Android的应用启动时,或者切换Activity时都会以动画的方式显示前后两屏的切换过程。动画的原理很简单,把一帧一帧的图像按一定时间间隔显示出来就完成了。

动画的绘制需要定时驱动,通常的做法是启动一个定时消息,每隔一定时间发一个消息,收到消息后输出一帧画面。Android支持VSync信号后,动画的驱动就有VSync信号承担了。

窗口动画的基本元素是窗口Surface中保存的图像,通过对窗口的Surface设置不同的变换矩阵和透明度,然后强制Surface刷新,就能在屏幕上显示出窗口的变化过程。


Choreographer对象初始化

我们先来看WMS中的mChoreographer 变量

    final Choreographer mChoreographer = Choreographer.getInstance();

该变量是一个线程局部存储变量,在它的initialValue中创建了Choreographer对象并返回。这里使用线程局部存储的目录就是保证在线程中只有一个Choreographer对象。

    public static Choreographer getInstance() {        return sThreadInstance.get();    }
    private static final ThreadLocal sThreadInstance =            new ThreadLocal() {        @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);        }    };

再来看下Choreographer的构造函数,这里主要是创建了FrameDisplayEventReceiver用来接受VSync信号的对象。

    private Choreographer(Looper looper) {        mLooper = looper;        mHandler = new FrameHandler(looper);        mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper) : null;//接受VSync信号对象        mLastFrameTimeNanos = Long.MIN_VALUE;        mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());//计算刷新的时间间隔        mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];        for (int i = 0; i <= CALLBACK_LAST; i++) {            mCallbackQueues[i] = new CallbackQueue();        }    }


FrameDisplayEventReceiver接受VSync信号

我们在http://blog.csdn.net/kc58236582/article/details/52892384( Android6.0 VSync信号如何到用户进程 )这篇博客已经分析过FrameDisplayEventReceiver的原理了,当VSync信号过来时,最后会调用到FrameDisplayEventReceiver类的onVsync函数:

        @Override        public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {            if (builtInDisplayId != SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN) {                scheduleVsync();                return;            }            long now = System.nanoTime();            if (timestampNanos > now) {                Log.w(TAG, "Frame time is " + ((timestampNanos - now) * 0.000001f)                        + " ms in the future!  Check that graphics HAL is generating vsync "                        + "timestamps using the correct timebase.");                timestampNanos = now;            }            if (mHavePendingVsync) {                Log.w(TAG, "Already have a pending vsync event.  There should only be "                        + "one at a time.");            } else {                mHavePendingVsync = true;            }            mTimestampNanos = timestampNanos;            mFrame = frame;            Message msg = Message.obtain(mHandler, this);            msg.setAsynchronous(true);            mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);        }

这主要是发送了一个信号,而是是Runnable的那种消息。

因此我们主要看下这个类的run函数,这里就是调用了Choreographer的doFrame函数。

        @Override        public void run() {            mHavePendingVsync = false;            doFrame(mTimestampNanos, mFrame);        }


doFrame函数

doFrame函数主要有一些VSync时间逻辑处理如果抛弃该VSync信号的话会调用scheduleVsyncLocked函数让SurfaceFlinger发送一个VSync信号,如果正常会调用4个doCallBacks函数。

    void doFrame(long frameTimeNanos, int frame) {        final long startNanos;        synchronized (mLock) {            ......            long intendedFrameTimeNanos = frameTimeNanos;            startNanos = System.nanoTime();            final long jitterNanos = startNanos - frameTimeNanos;            if (jitterNanos >= mFrameIntervalNanos) {                final long skippedFrames = jitterNanos / mFrameIntervalNanos;                final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;                frameTimeNanos = startNanos - lastFrameOffset;            }            if (frameTimeNanos < mLastFrameTimeNanos) {                if (DEBUG_JANK) {                    Log.d(TAG, "Frame time appears to be going backwards.  May be due to a "                            + "previously skipped frame.  Waiting for next vsync.");                }                scheduleVsyncLocked();//让SurfaceFlinger立马发送一个VSync信号                return;            }            mFrameInfo.setVsync(intendedFrameTimeNanos, frameTimeNanos);            mFrameScheduled = false;            mLastFrameTimeNanos = frameTimeNanos;        }        try {            Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame");            mFrameInfo.markInputHandlingStart();            doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);//按键相关            mFrameInfo.markAnimationsStart();            doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);//动画相关            mFrameInfo.markPerformTraversalsStart();            doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);//power相关            doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);        } finally {            Trace.traceEnd(Trace.TRACE_TAG_VIEW);        }    }

