ViewRootImpl的performDraw过程

ViewRootImpl充当的是View和window之间的纽带。在startActivity之后,经过与ActivityManagerService的IPC交互,会在ActivityThread的handleResumeActivity方法中执行到getWindow().addView,就是将根布局 Decor添加到window中以显示。getWindow会以WindowManagerGloble来执行addView方法,其中就会创建ViewRootImpl实例并调用其setView方法传入Decor布局,在setView中会执行到performTranvesals方法,这个方法是重点:

private void performTraversals() {
    ......
    performMeasure();
    ......
    performLayout();
    ......
    performDraw();
    ......
}

会依次执行Measure测量、Layout布局和Draw绘制。
接着来分析performDraw的执行路径:
ViewRootImpl.performDraw->ViewRootImpl.draw->ThreadedRenderer.draw->ThreadedRenderer.updateRootDisplayList->ThreadedRenderer.updateViewTreeDIsplayList->View.updateDisplayListIfDirty->PhoneWindow$DecorView.draw->View.draw->ViewGroup.dispatchDraw->ViewGroup.drawChild->View.draw
第一个跳跃的类是ThreadedRenderer,看名字就可以猜出类是用于绘制线程的,在ViewRootImpl.setView方法中会调用enableHardwareAcceleration(attars)方法:
public void setView(View view, WindowManager.LayoutParams attars, View panelParnetView) {
    ......
    if (mSUrfaceHolder == null) {
         enableHardwareAcceleration(attrs);
    }
    ......
}
private void enableHardwareAcceleration(WindowManager.Layoutparams attars) {
    ......
    mAttachInfo.mHardwareRenderer = HardwareRenderer.create(mContext, translucent);
    ......
}

最后调用create方法创建HardwareRenderer实例:
static HardwareRenderer create(Context context, boolean translucent) {
    HardwareRenderer renderer = null;
    if (DisplayListCanvas.isAvailable()) {
        renderer = new ThreadedRenderer(context, translucent);
    }
    return renderer;
}

这里创建的是ThreadedRenderer(继承自HardwareRenderer),然后调用ThreadedRenderer的draw方法,再调其updateRootDisplayList方法,再调其updateViewTreeDisplayList方法,最后就调用其参数view(也就是DecorView)的updateDisplayListIfDirty方法,在这个方法里会调用View的draw(canvas)绘制方法,由于DecorView方法重写了draw方法,所以先执行DecorView的draw方法:
@Override
public void draw(Canvas canvas) {
    super.draw(canvas);
    if (mMenuBackground != null) {
        mMenubackground.draw(canvas);
    }
}

