请对照AOSP版本:6.0.1_r50。学校电脑好渣,看源码时卡半天
先回顾一下前两篇文章。在设备没有事件输入的时候,InputReader和InputDispatcher都处于睡眠状态。当输入事件发生,InputReader首先被激活,然后发送读取消息,激活Dispatcher。Dispatcher被激活以后,将消息发送给当前激活窗口的主线程,然后睡眠等待主线程处理完这个事件。主线程被激活后,会处理相应的消息,处理完毕后反馈给Dispatcher,从而Dispatcher可以继续发送消息。
回顾一下第11章4.2中,InputReader线程在获取事件以后,会调用processEventsLocked(mEventBuffer, count);
处理事件。
这里先根据event的种类进行分门别类的处理。
frameworks/native/services/inputflinger/InputReader.cpp :
void InputReader::processEventsLocked(const RawEvent* rawEvents, size_t count) {
for (const RawEvent* rawEvent = rawEvents; count;) {
int32_t type = rawEvent->type;
size_t batchSize = 1;
if (type < EventHubInterface::FIRST_SYNTHETIC_EVENT) {
//如果这里获得是合成事件
//这里一次要将该输入设备中的一组事件都获取出来
int32_t deviceId = rawEvent->deviceId;
while (batchSize < count) {
if (rawEvent[batchSize].type >= EventHubInterface::FIRST_SYNTHETIC_EVENT
|| rawEvent[batchSize].deviceId != deviceId) {
break;
}
batchSize += 1;
}
//处理这些事件
processEventsForDeviceLocked(deviceId, rawEvent, batchSize);
} else {
//这些是一些设备状况的事件,没必要将这些消息发送出去,留给自己处理就可以了
switch (rawEvent->type) {
case EventHubInterface::DEVICE_ADDED:
addDeviceLocked(rawEvent->when, rawEvent->deviceId);
break;
case EventHubInterface::DEVICE_REMOVED:
removeDeviceLocked(rawEvent->when, rawEvent->deviceId);
break;
case EventHubInterface::FINISHED_DEVICE_SCAN:
handleConfigurationChangedLocked(rawEvent->when);
break;
default:
ALOG_ASSERT(false); // can't happen
break;
}
}
count -= batchSize;
rawEvent += batchSize;
}
}
准备将事件交给设备进行处理。
frameworks/native/services/inputflinger/InputReader.cpp :
void InputReader::processEventsForDeviceLocked(int32_t deviceId,
const RawEvent* rawEvents, size_t count) {
//判断设备是否是已知的
ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
if (deviceIndex < 0) {
ALOGW("Discarding event for unknown deviceId %d.", deviceId);
return;
}
//获得设备
InputDevice* device = mDevices.valueAt(deviceIndex);
if (device->isIgnored()) {
//ALOGD("Discarding event for ignored deviceId %d.", deviceId);
return;
}
//交给设备进行处理
device->process(rawEvents, count);
}
用device中的mapper去映射传入的事件,然后再处理。
frameworks/native/services/inputflinger/InputReader.cpp :
void InputDevice::process(const RawEvent* rawEvents, size_t count) {
// Process all of the events in order for each mapper.
// We cannot simply ask each mapper to process them in bulk because mappers may
// have side-effects that must be interleaved. For example, joystick movement events and
// gamepad button presses are handled by different mappers but they should be dispatched
// in the order received.
//一个设备可能有多种类型的event,所有有多个mapper,但是需要保持event的顺序性
//所以这里采用先循环event,再循环mapper的方式
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) {
//..
mDropUntilNextSync = true;
reset(rawEvent->when);
} else {
for (size_t i = 0; i < numMappers; i++) {
InputMapper* mapper = mMappers[i];
//用每一种mapper尝试处理event
mapper->process(rawEvent);
}
}
}
}
这里InputMapper种类很多,每个事件处理方法各不相同,所以在这里不再详述。其中有如下的InputMapper:
SwitchInputMapper, VibratorInputMapper, KeyboardInputMapper, CursorInputMapper, TouchInputMapper, SingleTouchInputMapper, MultiTouchInputMapper, JoystickInputMapper
这些方法处理到最后,会调用getListener()->notifyXXX(&args)
,让Dispatcher进行分发,XXX根据不同的Mapper有相应的名字。在创建InputReader时,将InputDispatcher作为参数传入,同时建立了QueuedInputListener来存放这个InputDispatcher,估计是准备将来处理多个InputDispatcher。所以这里getListener获取的就是当初建立的InputDispatcher对象。
这里虽然已经开始调用InputDispatcher的函数,但是还是在InputReader线程中。这里开始向InputDispatcher的队列中插入事件,并且把InputDispatcher唤醒了。因为notifyXXX函数同样是针对不同的输入有着不同的处理,所以不再详述,截取一段MotionEvent的代码片段。
frameworks/native/services/inputflinger/InputDispatcher.cpp :
//针对每种event,都会想将其封装成一个EventEntry
// Just enqueue a new motion event.
MotionEntry* newEntry = new MotionEntry(args->eventTime,
args->deviceId, args->source, policyFlags,
args->action, args->actionButton, args->flags,
args->metaState, args->buttonState,
args->edgeFlags, args->xPrecision, args->yPrecision, args->downTime,
args->displayId,
args->pointerCount, args->pointerProperties, args->pointerCoords, 0, 0);
//然后加入队列
needWake = enqueueInboundEventLocked(newEntry);
//...
//唤醒Looper线程
if (needWake) {
mLooper->wake();
}
将一个事件放入队列之后,会根据needWake参数决定是否要唤醒线程。如果要唤醒,则调用Looper的wake函数就可以了,和原来道理一样。在有些时候,有事件添加进去,不一定要唤醒线程,比如线程正在等待应用反馈事件处理完毕的消息。
实实在在的将这个EventEntry放入队列mInboundQueue中了。
frameworks/native/services/inputflinger/InputDispatcher.cpp :
bool InputDispatcher::enqueueInboundEventLocked(EventEntry* entry) {
//如果队列空了,需要唤醒
bool needWake = mInboundQueue.isEmpty();
//将事件加入队列
mInboundQueue.enqueueAtTail(entry);
traceInboundQueueLengthLocked();
switch (entry->type) {
//这里会优化App切换的事件,如果上一个App还有事件没处理完,也没反馈事件处理完毕消息
//则清空之前的事件,切换下一个应用
case EventEntry::TYPE_KEY: {
// Optimize app switch latency.
// If the application takes too long to catch up then we drop all events preceding
// the app switch key.
KeyEntry* keyEntry = static_cast(entry);
if (isAppSwitchKeyEventLocked(keyEntry)) {
if (keyEntry->action == AKEY_EVENT_ACTION_DOWN) {
mAppSwitchSawKeyDown = true;
} else if (keyEntry->action == AKEY_EVENT_ACTION_UP) {
if (mAppSwitchSawKeyDown) {
#if DEBUG_APP_SWITCH
ALOGD("App switch is pending!");
#endif
mAppSwitchDueTime = keyEntry->eventTime + APP_SWITCH_TIMEOUT;
mAppSwitchSawKeyDown = false;
needWake = true;
}
}
}
break;
}
//当一个非当前激活app的点击事件发生,会清空之前的事件
//从这个新的点击事件开始
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;
}
这里做了两种优化,主要是在当前App窗口处理事件过慢,同时你又触发其他App的事件时,Dispatcher就会丢弃先前的事件,从这个开始唤醒Dispatcher。这样做很合情合理,用户在使用时,会遇到App由于开发者水平有限导致处理事件过慢情况,这时用户等的不耐烦,则应该让用户轻松的切换到其它App,而不是阻塞在那。所以,事件无法响应只会发生在App内部,而不会影响应用的切换,从而提升用户体验。App的质量问题不会影响系统的运转,Android在这点上做的很人性。
在第11章中3.2中,Dispatcher调用函数dispatchOnceInnerLocked(&nextWakeupTime);
来分配队列中的事件。
从队列中获取event,然后准备处理。
frameworks/native/services/inputflinger/InputDispatcher.cpp :
void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) {
nsecs_t currentTime = now();
// Reset the key repeat timer whenever normal dispatch is suspended while the
// device is in a non-interactive state. This is to ensure that we abort a key
// repeat if the device is just coming out of sleep.
if (!mDispatchEnabled) {
resetKeyRepeatLocked();
}
// If dispatching is frozen, do not process timeouts or try to deliver any new events.
if (mDispatchFrozen) {
return;
}
//对App切换的情况的优化
// Optimize latency of app switches.
// Essentially we start a short timeout when an app switch key (HOME / ENDCALL) has
// been pressed. When it expires, we preempt dispatch and drop all other pending events.
bool isAppSwitchDue = mAppSwitchDueTime <= currentTime;
if (mAppSwitchDueTime < *nextWakeupTime) {
//如果有切换App的event,且时间小于设定的时间
//则将等待事件设为小者
*nextWakeupTime = mAppSwitchDueTime;
}
// Ready to start a new event.
// If we don't already have a pending event, go grab one.
if (! mPendingEvent) {
if (mInboundQueue.isEmpty()) {
//队列是空的情况
if (isAppSwitchDue) {
// The inbound queue is empty so the app switch key we were waiting
// for will never arrive. Stop waiting for it.
resetPendingAppSwitchLocked(false);
isAppSwitchDue = false;
}
// Synthesize a key repeat if appropriate.
