I\'m using Facebook\'s Rebound library to replicate the bouncy animations seen in their chat heads implementation. The problem is, most of the time the animation stutters. A
I've figured it out by going through the framework source code.
TL;DR: add WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED
to the layout flags when you manually attach a View
to a Window
/ WindowManager
; setting android:hardwareAccelerated=true
in the manifest won't work.
I'm manually attaching my View to the WindowManager (because I need to create my UI in a Service
to emulate chat heads) like so:
// code at https://github.com/vickychijwani/BubbleNote/blob/eb708e3910a7279c5490f614a7150009b59bad0b/app/src/main/java/io/github/vickychijwani/bubblenote/BubbleNoteService.java#L54
mWindowManager = (WindowManager) getSystemService(WINDOW_SERVICE);
LayoutInflater inflater = (LayoutInflater) getSystemService(LAYOUT_INFLATER_SERVICE);
mBubble = (LinearLayout) inflater.inflate(R.layout.bubble, null, false);
// ...
final WindowManager.LayoutParams params = new WindowManager.LayoutParams(
WindowManager.LayoutParams.WRAP_CONTENT,
WindowManager.LayoutParams.WRAP_CONTENT,
WindowManager.LayoutParams.TYPE_PHONE,
WindowManager.LayoutParams.FLAG_LAYOUT_NO_LIMITS | WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE,
PixelFormat.TRANSLUCENT);
// ...
mWindowManager.addView(mBubble, params);
Let's go digging...
I started debugging at View#draw(...), then went up the call stack to ViewRootImpl#draw(boolean). Here I came across this piece of code:
if (!dirty.isEmpty() || mIsAnimating) {
if (attachInfo.mHardwareRenderer != null && attachInfo.mHardwareRenderer.isEnabled()) {
// Draw with hardware renderer.
mIsAnimating = false;
mHardwareYOffset = yoff;
mResizeAlpha = resizeAlpha;
mCurrentDirty.set(dirty);
dirty.setEmpty();
attachInfo.mHardwareRenderer.draw(mView, attachInfo, this,
animating ? null : mCurrentDirty);
} else {
// If we get here with a disabled & requested hardware renderer, something went
// wrong (an invalidate posted right before we destroyed the hardware surface
// for instance) so we should just bail out. Locking the surface with software
// rendering at this point would lock it forever and prevent hardware renderer
// from doing its job when it comes back.
// Before we request a new frame we must however attempt to reinitiliaze the
// hardware renderer if it's in requested state. This would happen after an
// eglTerminate() for instance.
if (attachInfo.mHardwareRenderer != null &&
!attachInfo.mHardwareRenderer.isEnabled() &&
attachInfo.mHardwareRenderer.isRequested()) {
try {
attachInfo.mHardwareRenderer.initializeIfNeeded(mWidth, mHeight,
mHolder.getSurface());
} catch (OutOfResourcesException e) {
handleOutOfResourcesException(e);
return;
}
mFullRedrawNeeded = true;
scheduleTraversals();
return;
}
if (!drawSoftware(surface, attachInfo, yoff, scalingRequired, dirty)) {
return;
}
}
}
In my case ViewRootImpl#drawSoftware() was being called, which uses the software renderer. Hmm... that means the HardwareRenderer
is null
. So I went searching for the point of construction of the HardwareRenderer
, which is in ViewRootImpl#enableHardwareAcceleration(WindowManager.LayoutParams):
// Try to enable hardware acceleration if requested
final boolean hardwareAccelerated =
(attrs.flags & WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED) != 0;
if (hardwareAccelerated) {
// ...
mAttachInfo.mHardwareRenderer = HardwareRenderer.createGlRenderer(2, translucent);
// ...
}
Aha! There's our culprit!
In this case Android does not automatically set FLAG_HARDWARE_ACCELERATED
for this Window
, even though I've set android:hardwareAccerelated=true
in the manifest. So the fix is simply:
mWindowManager = (WindowManager) getSystemService(WINDOW_SERVICE);
LayoutInflater inflater = (LayoutInflater) getSystemService(LAYOUT_INFLATER_SERVICE);
mBubble = (LinearLayout) inflater.inflate(R.layout.bubble, null, false);
// ...
final WindowManager.LayoutParams params = new WindowManager.LayoutParams(
WindowManager.LayoutParams.WRAP_CONTENT,
WindowManager.LayoutParams.WRAP_CONTENT,
WindowManager.LayoutParams.TYPE_PHONE,
// NOTE
WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED | WindowManager.LayoutParams.FLAG_LAYOUT_NO_LIMITS | WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE,
PixelFormat.TRANSLUCENT);
// ...
mWindowManager.addView(mBubble, params);
Although the animation is still not as smooth as Facebook's. I wonder why... (before anyone asks: no, there are no copious logs during the animation; and yes, I've tried with a release build)