1. InputDispatcher 的简介
在 input 输入事件番外4 中讲到事件经过获取、初步处理后最终发送给 InputtDispatcher 进行分发,那么 InputtDispatcher 是怎么进行分发的呢,首先从 InputtDispatcher 的设计思路出发,然后再进行一步步分析;
InputDispatcher 既然是要分发事件,就要搞清两个问题,发送的是什么?发送给谁?也就是下面将要展开分析的两点:
获取发送事件;
获取目标app,并将事件交由其处理;
获取发送事件:
第一步:获取事件;
第二步:放入队列前的简单处理;例如是否处于锁屏状态、有没有被 InputFilter 消费掉等;
第三步:放入队列 Queue
发送事件给目标app:
第一步:找到目标 app;
第二步:放入队列 Queue
第三步:从 outboundQueue 取出事件,通过 Connection 发送给目标 app;
2. 获取发送事件:
2.1 事件从 InputReader 到 InputDispatcher:上一节中讲到 getListener()->notifyMotion(&args) 后事件就传递到 InputDispatcher 交给分发线程处理了,而且还提到 getListener() 其实就是在初始化 InputReader 时传入的参数 mDispatcher,这里就来分析一下:
(1)getListener():
// frameworks\native\services\inputflinger\InputManager.cpp
InputManager::InputManager(
const sp& eventHub,
const sp& readerPolicy,
const sp& dispatcherPolicy) {
mDispatcher = new InputDispatcher(dispatcherPolicy);
mReader = new InputReader(eventHub, readerPolicy, mDispatcher);
initialize();
}
// InputReader 的构造函数 frameworks\native\services\inputflinger\InputReader.cpp
InputReader::InputReader(const sp& eventHub,
const sp& policy,
const sp& listener) :
mContext(this), mEventHub(eventHub), mPolicy(policy),
mGlobalMetaState(0), mGeneration(1),
mDisableVirtualKeysTimeout(LLONG_MIN), mNextTimeout(LLONG_MAX),
mConfigurationChangesToRefresh(0) {
mQueuedListener = new QueuedInputListener(listener); // 就在这里,初始化了 mQueuedListener
{ // acquire lock
AutoMutex _l(mLock);
refreshConfigurationLocked(0);
updateGlobalMetaStateLocked();
} // release lock
}
InputListenerInterface* InputReader::ContextImpl::getListener() {
return mReader->mQueuedListener.get(); // 通过 get() 函数获得原生指针
}
(2)InputReader 传递事件到 InputDispatcher:
// 事件获取线程中 获取事件到事件传递 循环调用的方法:loopOnce()
void InputReader::loopOnce() {
// ...
// 1. 读取事件
size_t count = mEventHub->getEvents(timeoutMillis, mEventBuffer, EVENT_BUFFER_SIZE);
{ // acquire lock
AutoMutex _l(mLock);
mReaderIsAliveCondition.broadcast();
if (count) {
// 2. 事件的简单处理;
processEventsLocked(mEventBuffer, count);
}
// ...
} // release lock
// Send out a message that the describes the changed input devices.
if (inputDevicesChanged) {
mPolicy->notifyInputDevicesChanged(inputDevices);
}
// 3. 把事件传给 InputDispatcher 处理(也可以理解为交给分发线程处理)
mQueuedListener->flush(); // 这个 mQueuedListener 其实就是 InputDispatcher
}
上面的代码是上一节内容的代码,还是以 SingleTouch 为例,事件简单处理最终调用 getListener()->notifyMotion(&args),然后再调用 mQueuedListener->flush();
void QueuedInputListener::notifyMotion(const NotifyMotionArgs* args) {
// push() 方法:STL中常见的方法,向数据结构中添加元素
mArgsQueue.push(new NotifyMotionArgs(*args));
}
void QueuedInputListener::flush() {
size_t count = mArgsQueue.size();
for (size_t i = 0; i < count; i++) {
NotifyArgs* args = mArgsQueue[i];
// mInnerListener 是 QueuedInputListener 构造函数中传入的 InputDispatcher
args->notify(mInnerListener);
delete args;
}
mArgsQueue.clear();
}
// 还是以上一节中为例 所以这里调用的时 NotifyMotionArgs 的 notify() 方法;
void NotifyMotionArgs::notify(const sp& listener) const {
listener->notifyMotion(this); // 终于到 InputDispatcher 中了;
}
2.2 InputDispatcher::notifyMotion():从事件获取到简单处理 mPolicy->interceptMotionBeforeQueueing(),最终通过 needWake = true 唤醒分发线程;
在 InputReader 中通过 listener->notifyMotion(this) 将事件封装成 NotifyMotionArgs 传递到 InputDispatcher;
void InputDispatcher::notifyMotion(const NotifyMotionArgs* args) {
//(1)获取发送事件:即封装的 NotifyMotionArgs* args (上面讲到的内容)
// ... 省略一些打印信息的代码
// 判断是否是有效的事件
if (!validateMotionEvent(args->action, args->pointerCount, args->pointerProperties)) {
return;
}
uint32_t policyFlags = args->policyFlags;
policyFlags |= POLICY_FLAG_TRUSTED;
//(2)放入队列前的简单处理
// 注释 /*byref*/ 表示 "引用类型的变量",说明这个方法的处理结果会保存在 policyFlags 中;并且最后根据
// 这个 policyFlags 构造出 newEntry;
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;
/* IMS.filterInputEvent:可拦截事件,当返回值为 false 的事件都直接拦截,没有机会加入mInboundQueue队列 */
if (!mPolicy->filterInputEvent(&event, policyFlags)) {
return; // event 被 InputFilter 消费掉,直接返回
}
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);
//(3)放入队列 Queue mInboundQueue
needWake = enqueueInboundEventLocked(newEntry);
mLock.unlock();
} // release lock
if (needWake) {
mLooper->wake(); // 如果需要唤醒 InputDispatcher 线程, 则调用 Looper 的 wake() 方法
}
}
(1)获取发送事件:notifyMotion() 方法中的参数,即封装的 NotifyMotionArgs* args;
(2)放入队列前的简单处理: mPolicy->interceptMotionBeforeQueueing()
要想搞明白进行了什么处理,首先得先搞明白这个 mPolicy 是什么。
// mPolicy 定义:在 InputDispatcher.h 中
class Connection : public RefBase {
public:
sp mPolicy;
}
// mPolicy 的初始化:InputDispatcher 的构造函数中
InputDispatcher::InputDispatcher(const sp& policy) :
mPolicy(policy),/* mPolicy 的初始化,传入的参数 */
mPendingEvent(NULL), mAppSwitchSawKeyDown(false), mAppSwitchDueTime(LONG_LONG_MAX),
mNextUnblockedEvent(NULL),
mDispatchEnabled(false), mDispatchFrozen(false), mInputFilterEnabled(false),
mInputTargetWaitCause(INPUT_TARGET_WAIT_CAUSE_NONE) {
mLooper = new Looper(false);
mKeyRepeatState.lastKeyEntry = NULL;
policy->getDispatcherConfiguration(&mConfig);
}
跟踪代码,结果发现是在 frameworks\base\services\core\jni\com_android_server_input_InputManagerService.cpp 中初始化 InputManager(eventHub, this, this) 中传入的 this (第三个参数),那就很容易找到 interceptMotionBeforeQueueing() 这个方法的代码了:
void NativeInputManager::interceptMotionBeforeQueueing(nsecs_t when, uint32_t& policyFlags) {
if (mInteractive) {
policyFlags |= POLICY_FLAG_INTERACTIVE;
}
if ((policyFlags & POLICY_FLAG_TRUSTED) && !(policyFlags & POLICY_FLAG_INJECTED)) {
if (policyFlags & POLICY_FLAG_INTERACTIVE) {
policyFlags |= POLICY_FLAG_PASS_TO_USER;
} else {
JNIEnv* env = jniEnv();
// 这是 JNI 回调 Java 中的代码:interceptMotionBeforeQueueingNonInteractive 的同名函数 */
// 在这里直接说明这个同名函数 PhoneWindowManger.java 中,后续单独一节来讲 JNI 系统
jint wmActions = env->CallIntMethod(mServiceObj,
gServiceClassInfo.interceptMotionBeforeQueueingNonInteractive,
when, policyFlags);
if (checkAndClearExceptionFromCallback(env,
"interceptMotionBeforeQueueingNonInteractive")) {
wmActions = 0;
}
// 根据回调 Java 中的方法得到的结果 wmActions 来设置 policyFlags
handleInterceptActions(wmActions, when, /*byref*/ policyFlags);
}
} else {
if (mInteractive) {
policyFlags |= POLICY_FLAG_PASS_TO_USER;
}
}
}
PhoneWindowManger.java 中:interceptMotionBeforeQueueingNonInteractive()
@Override
public int interceptMotionBeforeQueueingNonInteractive(long whenNanos, int policyFlags) {
if ((policyFlags & FLAG_WAKE) != 0) {
mPowerManager.wakeUp(whenNanos / 1000000);
return 0;
}
if (shouldDispatchInputWhenNonInteractive()) { // 有没有锁屏之类的
return ACTION_PASS_TO_USER; // 发送给 USER
}
return 0;
}
private boolean shouldDispatchInputWhenNonInteractive() {
return keyguardIsShowingTq() && mDisplay != null &&
mDisplay.getState() != Display.STATE_OFF; // 屏幕不是熄屏状态
}
(3)将事件放入队列 Queue
bool InputDispatcher::enqueueInboundEventLocked(EventEntry* entry) {
bool needWake = mInboundQueue.isEmpty(); // 如果队列为空 , 则需要唤醒
