗時過長,繪制的Path太大了,如圖紅框區(qū)域

我們之前通過調(diào)試代碼知道“罪魁禍?zhǔn)住笔?strong>canvas.drawPath(getPathC(),pathCPaint)這句代碼,說明是PathC太大了。我們知道PathC是由i、d、b、a、k五個點連線而成,將觸摸點移動到繪制卡頓的區(qū)域,發(fā)現(xiàn)i的Y坐標(biāo)遠(yuǎn)小于0,證明此時PathC的面積非常大,我們的結(jié)論是正確的,如圖

那為什么又會出現(xiàn)觸摸點移動到某個臨界值卡頓現(xiàn)象突然消失的現(xiàn)象呢?查閱資料后知道,Open GL紋理是有大小限制的,如果超出這個限制,那么就會導(dǎo)至某些Bitmap不能作為Open GL紋理上傳到GPU,利用Systrace工具找到此臨界點,測試結(jié)果見下圖

可以發(fā)現(xiàn)卡頓突然消失的原因確實是Open GL紋理太大導(dǎo)致不能上傳至GPU,所以少了這個上傳的過程繪制速度也就變快了。既然知道了原因,那就動手改代碼吧,改動非常簡單,只需要在繪制A、B、C區(qū)域之前為canvas繪制背景色即可,修改BookPageView

@Override
protected void onDraw(Canvas canvas) {
    super.onDraw(canvas);

    canvas.drawColor(Color.YELLOW);//繪制和C區(qū)域顏色相同的背景色
    if(a.x==-1 && a.y==-1){
        drawPathAContent(canvas,getPathDefault(),pathAPaint);
    }else {
        if(f.x==viewWidth && f.y==0){
            drawPathAContent(canvas,getPathAFromTopRight(),pathAPaint);

            drawPathCContent(canvas,getPathAFromTopRight(),pathCContentPaint);
            drawPathBContent(canvas,getPathAFromTopRight(),pathBPaint);
        }else if(f.x==viewWidth && f.y==viewHeight){

            beginTrace("drawPathA");
            drawPathAContent(canvas,getPathAFromLowerRight(),pathAPaint);
            endTrace();

            beginTrace("drawPathC");
            drawPathCContent(canvas,getPathAFromLowerRight(),pathCContentPaint);
            endTrace();

            beginTrace("drawPathB");
            drawPathBContent(canvas,getPathAFromLowerRight(),pathBPaint);
            endTrace();
        }
}
/**
 * 繪制C區(qū)域內(nèi)容
 * @param canvas
 * @param pathA
 * @param pathPaint
 */
private void drawPathCContent(Canvas canvas, Path pathA){
    canvas.save();
    canvas.clipPath(pathA);
    canvas.clipPath(getPathC(), Region.Op.REVERSE_DIFFERENCE);//裁剪出C區(qū)域不同于A區(qū)域的部分
//        canvas.drawPath(getPathC(),pathCPaint);//干掉這個(* ̄︿ ̄)

    float eh = (float) Math.hypot(f.x - e.x,h.y - f.y);
    float sin0 = (f.x - e.x) / eh;
    float cos0 = (h.y - f.y) / eh;
    //設(shè)置翻轉(zhuǎn)和旋轉(zhuǎn)矩陣
    mMatrixArray[0] = -(1-2 * sin0 * sin0);
    mMatrixArray[1] = 2 * sin0 * cos0;
    mMatrixArray[3] = 2 * sin0 * cos0;
    mMatrixArray[4] = 1 - 2 * sin0 * sin0;

    mMatrix.reset();
    mMatrix.setValues(mMatrixArray);//翻轉(zhuǎn)和旋轉(zhuǎn)
    mMatrix.preTranslate(-e.x, -e.y);//沿當(dāng)前XY軸負(fù)方向位移得到 矩形A?B?C?D?
    mMatrix.postTranslate(e.x, e.y);//沿原XY軸方向位移得到 矩形A4 B4 C4 D4
    canvas.drawBitmap(pathCContentBitmap, mMatrix, null);

    drawPathCShadow(canvas);
    canvas.restore();
}

效果如圖

至此本篇教程到此結(jié)束,書籍翻頁效果的實現(xiàn)也暫時告一段落啦。如果大家看了感覺還不錯麻煩點個贊,你們的支持是我最大的動力~


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