//如果有连续重复事件发生,则制造重复事件
if (mKeyRepeatState.lastKeyEntry) {
if (currentTime >= mKeyRepeatState.nextRepeatTime) {
mPendingEvent = synthesizeKeyRepeatLocked(currentTime);
} else {
if (mKeyRepeatState.nextRepeatTime < *nextWakeupTime) {
*nextWakeupTime = mKeyRepeatState.nextRepeatTime;
}
}
}
// Nothing to do if there is no pending event.
//如果真无事可做,下次睡眠可能比较久
if (!mPendingEvent) {
return;
}
} else {
// Inbound queue has at least one entry.
//从队列中获取一个Event
mPendingEvent = mInboundQueue.dequeueAtHead();
traceInboundQueueLengthLocked();
}
// Poke user activity for this event.
if (mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER) {
pokeUserActivityLocked(mPendingEvent);
}
//重置ANRT
// Get ready to dispatch the event.
resetANRTimeoutsLocked();
}
// Now we have an event to dispatch.
// All events are eventually dequeued and processed this way, even if we intend to drop them.
bool done = false;
DropReason dropReason = DROP_REASON_NOT_DROPPED;
if (!(mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER)) {
dropReason = DROP_REASON_POLICY;
} else if (!mDispatchEnabled) {
dropReason = DROP_REASON_DISABLED;
}
if (mNextUnblockedEvent == mPendingEvent) {
mNextUnblockedEvent = NULL;
}
//分类处理Event
switch (mPendingEvent->type) {
case EventEntry::TYPE_CONFIGURATION_CHANGED: {
ConfigurationChangedEntry* typedEntry =
static_cast(mPendingEvent);
done = dispatchConfigurationChangedLocked(currentTime, typedEntry);
dropReason = DROP_REASON_NOT_DROPPED; // configuration changes are never dropped
break;
}
case EventEntry::TYPE_DEVICE_RESET: {
DeviceResetEntry* typedEntry =
static_cast(mPendingEvent);
done = dispatchDeviceResetLocked(currentTime, typedEntry);
dropReason = DROP_REASON_NOT_DROPPED; // device resets are never dropped
break;
}
case EventEntry::TYPE_KEY: {
KeyEntry* typedEntry = static_cast(mPendingEvent);
if (isAppSwitchDue) {
if (isAppSwitchKeyEventLocked(typedEntry)) {
//这个Event就是SwitchEvent,我已经处理
//重置App切换的状态为false
resetPendingAppSwitchLocked(true);
isAppSwitchDue = false;
} else if (dropReason == DROP_REASON_NOT_DROPPED) {
//如果是其他事件,则丢弃,因为正在switch
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;
}
//分发KeyEvent
done = dispatchKeyLocked(currentTime, typedEntry, &dropReason, nextWakeupTime);
break;
}
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;
}
//分发Motion Event
done = dispatchMotionLocked(currentTime, typedEntry,
&dropReason, nextWakeupTime);
break;
}
default:
ALOG_ASSERT(false);
break;
}
if (done) {
if (dropReason != DROP_REASON_NOT_DROPPED) {
dropInboundEventLocked(mPendingEvent, dropReason);
}
mLastDropReason = dropReason;
//将mPendingEvent置为null
releasePendingEventLocked();
//我已经处理的event,所以需要将睡眠设置时间小一点
*nextWakeupTime = LONG_LONG_MIN; // force next poll to wake up immediately
}
}
这一步根据Event的种类,略有不同。有dispatchMotionLocked
和dispatchKeyLocked
等。主要过程类似,首先判断是否需要丢弃该event,然后获得目标Window,再向目标window发送event。代码片如下:
frameworks/native/services/inputflinger/InputDispatcher.cpp :
//..
// Identify targets.
Vector inputTargets;
//..
injectionResult = findTouchedWindowTargetsLocked(currentTime, entry, inputTargets, nextWakeupTime, &conflictingPointerActions);
//..
dispatchEventLocked(currentTime, entry, inputTargets);
这里调用findTouchedWindowTargetsLocked()
来获取目标Window。在前面12章3.6中,将mFocusedWindowHandle参数设置为了当前激活的Window,所以目前返回的inputTargets就是将mFocusedWindowHandle封装后的结果。
向每一个目标发送event。
frameworks/native/services/inputflinger/InputDispatcher.cpp :
void InputDispatcher::dispatchEventLocked(nsecs_t currentTime,
EventEntry* eventEntry, const Vector& inputTargets) {
pokeUserActivityLocked(eventEntry);
//向每一个目标发送event
for (size_t i = 0; i < inputTargets.size(); i++) {
const InputTarget& inputTarget = inputTargets.itemAt(i);
//获取目标的connection
ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
if (connectionIndex >= 0) {
sp connection = mConnectionsByFd.valueAt(connectionIndex);
prepareDispatchCycleLocked(currentTime, connection, eventEntry, &inputTarget);
} else {
//..
