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);
}
processEventsForDeviceLocked根据deviceIndex得到InputDevice对象,然后调用它的process方法,
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.
size_t numMappers = mMappers.size();
for (const RawEvent* rawEvent = rawEvents; count--; rawEvent++) {
#if DEBUG_RAW_EVENTS
ALOGD("Input event: device=%d type=0x%04x code=0x%04x value=0x%08x when=%lld",
rawEvent->deviceId, rawEvent->type, rawEvent->code, rawEvent->value,
rawEvent->when);
#endif
if (mDropUntilNextSync) {
if (rawEvent->type == EV_SYN && rawEvent->code == SYN_REPORT) {
mDropUntilNextSync = false;
#if DEBUG_RAW_EVENTS
ALOGD("Recovered from input event buffer overrun.");
#endif
} else {
#if DEBUG_RAW_EVENTS
ALOGD("Dropped input event while waiting for next input sync.");
#endif
}
} 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);
}
}
}
}
直接遍历mMappers中的所有InputMapper,逐个调用process方法。
下面以KeyboardInputMapper为例,来解析process方法,
void KeyboardInputMapper::process(const RawEvent* rawEvent) {
switch (rawEvent->type) {
case EV_KEY: {
int32_t scanCode = rawEvent->code;
int32_t usageCode = mCurrentHidUsage;
mCurrentHidUsage = 0;
if (isKeyboardOrGamepadKey(scanCode)) {
processKey(rawEvent->when, rawEvent->value != 0, scanCode, usageCode);
}
break;
}
case EV_MSC: {
if (rawEvent->code == MSC_SCAN) {
mCurrentHidUsage = rawEvent->value;
}
break;
}
case EV_SYN: {
if (rawEvent->code == SYN_REPORT) {
mCurrentHidUsage = 0;
}
}
}
}
函数中间的曲折过程就不多说了,无非是指针指来指去的,只看最后的notifyKey方法,
void QueuedInputListener::notifyKey(const NotifyKeyArgs* args) {
mArgsQueue.push(new NotifyKeyArgs(*args));
}
放在数组里面,这就完了?肯定不是的.
NotifyArgs类图关系如下:
回头看看InputReader.cpp 中的loopOnce方法,最后还调用了QueuedInputListener的flush方法
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();
}
以NotifyKeyArgs为例来论述notify方法的调用流程,
void NotifyKeyArgs::notify(const sp& listener) const {
listener->notifyKey(this);
}
这个listener是啥?最后跟踪发现, listener是构造InputReader是传进去的InputDispatcher对象。
mDispatcher = new InputDispatcher(dispatcherPolicy);
mReader = new InputReader(eventHub, readerPolicy, mDispatcher);
这样终于将获取Event的类InputReader和分发Event的类InputDispatcher连接起来了。
notifyKey方法首先创建KeyEntry对象,然后调用enqueueInboundEventLocked方法将KeyEntry对象加入mInboundQueue队列中。
注意mInboundQueue这个队列。
bool InputDispatcher::enqueueInboundEventLocked(EventEntry* entry) {
bool needWake = mInboundQueue.isEmpty();
mInboundQueue.enqueueAtTail(entry);
•••
}