ObjectAnimator.start()工作原理
分析下面一段代码的逻辑
objectAnimator.start();
他会调用父类的start(),即ValueAnimator,我们分析valueAnimator.start()即可
ValueAnimator:
public void start() { start(false); }
private void start(boolean playBackwards) { ... AnimationHandler animationHandler = getOrCreateAnimationHandler(); animationHandler.mPendingAnimations.add(this); ... animationHandler.start(); }
ValueAnimator把动画逻辑交给了AnimationHandler。接着看animationHandler.start()
ValueAnimator.AnimationHandler:
public void start() { scheduleAnimation(); }
private void scheduleAnimation() { if (!mAnimationScheduled) { mChoreographer.postCallback(Choreographer.CALLBACK_ANIMATION, mAnimate, null); mAnimationScheduled = true; } }
mChoreographer是什么?这追溯到AnimationHandler的创建地方。
首先看AnimationHandler创建的机制
ValueAnimator:
private static AnimationHandler getOrCreateAnimationHandler() { AnimationHandler handler = sAnimationHandler.get(); if (handler == null) { handler = new AnimationHandler(); sAnimationHandler.set(handler); } return handler; }
protected static ThreadLocal<AnimationHandler> sAnimationHandler = new ThreadLocal<AnimationHandler>();
所以一个线程中只有一个AnimationHandler。
接着看AnimationHandler创建细节
ValueAnimator.AnimationHandler:
private AnimationHandler() { mChoreographer = Choreographer.getInstance(); }
接着看Choreographer:
Choreographer:
public static Choreographer getInstance() { return sThreadInstance.get(); }
private static final ThreadLocal<Choreographer> sThreadInstance = new ThreadLocal<Choreographer>() { @Override protected Choreographer initialValue() { Looper looper = Looper.myLooper(); if (looper == null) { throw new IllegalStateException("The current thread must have a looper!"); } return new Choreographer(looper); } };
可见Choreographer也是每个线程只有一个,而且他指明了只有在具有looper的线程下才能创建成功,这是因为他会创建一个handler
Choreographer:
private Choreographer(Looper looper) { mLooper = looper; mHandler = new FrameHandler(looper); ... }
Choreographer.FrameHandler:
private final class FrameHandler extends Handler { public FrameHandler(Looper looper) { super(looper); } @Override public void handleMessage(Message msg) { switch (msg.what) { case MSG_DO_FRAME: doFrame(System.nanoTime(), 0); break; case MSG_DO_SCHEDULE_VSYNC: doScheduleVsync(); break; case MSG_DO_SCHEDULE_CALLBACK: doScheduleCallback(msg.arg1); break; } } }
我们再回头看看Choreographer是如何使动画跑起来的:
Choreographer:
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; mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token); if (dueTime <= now) { scheduleFrameLocked(now); } else { Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action); msg.arg1 = callbackType; msg.setAsynchronous(true); mHandler.sendMessageAtTime(msg, dueTime); } } }
可以知道他把action存储到了mCallbackQueues数组中的下标为CALLBACK_ANIMATION(1)的CallbackQueue中。
因为delayMillis为0,所以他会发送一个what为MSG_DO_SCHEDULE_CALLBACK的Message到mHandler去处理。
根据上面的what分支看下去
Choreographer:
void doScheduleCallback(int callbackType) { synchronized (mLock) { if (!mFrameScheduled) { final long now = SystemClock.uptimeMillis(); if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) { scheduleFrameLocked(now); } } } }
private void scheduleFrameLocked(long now) { if (!mFrameScheduled) { mFrameScheduled = true; if (USE_VSYNC) { if (DEBUG_FRAMES) { Log.d(TAG, "Scheduling next frame on vsync."); } // If running on the Looper thread, then schedule the vsync immediately, // otherwise post a message to schedule the vsync from the UI thread // as soon as possible. if (isRunningOnLooperThreadLocked()) { scheduleVsyncLocked(); } else { Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC); msg.setAsynchronous(true); mHandler.sendMessageAtFrontOfQueue(msg); } } else { final long nextFrameTime = Math.max( mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now); if (DEBUG_FRAMES) { Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms."); } Message msg = mHandler.obtainMessage(MSG_DO_FRAME); msg.setAsynchronous(true); mHandler.sendMessageAtTime(msg, nextFrameTime); } } }
USE_VSYNC是垂直同步的意思,使得显卡生成帧的速度和屏幕刷新的速度的保持一致。在此不讨论其细节,假设不开启,因为,如果开启的话,后面的流程最终还是和不开启的流程一样的。
接着看MSG_DO_FRAME分支
Choreographer:
void doFrame(long frameTimeNanos, int frame) { ... try { Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame"); mFrameInfo.markInputHandlingStart(); doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos); mFrameInfo.markAnimationsStart(); doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos); mFrameInfo.markPerformTraversalsStart(); doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos); doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos); } finally { Trace.traceEnd(Trace.TRACE_TAG_VIEW); } ... }