doCallbacks函数,我们首先会检查当前这个CallBackType是否有对应的CallBack回调,如果没有直接return,如果有的话会调用其回调的run函数。

    void doCallbacks(int callbackType, long frameTimeNanos) {        CallbackRecord callbacks;        synchronized (mLock) {            final long now = System.nanoTime();            callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(                    now / TimeUtils.NANOS_PER_MS);            if (callbacks == null) {//没有对应CallBack回调                return;            }            mCallbacksRunning = true;            // safe by ensuring the commit time is always at least one frame behind.            if (callbackType == Choreographer.CALLBACK_COMMIT) {                final long jitterNanos = now - frameTimeNanos;                Trace.traceCounter(Trace.TRACE_TAG_VIEW, "jitterNanos", (int) jitterNanos);                if (jitterNanos >= 2 * mFrameIntervalNanos) {                    final long lastFrameOffset = jitterNanos % mFrameIntervalNanos                            + mFrameIntervalNanos;                    if (DEBUG_JANK) {                        mDebugPrintNextFrameTimeDelta = true;                    }                    frameTimeNanos = now - lastFrameOffset;                    mLastFrameTimeNanos = frameTimeNanos;                }            }        }        try {            for (CallbackRecord c = callbacks; c != null; c = c.next) {                c.run(frameTimeNanos);//调用回调run函数            }        }         ......    }

这也就意味着当你没有CallBackType对应的回调,每次VSync信号过来到doFrame函数再到doCallBacks函数都是没有意义的。


WMS启动动画

那我们下面看在哪里把CallBackType对应的回调加入了,这里我们只关注动画相关的。

上面我们说到VSync会不断的发送,每秒60多次,但是动画不会不停的播放,就是这个CallBackType对应的回调没有。哪动画的启动和结束也就是受这个影响,而就是在WMS中调用scheduleAnimationLocked函数发起的动画启动。

    void scheduleAnimationLocked() {        if (!mAnimationScheduled) {            mAnimationScheduled = true;            mChoreographer.postFrameCallback(mAnimator.mAnimationFrameCallback);        }    }

这里就是调用Choreographer设置CallBackType,相关的回调。这里我们的callbackType是CALLBACK_ANIMATION

    public void postFrameCallback(FrameCallback callback) {        postFrameCallbackDelayed(callback, 0);    }    public void postFrameCallbackDelayed(FrameCallback callback, long delayMillis) {        if (callback == null) {            throw new IllegalArgumentException("callback must not be null");        }        postCallbackDelayedInternal(CALLBACK_ANIMATION,                callback, FRAME_CALLBACK_TOKEN, delayMillis);    }

我们最后看postCallbackDelayedInternal函数,就是在mCallBackQueues对应的CallBackType中增加相应的回调。这里也就是前面在WMS的scheduleAnimationLocked的参数mAnimator.mAnimationFrameCallback就是回调。

    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);            }        }    }

我们来看下scheduleFrameLocked函数,我们注意mFrameScheduled这个变量,这个时候赋值为true,后面就是用这个变量来控制每次VSync信号过来调用doFrame函数的时候是否要播放动画

    private void scheduleFrameLocked(long now) {        if (!mFrameScheduled) {            mFrameScheduled = true;//注意这个变量            if (USE_VSYNC) {                if (isRunningOnLooperThreadLocked()) {                    scheduleVsyncLocked();//尽快让SurfaceFlinger中的EventThread发送一个VSync信号                } 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);            }        }    }

我们再回过头来看doFrame函数,当mFrameScheduled为false时,VSync信号过来该函数直接return不会播放动画。

    void doFrame(long frameTimeNanos, int frame) {        final long startNanos;        synchronized (mLock) {            if (!mFrameScheduled) {                return; // no work to do            }

继续看postCallbackDelayedInternal函数中增加的回调,这个回调在WindowAnimator的构造函数中就新建了Choreographer.FrameCallback回调

    WindowAnimator(final WindowManagerService service) {        mService = service;        mContext = service.mContext;        mPolicy = service.mPolicy;        mAnimationFrameCallback = new Choreographer.FrameCallback() {            public void doFrame(long frameTimeNs) {                synchronized (mService.mWindowMap) {                    mService.mAnimationScheduled = false;                    animateLocked(frameTimeNs);                }            }        };    }

我们最后看回调的run函数,如果是FRAME_CALLBACK_TOKEN,就是调用回调的doFrame函数。

    private static final class CallbackRecord {        public CallbackRecord next;        public long dueTime;        public Object action; // Runnable or FrameCallback        public Object token;        public void run(long frameTimeNanos) {            if (token == FRAME_CALLBACK_TOKEN) {                ((FrameCallback)action).doFrame(frameTimeNanos);            } else {                ((Runnable)action).run();            }        }    }