}
}
}
frameworks/native/services/inputflinger/InputDispatcher.cpp :
void InputDispatcher::prepareDispatchCycleLocked(nsecs_t currentTime,
const sp& connection, EventEntry* eventEntry, const InputTarget* inputTarget) {
// Skip this event if the connection status is not normal.
// We don't want to enqueue additional outbound events if the connection is broken.
if (connection->status != Connection::STATUS_NORMAL) {
return;
}
// Split a motion event if needed.
if (inputTarget->flags & InputTarget::FLAG_SPLIT) {
//Motion event一般为连续的基本event组合而成
//所以可以分割
MotionEntry* originalMotionEntry = static_cast(eventEntry);
if (inputTarget->pointerIds.count() != originalMotionEntry->pointerCount) {
MotionEntry* splitMotionEntry = splitMotionEvent(
originalMotionEntry, inputTarget->pointerIds);
if (!splitMotionEntry) {
return; // split event was dropped
}
enqueueDispatchEntriesLocked(currentTime, connection,
splitMotionEntry, inputTarget);
splitMotionEntry->release();
return;
}
}
// Not splitting. Enqueue dispatch entries for the event as is.
enqueueDispatchEntriesLocked(currentTime, connection, eventEntry, inputTarget);
}
这一步先判断目标Connection是否空,然后向其队列加入event。如果原来队列为空,说明可以进一步分发event;如果不为空,说明旧event还没有处理完毕,则不进一步分发。
frameworks/native/services/inputflinger/InputDispatcher.cpp :
bool wasEmpty = connection->outboundQueue.isEmpty();
// Enqueue dispatch entries for the requested modes.
//将event放入outboundQueue中,省略..
// If the outbound queue was previously empty, start the dispatch cycle going.
if (wasEmpty && !connection->outboundQueue.isEmpty()) {
startDispatchCycleLocked(currentTime, connection);
}
循环的取出队列中的event,然后交给connection发送。
frameworks/native/services/inputflinger/InputDispatcher.cpp :
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
const sp<Connection>& connection) {
//将outboundQueue中的entry一一进行处理
while (connection->status == Connection::STATUS_NORMAL
&& !connection->outboundQueue.isEmpty()) {
//获取首部的entry
DispatchEntry* dispatchEntry = connection->outboundQueue.head;
dispatchEntry->deliveryTime = currentTime;
// Publish the event.
status_t status;
EventEntry* eventEntry = dispatchEntry->eventEntry;
switch (eventEntry->type) {
case EventEntry::TYPE_KEY: {
KeyEntry* keyEntry = static_cast<KeyEntry*>(eventEntry);
//..
// Publish the key event.
status = connection->inputPublisher.publishKeyEvent(dispatchEntry->seq,
keyEntry->deviceId, keyEntry->source,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags,
keyEntry->keyCode, keyEntry->scanCode,
keyEntry->metaState, keyEntry->repeatCount, keyEntry->downTime,
keyEntry->eventTime);
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast<MotionEntry*>(eventEntry);
// Set the X and Y offset depending on the input source.
//..
// Publish the motion event.
status = connection->inputPublisher.publishMotionEvent(dispatchEntry->seq,
motionEntry->deviceId, motionEntry->source,
dispatchEntry->resolvedAction, motionEntry->actionButton,
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:
return;
}
// Check the result.
// Re-enqueue the event on the wait queue.
//从outboundQueue中移除
connection->outboundQueue.dequeue(dispatchEntry);
traceOutboundQueueLengthLocked(connection);
//加入waitQueue
connection->waitQueue.enqueueAtTail(dispatchEntry);
traceWaitQueueLengthLocked(connection);
}
}
这一步同样有多种情况,有publishMotionEvent和publishKeyEvent。基本思路相近。先封装成message,最后都调用了mChannel->sendMessage(&msg)
。
frameworks/native/libs/input/InputTransport.cpp :
InputMessage msg;
msg.header.type = InputMessage::TYPE_MOTION;
msg.body.motion.seq = seq;
msg.body.motion.deviceId = deviceId;
msg.body.motion.source = source;
msg.body.motion.action = action;
msg.body.motion.actionButton = actionButton;
msg.body.motion.flags = flags;
msg.body.motion.edgeFlags = edgeFlags;
msg.body.motion.metaState = metaState;
msg.body.motion.buttonState = buttonState;
msg.body.motion.xOffset = xOffset;
