android中實現view的更新有兩組方法,一組是invalidate,另一組是postInvalidate,其中前者是在UI線程自身中使用,而後者在非UI線程中使用。
View的重繪——系統不會經常去調用View的OnDraw函數,為了能夠在View上實現動畫效果,比如說遊戲(但好像很多遊戲是用更高效的SurfaceView為實現的),在主線程是執行完程式的邏輯後,應該要調用postInvalidate(),通知系統去調用onDraw函數去重繪介面,才能將動畫的效果給顯示出來。
(如果在view類裡面要調用onDraw函數,使用invalidate函數:this.invalidate();如果實在view類之外,ui線程之外使用:
private Runnable mRunnable = new Runnable() {
//介面的主線程
@Override
public void run() {
while( drawing )
{
try {
//更新球的位置資訊
update();
//通知系統更新介面,相當於調用了onDraw函數
postInvalidate();
//介面更新的頻率,這裡是每30ms更新一次介面
Thread.sleep(30);
//Log.e(TAG, "drawing");
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
};
)
網上找了個小例子:
http://blog.csdn.net/lxw1980/article/details/6031978
package cn.edu.wtu;
import java.util.ArrayList;
import java.util.Random;
import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Paint.Style;
import android.os.Bundle;
import android.view.View;
public class Main extends Activity {
TheScreen mScreen;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//mScreen是自訂的View
mScreen = new TheScreen(this);
setContentView(mScreen);
}
//為避免在程式退出後線程仍在進行,造成不必要的系統資源浪費,在Activity退出是時候,主動將線程停止
@Override
public void onDestroy()
{
mScreen.stopDrawing();
super.onDestroy();
}
}
/**
* 自訂的View類,為兩個球的碰撞類比
* @author windy
*
*/
class TheScreen extends View
{
private static final String TAG = "Draw";
//介面主線程的控制變數
private boolean drawing = false;
//儲存當前已有的球的資訊
private ArrayList<Circle> circles;
private Paint mPaint;
//兩個球的運動範圍
public static final int WIDTH = 300;
public static final int HEIGHT = 400;
public static final double PI = 3.14159265;
Paint mPaint2 = new Paint();
public TheScreen(Context context)
{
super(context);
circles = new ArrayList<Circle>();
//加入了兩個球
circles.add(new Circle());
circles.add(new Circle(20, 30, 10));
mPaint = new Paint();
mPaint.setColor(Color.YELLOW);
mPaint.setAntiAlias(true);
mPaint2.setStyle(Style.STROKE);
mPaint2.setColor(Color.RED);
mPaint2.setAntiAlias(true);
//啟動介面線程,開始自動更新介面
drawing = true;
new Thread(mRunnable).start();
}
private Runnable mRunnable = new Runnable() {
//介面的主線程
@Override
public void run() {
while( drawing )
{
try {
//更新球的位置資訊
update();
//通知系統更新介面,相當於調用了onDraw函數
postInvalidate();
//介面更新的頻率,這裡是每30ms更新一次介面
Thread.sleep(30);
//Log.e(TAG, "drawing");
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
};
public void stopDrawing()
{
drawing = false;
}
@Override
public void onDraw(Canvas canvas)
{
//在canvas上繪上邊框
canvas.drawRect(0, 0, WIDTH, HEIGHT, mPaint2);
//在canvas上繪上球
for( Circle circle : circles)
{
canvas.drawCircle(circle.x, circle.y, circle.radius, mPaint);
}
}
//介面的邏輯函數,主要檢查球是否發生碰撞,以及更新球的位置
private void update()
{
if( circles.size()>1)
{
for( int i1=0; i1<circles.size()-1; i1++)
{
//當兩個球發生碰撞,交換兩個球的角度值
for( int i2=i1+1; i2<circles.size(); i2++)
if( checkBumb(circles.get(i1),circles.get(i2)))
{
circles.get(i1).changeDerection(circles.get(i2));
}
}
}
//更新球的位置
for( Circle circle: circles)
circle.updateLocate();
}
private boolean checkBumb(Circle c1, Circle c2)
{
return (c1.x-c2.x)*(c1.x-c2.x) + (c1.y-c2.y)*(c1.y-c2.y) <= (c1.radius+c2.radius)*(c1.radius+c2.radius);
}
/**
* 自訂的View的內部類,儲存每一個球的資訊
* @author windy
*
*/
class Circle
{
float x=50;
float y=70;
double angle= (new Random().nextFloat())*2*PI;
int speed=4;
int radius=10;
public Circle() {
}
public Circle( float x, float y, int r )
{
this.x = x;
this.y = y;
radius = r;
}
//利用三角Function Compute出球的新位置值,當與邊界發生碰撞時,改變球的角度
public void updateLocate()
{
x = x+ (float)(speed *Math.cos(angle));
//Log.v(TAG, Math.cos(angle)+"");
y = y+ (float)(speed *Math.sin(angle));
//Log.v(TAG, Math.cos(angle)+"");
if( (x+radius)>=WIDTH )
{
if( angle >=0 && angle <= (PI/2))
angle = PI - angle;
if( angle > 1.5 * PI && angle <= 2*PI)
angle = 3 * PI - angle;
}
if( x-radius <=0 )
{
if( angle >= PI && angle <= 1.5*PI )
angle = 3*PI - angle;
if( angle >= PI/2 && angle < PI)
angle = PI - angle;
}
if( y-radius<=0 || y+radius>=HEIGHT)
angle = 2*PI - angle;
}
//兩球交換角度
public void changeDerection(Circle other)
{
double temp = this.angle;
this.angle = other.angle;
other.angle = temp;
}
}
}
結果: