Android输入子系统之应用程序注册消息监听过程分析

应用程序注册消息监听过程分析

CPP层InputManagerService启动后就需要监听按键输入了,当InputManagerService监听到键盘输入的事件后就需要分发键盘事件,但是分发给谁呢?这里首先应该是分发给当前激活的Window窗口,但是当前激活的window窗口怎么才能接受到消息呢,window窗口需要注册一个键盘消息接收通道到InputManagerService中,那么如何注册的呢?我们知道一个Activity对应一个ViewRootImpl对象,在Activity启动时会创建一个ViewRootImpl对象,并调用其setView函数把Activity的DecorView设置到ViewRootImpl中,而Activity正是在setView函数中注册键盘消息的接收通道的。
Android输入子系统之应用程序注册消息监听过程分析_第1张图片

Step 1. ViewRootImpl.setView

该函数定义在frameworks/base/core/java/android/view/ViewRootImpl.java中

public void setView(View view, WindowManager.LayoutParams attrs, View panelParentView) { 
    //调用requestLayout来通知InputManagerService当前的窗口是激活的窗口
    requestLayout();
    if ((mWindowAttributes.inputFeatures
            & WindowManager.LayoutParams.INPUT_FEATURE_NO_INPUT_CHANNEL) == 0) {
        //如果该窗口没有指定INPUT_FEATURE_NO_INPUT_CHANNEL属性,则创建消息接收通道InputChannel
        mInputChannel = new InputChannel();
    }
    try {
        //通过binder调用,调用server端的Session对象来跟WindowManagerService通信,该函数最后会调      
        //用到WindowManagerService的addWindow函数,函数中会创建一对InputChannel(server/client),
        //这样在函数调用结束后,mInputChannel就变成了client端的对象。在
        //frameworks/base/core/java/android/view/IWindowSession.aidl的
        //addToDisplay函数的声明中,InputChannel指定的数据流的流向是out,因此
        //WindowManagerService修改了mInputChannel,客户端就能拿到这个对象的数据了。
        res = mWindowSession.addToDisplay(mWindow, mSeq, mWindowAttributes,
             getHostVisibility(), mDisplay.getDisplayId(),
             mAttachInfo.mContentInsets, mAttachInfo.mStableInsets,
             mAttachInfo.mOutsets, mInputChannel);
    } catch (Exception e) {
        ...
    }
    if (mInputChannel != null) {
        if (mInputQueueCallback != null) {
            mInputQueue = new InputQueue();
            mInputQueueCallback.onInputQueueCreated(mInputQueue);
            //初始化WindowInputEventReceiver,按键消息会从native层传到该对象的onInputEvent函数
            //中,onInputEvent函数是按键在应用端java层分发的起始端。
            mInputEventReceiver = new WindowInputEventReceiver(mInputChannel,
                    Looper.myLooper());
        }
    }
}

这个函数与注册键盘消息通道的相关主要有三个功能:
一是调用requestLayout函数来通知InputManagerService,这个Activity窗口是当前被激活的窗口,同时将所有的窗口注册到InputDispatcher中
二是调用mWindowSession的add成员函数来把键盘消息接收通道的server端注册端注册到CPP层的InputManagerService中,client端注册到本应用程序的消息循环Looper中,这样当InputManagerService监控到有键盘消息的时候,就会找到当前被激活的窗口,然后找到其在InputManagerService中对应的键盘消息接收通道(InputChannel),通过这个通道在InputManagerService的server端来通知应用程序消息循环的client端,这样就把键盘消息分发给当前激活的Activity窗口了
三是应用程序这一侧注册消息接收通道

Step 2. ViewRootImpl.requestLayout

该函数定义在frameworks/base/core/java/android/view/ViewRootImpl.java中

@Override
public void requestLayout() {
    if (!mHandlingLayoutInLayoutRequest) {
        checkThread();
        mLayoutRequested = true;
        scheduleTraversals();
    }    
} 

这里调用了scheduleTraversals函数来做进一步的操作,该函数调用mChoreographer来post一个Runnable到Looper中,之后会执行mTraversalRunnable中的run方法,即调用doTraversal函数

Step 3. ViewRootImpl.doTraversal

该函数定义在frameworks/base/core/java/android/view/ViewRootImpl.java中

void doTraversal() {
    if (mTraversalScheduled) {
        mTraversalScheduled = false;
        mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);
        performTraversals();
    }
}

该函数主要是执行performTraversals()函数,进而调用relayoutWindow函数,在该函数中又会调用mWindowSession的relayout进入到java层的WindowManagerService的relayoutWindow函数,该函数会调用mInputMonitor.updateInputWindowsLw(true /force/);mInputMonitor是InputMonitor对象。

Step 4. InputMonitor.updateInputWindowsLw

该函数定义在frameworks/base/core/java/android/view/ViewRootImpl.java中

public void updateInputWindowsLw(boolean force) {

    boolean addInputConsumerHandle = mService.mInputConsumer != null;

    // Add all windows on the default display.
    final int numDisplays = mService.mDisplayContents.size();
    for (int displayNdx = 0; displayNdx < numDisplays; ++displayNdx) {
        WindowList windows = mService.mDisplayContents.valueAt(displayNdx).getWindowList();
        for (int winNdx = windows.size() - 1; winNdx >= 0; --winNdx) {
            final WindowState child = windows.get(winNdx);
            final InputChannel inputChannel = child.mInputChannel;
            final InputWindowHandle inputWindowHandle = child.mInputWindowHandle;
            if (inputChannel == null || inputWindowHandle == null || child.mRemoved) {
                // Skip this window because it cannot possibly receive input.
                continue;
            }
            if (addInputConsumerHandle
                    && inputWindowHandle.layer <= mService.mInputConsumer.mWindowHandle.layer) {
                addInputWindowHandleLw(mService.mInputConsumer.mWindowHandle);
                addInputConsumerHandle = false;
            }

            final int flags = child.mAttrs.flags;
            final int privateFlags = child.mAttrs.privateFlags;
            final int type = child.mAttrs.type;

            final boolean hasFocus = (child == mInputFocus);
            final boolean isVisible = child.isVisibleLw();
            if ((privateFlags
                    & WindowManager.LayoutParams.PRIVATE_FLAG_DISABLE_WALLPAPER_TOUCH_EVENTS)
                        != 0) {
                disableWallpaperTouchEvents = true;
            }
            final boolean hasWallpaper = (child == mService.mWallpaperTarget)
                    && (privateFlags & WindowManager.LayoutParams.PRIVATE_FLAG_KEYGUARD) == 0
                    && !disableWallpaperTouchEvents;
            final boolean onDefaultDisplay = (child.getDisplayId() == Display.DEFAULT_DISPLAY);

            // If there's a drag in progress and 'child' is a potential drop target,
            // make sure it's been told about the drag
            if (inDrag && isVisible && onDefaultDisplay) {
                mService.mDragState.sendDragStartedIfNeededLw(child);
            }

            addInputWindowHandleLw(inputWindowHandle, child, flags, type, isVisible, hasFocus,
                    hasWallpaper);
        }
    }
    // Send windows to native code.
    mService.mInputManager.setInputWindows(mInputWindowHandles);
}

这个函数将当前系统中带有InputChannel的Activity窗口都设置为InputManagerService的输入窗口,但是后面我们会看到,只有当前激活的窗口才会响应键盘消息。

Step 5. InputManagerService.setInputWindows

该函数定义在frameworks/base/services/core/java/com/android/server/input/InputManagerService.java

public void setInputWindows(InputWindowHandle[] windowHandles) {
    nativeSetInputWindows(mPtr, windowHandles);
}

这个函数调用了本地方法nativeSetInputWindows来进一步执行操作,mPtr是native层NativeInputManager实例,在调用InputManagerService.nativeInit函数时会在native层构造NativeInputManager对象并将其保存在mPtr中。nativeSetInputWindows会调用NativeInputManager的setInputWindows函数

Step 6. NativeInputManager.setInputWindows

这个函数定义在frameworks/base/services/core/jni/com_android_server_input_InputManagerService.cpp

void NativeInputManager::setInputWindows(JNIEnv* env, jobjectArray windowHandleObjArray) {
    Vector > windowHandles;

    if (windowHandleObjArray) {
        jsize length = env->GetArrayLength(windowHandleObjArray);
        for (jsize i = 0; i < length; i++) {
            jobject windowHandleObj = env->GetObjectArrayElement(windowHandleObjArray, i);
            if (! windowHandleObj) {
                break; // found null element indicating end of used portion of the array
            }

            sp windowHandle =
                    android_server_InputWindowHandle_getHandle(env, windowHandleObj);
            if (windowHandle != NULL) {
                windowHandles.push(windowHandle);
            }
            env->DeleteLocalRef(windowHandleObj);
        }
    }

    mInputManager->getDispatcher()->setInputWindows(windowHandles);

    // Do this after the dispatcher has updated the window handle state.
    bool newPointerGesturesEnabled = true;
    size_t numWindows = windowHandles.size();
    for (size_t i = 0; i < numWindows; i++) {
        const sp& windowHandle = windowHandles.itemAt(i);
        const InputWindowInfo* windowInfo = windowHandle->getInfo();
        if (windowInfo && windowInfo->hasFocus && (windowInfo->inputFeatures
                & InputWindowInfo::INPUT_FEATURE_DISABLE_TOUCH_PAD_GESTURES)) {
            newPointerGesturesEnabled = false;
        }
    }
}

这个函数首先将Java层的InputWindowHandle转换成C++层的NativeInputWindowHandle,然后放在windowHandles向量中,最后将这些输入窗口设置到InputDispatcher中去。

Step 7. InputDispatcher.setInputWindows

这个函数定义在frameworks/native/services/inputflinger/InputDispatcher.cpp 文件中:

void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles) {
    { // acquire lock
        AutoMutex _l(mLock);

        Vector<sp<InputWindowHandle> > oldWindowHandles = mWindowHandles;
        mWindowHandles = inputWindowHandles;

        sp<InputWindowHandle> newFocusedWindowHandle;
        bool foundHoveredWindow = false;
        for (size_t i = 0; i < mWindowHandles.size(); i++) {
            const sp<InputWindowHandle>& windowHandle = mWindowHandles.itemAt(i);
            if (!windowHandle->updateInfo() || windowHandle->getInputChannel() == NULL) {
                mWindowHandles.removeAt(i--);
                continue;
            }
            if (windowHandle->getInfo()->hasFocus) {
                newFocusedWindowHandle = windowHandle;
            }
        }

        if (mFocusedWindowHandle != newFocusedWindowHandle) {
            mFocusedWindowHandle = newFocusedWindowHandle;
        }
    } // release lock

    // Wake up poll loop since it may need to make new input dispatching choices.
    mLooper->wake();
}

这里InputDispatcher的成员变量mFocusedWindowHandle 就代表当前激活的窗口的。这个函数遍历inputWindowHandles,获取获得焦点的窗口,并赋值给mFocusedWindowHandle 这样,InputManagerService就把当前激活的窗口保存在InputDispatcher中了,后面就可以把键盘消息分发给它来处理。

Step 8. 在前面的ViewRootImpl的setView中,下一步是server端注册接收通道

if ((mWindowAttributes.inputFeatures
            & WindowManager.LayoutParams.INPUT_FEATURE_NO_INPUT_CHANNEL) == 0) {
        mInputChannel = new InputChannel();
    }
    try {
        res = mWindowSession.addToDisplay(mWindow, mSeq, mWindowAttributes,
             getHostVisibility(), mDisplay.getDisplayId(),
             mAttachInfo.mContentInsets, mAttachInfo.mStableInsets,
             mAttachInfo.mOutsets, mInputChannel);
    } catch (Exception e) {
        ...
    }

这里会调用到WindowManagerService的addWindow接口

Step 9. WindowManagerService.addWindow

该函数定义在frameworks/base/services/core/java/com/android/server/wm/WindowManagerService.java

public int addWindow(Session session, IWindow client, int seq,
    WindowManager.LayoutParams attrs, int viewVisibility, int displayId,
    Rect outContentInsets, Rect outStableInsets, Rect outOutsets,
    InputChannel outInputChannel) {
        if (outInputChannel != null && (attrs.inputFeatures
                & WindowManager.LayoutParams.INPUT_FEATURE_NO_INPUT_CHANNEL) == 0) {
            String name = win.makeInputChannelName();
            InputChannel[] inputChannels = InputChannel.openInputChannelPair(name);
            win.setInputChannel(inputChannels[0]);
            inputChannels[1].transferTo(outInputChannel);

            mInputManager.registerInputChannel(win.mInputChannel, win.mInputWindowHandle);
        }
}

这里的outInputChannel即为前面创建的InputChannel,它不为NULL,因此,这里会通过InputChannel.openInputChannelPair函数来创建一对输入通道,其中一个位于WindowManagerService中,另外一个通过outInputChannel参数返回到应用程序中。WindowManagerService会为每个窗口创建一个WindowState对象,然后将该InputChannel对的service端保存到WindowState中

Step 10. 下面看下InputChannel.openInputChannelPair的实现

函数定义在frameworks/base/core/java/android/view/InputChannel.java

public static InputChannel[] openInputChannelPair(String name) {
    if (name == null) {
        throw new IllegalArgumentException("name must not be null");
    }   

    if (DEBUG) {
        Slog.d(TAG, "Opening input channel pair '" + name + "'");
    }   
    return nativeOpenInputChannelPair(name);
} 

调用了nativeOpenInputChannelPair函数,在native创建一个InputChannel对

Step 11. InputChannel.nativeOpenInputChannelPair

函数定义在frameworks/base/core/jni/android_view_InputChannel.cpp

static jobjectArray android_view_InputChannel_nativeOpenInputChannelPair(JNIEnv* env,
        jclass clazz, jstring nameObj) {
    const char* nameChars = env->GetStringUTFChars(nameObj, NULL);
    String8 name(nameChars);
    env->ReleaseStringUTFChars(nameObj, nameChars);

    sp serverChannel;
    sp clientChannel;
    status_t result = InputChannel::openInputChannelPair(name, serverChannel, clientChannel);

    ...
    return channelPair;
}

nativeOpenInputChannelPair函数调用InputChannel的openInputChannelPair函数创建一对InputChannel,该对象是Native层的InputChannel,跟java层是一一对应的。

Step 12. InputChannel.openInputChannelPair

该函数定义在frameworks/native/libs/input/InputTransport.cpp中

status_t InputChannel::openInputChannelPair(const String8& name,
        sp& outServerChannel, sp& outClientChannel) {
    int sockets[2];
    if (socketpair(AF_UNIX, SOCK_SEQPACKET, 0, sockets)) {
        status_t result = -errno;
        ALOGE("channel '%s' ~ Could not create socket pair.  errno=%d",
                name.string(), errno);
        outServerChannel.clear();
        outClientChannel.clear();
        return result;
    }   

    int bufferSize = SOCKET_BUFFER_SIZE;
    //设置server端和client端的接收缓冲区和发送缓冲区
    setsockopt(sockets[0], SOL_SOCKET, SO_SNDBUF, &bufferSize, sizeof(bufferSize));
    setsockopt(sockets[0], SOL_SOCKET, SO_RCVBUF, &bufferSize, sizeof(bufferSize));
    setsockopt(sockets[1], SOL_SOCKET, SO_SNDBUF, &bufferSize, sizeof(bufferSize));
    setsockopt(sockets[1], SOL_SOCKET, SO_RCVBUF, &bufferSize, sizeof(bufferSize));

    String8 serverChannelName = name;
    serverChannelName.append(" (server)");
    outServerChannel = new InputChannel(serverChannelName, sockets[0]);