msg.body.motion.yOffset = yOffset;
msg.body.motion.xPrecision = xPrecision;
msg.body.motion.yPrecision = yPrecision;
msg.body.motion.downTime = downTime;
msg.body.motion.eventTime = eventTime;
msg.body.motion.pointerCount = pointerCount;
for (uint32_t i = 0; i < pointerCount; i++) {
msg.body.motion.pointers[i].properties.copyFrom(pointerProperties[i]);
msg.body.motion.pointers[i].coords.copyFrom(pointerCoords[i]);
}
return mChannel->sendMessage(&msg);
这一步就要像保存的文件描述符mFd
中写入数据了。
frameworks/native/libs/input/InputTransport.cpp :
size_t msgLength = msg->size();
ssize_t nWrite;
do {
nWrite = ::send(mFd, msg, msgLength, MSG_DONTWAIT | MSG_NOSIGNAL);
} while (nWrite == -1 && errno == EINTR);
到这里,Dispatcher终于把event通过当初建立的Channel pair发送给了应用window。这里和旧版本很不同,当初需要先将event放入共享内存,然后发送一个信号进行通知。
这一节比较复杂,需要回忆大量的前面几章的细节和一定的逻辑推理(连蒙带猜)能力。
先来回忆一下第12章4.5节,在InputChannel注册到Client时,最后一步做了什么。
frameworks/base/core/jni/android_view_InputEventReceiver.cpp :
mMessageQueue->getLooper()->addFd(fd, 0, events, this, NULL);
这里给主线程的Looper添加的一个需要监听fd,这个fd是Client端的InputChannel的文件描述符。addFd
函数的第4个参数是一个回调函数,这里this指NativeInputEventReceiver对象,它是LooperCallback的子类。addFd
函数新建了一个Request对象,如下:
system/core/libutils/Looper.cpp :
Request request;
request.fd = fd;
request.ident = ident;
request.events = events;
request.seq = mNextRequestSeq++;
//回调函数指明是上一步传入的NativeInputEventReceiver对象
request.callback = callback;
request.data = data;
//..
//将request以fd为关键字加入mRequests
mRequests.add(fd, request);
再次回忆第10章1.6,也就是主线程被阻塞的地方。代码如下:
system/core/libutils/Looper.cpp :
int Looper::pollInner(int timeoutMillis) {
// Adjust the timeout based on when the next message is due.
//..
//清空mResponses数组
// Poll.
int result = POLL_WAKE;
mResponses.clear();
mResponseIndex = 0;
// We are about to idle.
mPolling = true;
//等待epoll监测到IO事件
struct epoll_event eventItems[EPOLL_MAX_EVENTS];
int eventCount = epoll_wait(mEpollFd, eventItems, EPOLL_MAX_EVENTS, timeoutMillis);
//..
// Handle all events.
for (int i = 0; i < eventCount; i++) {
int fd = eventItems[i].data.fd;
uint32_t epollEvents = eventItems[i].events;
if (fd == mWakeEventFd) {
if (epollEvents & EPOLLIN) {
//这里处理的唤醒事件
awoken();
} else {
ALOGW("Ignoring unexpected epoll events 0x%x on wake event fd.", epollEvents);
}
} else {
//这里处理的是input事件
ssize_t requestIndex = mRequests.indexOfKey(fd);
if (requestIndex >= 0) {
int events = 0;
if (epollEvents & EPOLLIN) events |= EVENT_INPUT;
if (epollEvents & EPOLLOUT) events |= EVENT_OUTPUT;
if (epollEvents & EPOLLERR) events |= EVENT_ERROR;
if (epollEvents & EPOLLHUP) events |= EVENT_HANGUP;
//将event加入mResponses
pushResponse(events, mRequests.valueAt(requestIndex));
} else {
//..
}
}
}
Done: ;
//遍历每一个存在mResponses的event
// Invoke all response callbacks.
for (size_t i = 0; i < mResponses.size(); i++) {
Response& response = mResponses.editItemAt(i);
if (response.request.ident == POLL_CALLBACK) {
int fd = response.request.fd;
int events = response.events;
void* data = response.request.data;
// Invoke the callback. Note that the file descriptor may be closed by
// the callback (and potentially even reused) before the function returns so
// we need to be a little careful when removing the file descriptor afterwards.
//这一步开始调用回调函数,说明该文件描述符下有人输入的event
int callbackResult = response.request.callback->handleEvent(fd, events, data);
if (callbackResult == 0) {
removeFd(fd, response.request.seq);
}
// Clear the callback reference in the response structure promptly because we
// will not clear the response vector itself until the next poll.
response.request.callback.clear();
result = POLL_CALLBACK;
}
}
return result;
}
这一步处理wake事件已经在第10章第1节讲述过了,这里需要处理的另一种事件input event。对input event,先将其放入mResponses数组,然后依次调用他们的回调函数。这里就是NativeInputEventReceiver的handleEvent函数了。
Event分为Input和Output,这里是事件输入,所以先看Input分支。
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;
}
if (events & ALOOPER_EVENT_OUTPUT) {
//..
