i'm currently writing a android game, but now, i'm having some strange issues with the controls
if i have a framelayout with all my controls(the HP, points, game controls..etc) and put it on top of my surfaceview, my fps will never get above 20 fps; if i remove the framelayout, the game will hit 50+fps.
I'm suspecting that the system is rendering my surfaceview and framelayout's content all together in one thread, which explains why it's so slow
here's my game loop code
public void run() {
Canvas c;
initTimingElements();
long beginTime; // the time when the cycle begun
long timeDiff; // the time it took for the cycle to execute
int sleepTime; // ms to sleep (<0 if we're behind)
int framesSkipped; // number of frames being skipped
sleepTime = 0;
while (_run) {
c = null;
//long start = System.currentTimeMillis();
try {
c = _panel.getHolder().lockCanvas(null); // this is the problem!!
synchronized(_panel.getHolder()) {
beginTime = System.currentTimeMillis();
framesSkipped = 0; // resetting the frames skipped
_panel.updatePhysics();
_panel.checkForHits();
_panel.checkForKill();
_panel.checkForMCHits();
//if i put stuff related to ui in the loop, it will slow the control down to a unblelieveable state
//_panel.checkNPCQt();
_panel.onDraw(c);
timeDiff = System.currentTimeMillis() - beginTime;
// calculate sleep time
sleepTime = (int)(FRAME_PERIOD - timeDiff);
if (sleepTime > 0) {
// if sleepTime > 0 we're OK
/*
try {
// send the thread to sleep for a short period
// very useful for battery saving
Thread.sleep(sleepTime);
} catch (InterruptedException e) {}
*/
}
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
// we need to catch up
//_panel.updatePhysics(); // update without rendering
sleepTime += FRAME_PERIOD; // add frame period to check if in next frame
framesSkipped++;
}
if (framesSkipped > 0) {
Log.d(TAG, "Skipped:" + framesSkipped);
}
// for statistics
framesSkippedPerStatCycle += framesSkipped;
// calling the routine to store the gathered statistics
storeStats();
}
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
_panel.getHolder().unlockCanvasAndPost(c);
//Log.d(TAG, "unlock canvas");
}
}
i've pretty sure i got all my game logic and bitmaps are right; if i comment out all onDraw functions and everything else, i still got only 20-23 fps with framelayout there.
is there any alternatives? can create a separate thread for the UI draw? or am i just doing it wrong?
here is my XML state: