一. 概述
前面已介绍Android属性动画的启动方式:
// [见小节2.1]
ObjectAnimator anim = ObjectAnimator.ofFloat(targetObject, "alpha", 0f, 1f);
// [见小节2.2]
anim.setDuration(1000);
// [见小节2.3]
anim.start();
这个属性动画是把目标帧的透明度由完全透明到不透明,整个动画持续1秒,下面从源码角度来分析这三条语句. 动画持续时间,如果没有设置则默认为300ms。
二. 流程分析
2.1 ObjectAnimator.ofFloat
[-> ObjectAnimator.java]
public static ObjectAnimator ofFloat(Object target, String propertyName, float... values) {
//创建ObjectAnimator对象
ObjectAnimator anim = new ObjectAnimator(target, propertyName);
//设置float类型值
anim.setFloatValues(values);
return anim;
}
ObjectAnimator.ofFloat,是一个静态方法:
- 首先创建ObjectAnimator对象,并指定target对象和属性名。
- 然后
setFloatValues(values)
方法,经几次调用,最后调用KeyframeSet.ofFloat(values)
,创建了一个只有起始帧和结束帧(2-keyframe)的KeyframeSet对象。
2.2 ObjectAnimator.setDuration
public ValueAnimator setDuration(long duration) {
if (duration < 0) {
throw new IllegalArgumentException(...);
}
mUnscaledDuration = duration; //mUnscaledDuration的默认值为300ms
updateScaledDuration(); //更新duration
return this;
}
private void updateScaledDuration() {
// sDurationScale默认为1
mDuration = (long)(mUnscaledDuration * sDurationScale);
}
该方法用于设置动画的执行总时间,调用父类ValueAnimator的方法:
2.3 ObjectAnimator.start
public void start() {
// 获取AnimationHandler,并进行取消动画操作
AnimationHandler handler = sAnimationHandler.get();
if (handler != null) {
int numAnims = handler.mAnimations.size();
for (int i = numAnims - 1; i >= 0; i--) {
if (handler.mAnimations.get(i) instanceof ObjectAnimator) {
ObjectAnimator anim = (ObjectAnimator) handler.mAnimations.get(i);
if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
anim.cancel();
}
}
}
numAnims = handler.mPendingAnimations.size();
for (int i = numAnims - 1; i >= 0; i--) {
if (handler.mPendingAnimations.get(i) instanceof ObjectAnimator) {
ObjectAnimator anim = (ObjectAnimator) handler.mPendingAnimations.get(i);
if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
anim.cancel();
}
}
}
numAnims = handler.mDelayedAnims.size();
for (int i = numAnims - 1; i >= 0; i--) {
if (handler.mDelayedAnims.get(i) instanceof ObjectAnimator) {
ObjectAnimator anim = (ObjectAnimator) handler.mDelayedAnims.get(i);
if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
anim.cancel();
}
}
}
}
super.start(); //调用父类方法 [见小节2.4]
}
首先判断是否存在活动或将要活动的,若存在则根据条件进行相应的取消操作。 其中AnimationHandler包含mAnimations(活动动画), mPendingAnimations(下一帧的动画),mDelayedAnims(延时动画)这3个动画ArrayList。
2.4 ValueAnimator.start
进入ValueAnimator对象的方法。调用start(),再跳转到start(false),为了精简内容,下面方法只截取关键的代码片段:
private void start(boolean playBackwards) {
...
