Using view's drawingCache on VIew.onDraw() for smooth scrolling - android

I would like to implement a custom View with smooth scrolling feature. I have read Android View.onDraw() always has a clean Canvas. By building an off-screen bitmap, it even take some more time to draw the off-screen bitmap. Therefore, I have think of using the view drawing cache.
#Override
public void onDraw(Canvas canvas){
long start = System.nanoTime();
if(redrawAll){
drawFullScreen(canvas);
handler.post(new Runnable(){
#Override
public void run() {
cachedBitmap = SampleView4.this.getDrawingCache();
}
});
}
else{
if(cachedBitmap != null && !cachedBitmap.isRecycled()){
canvas.drawBitmap(cachedBitmap ,scrollByX, scrollByY, p);
drawPartOfScreen(canvas, scrollByX, scrollByY);
}
handler.post(new Runnable(){
#Override
public void run() {
cachedBitmap = SampleView4.this.getDrawingCache();
}
});
}
Log.d(TAG, "drawTiles take: "+(System.nanoTime() - start) + " ns");
}
It probably work but have strange behaviour. Sometime, the cached Bitmap do no change after onDraw() and thus look very weird.
And, the main problem is the performance do not have not much different with just call drawFullScreen(canvas); each time the view scrolls.
Am I on the right track? I have develop on Android 4 so I turn on the hardware acceleration. But the docs say the view has cached in hardware-texture. Do I really need drawing cache in hardware acceleration environment?

I think you can't rely on drawing cache when hardware acceleration is ON. According the doc about View.setDrawingCacheEnabled() :
"Enabling the drawing cache is similar to setting a layer when hardware acceleration is turned off. When hardware acceleration is turned on, enabling the drawing cache has no effect on rendering because the system uses a different mechanism for acceleration which ignores the flag. If you want to use a Bitmap for the view, even when hardware acceleration is enabled, see setLayerType(int, android.graphics.Paint) for information on how to enable software and hardware layers."

Related

How does Android's setDrawingCacheEnabled() work?

I have a UI where the root layout is a RelativeLayout. It has a number of Views, such as fields, buttons, etc.
There are also two other panels that are initially invisible. When the user clicks a button, one of these panels slides in from the left, another slides in from the bottom. The problem is the frame rate is pathetic on a Nexus S.
I want to use setDrawingCacheEnabled(true) in order to (I hope) speed up the animation of these two panels. As a simplified example, here is roughly how I slide in one of these panels. I'll call it "detailPanel".
public class MyActivity extends Activity {
// Initially invisible.
private View detailPanel;
// A simple slide animation.
private Animation detailEnterAnimation;
...
public void someButtonClicked(View view) {
detailPanel.startAnimation(detailEnterAnimation);
detailPanel.setVisibility(View.VISIBLE);
detailPanel.setDrawingCacheEnabled(true);
}
}
Now in the DetailPanel I try to use the cache. I was hoping that bitmap rendering via the cache would improve performance:
public class DetailPanel extends LinearLayout {
public void draw(Canvas canvas) {
Bitmap cache = getDrawingCache();
if (cache != null) {
canvas.drawBitmap(cache, 0, 0, null);
} else {
super.draw(canvas);
}
}
}
The Bitmap is non-null and is the right size, but it is completely black.
Why is my bitmap black? That code may be obscenely wrong; I've tried a million different things and just cannot figure it out.
From Android documentation (http://developer.android.com/reference/android/view/View.html#setDrawingCacheEnabled%28boolean%29):
Enabling the drawing cache is similar to setting a layer when hardware acceleration is turned off. When hardware acceleration is turned on, enabling the drawing cache has no effect on rendering because the system uses a different mechanism for acceleration which ignores the flag. If you want to use a Bitmap for the view, even when hardware acceleration is enabled, see setLayerType(int, android.graphics.Paint) for information on how to enable software and hardware layers.
Maybe this is your case?
You may want to build your drawing cache before using it, otherwise It will give you a blank bitmap
public void someButtonClicked(View view) {
detailPanel.startAnimation(detailEnterAnimation);
detailPanel.setVisibility(View.VISIBLE);
detailPanel.setDrawingCacheEnabled(true);
detailPanel.buildDrawingCache(); //may be you need to add this?
}

