之前浅显的看过事件传递的过程,但是有一些细节还是不太清除,借这次机会,可以好好的整理一下之前没有想清楚的地方.(基于android 5.0源码),记录一下事件分发流程.
SystemServer中new一个InputManagerSerivce实例, 并将其作为一个输入参数, new 一个WindowManagerService实例, 将他们都注册到ServiceManager中.
看看InputManagerService的构造方法
public InputManagerService(Context context) {
this.mContext = context;
this.mHandler = new InputManagerHandler(DisplayThread.get().getLooper());
mUseDevInputEventForAudioJack = context.getResources().getBoolean(R.bool.config_useDevInputEventForAudioJack);
Slog.i(TAG, "Initializing input manager, mUseDevInputEventForAudioJack="+ mUseDevInputEventForAudioJack);
mPtr = nativeInit(this, mContext, mHandler.getLooper().getQueue());
LocalServices.addService(InputManagerInternal.class, new LocalService());
}
调用了nativeInit()方法返回一个长整型,跟进nativeInit()方法
static jlong nativeInit(JNIEnv* env, jclass /* clazz */,
jobject serviceObj, jobject contextObj, jobject messageQueueObj) {
sp messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj);
if (messageQueue == NULL) {
jniThrowRuntimeException(env, "MessageQueue is not initialized.");
return 0;
}
NativeInputManager* im = new NativeInputManager(contextObj, serviceObj,
messageQueue->getLooper());
im->incStrong(0);
return reinterpret_cast(im);
}
原来该整型保存的是NativeInputManager实例的指针.
看看NativeInputManager的构造方法
NativeInputManager::NativeInputManager(jobject contextObj,
jobject serviceObj, const sp& looper) :
mLooper(looper), mInteractive(true) {
// ...
sp eventHub = new EventHub();
mInputManager = new InputManager(eventHub, this, this);
}
看看InputManager的构造方法
InputManager::InputManager(
const sp& eventHub,
const sp& readerPolicy,
const sp& dispatcherPolicy) {
mDispatcher = new InputDispatcher(dispatcherPolicy);
mReader = new InputReader(eventHub, readerPolicy, mDispatcher);
initialize();
}
InputManager会构造两个实际工作的实例, InputDispather和InputReader两个实例.故名思意,InputReader是用来读取事件,InputDispatcher用来向上层框架和应用分发事件,当然InputDispatcher也会根据策略处理一些事件或者丢弃一些事件.这个类比较简单,就是以InputReader 和 InputDispatcher为参数分别创建两个线程, 线程函数中分别调用InputReader.loopOnce()方法和InputDispatcher.disptachOnce()方法.
InputReader主要工作是一直获取事件,处理加工事件.
EventHub主要功能是管理设备文件,对设备分类,读取事件.
EventHub中的getEvent()方法流程比较繁琐,用inotify接口来监控/dev/input目录,观察是否有新设备插入和设备移除, 并打开目录下的所有文件,封装成Device结构,并创建了管道用于唤醒睡眠线程, 使用epoll管理所有的文件描述符.主要的功能是从/dev/input目录下的设备文件读取事件,该方法会一直阻塞,直到有用户事件才会返回. 第一次调用该方法会扫描该目录下的所有文件,获取设备名,设备版本,物理路径,id和设备类型等信息.
InputReader(const sp& eventHub,
const sp& policy,
const sp& listener);
可以发现InputReader构造函数需要传入EventHub, InputReaderPolicyInterface, InputListenerInterface.
InputReader构造方法最后一个参数是mDispatcher, mReader中用mQueuedListener来保存.
InputReader主要用来读取和处理事件,具体的处理是由InputMapper及其子类的process方法来完成, 在loopOnce方法中会调用EventHub的getEvents方法不断读取原始事件,并对事件分类,设置不同的InputMapper, 最后调用mQueueListener->flush()方法.
void InputReader::loopOnce() {
size_t count = mEventHub->getEvents(timeoutMills, mEventBuffer, EVENT_BUFFER_SIZE);
processEventsLocked(mEventBuffer, count);
timeoutExpiredLocked(now);
mQueueListener->flush();
}
processEventLocked()方法中, 第一次调用loopOnce方法会调用 addDeviceLocked(), addDeviceLocked() 会调用createDeviceLocked()方法.
InputDevice* InputReader::createDeviceLocked(
int32_t deviceId,
int32_t controllerNumber,
const InputDeviceIdentifier& identifier,
uint32_t classes) {
// ...
// Touchscreens and touchpad devices.
if (classes & INPUT_DEVICE_CLASS_TOUCH_MT) {
device->addMapper(new MultiTouchInputMapper(device));
} else if (classes & INPUT_DEVICE_CLASS_TOUCH) {
device->addMapper(new SingleTouchInputMapper(device));
}
// ...
}
createDeviceLocked()方法会根据设备类型,添加不同的InputMapper. processEventLocked()方法中,不是第一次调用loopOnce时会调用 processEventsForDeviceLocked().
该方法直接调用每个InputDevice的process方法.
void InputReader::processEventsForDeviceLocked(int32_t deviceId,
const RawEvent* rawEvents, size_t count) {
ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
if (deviceIndex < 0) {
ALOGW("Discarding event for unknown deviceId %d.", deviceId);
return;
}
InputDevice* device = mDevices.valueAt(deviceIndex);
if (device->isIgnored()) {
//ALOGD("Discarding event for ignored deviceId %d.", deviceId);
return;
}
device->process(rawEvents, count);
}
跟进InputDevice的process方法
void InputDevice::process(const RawEvent* rawEvents, size_t count) {
size_t numMappers = mMappers.size();
for (const RawEvent* rawEvent = rawEvents; count--; rawEvent++) {
if (mDropUntilNextSync) {
if (rawEvent->type == EV_SYN && rawEvent->code == SYN_REPORT) {
mDropUntilNextSync = false;
} else {
}
} else if (rawEvent->type == EV_SYN && rawEvent->code == SYN_DROPPED) {
ALOGI("Detected input event buffer overrun for device %s.", getName().string());
mDropUntilNextSync = true;
reset(rawEvent->when);
} else {
for (size_t i = 0; i < numMappers; i++) {
InputMapper* mapper = mMappers[i];
mapper->process(rawEvent);
}
}
}
}
可以发现InputDevice.process()方法最终是调用InputMapper的process方法.
class InputMapper 是用来处理加工原始事件, 表示可以处理某一相同类型的事件.
常见的InputMapper有SwitchInputMapper, KeyboardInputMapper, TrackballInputMapper, MultiTouchInputMapper和SingleTouchInputMapper.
InputReader处理完原始事件后构造了一个NofifyArgs, NotifyArgs也有很多子类,如NotifySwitchArgs, NotifyMotionArgs, NotifyKeyArgs等.
通过调用getListener()->notfiy()方法把它投入mQueueListener中. mQueueListener 是类QueuedInputListener的实例.
看看QueuedInputListener的几个方法
构造方法的innerListener参数也是就是InputReader构造方法的第三个参数,也就是InputDispathcer的实例.
QueuedInputListener::QueuedInputListener(const sp& innerListener) :
mInnerListener(innerListener) {
}
在InputReader中调用getListener->ntotifyMotion()方法就是调用notifyMotion方法, 在InputReader中构造的NotifyMotionArgs结构是保存在栈上的,所以这里需要保存在堆上,然后入队.
void QueuedInputListener::notifyMotion(const NotifyMotionArgs* args) {
mArgsQueue.push(new NotifyMotionArgs(*args));
}
InputReader loopOnce最后调用的 flush方法就是这个了
void QueuedInputListener::flush() {
size_t count = mArgsQueue.size();
for (size_t i = 0; i < count; i++) {
NotifyArgs* args = mArgsQueue[i];
args->notify(mInnerListener);
delete args;
}
mArgsQueue.clear();
}
void NotifyMotionArgs::notify(const sp& listener) const {
listener->notifyMotion(this);
}
InputDispatcher主要作用是派送InputReader放在队列上的事件,当然,也会处理一些事件或者丢弃一些事件.
NotifyArgs结构体里的listener就是InputDispathcer, 此时函数调用进入了InputDispathcer.