方法开头就直接调用了父类(View)的draw(canvas)方法(这里需要说明,View有两个draw重载方法,所以下面提到draw方法都会带上不同的参数来区分):
/*
使用所给的Canvas手动刷新view(和他所有的childrend)。
在刷新之前,view必须做了完整的测量布局。创建view的时候
如果需要自定义绘制就重写onDraw方法,否则直接调用super即可。
public void draw(Canvas canvas) {
    ......
    //步骤1,绘制背景
    int saveCount;
    if (!dirtyOpaque) {
        drawBackground(canvas);
    }
    //一般情况下会跳过步骤2和5
    final int viewFlags = mViewFlags;
    boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;
    boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;
    if (!verticalEdges && !horizontalEdges) {
        //步骤3,绘制内容
        if (!dirtyOpaque) onDraw(canvas);
        //步骤4,绘制children
        dispatchDraw(canvas);
        //浮层是内容的一部分并绘制在前景之下
        if (mOverlay != null && !mOverlay.isEmpty()) {
            mOverlay.getOverlayView().dispatchDraw(canvas);
        }
        //步骤6,绘制装饰(前景,进度条)
        onDrawForeground(canvas);
        //自定义操作
        reutrn;
    }
    boolean drawTop = false;
    boolean drawBottom = false;
    boolean drawLeft = false;
    boolean drawRight = false;
    float topFadeStrength = 0.0f;
    float bottomFadeStrength = 0.0f;
    float leftFadeStrength = 0.0f;
    float rightFadeStrength = 0.0f;
    //步骤2,保存canvas图层
    int paddingLeft = mPaddingLeft;
    final boolean offsetRequired = isPaddingOffsetRequired();
    if (offsetRequired) {
        paddingLeft += getLeftPaddingOffset();
    }
    int left = mScrollX + paddingLeft;
    int right = left + mRight - mLeft - mPaddingRight - paddingLeft;
    int top = mScrollY + getFadeTop(offsetRequired);
    int bottom = top + getFadeHeight(offsetRequired);
    if (offsetRequired) {
        right += getRightpaddingOffset();
        bottom += getBottomPaddingOffset();
    }
    final ScrollabilityCache scrollabilityCache = mSrollCache;
    final float fadeHeight = scrollabilityCache.fadingEdgeLength;
    int length = (int) fadeHeight;
    //如果顶部和底部的渐变层重叠导致很奇怪的显示,就去剪切
    if (verticalEdges && (top + length > bottom - length)) {
        length = (bottom - top) / 2;
     }
     //如果有需要的话,横向渐变也剪切
     if (horizontalEdges && (left + length > right - length)) {
        length = (right -left) / 2;
     }
    if (verticalEdges) {
        topFadeStrength = Math.max(0.0f, Math.min(1.0f, getTopFadingEdgeStrength()));
        drawTop = topFadeStrength  fadeHeight > 1.0f;
        bottomFadeStrength = Math.max(0.0f, Math.min(1.0f, getBottomFadingEdgeStrength()));
        drawBottom = bottomFadeStrength  fadeHeight > 1.0f;
    if (horizontalEdges) {
        leftFadeStrength = Math.max(0.0f, Math.min(1.0f, getLeftFadingEdgeStrength()));
        drawLeft = leftFadeStrength  fadeHeight > 1.0f;
        rightFadeStrength = Math.max(0.0f, Math.min(1.0f, getRightFadingEdgeStrength()));
        drawRight = rightFadeStrength  fadeHeight > 1.0f;
    }
    saveCount = canvas.getSaveCount();
    int solidColor = getSolideColor();
    if (solidColor == 0) {
        final int flags = Canvas.HAS_ALPHA_LAYER_SAVE_FLAG;
        if (drawTop) {
            canvas.saveLayer(left, top, right, top+length, null, flags);
        }
        if (drawBottom) {
            canvas.saveLayer(left, bottom-length, right, bottom, null, flags);
        }
        if (drawLeft) {
            canvas.saveLayer(left, top, left+length, bottom, null, flags);
        }
        if (drawRight) {
            canvas.saveLayer(right-length, top, right, bottom, null, flags);
        }
    } else {
        scrollabilityCache.setFadeColor(solidColor);
    }
    //步骤3,绘制内容
    if (!dirtyOpaque) onDraw(canvas);
    //步骤4, 绘制children
    dispatchDraw(canvas);
    //步骤5, 绘制渐变效果和重载图层
    final Paint p = scrollabilityCache.paint;
    final Matrix matrix = scrollabilityCache.matrix;
    final Shader fade = scrollabilityCache.shader;
    if (drawTop) {
        matrix.setScale(1, fadeHeight  topFadeStrength);
        matrix.postTranslate(left, top);
        fade.setLocalMatrix(matrix);
        p.setShader(fade);
        canvas.drawRect(left, top, right, top+length, p);
    }
    if (drawBottom) {
        matrix.setScale(1, fadeHeight  bottomFadeStrength);
        matrix.postRotate(180);
        matrix.postTranslate(left, bottom);
        fade.setLocalMatrix(matrix);
        p.setShader(fade);
        canvas.drawRect(left, bottom-length, right, bottom, p);
    }
    if (drawLeft) {
        matrix.setScale(1, fadeHeight * rightFadeStrength);
        matrix.postRotate(90);
        matrix.postTranslate(right, top);
        fade.setLocalMatrix(matrix);
        p.setShader(fade);
        canvas.drawRect(right-length, top, right, bottom, p);
    }
    canvas.restoreToCount(saveCount);
    //覆盖层是内容的一部分并且绘制在前景的下面
    if (mOverlay != null && !mOverlay.isEmpty()) {
        mOverlay.getOverlayView().dispatchDraw(canvas);
    }
    //步骤6, 绘制装饰(前景,进度条)
    onDrawForeground(canvas);
}

android源码已经对draw方法进行了说明:一般的绘制步骤:1.绘制背景 2.如果需要,保存canvas来为绘制渐变做准备 3.绘制view 的内容 4.绘制子childrend 5.如果需要,绘制边界渐变和重载图层 6.绘制装饰层(例如进度条)。
其中第3步和第4步分别调用了onDraw和dispatchDraw,onDraw也就是我们自定义View时重写的绘制接口;dispatchDraw在View中是一个空实现的方法,需要View的子类去实现;
protected void dispatchDraw(Canvas canvas) {
    ......
    more |= drawChild(canvas, child, drawingTime);
    ......
}

这里调用了ViewGroup的drawChild方法:
protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
    return child.draw(canvas, this, drawingTime);
}

本来这里以后就已经不是DecorView的代码了,而是他的child View的方法,但是在调试时系统也把子view的draw(canvas, this, drawingTime)方法纳入第一调用层级,所以这里一起说一下:

boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {
    ......
    if (drawingWithRenderNode) {
        renderNode = updateDisplayListIfDirty();
        if (!renderNode.isValid()) {
            renderNode = null;
            drawingWIthRenderNode = false;
        }
    }
    ......
}

在这里调用了View的updateDisplayListIfDirty方法,这样就开始了新的一轮轮回:view.updateDisplayListIfDirty-->ViewGroup.dispatchDraw-->ViewGroup.drawChild-->新子View.draw(canvas, parent, drawingTime)----------->>>>
如此轮回,直到到达最后一个子View,在最后一个View的轮回中,view.updateDisplayListIfDirty方法里有一段代码要注意:

public RenderNode updateDisplayListIfDirty() {
    ......
    if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
        dispatchDraw(canvas);
        if (mOverlay != null && !mOverlay.isEmpty()) {
            mOverlay.getOverlayView().draw(canvas);
        }
    } else {
        draw(canvas);
    }
    ......
}

这里有个if判断,如果成立则调用View.dispatchDraw方法,否则调用View.draw(canvas)方法,这个就是终结轮回的节点。到达最后一个子View时判断就不成立,直接调用draw(canvas),而在draw方法中(看上面代码段),就会依次调用onDraw和dispatchDraw,此时View的dispatchDraw为空实现,代码不轮回,直接运行并返回,从而终结draw轮回。

总结一下:整个流程由DecorView开始,到最终子View结束。DecorView的draw(canvas)中依次执行onDraw和dispatchDraw,此时dispatchDraw有children可以分发,开始轮回................到最后一个子View时,其updateDisplayListIfDirty方法经过if判断不执行dispatchDraw而是执行draw(canvas),在他的draw里dispatchDraw没有children可用,所以继续运行并返回,结束轮回。

以一张调试图来展示一下整个流程:

ViewRootImpl的performDraw过程_第1张图片
C21598DB-BBFD-4F60-BE7C-2C9C173D74E6.png

==============================

分析一下View.updateDisplayListIfDirty方法中对执行dispatchDraw还是draw方法的判定条件

ViewRootImpl的performDraw过程_第2张图片
6383EFDF-A106-43B3-A4B4-41F7D033623F.png


判定条件是:mPrivateFlags & PFLAG_SKIP_DRAW == PFLAG_SKIP_DRAW;
翻译过来就是mPrivateFlags中包含PFLAG_SKIP_DRAW就执行dispatchDraw,不包含就执行draw(mPrivateFlags是View中当前起作用的所有Flags标识)。那PFLAG_SKIP_DRAW是在哪里设置的呢?
View中有个setFlags方法,这里就是设置PFLAG_SKIP_DRAW的地方。

void setFlags(int flags, int mask) {
    ......
    if ((changed & DRAW_MASK) != 0) {
        ......
        //表示将PFLAG_SKIP_DRAW放入mPrivateFlags中
        mPrivateFlags |= PFLAG_SKIP_DRAW;
        ......
        requestlayout();
        invalidate(true);
    }
    ......
}

简单的解释就是:如果是View则不设置PFLAG_SKIP_DRAW,如果是ViewGroup就设置。这也符合上面的if分析。那setFlags是什么时候调用的呢?
在ViewGroup初始化的时候,会调用构造函数:

public ViewGroup(Context context, AttributeSet attrs............) {
    super(context, attrs.....);
    initViewGroup();
    initFromAttributes(context, attrs.....);
}

在ViewGroup的构造函数里会调用initViewGroup方法:

private void initViewGroup() {
    if (!debugDraw()) {
        setFlags(WILL_NOT_DRAW, DRAW_MASK);
    }
    ......
}

这里就调用到了setFlags并传递参数(WILL_NOT_DRAW, DRAW_MASK),这也正好符合setFlags中if的判断条件。

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