问题
How does one go about doing this? Could somebody give me an outline?
From what I've found online, it seems like in my run() function:
- create a bitmap
- create a canvas and attach it to the bitmap
- lockCanvas()
- call draw(canvas) and draw bitmap into back buffer (how??)
- unlockCanvasAndPost()
Is this correct? If so, could I get a bit of an explanation; what do these steps mean and how do I implement them? I've never programmed for Android before so I'm a real noob. And if it isn't correct, how DO I do this?
回答1:
It's already double buffered, that's what the unlockCanvasAndPost() call does. There is no need to create a bitmap.
回答2:
The steps from Android Developers Group say that you need a buffer-canvas, to which all the renders are drawn onto.
Bitmap buffCanvasBitmap;
Canvas buffCanvas;
// Creating bitmap with attaching it to the buffer-canvas, it means that all the changes // done with the canvas are captured into the attached bitmap
tempCanvasBitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888);
tempCanvas = new Canvas();
tempCanvas.setBitmap(tempCanvasBitmap);
// and then you lock main canvas
canvas = getHolder().lockCanvas();
// draw everything you need into the buffer
tempCanvas.drawRect.... // and etc
// then you draw the attached bitmap into the main canvas
canvas.drawBitmap(tempCanvasBitmap, 0, 0, drawView.getPaint());
// then unlocking canvas to let it be drawn with main mechanisms
getHolder().unlockCanvasAndPost(canvas);
You are getting the main buffer, which you are drawing into without getting different double-buffer canvas' on each holder's lock.
来源:https://stackoverflow.com/questions/6538423/double-buffering-in-java-on-android-with-canvas-and-surfaceview