问题
I'm developing a game for Android. It's got a lot going on but is running reasonably smoothly. That is, of course, until the user touches the screen.
While they're touching it, onTouchEvent
is called (with action = ACTION_MOVE
, x = 0
and y = 0
) roughly once every ten milliseconds at what appears to be a fairly high priority, as it absolutely obliterates the framerate. As soon as the touch ends the framerate returns to its nice state.
I've tried
- having
onTouchEvent
handle input for the game as usual - having
onTouchEvent
returntrue
straight away - not having
onTouchEvent
implemented at all
The problem persists in all three situations.
Has anyone encountered this? Is there a way to reduce the rate at which ACTION_MOVE
events are generated, or to ensure that they're only generated when there is actual movement, or use a polling method that just gets the current location of the touch? Or even just a way to disable it entirely?
回答1:
Read this thread. Basically you want to sleep the event thread since otherwise the system will pump a lot of events (between x,y and pressure there is always some movement going on) that you need to handle.
回答2:
I've been trying to follow everything you guys have been talking about, but I must admit that after trying several ways of implementing what you suggest, I still haven't been able to achieve any positive results. Could one of you provide some example code? Specifically, I'd like to know how to go about making the main/UI thread sleep. If it's applicable to my games, it would also be nice to know how to set up a polling model like Jon implemented.
Here's what my code looks like. On the UI thread:
public boolean onTouchEvent(MotionEvent event) {
// Store event somewhere the game thread can see it:
// ...
synchronized (someObject) {
try {
someObject.wait(1000L);
} catch (InterruptedException e) {
}
}
return true;
}
and on the Game thread:
void myGame() {
while (!stopping) {
// ...
// Get a touch event:
synchronized (someObject) {
someObject.notify();
}
Thread.yield();
// ...
}
}
回答3:
Perhaps a somewhat obvious solution, but... have you tried only handling about 1/10 of them? If you're doing processing that's triggered every 10ms on the UI thread, that's likely going to slow down the framerate, yes. So what if you just accumulate a counter somewhat instead and only do any processing once that's gotten past some minimal threshold?
回答4:
If you want a solution without having to deal with synchronizing threads I can recommend using the Handler interface to send the event and relevant data using a Message/Bundle to the game rendering thread. The sleep workaround hinted here still applies.
回答5:
Generally events comes with a timestamp property so it's easy to compute and throttle event rate.
if (currentEventTimestamp - lastEventTimestamp > 500) {
lastEventTimestamp = currentEventTimestamp;
// do something
}
来源:https://stackoverflow.com/questions/792185/why-are-touch-events-destroying-my-android-framerate