Jur*_*sky 0 android canvas surfaceview
我有以下课程:
public class GameView extends SurfaceView implements SurfaceHolder.Callback {
public static final int WIDTH = 860;
public static final int HEIGHT = 480;
int x = 0;
GameLoop gameLoop;
public GameView(Context context) {
super(context);
getHolder().addCallback(this);
setFocusable(true);
}
public GameView(Context context, AttributeSet attrs) {
super(context, attrs);
getHolder().addCallback(this);
setFocusable(true);
}
public GameView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
getHolder().addCallback(this);
setFocusable(true);
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
//setWillNotDraw(false);
gameLoop = new GameLoop(this);
gameLoop.start();
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if(canvas != null) {
Paint paint = new Paint();
paint.setColor(Color.WHITE);
canvas.drawRect(x, 0, 200, 200, paint);
canvas.drawRect(200, 200, 400, 400, paint);
Log.v("TEST", "Drawing into canvas");
Log.v("TEST", "x := " + x);
}
}
public void update() {
x += 5;
}
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和一个看起来像这样的游戏循环:
public class GameLoop extends Thread {
public static final int REFRESH_TIME = 2;
private static final int LOG_FPS_AFTER_FRAMES = 30;
public static Canvas canvas;
private double averageFPS;
private GameView gameView;
private boolean running;
public GameLoop(GameView gamePanel) {
this.gameView = gamePanel;
}
@Override
public void run() {
super.run();
running = true;
long startTime;
long timeMillis;
long waitTime;
long totalTime = 0;
int frameCount = 0;
long targetTime = 1000*REFRESH_TIME;
while(running) {
startTime = System.nanoTime();
canvas = null;
try {
canvas = gameView.getHolder().lockCanvas();
synchronized (gameView.getHolder()) {
gameView.update();
gameView.draw(canvas);
}
} catch(Exception e) {}
finally {
if(canvas != null) {
try {
gameView.getHolder().unlockCanvasAndPost(canvas);
} catch(Exception e) {}
}
}
timeMillis = (System.nanoTime() - startTime) / 1000000;
waitTime = targetTime - timeMillis;
try {
this.sleep(waitTime);
} catch(Exception e) {}
totalTime += System.nanoTime() - startTime;
frameCount++;
if(frameCount == LOG_FPS_AFTER_FRAMES) {
averageFPS = 1000/((totalTime/frameCount)/1000000);
frameCount = 0;
totalTime = 0;
Log.v("FPS", Double.toString(averageFPS));
}
}
}
@Override
public void interrupt() {
super.interrupt();
running = false;
}
public boolean isRunning() {
return running;
}
public void setRunning(boolean value) {
this.running = value;
}
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}
每两秒调用一次OnDraw方法,但屏幕仍为黑色.任何想法可能是什么问题?(顺便说一句,如果我取消注释行setWillNotDraw(false),矩形被绘制一次但不移动)...
你有一个常见的问题:你在覆盖onDraw()视图部分.所以你有一个非常昂贵的自定义视图,它无法正常工作.如果你让View绘制,它会画一次,但是你没有打电话invalidate()所以它再也不会发生了.我的猜测是你在布局中设置了背景颜色,使得视图不透明,这就是为什么你无法看到在Surface上绘制的内容.
对于Canvas渲染,使用自定义View而不是SurfaceView 通常会更好.我会推荐这种方法.
如果您真的想使用SurfaceView,请更改onDraw()为其他内容(例如doDraw()),并从渲染线程中调用它.因为你将绘制Surface部件,而不是View部件,所以你不需要继承SurfaceView(并且不应该,因为使它成为一个独立的类将避免常见的陷阱,例如你陷入其中的陷阱).确保您了解SurfaceView和Activity如何交互,因为有各种方法可以解决问题.
您还应该阅读构建游戏循环的推荐方法.