播放动画

在上面doFrame函数启动动画,而动画的播放主要在WindowAnimator的animateLocked函数。

    private void animateLocked(long frameTimeNs) {        ......        boolean wasAnimating = mAnimating;        mAnimating = false;//设置mAnimating为false        mAppWindowAnimating = false;        SurfaceControl.openTransaction();        SurfaceControl.setAnimationTransaction();        try {            final int numDisplays = mDisplayContentsAnimators.size();            for (int i = 0; i < numDisplays; i++) {                final int displayId = mDisplayContentsAnimators.keyAt(i);                updateAppWindowsLocked(displayId);                ......                // Update animations of all applications, including those                // associated with exiting/removed apps                updateWindowsLocked(displayId);                updateWallpaperLocked(displayId);                final WindowList windows = mService.getWindowListLocked(displayId);                final int N = windows.size();                for (int j = 0; j < N; j++) {                    windows.get(j).mWinAnimator.prepareSurfaceLocked(true);//输出动画帧                }            }            for (int i = 0; i < numDisplays; i++) {                final int displayId = mDisplayContentsAnimators.keyAt(i);                testTokenMayBeDrawnLocked(displayId);                final ScreenRotationAnimation screenRotationAnimation =                        mDisplayContentsAnimators.valueAt(i).mScreenRotationAnimation;                if (screenRotationAnimation != null) {                    screenRotationAnimation.updateSurfacesInTransaction();                }                mAnimating |= mService.getDisplayContentLocked(displayId).animateDimLayers();                if (mService.mAccessibilityController != null                        && displayId == Display.DEFAULT_DISPLAY) {                    mService.mAccessibilityController.drawMagnifiedRegionBorderIfNeededLocked();                }            }            if (mAnimating) {//为true,继续调用WMS的scheduleAnimationLocked播放下一帧                mService.scheduleAnimationLocked();            }            ......        finally {            SurfaceControl.closeTransaction();        }        ......        boolean doRequest = false;        if (mBulkUpdateParams != 0) {            doRequest = mService.copyAnimToLayoutParamsLocked();        }        if (hasPendingLayoutChanges || doRequest) {            mService.requestTraversalLocked();//重新刷新UI        }        if (!mAnimating && wasAnimating) {            mService.requestTraversalLocked();        }    }

animateLocked方法先将mAnimating 设置为false,然后调用updateWindowsLocked函数和updateWallpaperLocked函数,updateWindowsLocked这个函数会调用WindowStateAnimator类的stepAnimationLocker方法,如果动画已经显示完最后一帧,stepAnimationLocker方法将会WindowStateAnimator类的mAnimating设置为false,表示该窗口的动画已经结束。而在updateWallpaperLocked函数中会判断所有窗口的动画是否已经结束,只要有一个动画没结束,就会将winAnimator的mAnimating设置为true。

        for (int i = windows.size() - 1; i >= 0; i--) {            final WindowState win = windows.get(i);            WindowStateAnimator winAnimator = win.mWinAnimator;            if (winAnimator.mSurfaceControl == null) {                continue;            }            final int flags = win.mAttrs.flags;            if (winAnimator.mAnimating) {                ......                mAnimating = true;            }        ......

再回到animatelocked方法,当mAnimating为true是会调用WMS的scheduleAnimationLocked方法继续显示动画,否则动画显示就结束了。

下面我们总结下动画的播放过程:需要播放动画时,先会调用WMS的scheduleAnimationLocked方法。调用这个方法后,才会接受并处理一次VSync信号,对VSync信号的处理,就是所有需要绘制的窗口根据各自动画的谁知重新调整窗口Surface的变化矩阵和透明度;如果还有窗口动画需要显示,继续调用scheduleAnimationLocked方法准备下一帧。

准备一帧动画的时间可以跨越多个VSync信号周期,但是只有收到VSync信号才能更新窗口的Surface的属性和内容,对应用而言收到VSync信号意味着SurfaceFlinger中已经把上次设置的动画数据取走了,可以安全地设置下一帧动画的属性和内容了。


窗口动画对象WindowStateAnimator

窗口对象WindowState中定义了一个类型为WindowStateAnimator的成员变量mWinAnimator,用来表示窗口的动画对象。

下面是一些成员变量

    boolean mAnimating;//表示是否正在显示动画    boolean mLocalAnimating;//表示窗口动画是否已经初始化    Animation mAnimation;//表示窗口动画对象    boolean mAnimationIsEntrance;//    boolean mHasTransformation;//表示当前动画的mTransformation是否可用    boolean mHasLocalTransformation;//表示当前动画时一个窗口动画还是Activity动画    final Transformation mTransformation = new Transformation();//变换矩阵对象

