I have a custom view that fills my entire screen. (A piano keyboard)
When a user touches the key, it causes invalidate()
to be called and the whole keyboard get
Current nice workaround is to manually cache the full canvas to a bitmap:
private void onDraw(Canvas canvas)
{
if (!initialDrawingIsPerformed)
{
this.cachedBitmap = Bitmap.createBitmap(getWidth(), getHeight(),
Config.ARGB_8888); //Change to lower bitmap config if possible.
Canvas cacheCanvas = new Canvas(this.cachedBitmap);
doInitialDrawing(cacheCanvas);
canvas.drawBitmap(this.cachedBitmap, 0, 0, new Paint());
initialDrawingIsPerformed = true;
}
else
{
canvas.drawBitmap(this.cachedBitmap, 0, 0, new Paint());
doPartialRedraws(canvas);
}
}
Ofcourse, you need to store the info about what to redraw yourself and preferably not use a new Paint
everytime, but that are details.
Also note: Bitmaps are quite heavy on the memory usage of your app. I had crashes when I cached a View that was used with a scroller and that was like 5 times the height of the device, since it used > 10MB memory!
To complement Peterdk's answer, you could save your operations in a Picture instead of a Bitmap.
It depends of what is really heavy in your application : a lot of draw operations, a few draw operations but controlled by heavy calculations, a lot of blank/unused space (prefer Picture) etc...