}
return 1;
}
开始从目标Channel中读出event,然后包装成java层的对象,开始调用java函数进行处理。
frameworks/base/core/jni/android_view_InputEventReceiver.cpp :
status_t NativeInputEventReceiver::consumeEvents(JNIEnv* env,
bool consumeBatches, nsecs_t frameTime, bool* outConsumedBatch) {
ScopedLocalRef receiverObj(env, NULL);
bool skipCallbacks = false;
//循环从Channel中读出event
for (;;) {
uint32_t seq;
InputEvent* inputEvent;
//这一步开始从Channel中读取event,存入inputEvent中
status_t status = mInputConsumer.consume(&mInputEventFactory,
consumeBatches, frameTime, &seq, &inputEvent);
if (status) {
if (status == WOULD_BLOCK) {
if (!skipCallbacks && !mBatchedInputEventPending
&& mInputConsumer.hasPendingBatch()) {
// There is a pending batch. Come back later.
//..
return OK;
}
}
return status;
}
if (!skipCallbacks) {
if (!receiverObj.get()) {
//这里的mReceiverWeakGlobal是java层的InputEventReceiver
receiverObj.reset(jniGetReferent(env, mReceiverWeakGlobal));
//..
}
//根据不同的InputEvent种类,将其转化为java层的inputEventObj
jobject inputEventObj;
switch (inputEvent->getType()) {
case AINPUT_EVENT_TYPE_KEY:
inputEventObj = android_view_KeyEvent_fromNative(env,
static_cast(inputEvent));
break;
case AINPUT_EVENT_TYPE_MOTION: {
MotionEvent* motionEvent = static_cast(inputEvent);
if ((motionEvent->getAction() & AMOTION_EVENT_ACTION_MOVE) && outConsumedBatch) {
*outConsumedBatch = true;
}
inputEventObj = android_view_MotionEvent_obtainAsCopy(env, motionEvent);
break;
}
default:
assert(false); // InputConsumer should prevent this from ever happening
inputEventObj = NULL;
}
if (inputEventObj) {
//开始调用java层的dispatchInputEvent函数
env->CallVoidMethod(receiverObj.get(),
gInputEventReceiverClassInfo.dispatchInputEvent, seq, inputEventObj);
env->DeleteLocalRef(inputEventObj);
} else {
//..
}
}
if (skipCallbacks) {
//不需要调用回调函数,则可以直接反馈完成信号
mInputConsumer.sendFinishedSignal(seq, false);
}
}
}
我们先看如何从Channel中获取event的,3.3。然后讲解java层的分发过程,3.4。
从Chuannel中读取一个(一组)event。
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.
//从Channel中读取一个Message
status_t result = mChannel->receiveMessage(&mMsg);
if (result) {
// Consume the next batched event unless batches are being held for later.
//..
}
}
//根据message种类构造event
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;
}
case AINPUT_EVENT_TYPE_MOTION: {
//对Motion event,需要处理成批的event事件
//..
MotionEvent* motionEvent = factory->createMotionEvent();
if (! motionEvent) return NO_MEMORY;
updateTouchState(&mMsg);
initializeMotionEvent(motionEvent, &mMsg);
*outSeq = mMsg.body.motion.seq;
*outEvent = motionEvent;
break;
}
default:
return UNKNOWN_ERROR;
}
}
return OK;
}
mChannel->receiveMessage(&mMsg)
函数在InputChannel中主要如下实现,调用socket函数recv从mFd中读出数据。
frameworks/native/libs/input/InputTransport.cpp :
nRead = ::recv(mFd, msg, sizeof(InputMessage), MSG_DONTWAIT);
回到java层,在获得event后,就需要进行分发了。receiverObj指向的是一个InputEventReceiver对象,这里其实是它的子类WindowInputEventReceiver对象,见第12章第4节。dispatchInputEvent
函数还是继承的父类的,没有重写。
这一步直接调用了下一步。
将event插入等待事件队列的尾部,然后开始调度这些消息。
frameworks/base/core/java/android/view/ViewRootImpl.java :
void enqueueInputEvent(InputEvent event,
InputEventReceiver receiver, int flags, boolean processImmediately) {
adjustInputEventForCompatibility(event);
//将event和receiver封装在一起
QueuedInputEvent q = obtainQueuedInputEvent(event, receiver, flags);
// Always enqueue the input event in order, regardless of its time stamp.
// We do this because the application or the IME may inject key events
// in response to touch events and we want to ensure that the injected keys
// are processed in the order they were received and we cannot trust that
// the time stamp of injected events are monotonic.
//找到尾部插入
QueuedInputEvent last = mPendingInputEventTail;
if (last == null) {
mPendingInputEventHead = q;
mPendingInputEventTail = q;
} else {
last.mNext = q;
mPendingInputEventTail = q;
}
mPendingInputEventCount += 1;
if (processImmediately) {
//立即处理所有的InputEvent
doProcessInputEvents();
} else {
//发送一个提醒消息
scheduleProcessInputEvents();
}
}
这里会有两种不同的处理event的方式,一个是立即处理;另一种是向主线程Looper发送MSG_PROCESS_INPUT_EVENTS
消息。这里选择立即处理。
这里会把等待在队列中的event,一口气全处理了。这一步会循环拿出队列中的每一个event,然后调用下一步进行处理。
准备交给stage处理。
frameworks/base/core/java/android/view/ViewRootImpl.java :
private void deliverInputEvent(QueuedInputEvent q) {
//...