当前正在显示的动画有两种类型,一种的窗口切换动画,一种是Activity切换动画,这里使用了mLocalAnimating和mHasLocalTransformation分别表示窗口动画的状态。

stepAnimationLocked是WindowStateAnimator类中显示动画首先调用的方法,它会初始化WindowStateAnimator对象的一些成员变量

    boolean stepAnimationLocked(long currentTime) {        final DisplayContent displayContent = mWin.getDisplayContent();        if (displayContent != null && mService.okToDisplay()) {            if (mWin.isDrawnLw() && mAnimation != null) {//窗口准备好绘制了,窗口动画对象不为空                mHasTransformation = true;                mHasLocalTransformation = true;                if (!mLocalAnimating) {//还没有初始化窗口对象                    final DisplayInfo displayInfo = displayContent.getDisplayInfo();                    if (mAnimateMove) {                        mAnimateMove = false;                        mAnimation.initialize(mWin.mFrame.width(), mWin.mFrame.height(),//初始化窗口对象                                mAnimDw, mAnimDh);                    } else {                        mAnimation.initialize(mWin.mFrame.width(), mWin.mFrame.height(),                                displayInfo.appWidth, displayInfo.appHeight);                    }                    mAnimDw = displayInfo.appWidth;                    mAnimDh = displayInfo.appHeight;                    mAnimation.setStartTime(mAnimationStartTime != -1                            ? mAnimationStartTime                            : currentTime);                    mLocalAnimating = true;// 设置为true代表已经初始化窗口对象                    mAnimating = true;                }                if ((mAnimation != null) && mLocalAnimating) {                    mLastAnimationTime = currentTime;                    if (stepAnimation(currentTime)) {//通过时间判断动画是否显示完毕                        return true;                    }                }            }            mHasLocalTransformation = false;            if ((!mLocalAnimating || mAnimationIsEntrance) && mAppAnimator != null//没有设置窗口动画或者窗口动画结束了                    && mAppAnimator.animation != null) {                // 如果有Activity动画,将mAnimating设为true                mAnimating = true;                mHasTransformation = true;                mTransformation.clear();                return false;            } else if (mHasTransformation) {                // Little trick to get through the path below to act like                // we have finished an animation.                mAnimating = true;            } else if (isAnimating()) {                mAnimating = true;            }        } else if (mAnimation != null) {            mAnimating = true;        }        if (!mAnimating && !mLocalAnimating) {            return false;        }        mAnimating = false;        mKeyguardGoingAwayAnimation = false;        mAnimatingMove = false;        mLocalAnimating = false;        ......        mHasLocalTransformation = false;        ......        mTransformation.clear();        ......        return false;    }

该方法的工作就是设置WindowStateAnimator对象的几个成员变量,首先调用WindowState对象的isDrawnLw来判断窗口系统的状态,只有准备好了才能显示,接着判断mAnimation是否为空,不为空代表已经设置好了动画对象。

接下来判断mLocalAnimating变量的值,为false则调用mAnimation的intialize方法来完成动画对象的初始化(主要设置动画的高度和宽度),然后将mLocalAnimating和mAnimating设为true。完成初始化后,接着调用stepAnimation方法来判断动画是否已经显示完成,没有完成返回true。

如果没有设置动画或者动画已经结束了,则还有判断窗口所在的Activity是否还存在动画,如果有,将mAnimating设置true(表示还要继续播放动画),如果同时mHasTransformation的值仍然为true,或者isAnimating方法返回true,也将mAnimating设置为true。

isAnimating会根据当前动画对象mAnimation是否为空,它的附加窗口的动画对象是否为空,以及窗口所在的Activity的动画对象是否为空等条件来判断,这表示只要有可能mAnimating就会设置为true。这样的目的尽量让动画完成显示,即使没有可显示的动画,多刷新几次不会有副作用,但如果少画了一次,屏幕上就可能留下不正确画面了。

    boolean isAnimating() {        return mAnimation != null                || (mAttachedWinAnimator != null && mAttachedWinAnimator.mAnimation != null)                || (mAppAnimator != null && mAppAnimator.isAnimating());    }


