Rebound動畫框架簡單介紹
Rebound動畫框架簡單介紹
Android菜鳥一枚,有不對的地方希望大家指出,謝謝。
最近在接手了一個老項目,發現裏面動畫框架用的是facebook中的Rebound框架,由於以前沒聽說過,放假時閑得蛋痛,看看了源碼,就順手寫這一篇吧。
寫了一個小Demo,具體效果如下:
代碼很簡單,這是xml布局:
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:paddingBottom="@dimen/activity_vertical_margin"
android:paddingLeft="@dimen/activity_horizontal_margin"
android:paddingRight="@dimen/activity_horizontal_margin"
android:paddingTop="@dimen/activity_vertical_margin"
tools:context=".MainActivity" >
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:id="@+id/image"
android:src="@drawable/a1" />
</RelativeLayout>
這是MainActivity:
package com.micro.mytest_button;
import android.app.Activity;
import android.os.Bundle;
import android.view.Menu;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnTouchListener;
import android.widget.ImageView;
import com.facebook.rebound.Spring;
import com.facebook.rebound.SpringListener;
import com.facebook.rebound.SpringSystem;
import com.nineoldandroids.view.ViewHelper;
public class MainActivity extends Activity {
private ImageView image;
private Spring spring;
private final float mScale = 1.0f;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
image = (ImageView) findViewById(R.id.image);
SpringSystem springSystem = SpringSystem.create();
spring = springSystem.createSpring();
spring.addListener(new SpringListener() {
@Override
public void onSpringUpdate(Spring spring) {
float value = (float) spring.getCurrentValue();
float scale = 1f - (value * mScale);
System.out.println("the value is " + value + "--the scale is --" + scale);
ViewHelper.setScaleX(image, scale);
ViewHelper.setScaleY(image, scale);
}
@Override
public void onSpringEndStateChange(Spring spring) {
}
@Override
public void onSpringAtRest(Spring spring) {
}
@Override
public void onSpringActivate(Spring spring) {
}
});
image.setOnTouchListener(new OnTouchListener() {
@Override
public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
spring.setEndValue(1.0f);
break;
case MotionEvent.ACTION_UP:
case MotionEvent.ACTION_CANCEL:
spring.setEndValue(0.0f);
break;
}
return true;
}
});
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.main, menu);
return true;
}
}
現在主要是來分析下Rebound的源碼,看看裏面到底怎麽走的,用法很簡單(這是最簡單的用法),就三句話:
SpringSystem springSystem = SpringSystem.create();
spring = springSystem.createSpring();
spring.addListener(new SpringListener() {}
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主要是創建了三個對象,SpringSystem/spring/SpringListener,對於動畫的效果,就是這三個玩意搞出來的。具體的模式如下:
SpringSystem:繼承自BaseSpringSystem,其中包含了Spring對象引用的容器,控制Spring對象的操作,存在一個SpringLooper(是一個抽象方法,只有start()/stop()方法),這也是facebook自定義的類,與android.os.Looper無關,只是模擬了android.os.Looper的方法,內存start(),end()方法。其構造方法:
public static SpringSystem create() {
return new SpringSystem(AndroidSpringLooperFactory.createSpringLooper());
}
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打開SpringSystem(SpringLooper sl)源碼:
public BaseSpringSystem(SpringLooper springLooper) {
if (springLooper == null) {
throw new IllegalArgumentException("springLooper is required");
}
mSpringLooper = springLooper;
mSpringLooper.setSpringSystem(this);
}
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現在再看AndroidSpringLooperFactory.createSpringLooper()源碼:
public static SpringLooper createSpringLooper() {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.JELLY_BEAN) {
return ChoreographerAndroidSpringLooper.create();
} else {
return LegacyAndroidSpringLooper.create();
}
}
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可以看到為了兼容JDK,高低版本創建的SpringLooper容器不經相同,這個不是考慮的重點。
現在來看第二句:
spring = springSystem.createSpring();
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翻開SpringSytem.createSpring()源碼:
public Spring createSpring() {
Spring spring = new Spring(this);
registerSpring(spring);
return spring;
}
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可以看到Spring類是一個對立的Java類,持有SpringSystem的引用,來看看Spring(SpringSystem ss)構造函數:
Spring(BaseSpringSystem springSystem) {
if (springSystem == null) {
throw new IllegalArgumentException("Spring cannot be created outside of a BaseSpringSystem");
}
mSpringSystem = springSystem;
mId = "spring:" + ID++;
setSpringConfig(SpringConfig.defaultConfig);
}
再看setSpringConfig(SpringConfig.defaultConfig)源碼:
public Spring setSpringConfig(SpringConfig springConfig) {
if (springConfig == null) {
throw new IllegalArgumentException("springConfig is required");
}
mSpringConfig = springConfig;
return this;
}
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也只是初始化一些參數,並沒有有我們想要的源碼(這裏的意思就是我點擊圖片時,它為什麽會有動畫的意思),再看第三個方法吧:
spring.addListener(new SpringListener() {}
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添加監聽器,用的多的人就會有感覺,這個也不會有關鍵代碼可以使我們圖片有縮放效果,那麽問題來了,看到facebook寫的三句話,我們並沒有找到動畫縮放的想過函數啊,是不是有配置文件或者靜態/動態代碼塊呢??找了很久,沒有啊。那只有接下來再看image的代碼了,在看到Image的綁定的onTouch事件上,看到了這句話:
spring.setEndValue(1.0f);
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啥也不說,進去看看再說吧:
public Spring setEndValue(double endValue) {
if (mEndValue == endValue && isAtRest()) {
return this;
}
mStartValue = getCurrentValue();
mEndValue = endValue;
mSpringSystem.activateSpring(this.getId());
for (SpringListener listener : mListeners) {
listener.onSpringEndStateChange(this);
}
return this;
}
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其他沒啥好看的,看到了這句話:
mSpringSystem.activateSpring(this.getId());
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活了二十幾年,立馬感覺這句話有問題,進入看看:
void activateSpring(String springId) {
Spring spring = mSpringRegistry.get(springId);
if (spring == null) {
throw new IllegalArgumentException("springId " + springId + " does not reference a registered spring");
}
mActiveSprings.add(spring);
if (getIsIdle()) {
mIdle = false;
mSpringLooper.start();
}
}
解釋一下,剛才說的SpringSystem包含了Spring對象的引用,mSpringRegistry.get(springId)是找到SpringSystem中註冊的Spring, mActiveSprings.add(spring)是將該spring添加到活動的spring隊列中,那現在就看看這句話吧: mSpringLooper.start(),剛才說SpringLooper是一個抽象類,那好隨便找個其子類看看裏面的方法吧,
private static class LegacyAndroidSpringLooper extends SpringLooper {}
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剛才的兼容性代碼中,JELLY_BEAN(也就是4.1之前的代碼),那我們就看看mSpringLooper.start()是個什麽鬼了吧:
private static class LegacyAndroidSpringLooper extends SpringLooper {
private final Handler mHandler;
private final Runnable mLooperRunnable;
private boolean mStarted;
private long mLastTime;
/**
* @return an Android spring looper using a new [email protected] Handler} instance
*/
public static SpringLooper create() {
return new LegacyAndroidSpringLooper(new Handler());
}
public LegacyAndroidSpringLooper(Handler handler) {
mHandler = handler;
mLooperRunnable = new Runnable() {
@Override
public void run() {
if (!mStarted || mSpringSystem == null) {
return;
}
long currentTime = SystemClock.uptimeMillis();
mSpringSystem.loop(currentTime - mLastTime);
mHandler.post(mLooperRunnable);
}
};
}
@Override
public void start() {
if (mStarted) {
return;
}
mStarted = true;
mLastTime = SystemClock.uptimeMillis();
mHandler.removeCallbacks(mLooperRunnable);
mHandler.post(mLooperRunnable);
}
@Override
public void stop() {
mStarted = false;
mHandler.removeCallbacks(mLooperRunnable);
}
}
對,沒錯我們看到了 mHandler.post(mLooperRunnable);金典的方法啊,那我們看看這mLooperRunnable方法裏面在幹嘛吧,
long currentTime = SystemClock.uptimeMillis();
mSpringSystem.loop(currentTime - mLastTime);
廢話不多說,立馬去找我們想要看到的SpringSystem.loop方法了:
public void loop(double ellapsedMillis) {
for (SpringSystemListener listener : mListeners) {
listener.onBeforeIntegrate(this);
}
advance(ellapsedMillis);
if (mActiveSprings.isEmpty()) {
mIdle = true;
}
for (SpringSystemListener listener : mListeners) {
listener.onAfterIntegrate(this);
}
if (mIdle) {
mSpringLooper.stop();
}
}
對了,我們好像看到了advance(ellapsedMillis)啊,這個看起來比較吊,不說了進去看看再說啊:
void advance(double deltaTime) {
for (Spring spring : mActiveSprings) {
// advance time in seconds
if (spring.systemShouldAdvance()) {
spring.advance(deltaTime / 1000.0);
} else {
mActiveSprings.remove(spring);
}
}
}
尼瑪啊,我看到了
spring.advance(deltaTime / 1000.0);
哈哈,我感覺快要找到了,不說,趕快進去找:
void advance(double realDeltaTime) {
boolean isAtRest = isAtRest();
if (isAtRest && mWasAtRest) {
/* begin debug
Log.d(TAG, "bailing out because we are at rest:" + getName());
end debug */
return;
}
// clamp the amount of realTime to simulate to avoid stuttering in the UI. We should be able
// to catch up in a subsequent advance if necessary.