//下面开始从某个stage开始
//寻找适合的stage进行处理
InputStage stage;
if (q.shouldSendToSynthesizer()) {
stage = mSyntheticInputStage;
} else {
stage = q.shouldSkipIme() ? mFirstPostImeInputStage : mFirstInputStage;
}
if (stage != null) {
stage.deliver(q);
} else {
finishInputEvent(q);
}
}
下面就讲解一下stage是什么东西。stage可以说是处理event的不同阶段,如果上一个stage处理不了,就交给下一个stage处理,总有一个stage可以将event处理掉。这里stage的处理顺序图如下所示:
这里我们暂且研究第6种stage,这个stage和View有直接关系。
这里根据event的类型分别进行处理。我们先关注一下PointerEvent如何处理的。
将event交给mView来处理,这里mView就是一个DecorView对象。
这一步是DecorView继承自View的方法,将event分为TouchEvent和GenericMotionEvent来处理。先看TouchEvent如何处理。
DecorView重写了该函数。这里调用getCallback
函数来获取一个回调对象。该函数是PhoneWindow继承自Window类的方法,获得是mCallback。那么这个mCallback到底是谁呢?
回顾一下Activity的创建过程,在Activity创建以后会调用attach函数对Activity进行一定的初始化,其中就创建了PhoneWindow,同时设置了callback为Activity它自己。所以这一步获得是一个Activity对象,然后调用它的函数继续分发event。
Event交到Activity手中进行处理。为什么会先交给Activity处理?目的是让开发者可以重写这个函数,从而可以在分发这个事件之前进行截获。
/**
* Called to process touch screen events. You can override this to
* intercept all touch screen events before they are dispatched to the
* window. Be sure to call this implementation for touch screen events
* that should be handled normally.
*
* @param ev The touch screen event.
*
* @return boolean Return true if this event was consumed.
*/
public boolean dispatchTouchEvent(MotionEvent ev) {
if (ev.getAction() == MotionEvent.ACTION_DOWN) {
onUserInteraction();
}
//绕一圈有交给PhoneWindow处理
if (getWindow().superDispatchTouchEvent(ev)) {
return true;
}
//没有view可以处理,那么activity自己处理
//默认就是放弃,也可以重写实现特定功能
return onTouchEvent(ev);
}
什么也没做,将event传回DecorView,让它处理。
这里DecorView又交给dispatchTouchEvent处理。这里的dispatchTouchEvent是源自父类ViewGroup的函数,而不是自己重写的函数。
ViewGroup是View的子类。它管理了一组View在mChildren数组中,按照设计模式的说法叫Composite模式。
这一步会依次访问每个子view,判断他们是否可以处理该event,如果能就交给它处理;没人能处理就自己处理。无论哪种方式,都会调用下一步dispatchTransformedTouchEvent
函数。
frameworks/base/core/java/android/view/ViewGroup.java :
public boolean dispatchTouchEvent(MotionEvent ev) {
//..
// If the event targets the accessibility focused view and this is it, start
// normal event dispatch. Maybe a descendant is what will handle the click.
if (ev.isTargetAccessibilityFocus() && isAccessibilityFocusedViewOrHost()) {
ev.setTargetAccessibilityFocus(false);
}
boolean handled = false;
//如果Window没有被遮住,才进行以下过程
if (onFilterTouchEventForSecurity(ev)) {
//..
TouchTarget newTouchTarget = null;
boolean alreadyDispatchedToNewTouchTarget = false;
if (!canceled && !intercepted) {
//..
final int childrenCount = mChildrenCount;
if (newTouchTarget == null && childrenCount != 0) {
final float x = ev.getX(actionIndex);
final float y = ev.getY(actionIndex);
// Find a child that can receive the event.
// Scan children from front to back.
//根据z坐标进行排序,从小到大的顺序
final ArrayList preorderedList = buildOrderedChildList();
//也可以自己定制顺序
final boolean customOrder = preorderedList == null
&& isChildrenDrawingOrderEnabled();
//所有子View存放在mChildren中
final View[] children = mChildren;
//按z的值,从大到小开始遍历
for (int i = childrenCount - 1; i >= 0; i--) {
final int childIndex = customOrder
? getChildDrawingOrder(childrenCount, i) : i;
final View child = (preorderedList == null)
? children[childIndex] : preorderedList.get(childIndex);
// If there is a view that has accessibility focus we want it
// to get the event first and if not handled we will perform a
// normal dispatch. We may do a double iteration but this is
// safer given the timeframe.