看看InputDispathcerde notfiyMotion方法
void InputDispatcher::notifyMotion(const NotifyMotionArgs* args) {
// here is debugging info I removed
if (!validateMotionEvent(args->action, args->pointerCount, args->pointerProperties)) {
return;
}
uint32_t policyFlags = args->policyFlags;
policyFlags |= POLICY_FLAG_TRUSTED;
mPolicy->interceptMotionBeforeQueueing(args->eventTime, /*byref*/ policyFlags);
bool needWake;
{ // acquire lock
mLock.lock();
if (shouldSendMotionToInputFilterLocked(args)) {
mLock.unlock();
MotionEvent event;
event.initialize(args->deviceId, args->source, args->action, args->flags,
args->edgeFlags, args->metaState, args->buttonState, 0, 0,
args->xPrecision, args->yPrecision,
args->downTime, args->eventTime,
args->pointerCount, args->pointerProperties, args->pointerCoords);
policyFlags |= POLICY_FLAG_FILTERED;
if (!mPolicy->filterInputEvent(&event, policyFlags)) {
return; // event was consumed by the filter
}
mLock.lock();
}
// Just enqueue a new motion event.
MotionEntry* newEntry = new MotionEntry(args->eventTime,
args->deviceId, args->source, policyFlags,
args->action, args->flags, args->metaState, args->buttonState,
args->edgeFlags, args->xPrecision, args->yPrecision, args->downTime,
args->displayId,
args->pointerCount, args->pointerProperties, args->pointerCoords, 0, 0);
needWake = enqueueInboundEventLocked(newEntry);
mLock.unlock();
} // release lock
if (needWake) {
mLooper->wake();
}
}
删除了调试信息和空行后,就剩下这么多了.流程还是好理解, 首先验证NotifyMotionArgs的有效性, 如何验证没有跟进去看, 然后判断是否入队, 再是判断事件是否过滤, 通过了上面3个检查后, 提取NotifyMotionArgs的字段,构造MotionEntry实例, 入队,唤醒其他线程.
至此, 一个触屏事件从获取到加工全部完成,现在已经入队,那是不是准备分发给应用程序了呢? 其实还有会儿.
跟进 enqueueInboundEventLocked 这个方法看看
bool InputDispatcher::enqueueInboundEventLocked(EventEntry* entry) {
bool needWake = mInboundQueue.isEmpty();
mInboundQueue.enqueueAtTail(entry);
traceInboundQueueLengthLocked();
switch (entry->type) {
case EventEntry::TYPE_KEY: {
// I have removed. I just care about MotionEvent
break;
}
case EventEntry::TYPE_MOTION: {
// Optimize case where the current application is unresponsive and the user
// decides to touch a window in a different application.
// If the application takes too long to catch up then we drop all events preceding
// the touch into the other window.
MotionEntry* motionEntry = static_cast(entry);
if (motionEntry->action == AMOTION_EVENT_ACTION_DOWN
&& (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER)
&& mInputTargetWaitCause == INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY
&& mInputTargetWaitApplicationHandle != NULL) {
int32_t displayId = motionEntry->displayId;
int32_t x = int32_t(motionEntry->pointerCoords[0].
getAxisValue(AMOTION_EVENT_AXIS_X));
int32_t y = int32_t(motionEntry->pointerCoords[0].
getAxisValue(AMOTION_EVENT_AXIS_Y));
sp touchedWindowHandle = findTouchedWindowAtLocked(displayId, x, y);
if (touchedWindowHandle != NULL
&& touchedWindowHandle->inputApplicationHandle
!= mInputTargetWaitApplicationHandle) {
// User touched a different application than the one we are waiting on.
// Flag the event, and start pruning the input queue.
mNextUnblockedEvent = motionEntry;
needWake = true;
}
}
break;
}
}
return needWake;
}
看到了findTouchedWindowAtLocked(displayId, x, y) 这个方法后,感觉把事件派发给应用很近了. 这里的displayId 是在InputReader中设置的, 取值有ADISPLAY_ID_DEFAULT和ADISPLAY_ID_NONE.
InputDispatcherThread的线程函数是InputDispatcher类的dispatchOnce()方法.
看看dispatchOnce
void InputDispatcher::dispatchOnce() {
nsecs_t nextWakeupTime = LONG_LONG_MAX;
{ // acquire lock
AutoMutex _l(mLock);
mDispatcherIsAliveCondition.broadcast();
// Run a dispatch loop if there are no pending commands.
// The dispatch loop might enqueue commands to run afterwards.
if (!haveCommandsLocked()) {
dispatchOnceInnerLocked(&nextWakeupTime);
}
// Run all pending commands if there are any.
// If any commands were run then force the next poll to wake up immediately.
if (runCommandsLockedInterruptible()) {
nextWakeupTime = LONG_LONG_MIN;
}
} // release lock
// Wait for callback or timeout or wake. (make sure we round up, not down)
nsecs_t currentTime = now();
int timeoutMillis = toMillisecondTimeoutDelay(currentTime, nextWakeupTime);
mLooper->pollOnce(timeoutMillis);
}
// Poke user activity for this event.
if (mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER) {
pokeUserActivityLocked(mPendingEvent);
}
// Get ready to dispatch the event.
resetANRTimeoutsLocked();
看下处理触屏事件的处理逻辑
case EventEntry::TYPE_MOTION: {
MotionEntry* typedEntry = static_cast (mPendingEvent);`
if (dropReason == DROP_REASON_NOT_DROPPED && isAppSwitchDue) {
dropReason = DROP_REASON_APP_SWITCH;
}
if (dropReason == DROP_REASON_NOT_DROPPED
&& isStaleEventLocked(currentTime, typedEntry)) {
dropReason = DROP_REASON_STALE;
}
if (dropReason == DROP_REASON_NOT_DROPPED && mNextUnblockedEvent) {
dropReason = DROP_REASON_BLOCKED;
}
done = dispatchMotionLocked(currentTime, typedEntry,
&dropReason, nextWakeupTime);
break;
}
if (done) {
if (dropReason != DROP_REASON_NOT_DROPPED) {
dropInboundEventLocked(mPendingEvent, dropReason);
}
releasePendingEventLocked();
*nextWakeupTime = LONG_LONG_MIN; // force next poll to wake up immediately
}
void InputDispatcher::dispatchEventLocked(nsecs_t currentTime, EventEntry* eventEntry, const Vector& inputTargets) {
#if DEBUG_DISPATCH_CYCLE
ALOGD("dispatchEventToCurrentInputTargets");
#endif
ALOG_ASSERT(eventEntry->dispatchInProgress); // should already have been set to t rue
pokeUserActivityLocked(eventEntry);
for (size_t i = 0; i < inputTargets.size(); i++) {
const InputTarget& inputTarget = inputTargets.itemAt(i);
ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
if (connectionIndex >= 0) {
sp connection = mConnectionsByFd.valueAt(connectionIndex);
prepareDispatchCycleLocked(currentTime, connection, eventEntry, &inputTar get);
} else {
#if DEBUG_FOCUS
ALOGD("Dropping event delivery to target with channel '%s' because it "
"is no longer registered with the input dispatcher.",
inputTarget.inputChannel->getName().string());
#endif
}
}
}
根据inputTarget的inputChannel取得connection, 然后调用prepareDispatchCycleLocked方法. 关于inputChannel 和 Connection 后面再介绍. prepareDispatchCycleLocked方法最后调用enqueueDispatchEntriesLocked方法.
看enqueueDispatchEntriesLocked方法
void InputDispatcher::enqueueDispatchEntriesLocked(nsecs_t currentTime,
const sp& connection,
EventEntry* eventEntry,
const InputTarget* inputTarget) {
bool wasEmpty = connection->outboundQueue.isEmpty();
// Enqueue dispatch entries for the requested modes.
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_OUTSIDE);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_IS);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER);
// If the outbound queue was previously empty, start the dispatch cycle going.
if (wasEmpty && !connection->outboundQueue.isEmpty()) {
startDispatchCycleLocked(currentTime, connection);
}
}
这个方法首先调用enqueueDispatchEntryLock方法,enqueueDispatchEntryLock方法第四个参数传入的是一些标识请求模式的整型值,整型值具体代表什么意思,以后再分析,然后将EventEntry入队,最后调用startDispatchCycleLocked .
一路跟踪startDispatchCycleLocked
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
const sp& connection) {
#if DEBUG_DISPATCH_CYCLE
ALOGD("channel '%s' ~ startDispatchCycle",
connection->getInputChannelName());
#endif
while (connection->status == Connection::STATUS_NORMAL
&& !connection->outboundQueue.isEmpty()) {
DispatchEntry* dispatchEntry = connection->outboundQueue.head;
dispatchEntry->deliveryTime = currentTime;
// Publish the event.
status_t status;
EventEntry* eventEntry = dispatchEntry->eventEntry;
switch (eventEntry->type) {
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast(eventEntry);
// remove some
}
// Publish the motion event.
status = connection->inputPublisher.publishMotionEvent(dispatchEntry->seq,
motionEntry->deviceId, motionEntry->source,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags,
motionEntry->edgeFlags, motionEntry->metaState, motionEntry->buttonState,
xOffset, yOffset,
motionEntry->xPrecision, motionEntry->yPrecision,
motionEntry->downTime, motionEntry->eventTime,
motionEntry->pointerCount, motionEntry->pointerProperties,
usingCoords);
break;
}
default:
ALOG_ASSERT(false);
return;
}
// Re-enqueue the event on the wait queue.
connection->outboundQueue.dequeue(dispatchEntry);
traceOutboundQueueLengthLocked(connection);
connection->waitQueue.enqueueAtTail(dispatchEntry);
traceWaitQueueLengthLocked(connection);
}
}
发现触屏事件最终是调用connection->inputPublisher.publishMotionEvent方法,这个方法参数有17个. 阅读最后几行代码,可以看到InputDispatcher中队列比较多.
到目前为止,InputDispatcher分发完成了.下一步应该就是通知应用来读取了.
分析应用读取事件之前,不得不看看connection的结构,以及它从哪里来.
connection是从mConnectionsByFd中检索出来的.在registerInputChannel方法中找到了
sp connection = new Connection(inputChannel, inputWindowHandle, monitor);
int fd = inputChannel->getFd();
mConnectionsByFd.add(fd, connection);
if (monitor) {
mMonitoringChannels.push(inputChannel);
}
Connection是定义在InputDispatcher内部的类,看看定义
class Connection : public RefBase {
protected:
virtual ~Connection();
public:
enum Status {
// Everything is peachy.
STATUS_NORMAL,
// An unrecoverable communication error has occurred.
STATUS_BROKEN,
// The input channel has been unregistered.
STATUS_ZOMBIE
};
Status status;
sp inputChannel; // never null
sp inputWindowHandle; // may be null
bool monitor;
InputPublisher inputPublisher;
InputState inputState;
注意有两个陌生的类 InputChannel 和 InputPublisher.
InputPubliser在InputTransport.h文件中的定义(去掉了参数)
class InputPublisher {
public:
explicit InputPublisher(const sp& channel);
~InputPublisher();
inline sp getChannel() { return mChannel; }
status_t publishKeyEvent()
status_t publishMotionEvent()
status_t receiveFinishedSignal();
private:
sp mChannel;
};
InputChannel也是在InputTransport.h文件中的定义,只看看openInputChannelPair函数的声明
class InputChannel : public RefBase {
public:
/* Creates a pair of input channels.
*
* Returns OK on success.
*/
static status_t openInputChannelPair(const String8& name,
sp& outServerChannel,
sp& outClientChannel);
};
感觉像是一对socket. 在WindowManagerService的addWindow方法中发现了同名的方法.
public int addWindow() {
// ...
String name = win.makeInputChannelName();
InputChannel[] inputChannels = InputChannel.openInputChannelPair(name);
win.setInputChannel(inputChannels[0]); inputChannels[1].transferTo(outInputChannel); mInputManager.registerInputChannel(win.mInputChannel,
win.mInputWindowHandle);
// ...
}
到了connection->inputPublisher.publishMotionEvent这里,InputDispatcher已经完成了事件的分发,等待窗口处理了.
下一篇文章将记录从应用程序角度来分析publishMotionEvent方法.