动画生成及显示

我们再看看动画的生成过程,WindowStateAnimator的prepareSurfaceLocked方法来完成计算一帧动画并显示工作:

    public void prepareSurfaceLocked(final boolean recoveringMemory) {        ......        computeShownFrameLocked();//计算要显示的动画帧        setSurfaceBoundariesLocked(recoveringMemory);        if (mIsWallpaper && !mWin.mWallpaperVisible) {            hide();//如果是壁纸窗口,隐藏        } else if (w.mAttachedHidden || !w.isOnScreen()) {            hide();//如果窗口不可见,隐藏            ......        } else if (mLastLayer != mAnimLayer                || mLastAlpha != mShownAlpha                || mLastDsDx != mDsDx                || mLastDtDx != mDtDx                || mLastDsDy != mDsDy                || mLastDtDy != mDtDy                || w.mLastHScale != w.mHScale                || w.mLastVScale != w.mVScale                || mLastHidden) {//每个值是否有变化            displayed = true;            mLastAlpha = mShownAlpha;            mLastLayer = mAnimLayer;            mLastDsDx = mDsDx;            mLastDtDx = mDtDx;            mLastDsDy = mDsDy;            mLastDtDy = mDtDy;            w.mLastHScale = w.mHScale;            w.mLastVScale = w.mVScale;            if (mSurfaceControl != null) {                try {                    mSurfaceAlpha = mShownAlpha;                    mSurfaceControl.setAlpha(mShownAlpha);                    mSurfaceLayer = mAnimLayer;                    mSurfaceControl.setLayer(mAnimLayer);                    mSurfaceControl.setMatrix(                            mDsDx * w.mHScale, mDtDx * w.mVScale,                            mDsDy * w.mHScale, mDtDy * w.mVScale);                    if (mLastHidden && mDrawState == HAS_DRAWN) {                        if (showSurfaceRobustlyLocked()) {//输出动画帧                            mLastHidden = false;                            if (mIsWallpaper) {                                mService.dispatchWallpaperVisibility(w, true);                            }                            mAnimator.setPendingLayoutChanges(w.getDisplayId(),                                    WindowManagerPolicy.FINISH_LAYOUT_REDO_ANIM);                        } else {                            w.mOrientationChanging = false;                        }                    }                    if (mSurfaceControl != null) {                        w.mToken.hasVisible = true;                    }                } catch (RuntimeException e) {                    Slog.w(TAG, "Error updating surface in " + w, e);                    if (!recoveringMemory) {                        mService.reclaimSomeSurfaceMemoryLocked(this, "update", true);                    }                }            }        }        ......    }

该函数先调用了computeShownFrameLocked函数计算当前需要显示的动画帧数据,mAnimLayer表示窗口的Z轴、mShownAlpha窗口透明度;mDsDx、mDtDx、mDsDy和mDtDy表示二维变换矩阵;w.mHScale w.mVScale表示窗口的缩放比例

只有计算出的数据和上一次数据不一样才会调用showSurfaceRobustlyLocked输出动画帧。

我们再来看WindowStateAnimator的prepareSurfaceLocked函数中下面一段代码,会调用showSurfaceRobustlyLocked函数显示window,当返回true代表成功,会把mLastHidden为false,代表上次没有隐藏。

                        if (showSurfaceRobustlyLocked()) {                            mLastHidden = false;                            if (mIsWallpaper) {                                mService.dispatchWallpaperVisibility(w, true);                            }                            // This draw means the difference between unique content and mirroring.                            // Run another pass through performLayout to set mHasContent in the                            // LogicalDisplay.                            mAnimator.setPendingLayoutChanges(w.getDisplayId(),                                    WindowManagerPolicy.FINISH_LAYOUT_REDO_ANIM);                        } else {                            w.mOrientationChanging = false;                        }

我们再来看下showSurfaceRobustlyLocked函数,会调用mSurfaceControl的show函数显示窗口,当然这中间如果出错,或者没有mSurfaceControl对象,会调用WMS的reclaimSomeSurfaceMemoryLocked来回收系统资源。

    boolean showSurfaceRobustlyLocked() {        try {            if (mSurfaceControl != null) {                mSurfaceShown = true;                mSurfaceControl.show();                if (mWin.mTurnOnScreen) {                    if (DEBUG_VISIBILITY) Slog.v(TAG,                            "Show surface turning screen on: " + mWin);                    mWin.mTurnOnScreen = false;                    mAnimator.mBulkUpdateParams |= SET_TURN_ON_SCREEN;                }            }            return true;        } catch (RuntimeException e) {            Slog.w(TAG, "Failure showing surface " + mSurfaceControl + " in " + mWin, e);        }        mService.reclaimSomeSurfaceMemoryLocked(this, "show", true);        return false;    }

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