mInboundQueue.enqueueAtTail(entry); // 插入到mInboundQueue队列尾部
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: {
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) {
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: {
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) {
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。
*/
在这里 needWake 置为 true 后,结合上面的内容,唤醒了事件分发线程,接下来就分析一下这个事件分发线程。
3. 发送事件给目标app
InputDispatcherThread 与 前一节的中的 InputReader 线程一样,直接进入它的 threadLoop() 方法:
bool InputDispatcherThread::threadLoop() {
mDispatcher->dispatchOnce(); //调用了 InputDispatcher 的 dispatchOnce()
return true;
}
void InputDispatcher::dispatchOnce() {
nsecs_t nextWakeupTime = LONG_LONG_MAX;
{ // acquire lock
AutoMutex _l(mLock);
mDispatcherIsAliveCondition.broadcast();
// 第一次进来时 mCommandQueue 为空,能进入此分支;
// 然后在 dispatchOnceInnerLocked() 方法中 return;
// 最终在 mLooper->pollOnce(timeoutMillis) 休眠等待;
if (!haveCommandsLocked()) { // 为空则开始处理事件
// 会创建一个 commandEntry,并 mCommandQueue.enqueueAtTail(commandEntry)
dispatchOnceInnerLocked(&nextWakeupTime);
}
// Run all pending commands if there are any.
// If any commands were run then force the next poll to wake up immediately.
// 如果 mCommandQueue 不为空,消费掉队列中的 commandEntry,直到为空
if (runCommandsLockedInterruptible()) { // mCommandQueue.isEmpty() 时返回 false
nextWakeupTime = LONG_LONG_MIN; // 如果有命令时立刻唤醒分发线程;
}
} // 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);
// looper进入休眠等待,wake() 方法唤醒(向fd中写入数据就会唤醒)
mLooper->pollOnce(timeoutMillis);
}
dispatchOnceInnerLocked() -> pokeUserActivityLocked() -> postCommandLocked(),在此过程中从事件队列中取出事件,调用 pokeUserActivityLocked() 最终连接 PowerMangerService 保持屏幕唤醒;
// 传递流程 这个分支纪录一下,暂时不跟进;
// 向 mCommandQueue 中添加 commandEntry:postCommandLocked() 方法中
(1)CommandEntry* commandEntry = postCommandLocked(
& InputDispatcher::doPokeUserActivityLockedInterruptible)
(2)InputDispatcher.doPokeUserActivityLockedInterruptible ->
(3)com_android_server_input_InputManagerService.pokeUserActivit ->
(4)com_android_server_power_PowerManagerService.android_server_PowerManagerService_userActivity ->
(5)PowerManagerService.userActivityFromNative ->
(6)PowerManagerService.userActivityInternal ->
(7)PowerManagerService.userActivityNoUpdateLocked{ updatePowerStateLocked(); }
void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) {
nsecs_t currentTime = now();
// 判断事件分发是否允许,也就是在 IMS 未成功启动、非交互状态下等是不可用的,默认值是 false
if (!mDispatchEnabled) {
resetKeyRepeatLocked();
}
//判断分发线程是否被冻结,是否可以配发,默认值是false
if (mDispatchFrozen) {
return;
}
// 当事件分发的事件点距离该事件加入 mInboundQueue 的时间超过500ms时,则判定 app 切换过期;
// isAppSwitchDue 为 true;
bool isAppSwitchDue = mAppSwitchDueTime <= currentTime;
if (mAppSwitchDueTime < *nextWakeupTime) {
*nextWakeupTime = mAppSwitchDueTime;
}
//mPendingEvent是即将要被配发的事件,派发完成置为null,此处是判断是否正在配发事件
if (! mPendingEvent) {
if (mInboundQueue.isEmpty()) { // 如果Event队列为空的话
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.
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.
if (!mPendingEvent) { // 如果没有要处理的事件 , 则返回
return;
}
} else {// 有Event时,取出第一个Event;
// Inbound queue has at least one entry.
mPendingEvent = mInboundQueue.dequeueAtHead();
traceInboundQueueLengthLocked();
}
// Poke user activity for this event.
if (mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER) {
pokeUserActivityLocked(mPendingEvent);
}
// Get ready to dispatch the event.