void doCallbacks(int callbackType, long frameTimeNanos) { CallbackRecord callbacks; synchronized (mLock) { // We use "now" to determine when callbacks become due because it's possible // for earlier processing phases in a frame to post callbacks that should run // in a following phase, such as an input event that causes an animation to start. final long now = System.nanoTime(); callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked( now / TimeUtils.NANOS_PER_MS); ... } try { Trace.traceBegin(Trace.TRACE_TAG_VIEW, CALLBACK_TRACE_TITLES[callbackType]); for (CallbackRecord c = callbacks; c != null; c = c.next) { if (DEBUG_FRAMES) { Log.d(TAG, "RunCallback: type=" + callbackType + ", action=" + c.action + ", token=" + c.token + ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime)); } c.run(frameTimeNanos); } } finally { synchronized (mLock) { mCallbacksRunning = false; do { final CallbackRecord next = callbacks.next; recycleCallbackLocked(callbacks); callbacks = next; } while (callbacks != null); } Trace.traceEnd(Trace.TRACE_TAG_VIEW); } }
首先取出CALLBACK_ANIMATION对应的CallbackQueue中的actions列表,然后运行。这样,我们就回到了刚开始使用Choreographer时传入的action。
ValueAnimator.AnimationHandler:
final Runnable mAnimate = new Runnable() { @Override public void run() { mAnimationScheduled = false; doAnimationFrame(mChoreographer.getFrameTime()); } };
void doAnimationFrame(long frameTime) { mLastFrameTime = frameTime; // mPendingAnimations holds any animations that have requested to be started // We're going to clear mPendingAnimations, but starting animation may // cause more to be added to the pending list (for example, if one animation // starting triggers another starting). So we loop until mPendingAnimations // is empty. 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 the animation has a startDelay, place it on the delayed list if (anim.mStartDelay == 0) { anim.startAnimation(this); } else { mDelayedAnims.add(anim); } } } // Next, process animations currently sitting on the delayed queue, adding // them to the active animations if they are ready int numDelayedAnims = mDelayedAnims.size(); for (int i = 0; i < numDelayedAnims; ++i) { ValueAnimator anim = mDelayedAnims.get(i); if (anim.delayedAnimationFrame(frameTime)) { mReadyAnims.add(anim); } } int numReadyAnims = mReadyAnims.size(); if (numReadyAnims > 0) { for (int i = 0; i < numReadyAnims; ++i) { ValueAnimator anim = mReadyAnims.get(i); anim.startAnimation(this); anim.mRunning = true; mDelayedAnims.remove(anim); } mReadyAnims.clear(); } // Now process all active animations. The return value from animationFrame() // tells the handler whether it should now be ended 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); if (mAnimations.contains(anim) && anim.doAnimationFrame(frameTime)) { mEndingAnims.add(anim); } } mTmpAnimations.clear(); if (mEndingAnims.size() > 0) { for (int i = 0; i < mEndingAnims.size(); ++i) { mEndingAnims.get(i).endAnimation(this); } mEndingAnims.clear(); } ... if (!mAnimations.isEmpty() || !mDelayedAnims.isEmpty()) { scheduleAnimation(); } }
ValueAnimator:
private void startAnimation(AnimationHandler handler) { ... initAnimation(); handler.mAnimations.add(this); ... }
doAnimationFrame遍历mPendingAnimations,需要执行的ValueAnimator会添加到mAnimations中,遍历mAnimations,然后开始执行真正的动画操作
ValueAnimator:
final boolean doAnimationFrame(long frameTime) { ... return animationFrame(currentTime); }
boolean animationFrame(long currentTime) { boolean done = false; switch (mPlayingState) { case RUNNING: case SEEKED: float fraction = mDuration > 0 ? (float)(currentTime - mStartTime) / mDuration : 1f; ... animateValue(fraction); break; } return done; }
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); } } }
animateValue方法就是ValueAnimator的核心
- 首先根据当前的Interpolator得到对应的fraction。
- 然后遍历mValues,执行calculateValue。mValues是一个PropertyValuesHolder集合,PropertyValuesHolder存储着需要动态变化的信息,比如方法名的字符串对象"translationX",这就是我们平时ObjectAnimator.ofFloat提供的方法名啊。执行calculateValue就是利用反射来执行对应的方法(这个细节我还没有仔细看源码),实现真正的动画。
- 最后遍历监听器并回调。
动画如何结束呢?我们看回去AnimationHandler的doAnimationFrame方法,里面有这么一段代码:
ValueAnimator.AnimationHandler.doAnimationFrame:
for (int i = 0; i < numAnims; ++i) { ValueAnimator anim = mTmpAnimations.get(i); if (mAnimations.contains(anim) && anim.doAnimationFrame(frameTime)) { mEndingAnims.add(anim); } } mTmpAnimations.clear(); if (mEndingAnims.size() > 0) { for (int i = 0; i < mEndingAnims.size(); ++i) { mEndingAnims.get(i).endAnimation(this); } mEndingAnims.clear(); }
ValueAnimator:
protected void endAnimation(AnimationHandler handler) { handler.mAnimations.remove(this); handler.mPendingAnimations.remove(this); handler.mDelayedAnims.remove(this); mPlayingState = STOPPED; mPaused = false; ... }
可见,一个动画如果没有完成就不会添加到mEndingAnims列表,一旦完成了就会加入,并且会被删除掉。自然这个动画就算结束了。
mAnimations只要不为空,那么就会再次调用scheduleAnimation(),如下
ValueAnimator.AnimationHandler.doAnimationFrame:
if (!mAnimations.isEmpty() || !mDelayedAnims.isEmpty()) { scheduleAnimation(); }
总结一下:
- ValueAnimator创建时,会获取到本线程的一个AnimationHandler,里面包含一个本线程的Choreographer,Choreographer又包含一个handler(所以要求ValueAnimator创建所在的线程必须是具有looper的)。
- ValueAnimator通过AnimationHandler执行动画,AnimationHandler又通过Choreographer中的handler进行不断的回调,ValueAnimator收到回调后利用反射机制执行动画操作。
- ObjectAnimator作用的对象如果只能在特定的线程里面操作,ObjectAnimator必须在特定的线程创建,这样才能在特定的线程得到Choreographer中的handler的回调。(比如View只能在主线程操作UI更新)