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?
mDrawingThread) { mDrawingThread.mQuit = true; mDrawingThread.notify(); } } 3.完成初始化操作 4.实现 通过lockCanvas...Canvas canvas = mSurface.lockCanvas(); if (canvas == null) { Log.i("WindowSurface", "Failure locking...getHolder(); mSurfaceHolder.addCallback(this); ...... 3.步骤与Android Demo的实现-4.实现类似 通过lockCanvas...对象进行绘制(run()) 使用unlockCanvasAndPost()方法将画布内容进行提交 try { mCanvas = mSurfaceHolder.lockCanvas...private void draw() { try { //获得canvas对象 mCanvas = mSurfaceHolder.lockCanvas
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
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
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
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?
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。
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。
---- 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
} } window.onload = function () { var canvas = document.getElementById("lockCanvas...pwdArr=[]; }, false); } lockCanvas
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
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;
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。
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