Confusion over Canvas/OpenGl Techniques

I'm a completely newbie to android programming, having done some java for my computing levels but nothing too complex!
I'm working on a game where an object falls down the screen and has to be sorted into the relevant 'box' when it reaches the bottom.
I've got a surface view running with a thread etc, using canvas draw methods, however, i can't for the life of me see how i will be able to make the falling object reach a speed where it'll present a challenge to the user.
Running the thread with a change of 1 in the y direction causes the object to crawl down the screen. Greater changes in Y lead to jumpy graphics.
Would OpenGL make any difference or are there other canvas methods i can implement?
Hope that makes sense!
Thanks in advance
----Thread------
public void run()
{
Canvas canvas;
while(running)
{
canvas = null;
try{
canvas = this.surfaceholder.lockCanvas();
synchronized(surfaceholder)
{
gamepanel.Check();
this.gamepanel.onDraw(canvas);
}
}finally
{
if(canvas != null)
{
surfaceholder.unlockCanvasAndPost(canvas);
}
}
}
}
----SurfaceView-------
protected void onDraw(Canvas canvas){
canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.gamebackground), 0, 0, null);
SortItOut.sortitout.Letter.draw(canvas);
}
-----Letter----- (Each object is a different letter)
public static void draw(Canvas canvas)
{
y += 1;
canvas.drawBitmap(LetterObject, x, y, null);
}
Those are the methods i would believe are relevant (The Check method is simply to check whether the object has reached the bottom of the screen).
You must load all your bitmaps in the constructor for the SurfaceView, never in onDraw()
Aside from the bitmap loading problem, you can make it fall faster my increasing the rate of the y change. If you do it too much, the box will appear to jump, but I bet you could get away with up to 10 pixel changes before that would happen (experiment).
You would only need to do OpenGL in this case if performance was slowing you down. I don't think that's the case. Although, I would stop loading the bitmap in the onDraw method and put it in the onCreate or some constructor. onDraw gets called hundreds of times and that's killing your app.

efficient android rendering

I've read quite a few tutorials on game programming on android,
and all of them provide basically the same solution as to drawing the game, that is having a dedicated thread spinning like this:
public void run() {
while(true) {
if(!surfaceHolder.getSurface().isValid()) continue;
Canvas canvas = surfaceHolder.lockCanvas();
drawGame(canvas); /* do actual drawing here */
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
now I'm wondering, isn't this wasteful? Suppose I've a game with very simple graphics, so that the actual time in drawGame is little;
then I'm going to draw the same things on and on, stealing cpu from the other threads;
a possibility could be skipping the drawing and sleeping a bit if the game state hasn't changed,
which I could check by having the state update thread mantaining a suitable status flag.
But maybe there are other options. For example, couldn'it be possible to synchronize with rendering,
so that I don't post updates too often? Or am I missing something and that is precisely what lockCanvas does,
that is it blocks and burns no cpu until proper time?
Thanks in advance
L.
I would say the tutorials you have seen are wrong, you really want to wait in the main loop. 16 milliseconds would be the target frame time in the example below
public void run() {
while(true) {
long start = System.currentTimeMillis();
if(!surfaceHolder.getSurface().isValid()) continue;
Canvas canvas = surfaceHolder.lockCanvas();
drawGame(canvas); /* do actual drawing here */
surfaceHolder.unlockCanvasAndPost(canvas);
long frameTime = System.currentTimeMillis() - start;
try {
Thread.sleep(Math.max(0, 16 - ( frameTime )));
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
You don't need to draw canvas from a loop in a thread, you can do this on request, like when moving the finger over the screen.
If the animation is not intensive, one can use just a custom view and then invalidate() the view from some user input event.
It is also possible to stop the thread and then create and start it again, as many time as needed witin the same SurfaceView class.

