abstract Canvas lockCanvas(); // 锁定画布,一般在锁定后就可以通过其返回的画布对象Canvas,在其上面画图等操作了。...abstract Canvas lockCanvas(Rect dirty); // 锁定画布的某个区域进行画图等..因为画完图后,会调用下面的unlockCanvasAndPost来改变显示内容。...SurfaceView.getHolder()获得SurfaceHolder对象 ---->SurfaceHolder.addCallback(callback)添加回调函数---->SurfaceHolder.lockCanvas... = null; try { synchronized (holder){ c = holder.lockCanvas
SutfaceView可见时会通过SurfaceControl像SurfaceFlinger申请持有一块Surface),Surface在Java中是null,nativa才有值, 通过Surface的lockCanvas...缓冲区的不同生命周期代表当前缓冲区的状态: Free空闲 上层应用可通过Suraface的lockCanvas申请一块画布进行操作 Dequeeued出列 缓冲区被上层使用代表正在对这块画布进行操作
} 如果开启了硬件加速则调用mHardwareRenderer.draw绘制; 没有开启则只是调用drawSoftware方法 软件绘制: drawSoftware:利用Surface的lockCanvas...大致线路: 获取匿名共享内存 canvas = mSurface.lockCanvas(dirty); 对共享内存进行操作,之后通过Ski mView.draw(canvas); 通知SurfaceFlinger...获取时机 在performTraversals中提前获取共享内存,不像软件绘制那样等到performDraw再lockCanvas获取。 多个Surface的情况渲染线程先渲染哪个呢?
使用SuerfaceView绘制伪码如下: Canvas canvas = null; try { canvas = holder.lockCanvas(null); ...= null) { holder.unlockCanvasAndPost(canvas); } 需要调用lockCanvas和unlockCanvasAndPost方法...先看下lockCanvas,调用流程是: SurfaceHolder.lockCanvas SurfaceHolder.internalLockCanvas Surface.lockCanvas Surface.nativeLockCanvas
int right = dirty.right; final int bottom = dirty.bottom; canvas = mSurface.lockCanvas...(dirty); // The dirty rectangle can be modified by Surface.lockCanvas() //noinspection...int right = dirty.right; final int bottom = dirty.bottom; canvas = mSurface.lockCanvas...(dirty); // The dirty rectangle can be modified by Surface.lockCanvas() //noinspection
Override public void surfaceCreated(SurfaceHolder holder) { Canvas canvas = mSurfaceHolder.lockCanvas...break; case MotionEvent.ACTION_MOVE: Canvas canvas = mSurfaceHolder.lockCanvas...mBaseActions.remove(mBaseActions.size() -1); Canvas canvas = mSurfaceHolder.lockCanvas...mBaseActions.size() > 0){ mBaseActions.clear(); Canvas canvas = mSurfaceHolder.lockCanvas...mBaseActions.size() > 0){ mBaseActions.clear(); Canvas canvas = mSurfaceHolder.lockCanvas
abstract Canvas lockCanvas() 获取一个Canvas对象,并锁定之。所得到的Canvas对象,其实就是Surface中一个成员。...abstract Canvas lockCanvas(Rectdirty) 同上。但只锁定dirty所指定的矩形区域,因此效率更高。...如果设置这种类型则就不能调用lockCanvas来获取Canvas对象了。需要注意的是,在高版本的Android SDK中,setType这个方法已经被depreciated了。...SurfaceView在更新视图时用到了两张Canvas,一张frontCanvas和一张backCanvas,每次实际显示的是frontCanvas,backCanvas存储的是上一次更改前的视图,当使用lockCanvas...例如,如果你已经先后两次绘制了视图A和B,那么你再调用lockCanvas()获取视图,获得的将是A而不是正在显示的B,之后你将重绘的C视图上传,那么C将取代B作为新的frontCanvas显示在SurfaceView
每次实际显示的是frontCanvas,backCanvas存储的是上一次更改前的视图,当使用lockCanvas()获取画布时,得到的实际上是backCanvas而不是正在显示的frontCanvas...例如,如果你已经先后两次绘制了视图A和B,那么你再调用lockCanvas()获取视图,获得的将是A而不是正在显示的B,之后你将重绘的C视图上传,那么C将取代B作为新的frontCanvas显示在SurfaceView...SurfaceHolder中提供了一些lockCanvas():获取一个Canvas对象,并锁定之。所得到的Canvas对象,其实就是Surface中一个成员。...lockCanvas是为了防止同一时刻多个线程对同一canvas写入。
0; while (isRun) { Canvas c = null; try { synchronized (holder) { c = holder.lockCanvas...绘图线程中处理步骤: //首先获得canvas对象 Canvas c = holder.lockCanvas(); c.store(); ... ...