int prevPlayingState = mPlayingState;
mPlayingState = STOPPED;
updateScaledDuration();// 更新时间duration
//获取或创建AnimationHandler [见小节2.4.1]
AnimationHandler animationHandler = getOrCreateAnimationHandler();
// 将当前动画添加到下一帧动画列表中
animationHandler.mPendingAnimations.add(this);
if (mStartDelay == 0) {
//初始化动画参数, [见小节2.4.2]
if (prevPlayingState != SEEKED) {
setCurrentPlayTime(0);
}
mPlayingState = STOPPED;
mRunning = true;
notifyStartListeners(); //见小节2.4.3
}
animationHandler.start(); //见小节2.4.4
}
2.4.1 getOrCreateAnimationHandler
private static AnimationHandler getOrCreateAnimationHandler() {
AnimationHandler handler = sAnimationHandler.get();
if (handler == null) {
handler = new AnimationHandler();
sAnimationHandler.set(handler);
}
return handler;
}
private AnimationHandler() {
mChoreographer = Choreographer.getInstance();
}
private Choreographer(Looper looper) {
mLooper = looper;
mHandler = new FrameHandler(looper);
mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper) : null;
mLastFrameTimeNanos = Long.MIN_VALUE;
mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
for (int i = 0; i <= CALLBACK_LAST; i++) {
mCallbackQueues[i] = new CallbackQueue();
}
}
2.4.2 animateValue
void animateValue(float fraction) {
fraction = mInterpolator.getInterpolation(fraction);
mCurrentFraction = fraction;
int numValues = mValues.length;
for (int i = 0; i < numValues; ++i) {
mValues[i].calculateValue(fraction);
}
if (mUpdateListeners != null) {
int numListeners = mUpdateListeners.size();
for (int i = 0; i < numListeners; ++i) {
mUpdateListeners.get(i).onAnimationUpdate(this); //更新动画状态
}
}
}
其中setCurrentPlayTime(0),多次跳转后,调用animateValue(1),插值器默认为AccelerateDecelerateInterpolator
。此处首次调用onAnimationUpdate方法,
动画更新是通过实现AnimatorUpdateListener
接口的onAnimationUpdate()
方法。
2.4.3 notifyStartListeners
private void notifyStartListeners() {
if (mListeners != null && !mStartListenersCalled) {
ArrayList<AnimatorListener> tmpListeners =
(ArrayList<AnimatorListener>) mListeners.clone();
int numListeners = tmpListeners.size();
for (int i = 0; i < numListeners; ++i) {
tmpListeners.get(i).onAnimationStart(this); //动画开始
}
}
mStartListenersCalled = true;
}
其中notifyStartListeners(),主要功能是调用onAnimationStart(this)
,动画启动:
通知动画开始是通过实现AnimatorListener
接口的onAnimationStart()
方法。
2.4.4 AnimationHandler.start
protected static class AnimationHandler {
public void start() {
scheduleAnimation();
}
private void scheduleAnimation() {
if (!mAnimationScheduled) {
//[见小节2.5]
mChoreographer.postCallback(Choreographer.CALLBACK_ANIMATION, mAnimate, null);
mAnimationScheduled = true;
}
}
final Runnable mAnimate = new Runnable() {
public void run() {
mAnimationScheduled = false;
doAnimationFrame(mChoreographer.getFrameTime());
}
};
}
Choreographer.postCallback方法传递的第二参数为AnimationHandler.mAnimate
2.5 Choreographer.postCallback
public void postCallback(int callbackType, Runnable action, Object token) {
postCallbackDelayed(callbackType, action, token, 0);
}
public void postCallbackDelayed(int callbackType,
Runnable action, Object token, long delayMillis) {
...
postCallbackDelayedInternal(callbackType, action, token, delayMillis);
}
private void postCallbackDelayedInternal(int callbackType,
Object action, Object token, long delayMillis) {
synchronized (mLock) {
final long now = SystemClock.uptimeMillis();
final long dueTime = now + delayMillis;
//此处action为animationHandler,添加到Callback队列
mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
if (dueTime <= now) {
//传进来的delayMillis=0,故进入才分支 [见小节2.5.1]
scheduleFrameLocked(now);
} else {
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
msg.arg1 = callbackType;
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, dueTime);
}
}
}
进入Choreographer类,这是动画最为核心的一个类,动画最后都会走到这个类里面。mChoreographer.postCallback 方法,传入进去的action的animationHandler的mAnimate:
2.5.1 scheduleFrameLocked
private void scheduleFrameLocked(long now) {
if (!mFrameScheduled) {
mFrameScheduled = true;
if (USE_VSYNC) {
// 正运行在Looper线程
if (isRunningOnLooperThreadLocked()) {
scheduleVsyncLocked(); // [见小节2.5.2]
} else {
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
msg.setAsynchronous(true);
mHandler.sendMessageAtFrontOfQueue(msg);
}
} else {
...
}
}
}
其中USE_VSYNC = SystemProperties.getBoolean("debug.choreographer.vsync", true)
,该属性值一般都是缺省的,
则USE_VSYNC =true
,启动VSYNC垂直同步信号方式来触发动画。当fps=60时,则1/60 s≈16.7ms,故VSYNC信号上报的周期为16.7ms:
2.5.2 scheduleVsyncLocked
[-> Choreographer.java]
private void scheduleVsyncLocked() {
mDisplayEventReceiver.scheduleVsync();
}
DisplayEventReceiver实现了Runnable接口,提供了一种能接收display event,比如垂直同步的机制,通过Looper不断扫描信息,直到收到VSYNC信号,触发相应操作。
2.5.3 onVsync
[-> Choreographer.java]
private final class FrameDisplayEventReceiver extends DisplayEventReceiver implements Runnable {
public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
...
long now = System.nanoTime();
if (timestampNanos > now) {
timestampNanos = now;
}
if (mHavePendingVsync) {
...