Android game scrolling background

I'm just trying to figure out the best approach for running a scolling background on an android device. The method I have so far.... its pretty laggy. I use threads, which I believe is not the best bet for android platforms
#Override
public void run() {
// Game Loop
while(runningThread){
//Scroll background down
bgY += 1;
try {
this.postInvalidate();
t.sleep(10);
} catch (Exception e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
where postinvalidate in the onDraw function simply pushings the background image down
canvas.drawBitmap(backgroundImage, bgX, bgY, null);
Thanks in advance
UPDATE
I've identified the problem. And it is the fact that my player updates the same rate as the background scrolls (making it look choppy). from top to bottom. This is because both get drawn in the same function. I'm not really sure how to tackle this and would be grateful for any help. i.e so that player movement is handled separately from the map scrolling
Also how can I control the speed at which onDraw(canvas) get called?
Thanks in advance.
However, I have patched together a different run loop for anyone having the same problem. This is partially from the jetboy example on google.
Below is my inner class in my surfaceview
class MapThread extends Thread{
private Map map;
private SurfaceHolder holder;
private boolean run = false;
public MapThread(Map map, SurfaceHolder holder){
this.holder = holder;
this.map = map;
setRunning(true);
}
public void setRunning(boolean run){
this.run = run;
}
#Override
public void run(){
while(run){
try{
Canvas c = null;
try {
c = holder.lockCanvas(null);
synchronized (holder) {
map.onDraw(c);
}
} finally {
if (c != null) {
holder.unlockCanvasAndPost(c);
}
}
}
}
}
SOLUTION
https://gamedev.stackexchange.com/questions/8127/android-game-scrolling-background
Use the SurfaceView implementation draw on the screen. It allows you more control of what to draw and when.
The SurfaceView is a special subclass of View that offers a dedicated drawing surface within the View hierarchy. The aim is to offer this drawing surface to an application's secondary thread, so that the application isn't required to wait until the system's View hierarchy is ready to draw.
The basic design is to have a surfaceview that draws continuously in a while loop. Then add an if-statement whose condition is to be true if a timer thread tells you its time to draw. Say, every 30ms, draw the bitmap. This will give you about 33 fps.
Now you may also have another timer thread that tells you when to update the the bgX or bgY values. Say at every 60ms, it will set a boolean updateFlag = true; Then in your main thread, you have an if-statement check this flag, set it to false, and update your bgX and bgY values. By accurately controlling the timer and the bgX/bgY increments, you should be able to produce smooth animations.
It would be a good idea to look at the LunarLander source code provided by Google.
One thing to keep in mind is that sleep is very inaccurate. To work around this, you can keep track of exactly how much time passed during the sleep and update how much you move things accordingly.
Its not clear from you code, but you need to make sure that all of your UI updates happen in the UI thread.
You do need to do your timing outside of the UI thread, because otherwise the UI will never update. There are other methods of timing, like using a Handler that can be a little bit cleaner, but I think the overhead on them might be a bit much for what you are trying to do. I think a simple thread has the least amount of overhead.
I am using this method on the second level of my SpaceQuestAlpha game. This makes a seemless scroll.
I used the 2 lines below to set original position.
moony=0;
moon2y=-(heighty);
Then these lines increment both versions of the background image. One starts at 0 and one starts at negative screen height. Every time one of the images goes below the bottom of the screen it is moved up twice the height to move it back into position. I am using surface view with no latency issues.
moony+=5;
moon2y+=5;
if(moon2y>=heighty) {moon2y=moon2y-(heighty*2);}
canvas.drawBitmap(lavabackground, 0, moon2y, null);
if(moony>=heighty){moony=moony-(heighty*2);}
canvas.drawBitmap(lavabackground, 0, moony, null);

Android loading and showing a lot of images in ImageView(frame by frame animation) hangs in certain moments

I've created an application that show around 250 images in ImageView. Images are loaded one after another, 15-30 images per second. Basically the whole thing gives an illusion of a rotating 3D object, at least it should.
The problem is next, app hangs when loading certain images(i.e. I see a few seconds of fluid animation and then animation hangs, jump 10-15 frames(images) ahead and continues. It always happens at the same places in animation cycle.
I though that Android might not have enough resources to handle something like this, so I've resized images to half their size, but it did't help. I've tried buffering images but that did't help either(actually, maybe a little, I think that animation looks a little bit smoother).
And now the weirdest thing. I use the touch screen to allow users to "rotate" the 3D object on those images, and while rotating I again experience those hangs at exactly the same places as with the animation.
All images are in .png format and their size vary from 15kB to 40kB.
I use the following code for the animation:
new Thread(new Runnable() {
#Override
public void run() {
while (!stopStartupAnimation && li < images_360.length) {
final int fli = li;
handler.post(new Runnable() {
#Override
public void run() {
//Bitmap b = BitmapFactory.decodeResource(getResources(), R.drawable.icon);
//imageCanvas.setImageResource(images_360[fli]);
imageCanvas.setImageBitmap(imageStackNext.pop());
System.out.println("rawX = " + fli);
}
});
int ti = fli +25;
if(ti > images_360.length-1){
ti = ti - images_360.length;
}
imageStackNext.push(BitmapFactory.decodeResource(getResources(), images_360[ti]));
synchronized (this) {
try {
wait(1000 / 25);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
li++;
li++;
if (li >= images_360.length) {
li = 0;
}
}
}
}).start();
First, 15-40KB is their compressed form. Uncompressed, as Bitmaps, they are probably substantially larger. 250 of them may be using many MB of RAM, which is not a good idea.
Second, given a choice between using OpenGL for 3D (which is its purpose), or the 2D drawing primitives on the Canvas, or using ImageView, you chose the worst-performing option.
Third, postRunnable() does not take effect immediately, but rather puts things on a message queue for the main application thread to process when it gets a chance. If it gets tied up -- say, handling touch events -- it may well skip over some seemingly redundant ImageView redraws, or have them go by so fast they appear to not happen. All your 40ms wait() does is ensure that you are only raising events every 40ms, not that they will paint every 40ms. Besides, you could have more easily just used postDelayed() for your 40ms timing.
Bitmaps should be loaded efficiently.
Refer example on official page: https://developer.android.com/training/displaying-bitmaps/index.html

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