//如果指定了一个view去获得这个event,一直循环到那个view为止
if (childWithAccessibilityFocus != null) {
if (childWithAccessibilityFocus != child) {
continue;
}
childWithAccessibilityFocus = null;
i = childrenCount - 1;
}
//判断该view是否可以接受这个event,是否在这个view范围内
if (!canViewReceivePointerEvents(child)
|| !isTransformedTouchPointInView(x, y, child, null)) {
ev.setTargetAccessibilityFocus(false);
continue;
}
//如果该child正在处理上一个event
newTouchTarget = getTouchTarget(child);
if (newTouchTarget != null) {
// Child is already receiving touch within its bounds.
// Give it the new pointer in addition to the ones it is handling.
newTouchTarget.pointerIdBits |= idBitsToAssign;
break;
}
//尝试去向该child发送event
if (dispatchTransformedTouchEvent(ev, false, child, idBitsToAssign)) {
// Child wants to receive touch within its bounds.
//..
//将child加入mFirstTouchTarget为首的队列头部
newTouchTarget = addTouchTarget(child, idBitsToAssign);
alreadyDispatchedToNewTouchTarget = true;
break;
}
//..
}
}
}
}
// Dispatch to touch targets.
if (mFirstTouchTarget == null) {
//没有child可以处理,那么就自己处理
// No touch targets so treat this as an ordinary view.
handled = dispatchTransformedTouchEvent(ev, canceled, null,
TouchTarget.ALL_POINTER_IDS);
} else {
// Dispatch to touch targets, excluding the new touch target if we already
// dispatched to it. Cancel touch targets if necessary.
TouchTarget predecessor = null;
TouchTarget target = mFirstTouchTarget;
while (target != null) {
final TouchTarget next = target.next;
if (alreadyDispatchedToNewTouchTarget && target == newTouchTarget) {
handled = true;
} else {
//..
if (dispatchTransformedTouchEvent(ev, cancelChild,
target.child, target.pointerIdBits)) {
handled = true;
}
//..
}
predecessor = target;
target = next;
}
}
//..
}
return handled;
}
ViewGroup会决定自己处理还是交给child处理。在ViewGroup自己处理,或者child为不再是一个ViewGroup时,则开始调用View的dispatchTouchEvent函数。
frameworks/base/core/java/android/view/ViewGroup.java :
//省略了计算坐标便宜的过程
if (child == null) {
//ViewGroup决定自己处理
handled = super.dispatchTouchEvent(event);
} else {
//交给child处理,child可能是个view
//也可能还是个ViewGroup,这就重复3.17步骤
handled = child.dispatchTouchEvent(event);
}
这一步就会调用用户自己实现的Listener;如果没有Listener,则会调用view默认的处理函数。
frameworks/base/core/java/android/view/View.java :
public boolean dispatchTouchEvent(MotionEvent event) {
// If the event should be handled by accessibility focus first.
if (event.isTargetAccessibilityFocus()) {
// We don't have focus or no virtual descendant has it, do not handle the event.
if (!isAccessibilityFocusedViewOrHost()) {
//该View不可访问的状态,返回
return false;
}
}
boolean result = false;
//..
//先判断该View是否被遮挡,没被遮挡才进行处理
if (onFilterTouchEventForSecurity(event)) {
//noinspection SimplifiableIfStatement
//获得注册的Listener,看是否有注册OnTouchListener
ListenerInfo li = mListenerInfo;
if (li != null && li.mOnTouchListener != null
&& (mViewFlags & ENABLED_MASK) == ENABLED
&& li.mOnTouchListener.onTouch(this, event)) {
//调用Listener的回调函数,处理event
result = true;
}
//View也可以采用默认的处理onTouchEvent
if (!result && onTouchEvent(event)) {
result = true;
}
}
//..
return result;
}
默认处理函数onTouchEvent会处理一些基本的操作,比如button的按下松开的效果,滚动容器产生滚动的效果等。
在InputStage完成处理event的任务后,会开始返回完成的消息。
开始调用c++函数。
将指针转化为NativeInputEventReceiver指针,交给它来处理。
frameworks/base/core/jni/android_view_InputEventReceiver.cpp :
sp receiver = reinterpret_cast(receiverPtr);
status_t status = receiver->finishInputEvent(seq, handled);
InputConsumer依次处理每个sequence,发送完成信号。
向channel发送完成消息。
status_t InputConsumer::sendUnchainedFinishedSignal(uint32_t seq, bool handled) {
InputMessage msg;
msg.header.type = InputMessage::TYPE_FINISHED;
msg.body.finished.seq = seq;
msg.body.finished.handled = handled;
return mChannel->sendMessage(&msg);
}
向Channel写入事件后,处于睡眠的InputDispatcher被唤醒,开始分发下一个event。
到这里,Input event的处理流程已经分析完了,心好累。