} else {
mHavePendingVsync = true;
}
mTimestampNanos = timestampNanos;
mFrame = frame;
Message msg = Message.obtain(mHandler, this);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
}
public void run() {
mHavePendingVsync = false;
doFrame(mTimestampNanos, mFrame); //[见小节2.5.4]
}
}
当接收到vsync信号时,会调用onVsync()方法,通过sendMessageAtTime,交由FrameHandler来处理消息事件.
2.5.4 doFrame
[-> Choreographer.java]
void doFrame(long frameTimeNanos, int frame) {
final long startNanos;
synchronized (mLock) {
if (!mFrameScheduled) {
return;
}
startNanos = System.nanoTime();
final long jitterNanos = startNanos - frameTimeNanos;
//mFrameIntervalNanos 代表两帧之间的刷新时间
if (jitterNanos >= mFrameIntervalNanos) {
final long skippedFrames = jitterNanos / mFrameIntervalNanos;
//掉帧超过30,则输出log
if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
Log.i(TAG, "Skipped " + skippedFrames + " frames! "
+ "The application may be doing too much work on its main thread.");
}
final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;
frameTimeNanos = startNanos - lastFrameOffset;
}
if (frameTimeNanos < mLastFrameTimeNanos) {
scheduleVsyncLocked();
return;
}
mFrameScheduled = false;
mLastFrameTimeNanos = frameTimeNanos;
}
//[见小节2.5.5]
doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
}
FrameHandler在收到信息时执行doFrame(),该方法重点是doCallbacks语句,分别是CALLBACK_INPUT
,CALLBACK_ANIMATION
,CALLBACK_TRAVERSAL
.
可看出回调的处理顺序依次为:
- input事件;
- animation动画;
- view布局和绘制;
2.5.5 doCallbacks
void doCallbacks(int callbackType, long frameTimeNanos) {
CallbackRecord callbacks;
synchronized (mLock) {
final long now = SystemClock.uptimeMillis();
callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(now);
if (callbacks == null) {
return;
}
mCallbacksRunning = true;
}
try {
for (CallbackRecord c = callbacks; c != null; c = c.next) {
//此处调用的实际上是animationHandler.run()
c.run(frameTimeNanos); //[见小节2.6]
}
} finally {
synchronized (mLock) {
mCallbacksRunning = false;
do {
final CallbackRecord next = callbacks.next;
recycleCallbackLocked(callbacks); //回收Callback
callbacks = next;
} while (callbacks != null);
}
}
}
由小节2.4.4,可知其调用如下方法.
2.6 AnimationHandler.run()
[-> ValueAnimator.java]
public void run() {
mAnimationScheduled = false;
//具体实现动画的内容 [见小节2.6.1]
doAnimationFrame(mChoreographer.getFrameTime());
}
2.6.1 doAnimationFrame
[-> ValueAnimator.java]
private void doAnimationFrame(long frameTime) {
// 清空mPendingAnimations
while (mPendingAnimations.size() > 0) {
ArrayList<ValueAnimator> pendingCopy =
(ArrayList<ValueAnimator>) mPendingAnimations.clone();
mPendingAnimations.clear();
int count = pendingCopy.size();
for (int i = 0; i < count; ++i) {
ValueAnimator anim = pendingCopy.get(i);
if (anim.mStartDelay == 0) {
anim.startAnimation(this); // 将mPendingAnimations动画添加到活动动画list
} else {
mDelayedAnims.add(anim); // 如果有delay时间的,就添加到 mDelayedAnims
}
}
}
// 将已经到时的延时动画,加入到mReadyAnims
int numDelayedAnims = mDelayedAnims.size();
for (int i = 0; i < numDelayedAnims; ++i) {
ValueAnimator anim = mDelayedAnims.get(i);
if (anim.delayedAnimationFrame(frameTime)) {
mReadyAnims.add(anim);
}
}
//移除mDelayedAnims动画,并清空mReadyAnims动画
int numReadyAnims = mReadyAnims.size();
if (numReadyAnims > 0) {
for (int i = 0; i < numReadyAnims; ++i) {
ValueAnimator anim = mReadyAnims.get(i);
anim.startAnimation(this); //将mReadyAnims动画添加到活动动画list
anim.mRunning = true;
mDelayedAnims.remove(anim);
}
mReadyAnims.clear();
}
// 处理所有的活动动画,根据返回值决定是否将相应的动画添加到endAnims.
int numAnims = mAnimations.size();
for (int i = 0; i < numAnims; ++i) {
mTmpAnimations.add(mAnimations.get(i));
}
for (int i = 0; i < numAnims; ++i) {
ValueAnimator anim = mTmpAnimations.get(i);
//[见小节2.6.2]
if (mAnimations.contains(anim) && anim.doAnimationFrame(frameTime)) {
mEndingAnims.add(anim);
}
}
//清空mTmpAnimations 和 mEndingAnims
mTmpAnimations.clear();
if (mEndingAnims.size() > 0) {
for (int i = 0; i < mEndingAnims.size(); ++i) {
// 动画结束 [见小节2.6.3]
mEndingAnims.get(i).endAnimation(this);
}
mEndingAnims.clear();
}
// 活动或延时动画不会空时,调用scheduleAnimation
if (!mAnimations.isEmpty() || !mDelayedAnims.isEmpty()) {
//[见小节2.6.3]
scheduleAnimation();
}
}
doAnimationFrame是消耗帧的过程,其中startAnimation会初始化Evalutor
.
2.6.2 animationFrame
boolean animationFrame(long currentTime) {
boolean done = false;
switch (mPlayingState) {
case RUNNING:
case SEEKED:
float fraction = mDuration > 0 ? (float)(currentTime - mStartTime) / mDuration : 1f;
if (mDuration == 0 && mRepeatCount != INFINITE) {
mCurrentIteration = mRepeatCount;
if (!mReversing) {
mPlayingBackwards = false;
}
}
if (fraction >= 1f) {
if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) {
if (mListeners != null) {
int numListeners = mListeners.size();
for (int i = 0; i < numListeners; ++i) {
mListeners.get(i).onAnimationRepeat(this);
}
}
if (mRepeatMode == REVERSE) {
mPlayingBackwards = !mPlayingBackwards;
}
mCurrentIteration += (int) fraction;
fraction = fraction % 1f;
mStartTime += mDuration;
} else {
done = true;
fraction = Math.min(fraction, 1.0f);
}
}
if (mPlayingBackwards) {
fraction = 1f - fraction;
}
//处理动画[见小节2.4.2]
animateValue(fraction);
break;
}
return done;
}
绘制动画的帧,当动画的elapsed time时间超过动画duration时,动画将结束。
animateValue(fraction),动画的每一帧变化,都会调用这个方式,将 elapsed fraction
通过Interpolation
转换为所需的插值。之后获取的动画属性值,对于evaluator
,大多数情况是在动画更新方式中调用。
2.6.3 endAnimation
protected void endAnimation(AnimationHandler handler) {
handler.mAnimations.remove(this);
handler.mPendingAnimations.remove(this);
handler.mDelayedAnims.remove(this);
mPlayingState = STOPPED;
mPaused = false;
if ((mStarted || mRunning) && mListeners != null) {
if (!mRunning) {
// If it's not yet running, then start listeners weren't called. Call them now.
notifyStartListeners();
}
ArrayList<AnimatorListener> tmpListeners =
(ArrayList<AnimatorListener>) mListeners.clone();
int numListeners = tmpListeners.size();
for (int i = 0; i < numListeners; ++i) {
tmpListeners.get(i).onAnimationEnd(this); // 动画结束
}
}
mRunning = false;
mStarted = false;
mStartListenersCalled = false;
mPlayingBackwards = false;
mReversing = false;
mCurrentIteration = 0;
}
动画结束是通过实现AnimatorListener
接口的onAnimationEnd()
方法。
2.6.4 scheduleAnimation
private void scheduleAnimation() {
if (!mAnimationScheduled) {
mChoreographer.postCallback(Choreographer.CALLBACK_ANIMATION, this, null);
mAnimationScheduled = true;
}
}
scheduleAnimation再次调用mChoreographer, 跟小节[2.5]构成循环流程,不断重复执行这个过程,直到动画结束. 到此,整个动画的完成流程已全部疏通完毕。
三. 总结
动画主线流程:
ObjectAnimator.start()
-> ValueAnimator.start()
-> animationHandler.start()
-> AnimationHandler.scheduleAnimation()
-> Choreographer.postCallback()
-> postCallbackDelayed()
-> postCallbackDelayedInternal()
-> scheduleFrameLocked()
-> scheduleVsyncLocked()
-> DisplayEventReceiver.scheduleVsync()
-> onVsync()
-> doFrame()
-> doCallbacks()
-> animationHandler.run()
-> doAnimationFrame()
-> animationFrame()
-> animateValue()
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