I'm working on a 2D game on Android / Java. During each frame, I use a fixed size Back Buffer bitmap (1024x768) to draw all the game's assets (background, sprites, ...).
Then at the end of the onDraw(), I draw this back buffer on the screen with the right size :
Rect Source = new Rect(0, 0, 1024, 768);
Rect Dest = new Rect(0, 0, m_ScreenWidth, m_ScreenHeight);
canvas.drawBitmap(BackBufferBitmap, Source, Dest, null);
The problem is that when I use this engine to just draw a simple 1024x768 image on the screen (the simplest I can do), the operation takes between 35 and 40 milliseconds on a LG G4 phone (i.e. approx 25fps). Is it possible to get a better fps with another way of managing 2D graphics?
I turn on hardware acceleration, thread's max priority. I don't have this problem on phones with lower pixel count. I guess my problem is linked to the high number of pixels on a LG G4 (2560x1440). Is it possible to do the drawing faster? Or, otherwise, is it possible to just run my game on such high-definition devices with a lower definition (like we do on PC)?
EDIT : here is the full code :
1) my View
public class ElementaryView extends SurfaceView implements SurfaceHolder.Callback
{
private ElementaryThread m_Thread;
private SurfaceHolder m_Holder;
private Bitmap m_SimpleBitmap=null;
private Bitmap m_BackBuffer =null;
private Canvas m_BackBufferCanvas =null;
public ElementaryView(Context context)
{
super (context);
m_Holder =getHolder();
m_Holder.addCallback(this);
setFocusable(true);
}
@Override
public void surfaceCreated(SurfaceHolder holder)
{
m_Thread =new ElementaryThread(m_Holder,this);
m_Thread.setPriority(Thread.MAX_PRIORITY);
m_BackBuffer =Bitmap.createBitmap(1024,768,Config.ARGB_8888);
m_BackBufferCanvas =new Canvas(m_BackBuffer);
m_SimpleBitmap =BitmapFactory.decodeResource(this.getResources(), R.drawable.splashscreen);
//"splashscreen" is a 1024x768 jpg image
m_Thread.setRunning(true);
m_Thread.start();
}
@Override
protected void onDraw(Canvas canvas)
{
m_BackBufferCanvas.drawBitmap(m_SimpleBitmap, 0, 0, null);
Rect Source =new Rect(0,0,1024,768);
Rect Dest =new Rect(0,0,this.getWidth(),this.getHeight());
canvas.drawBitmap(m_BackBuffer,Source,Dest,null);
}
}
2) my thread :
public class ElementaryThread extends Thread
{
private SurfaceHolder m_SurfaceHolder;
private ElementaryView m_View;
private boolean m_Running;
public ElementaryThread(SurfaceHolder sh, ElementaryView view)
{
super();
m_SurfaceHolder = sh;
m_View = view;
}
public void setRunning(boolean r) { m_Running = r; }
@SuppressLint("WrongCall") @Override
public void run()
{
Canvas canvas;
while (m_Running)
{
canvas =null;
try
{
canvas =this.m_SurfaceHolder.lockCanvas();
this.m_View.onDraw(canvas);
}
finally
{
if (canvas!=null) m_SurfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
}
And this gives a frame rate lower than 30fps on a LG G4. Yet, a lot of 2D games run with a better fps on my G4. Does anybody knows how they do that ?