double adjustedDeltaTime = realDeltaTime;
if (realDeltaTime > MAX_DELTA_TIME_SEC) {
adjustedDeltaTime = MAX_DELTA_TIME_SEC;
}
/* begin debug
long startTime = System.currentTimeMillis();
int iterations = 0;
end debug */
mTimeAccumulator += adjustedDeltaTime;
double tension = mSpringConfig.tension;
double friction = mSpringConfig.friction;
double position = mCurrentState.position;
double velocity = mCurrentState.velocity;
double tempPosition = mTempState.position;
double tempVelocity = mTempState.velocity;
double aVelocity, aAcceleration;
double bVelocity, bAcceleration;
double cVelocity, cAcceleration;
double dVelocity, dAcceleration;
double dxdt, dvdt;
// iterate over the true time
while (mTimeAccumulator >= SOLVER_TIMESTEP_SEC) {
/* begin debug
iterations++;
end debug */
mTimeAccumulator -= SOLVER_TIMESTEP_SEC;
if (mTimeAccumulator < SOLVER_TIMESTEP_SEC) {
// This will be the last iteration. Remember the previous state in case we need to
// interpolate
mPreviousState.position = position;
mPreviousState.velocity = velocity;
}
// Perform an RK4 integration to provide better detection of the acceleration curve via
// sampling of Euler integrations at 4 intervals feeding each derivative into the calculation
// of the next and taking a weighted sum of the 4 derivatives as the final output.
// This math was inlined since it made for big performance improvements when advancing several
// springs in one pass of the BaseSpringSystem.
// The initial derivative is based on the current velocity and the calculated acceleration
aVelocity = velocity;
aAcceleration = (tension * (mEndValue - tempPosition)) - friction * velocity;
// Calculate the next derivatives starting with the last derivative and integrating over the
// timestep
tempPosition = position + aVelocity * SOLVER_TIMESTEP_SEC * 0.5;
tempVelocity = velocity + aAcceleration * SOLVER_TIMESTEP_SEC * 0.5;
bVelocity = tempVelocity;
bAcceleration = (tension * (mEndValue - tempPosition)) - friction * tempVelocity;
tempPosition = position + bVelocity * SOLVER_TIMESTEP_SEC * 0.5;
tempVelocity = velocity + bAcceleration * SOLVER_TIMESTEP_SEC * 0.5;
cVelocity = tempVelocity;
cAcceleration = (tension * (mEndValue - tempPosition)) - friction * tempVelocity;
tempPosition = position + cVelocity * SOLVER_TIMESTEP_SEC;
tempVelocity = velocity + cAcceleration * SOLVER_TIMESTEP_SEC;
dVelocity = tempVelocity;
dAcceleration = (tension * (mEndValue - tempPosition)) - friction * tempVelocity;
// Take the weighted sum of the 4 derivatives as the final output.
dxdt = 1.0/6.0 * (aVelocity + 2.0 * (bVelocity + cVelocity) + dVelocity);
dvdt = 1.0/6.0 * (aAcceleration + 2.0 * (bAcceleration + cAcceleration) + dAcceleration);
position += dxdt * SOLVER_TIMESTEP_SEC;
velocity += dvdt * SOLVER_TIMESTEP_SEC;
}
mTempState.position = tempPosition;
mTempState.velocity = tempVelocity;
mCurrentState.position = position;
mCurrentState.velocity = velocity;
if (mTimeAccumulator > 0) {
interpolate(mTimeAccumulator / SOLVER_TIMESTEP_SEC);
}
// End the spring immediately if it is overshooting and overshoot clamping is enabled.
// Also make sure that if the spring was considered within a resting threshold that it‘s now
// snapped to its end value.
if (isAtRest() || (mOvershootClampingEnabled && isOvershooting())) {
// Don‘t call setCurrentValue because that forces a call to onSpringUpdate
mStartValue = mEndValue;
mCurrentState.position = mEndValue;
setVelocity(0);
isAtRest = true;
}
/* begin debug
long endTime = System.currentTimeMillis();
long elapsedMillis = endTime - startTime;
Log.d(TAG,
"iterations:" + iterations +
" iterationTime:" + elapsedMillis +
" position:" + mCurrentState.position +
" velocity:" + mCurrentState.velocity +
" realDeltaTime:" + realDeltaTime +
" adjustedDeltaTime:" + adjustedDeltaTime +
" isAtRest:" + isAtRest +
" wasAtRest:" + mWasAtRest);
end debug */
// NB: do these checks outside the loop so all listeners are properly notified of the state
// transition
boolean notifyActivate = false;
if (mWasAtRest) {
mWasAtRest = false;
notifyActivate = true;
}
boolean notifyAtRest = false;
if (isAtRest) {
mWasAtRest = true;
notifyAtRest = true;
}
for (SpringListener listener : mListeners) {
// starting to move
if (notifyActivate) {
listener.onSpringActivate(this);
}
// updated
listener.onSpringUpdate(this);
// coming to rest
if (notifyAtRest) {
listener.onSpringAtRest(this);
}
}
}
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代碼精簡一下,就變成這樣了:
void advance(double realDeltaTime) {
boolean isAtRest = isAtRest();
if (isAtRest && mWasAtRest) {
return;
}
double adjustedDeltaTime = realDeltaTime;
if (realDeltaTime > MAX_DELTA_TIME_SEC) {
adjustedDeltaTime = MAX_DELTA_TIME_SEC;
}
mTimeAccumulator += adjustedDeltaTime;
while (mTimeAccumulator >= SOLVER_TIMESTEP_SEC) {
/**
inner change
**/
}
mTempState.position = tempPosition;
mTempState.velocity = tempVelocity;
mCurrentState.position = position;
mCurrentState.velocity = velocity;
for (SpringListener listener : mListeners) {
// starting to move
if (notifyActivate) {
listener.onSpringActivate(this);
}
// updated
listener.onSpringUpdate(this);
// coming to rest
if (notifyAtRest) {
listener.onSpringAtRest(this);
}
}
}
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這下看得十分清楚了吧,在while循環裏面變換之後,我們得到了 :
mCurrentState.position = position;
mCurrentState.velocity = velocity;
然後在接口回調中我們使用到了這些參數,
spring.addListener(new SpringListener() {
@Override
public void onSpringUpdate(Spring spring) {
float value = (float) spring.getCurrentValue();
float scale = 1f - (value * mScale);
ViewHelper.setScaleX(image, scale);
ViewHelper.setScaleY(image, scale);
}
@Override
public void onSpringEndStateChange(Spring spring) {}
@Override
public void onSpringAtRest(Spring spring) {}
@Override
public void onSpringActivate(Spring spring) {}
});
就這樣我麽的變換終於就成功了,我們也就走通了相關的流程了,是不是很好玩呢???主要是facebook這個Rebound框架很小,類很少,我們可以在很短的時間對它通讀,是不是感覺到分析源碼很好玩呢?我也是一名android菜鳥,很多時候不敢去分析源碼,很為很多的東西都看不懂看不透,那就慢慢來吧,先從簡單的開始吧,呵呵。
最後,代碼地址
Rebound動畫框架簡單介紹