    String8 clientChannelName = name;
    clientChannelName.append(" (client)");
    outClientChannel = new InputChannel(clientChannelName, sockets[1]);
    return OK; 
}

这里调用了socketpair系统调用创建了一对已经连接的UNIX租socket,这里可以把这一对socket当成pipe返回的文件描述符一样使用,pipe返回的管道是单向管道,即只能从一端写入,一端读出,但是socketpair是创建的管道是全双工的,可读可写。

创建好了server端和client端通道后,在WindowManagerService.addWindow函数中,一方面它把刚才创建的Client端的输入通道通过outInputChannel参数返回到应用程序中:

inputChannels[1].transferTo(outInputChannel);

另外还需要把server端的InputChannel注册到InputManagerService中:

mInputManager.registerInputChannel(win.mInputChannel, win.mInputWindowHandle);

Step 13. InputManagerService.registerInputChannel

函数定义在frameworks/base/services/core/java/com/android/server/input/InputManagerService.java

public void registerInputChannel(InputChannel inputChannel,
        InputWindowHandle inputWindowHandle) {
    if (inputChannel == null) {
        throw new IllegalArgumentException("inputChannel must not be null.");
    }    

    nativeRegisterInputChannel(mPtr, inputChannel, inputWindowHandle, false);
}

通过调用nativeRegisterInputChannel来将InputChannel注册到native层

Step 14. InputManagerService.nativeRegisterInputChannel

这个函数定义在frameworks/base/services/core/jni/com_android_server_input_InputManagerService.cpp

static void nativeRegisterInputChannel(JNIEnv* env, jclass /* clazz */,
        jlong ptr, jobject inputChannelObj, jobject inputWindowHandleObj, jboolean monitor) {
    NativeInputManager* im = reinterpret_cast(ptr);

    sp inputChannel = android_view_InputChannel_getInputChannel(env,
            inputChannelObj); 

    sp inputWindowHandle =
            android_server_InputWindowHandle_getHandle(env, inputWindowHandleObj);

    status_t status = im->registerInputChannel(
            env, inputChannel, inputWindowHandle, monitor);
}

根据java层的InputWindowHandle获得native层的InputWindowHandle对象,根据java层的InputChannel获得native层的InputChannel对象,然后调用NativeInputManager的resgiterInputChannel,该函数又调用了InputDispatcher的registerInputChannel

Step 15. InputDispatcher.registerInputChannel

该函数定义在frameworks/native/services/inputflinger/InputDispatcher.cpp

status_t InputDispatcher::registerInputChannel(const sp& inputChannel,
        const sp& inputWindowHandle, bool monitor) {
    { // acquire lock
        AutoMutex _l(mLock);

        sp connection = new Connection(inputChannel, inputWindowHandle, monitor);

        int fd = inputChannel->getFd();
        mConnectionsByFd.add(fd, connection);

        if (monitor) {
            mMonitoringChannels.push(inputChannel);
        }    

        mLooper->addFd(fd, 0, ALOOPER_EVENT_INPUT, handleReceiveCallback, this);
    } // release lock

    // Wake the looper because some connections have changed.
    mLooper->wake();
    return OK;
}

将InputWindowHandle, InputChanel封装成Connection对象,然后fd作为key,Connection作为Value,保存在mConnectionsByFd中,如果传入的monitor是true,则需要将InputChannel放到mMonitoringChannels中,从上面的InputManagerService的registerInputChannel函数里传入的monitor是false,所以这里不加入到mMonitoringChannels。同时把fd加入到mLooper的监听中,并指定当该fd有内容可读时,Looper就会调用handleReceiveCallback函数。至此server端的InputChannel注册完成,InputDispatcher睡眠在监听的fds上,当有按键事件发生时,InputDispatcher就会往这些fd写入InputMessage对象,进而回调handleReceiveCallback函数。//TODO这里当客户端的进程读取完事件后会往InputChannel的client端写入????,而server端可以收到,这时InputDispatcher就会被唤醒,然后调用handleReceiveCallback来表明按键接收结束。

至此,server端的InputChannel就注册完成了,再回到前面的WindowManagerService.addWindow上的第二步inputChannels[1].transferTo(outInputChannel);,这个是将创建的一对InputChannel的client端复制到传入的参数InputChannel上,当addWindow返回时,就回到ViewRootImpl.setView函数中,执行应用程序这一侧的键盘消息接收通道。

if (mInputChannel != null) {
    mInputEventReceiver = new WindowInputEventReceiver(mInputChannel,
        Looper.myLooper());
}

WindowInputEventReceiver继承自InputEventReceiver类。

Step 16. InputEventReceiver.init

构造函数定义在frameworks/base/core/java/android/view/InputEventReceiver.java

public InputEventReceiver(InputChannel inputChannel, Looper looper) {

    mInputChannel = inputChannel;
    mMessageQueue = looper.getQueue();
    mReceiverPtr = nativeInit(new WeakReference(this),
            inputChannel, mMessageQueue);

    mCloseGuard.open("dispose");
} 

调用了nativeInit执行native层的初始化

Step 17. InputEventReceiver.nativeInit

定义在frameworks/base/core/jni/android_view_InputEventReceiver.cpp

static jlong nativeInit(JNIEnv* env, jclass clazz, jobject receiverWeak,
        jobject inputChannelObj, jobject messageQueueObj) {
    sp inputChannel = android_view_InputChannel_getInputChannel(env,
            inputChannelObj);

    sp messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj);

    sp receiver = new NativeInputEventReceiver(env,
            receiverWeak, inputChannel, messageQueue);
    status_t status = receiver->initialize();

    receiver->incStrong(gInputEventReceiverClassInfo.clazz); // retain a reference for the object
    return reinterpret_cast(receiver.get());
}

函数创建了一个NativeInputEventReceiver对象,并调用其initialize函数

Step 18. NativeInputEventReceiver.initialize

该函数定义在frameworks/base/core/jni/android_view_InputEventReceiver.cpp

status_t NativeInputEventReceiver::initialize() {
    setFdEvents(ALOOPER_EVENT_INPUT);
    return OK;
}

调用setFdEvents函数

Step 19. NativeInputEventReceiver.setFdEvents

该函数定义在frameworks/base/core/jni/android_view_InputEventReceiver.cpp

void NativeInputEventReceiver::setFdEvents(int events) {
    if (mFdEvents != events) {
        mFdEvents = events;
        int fd = mInputConsumer.getChannel()->getFd();
        if (events) {
            mMessageQueue->getLooper()->addFd(fd, 0, events, this, NULL);
        } else {
            mMessageQueue->getLooper()->removeFd(fd);
        }
    }
}

这里调用传入的MessageQueue获取Looper对象,如果events是0,则表示要移除监听fd,如果events不为0,表示要监听fd,这个fd是前面WindowManagerService创建的一对InputChannel的client端,这样当Server端写入事件时,client端的looper就能被唤醒,并调用handleEvent函数(Looper::addFd函数可以指定LooperCallback对象,当fd可读时,会调用LooperCallback的handleEvent,而NativeInputEventReceiver继承自LooperCallback,所以这里会调用NativeInputEventReceiver的handleEvent函数)

Step 20. NativeInputEventReceiver.handleEvent

该函数定义在frameworks/base/core/jni/android_view_InputEventReceiver.cpp

int NativeInputEventReceiver::handleEvent(int receiveFd, int events, void* data) {
    if (events & ALOOPER_EVENT_INPUT) {
        JNIEnv* env = AndroidRuntime::getJNIEnv();
        status_t status = consumeEvents(env, false /*consumeBatches*/, -1, NULL);
        mMessageQueue->raiseAndClearException(env, "handleReceiveCallback");
        return status == OK || status == NO_MEMORY ? 1 : 0;
    } 
}

该函数调用consumeEvents函数来处理接收一个按键事件

Step 21. NativeInputEventReceiver.consumeEvents

该函数定义在frameworks/base/core/jni/android_view_InputEventReceiver.cpp

status_t NativeInputEventReceiver::consumeEvents(JNIEnv* env,
        bool consumeBatches, nsecs_t frameTime, bool* outConsumedBatch) {
    if (kDebugDispatchCycle) {
        ALOGD("channel '%s' ~ Consuming input events, consumeBatches=%s, frameTime=%lld.",
                getInputChannelName(), consumeBatches ? "true" : "false", (long long)frameTime);
    }

    if (consumeBatches) {
        mBatchedInputEventPending = false;
    }
    if (outConsumedBatch) {
        *outConsumedBatch = false;
    }

    ScopedLocalRef receiverObj(env, NULL);
    bool skipCallbacks = false;
    for (;;) {
        uint32_t seq;
        InputEvent* inputEvent;
        status_t status = mInputConsumer.consume(&mInputEventFactory,
                consumeBatches, frameTime, &seq, &inputEvent);
        if (!skipCallbacks) {
            jobject inputEventObj;
            switch (inputEvent->getType()) {
            case AINPUT_EVENT_TYPE_KEY:
                inputEventObj = android_view_KeyEvent_fromNative(env,
                        static_cast(inputEvent));
                break;
            }

            if (inputEventObj) {
                env->CallVoidMethod(receiverObj.get(),
                        gInputEventReceiverClassInfo.dispatchInputEvent, seq, inputEventObj);
                env->DeleteLocalRef(inputEventObj);
            }
        }

        if (skipCallbacks) {
            mInputConsumer.sendFinishedSignal(seq, false);
        }
    }
}

函数首先调用mInputConsumer.consume接收一个InputEvent对象,mInputConsumer在NativeInputEventReceiver构造函数中初始化

Step 22. InputConsumer.consume

该函数定义在frameworks/native/libs/input/InputTransport.cpp

status_t InputConsumer::consume(InputEventFactoryInterface* factory,
        bool consumeBatches, nsecs_t frameTime, uint32_t* outSeq, InputEvent** outEvent) {

    *outSeq = 0;
    *outEvent = NULL;

    // Fetch the next input message.
    // Loop until an event can be returned or no additional events are received.
    while (!*outEvent) {
        if (mMsgDeferred) {
            // mMsg contains a valid input message from the previous call to consume
            // that has not yet been processed.
            mMsgDeferred = false;
        } else {
            // Receive a fresh message.
            status_t result = mChannel->receiveMessage(&mMsg);
            if (result) {
                // Consume the next batched event unless batches are being held for later.
                if (consumeBatches || result != WOULD_BLOCK) {
                    result = consumeBatch(factory, frameTime, outSeq, outEvent);
                    if (*outEvent) {
                        break;
                    }   
                }   
                return result;
            }   
        }   

        switch (mMsg.header.type) {
        case InputMessage::TYPE_KEY: {
            KeyEvent* keyEvent = factory->createKeyEvent();
            if (!keyEvent) return NO_MEMORY;

            initializeKeyEvent(keyEvent, &mMsg);
            *outSeq = mMsg.body.key.seq;
            *outEvent = keyEvent;
            break;
        }   
   }
   return OK;
}

函数首先调用InputChannel的receiveMessage函数接收InputMessage对象,然后根据InputMessage对象调用initializeKeyEvent来构造KeyEvent对象。拿到可KeyEvent对象后,再对到consumeEvents中调用java层的InputEventReceiver.java的dispatchInputEvent函数

env->CallVoidMethod(receiverObj.get(),
                        gInputEventReceiverClassInfo.dispatchInputEvent, seq, inputEventObj);

Step 23. InputEventReceiver.dispatchInputEvent

该函数定义在frameworks/base/core/java/android/view/InputEventReceiver.java

// Called from native code.
@SuppressWarnings("unused")
private void dispatchInputEvent(int seq, InputEvent event) {
    mSeqMap.put(event.getSequenceNumber(), seq);
    onInputEvent(event);
} 

进而调用onInputEvent函数。至此按键就开始了java层的分发。

参考

http://blog.csdn.net/luoshengyang/article/details/6882903

你可能感兴趣的:(android)