I\'ve encountered a situation where I have to display images in a slideshow that switches image very fast. The sheer number of images makes me want to store the JPEG data in mem
You should use the onDraw() method of the ImageView since that method is called when the view needs to draw its content on screen.
I create a new class named MyImageView which extends the ImageView and override the onDraw() method which will trigger a callback to let the listener knows that this view has finished its drawing
public class MyImageView extends ImageView {
private OnDrawFinishedListener mDrawFinishedListener;
public MyImageView(Context context, AttributeSet attrs) {
super(context, attrs);
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (mDrawFinishedListener != null) {
mDrawFinishedListener.onOnDrawFinish();
}
}
public void setOnDrawFinishedListener(OnDrawFinishedListener listener) {
mDrawFinishedListener = listener;
}
public interface OnDrawFinishedListener {
public void onOnDrawFinish();
}
}
In the MainActivity, define 3 bitmaps: one reference to the bitmap which is being used by the ImageView to draw, one for decoding and one reference to the bitmap that is recycled for the next decoding. I reuse the synchronized block from vminorov's answer, but put in different places with explanation in the code comment
public class MainActivity extends Activity {
private Bitmap mDecodingBitmap;
private Bitmap mShowingBitmap;
private Bitmap mRecycledBitmap;
private final Object lock = new Object();
private volatile boolean ready = true;
ArrayList images = new ArrayList();
int position = 0;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
images.add(R.drawable.black);
images.add(R.drawable.blue);
images.add(R.drawable.green);
images.add(R.drawable.grey);
images.add(R.drawable.orange);
images.add(R.drawable.pink);
images.add(R.drawable.red);
images.add(R.drawable.white);
images.add(R.drawable.yellow);
final MyImageView imageView = (MyImageView) findViewById(R.id.image);
imageView.setOnDrawFinishedListener(new OnDrawFinishedListener() {
@Override
public void onOnDrawFinish() {
/*
* The ImageView has finished its drawing, now we can recycle
* the bitmap and use the new one for the next drawing
*/
mRecycledBitmap = mShowingBitmap;
mShowingBitmap = null;
synchronized (lock) {
ready = true;
lock.notifyAll();
}
}
});
final Button goButton = (Button) findViewById(R.id.button);
goButton.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
Runnable runnable = new Runnable() {
@Override
public void run() {
while (true) {
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 1;
if (mDecodingBitmap != null) {
options.inBitmap = mDecodingBitmap;
}
mDecodingBitmap = BitmapFactory.decodeResource(
getResources(), images.get(position),
options);
/*
* If you want the images display in order and none
* of them is bypassed then you should stay here and
* wait until the ImageView finishes displaying the
* last bitmap, if not, remove synchronized block.
*
* It's better if we put the lock here (after the
* decoding is done) so that the image is ready to
* pass to the ImageView when this thread resume.
*/
synchronized (lock) {
while (!ready) {
try {
lock.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
ready = false;
}
if (mShowingBitmap == null) {
mShowingBitmap = mDecodingBitmap;
mDecodingBitmap = mRecycledBitmap;
}
runOnUiThread(new Runnable() {
@Override
public void run() {
if (mShowingBitmap != null) {
imageView
.setImageBitmap(mShowingBitmap);
/*
* At this point, nothing has been drawn
* yet, only passing the data to the
* ImageView and trigger the view to
* invalidate
*/
}
}
});
try {
Thread.sleep(5);
} catch (InterruptedException e) {
}
position++;
if (position >= images.size())
position = 0;
}
}
};
Thread t = new Thread(runnable);
t.start();
}
});
}
}