}如果开启了硬件加速则调用mHardwareRenderer.draw绘制;没有开启则只是调用drawSoftware方法软件绘制:drawSoftware:利用Surface的lockCanvas...大致线路:获取匿名共享内存\canvas = mSurface.lockCanvas(dirty);对共享内存进行操作,之后通过Ski\mView.draw(canvas);通知SurfaceFlinger...获取时机在performTraversals中提前获取共享内存,不像软件绘制那样等到performDraw再lockCanvas获取。多个Surface的情况渲染线程先渲染哪个呢?
---- 使用SurfaceView 通过SurfaceHolder对象的lockCanvas()方法,就可以获取当前的Canvas绘图对象。.../** * */ private void draw() { try { mCanvas = mSurfaceHolder.lockCanvas...mPath.lineTo(x, y); } } private void draw() { try { mCanvas = mHolder.lockCanvas.../** * */ private void draw() { try { mCanvas = mSurfaceHolder.lockCanvas
要想在SurfaceView中画出bitmap等,必须用如下格式 private void draw() { Canvas canvas = surfaceHolder.lockCanvas...MainActivity要重写返回键的功能来通知Thread是否要运行 接下来是draw函数的实现 private void draw() { Canvas canvas = surfaceHolder.lockCanvas...{ } }); } private void draw() { Canvas canvas = surfaceHolder.lockCanvas
在这个方法里面调用了Surface.lockCanvas和unlockAndPost方法。...这篇文章就分析这两个方法 Surface.lockCanvas 大致流程: 调用surface的lockcanvas方法获取到Canvas。
1.首先我们从 lockCanvas 这个入口开始调用链是:lockCanvas——>nativeLockCanvas——>Surface::lock——>Surface::dequeueBuffer,...2.上面我们通过 lockCanvas 获取到了一个 Canvas 对象。...1.lockCanvas 和 unlockCanvasAndPost 这两个 api 我在这里就不重复解析了。...这个 Surface 主要是为了让 TV 能够提供 lockCanvas 和 unlockCanvasAndPost 这里两个 Api 而创建的。...这里我们就用 lockCanvas 和 unlockCanvasAndPost 来提供吧。
3、SurfaceView在绘图之前必须使用lockCanvas 方法锁定画布,并得到画布,然后再画布上绘制;当绘制完成后,使用unlockCanvasAndPost 方法解锁画布,然后就显示到屏幕上。...); } catch (Exception e) { } } } public void onDraw() { Canvas canvas = mSurfaceHolder.lockCanvas
} } window.onload = function () { var canvas = document.getElementById("lockCanvas...pwdArr=[]; }, false); } lockCanvas
每次实际显示的是frontCanvas,backCanvas存储的是上一次更改前的视图,当使用lockCanvas()获取画布时,得到的实际上是backCanvas而不是正在显示的frontCanvas...例如,如果你已经先后两次绘制了视图A和B,那么你再调用lockCanvas()获取视图,获得的将是A而不是正在显示的B,之后你将重绘的C视图上传,那么C将取代B作为新的frontCanvas显示在SurfaceView...SurfaceHolder中提供了一些lockCanvas():获取一个Canvas对象,并锁定之。 所得到的Canvas对象,其实就是 Surface 中一个成员。...lockCanvas 是为了防止同一时刻多个线程对同一 canvas写入。
Canvas canvas = mSurface.lockCanvas(null); mSurface.unlockCanvasAndPost(canvas); SurfaceView SurfaceView...绘制过程: 通过SurfaceHolder.getSurface可以获取到Surface; 通过Surface.lockCanvas可以获取到Surface的Canvas; 使用Canvas绘制图像;
callback) 移除Callback public abstract void setType (int type) 设置SurfaceView的控制方式 public abstract Canvas lockCanvas...() 锁定整个SurfaceView对象,获取该Surface上的Canvas public abstract Canvas lockCanvas (Rect dirty) 锁定SurfaceView...获取该Surface上的Canvas public abstract void unlockCanvasAndPost (Canvas canvas) 调用该方法,之前所绘制的图形还处于缓冲之中,下一次的lockCanvas
run() { // TODO Auto-generated method stub while(true){ Canvas canvas = holder.lockCanvas
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