// 重置此次事件分发的ANR超时时间,如果超过5秒,就会产生ANR
resetANRTimeoutsLocked();
}
// Now we have an event to dispatch.
// All events are eventually dequeued and processed this way, even if we intend to drop them.
ALOG_ASSERT(mPendingEvent != NULL);
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;
}
switch (mPendingEvent->type) {
// 处理 Configuration Change消息 , 即屏幕旋转等等
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;
}
// 处理设备重置消息
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;
}
// 处理Key按键消息
case EventEntry::TYPE_KEY: {
KeyEntry* typedEntry = static_cast(mPendingEvent);
if (isAppSwitchDue) {
if (isAppSwitchKeyEventLocked(typedEntry)) {
resetPendingAppSwitchLocked(true);
isAppSwitchDue = false;
} else if (dropReason == DROP_REASON_NOT_DROPPED) {
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 = dispatchKeyLocked(currentTime, typedEntry, &dropReason, nextWakeupTime);
break;
}
// 判断时触屏事件时:
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); // 分发事件
break;
}
default:
ALOG_ASSERT(false);
break;
}
if (done) {
if (dropReason != DROP_REASON_NOT_DROPPED) {
dropInboundEventLocked(mPendingEvent, dropReason); // 从配发队列里面丢弃事件
}
releasePendingEventLocked();
*nextWakeupTime = LONG_LONG_MIN; // force next poll to wake up immediately
}
}
(关键代码1)分发事件:done = dispatchMotionLocked();
bool InputDispatcher::dispatchMotionLocked(
nsecs_t currentTime, MotionEntry* entry, DropReason* dropReason, nsecs_t* nextWakeupTime) {
//...
bool isPointerEvent = entry->source & AINPUT_SOURCE_CLASS_POINTER;
// 定义 targets(存储窗口的集合) 找到目标窗口
Vector inputTargets;
bool conflictingPointerActions = false;
int32_t injectionResult;
if (isPointerEvent) {
// Pointer event. (eg. touchscreen)
// 如果是手指事件的话 ,则找到 Touch 窗口:关键代码1
injectionResult = findTouchedWindowTargetsLocked(currentTime,
entry, inputTargets, nextWakeupTime, &conflictingPointerActions);
} else {
// Non touch event. (eg. trackball)
// 如果不是手指触摸事件 , 比如轨迹球事件的话 , 则找到Focus窗口;这个分支不是重点
injectionResult = findFocusedWindowTargetsLocked(currentTime,
entry, inputTargets, nextWakeupTime);
}
// 如果找到窗口失败, 返回
if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
return false;
}
setInjectionResultLocked(entry, injectionResult);
if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
return true;
}
// TODO: support sending secondary display events to input monitors
if (isMainDisplay(entry->displayId)) {
addMonitoringTargetsLocked(inputTargets);
}
// Dispatch the motion.
if (conflictingPointerActions) {
CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
"conflicting pointer actions");
synthesizeCancelationEventsForAllConnectionsLocked(options);
}
// 开始向窗口分发事件:关键代码2
dispatchEventLocked(currentTime, entry, inputTargets);
return true;
}
3.1 找到目标 app (也就是找到目标窗口):findTouchedWindowTargetsLocked(),也是这个方法限制了不同app在不同窗口层级时,上面的app不能把触屏事件分发给下面的app;先挖一个坑吧,后续写一章节来讲这里的目标窗口和 app 的绑定。
int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
const MotionEntry* entry, Vector& inputTargets, nsecs_t* nextWakeupTime,
bool* outConflictingPointerActions) {
// ...
if (newGesture || (isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN)) {
//从 MotionEntry 中获取坐标点
int32_t pointerIndex = getMotionEventActionPointerIndex(action);
int32_t x = int32_t(entry->pointerCoords[pointerIndex].
getAxisValue(AMOTION_EVENT_AXIS_X));
int32_t y = int32_t(entry->pointerCoords[pointerIndex].
getAxisValue(AMOTION_EVENT_AXIS_Y));
sp newTouchedWindowHandle;
bool isTouchModal = false;
size_t numWindows = mWindowHandles.size();//1
// 遍历窗口,找到触摸过的窗口和窗口之外的外部目标
for (size_t i = 0; i < numWindows; i++) {//2
//获取InputDispatcher中代表窗口的windowHandle
sp windowHandle = mWindowHandles.itemAt(i);
//得到窗口信息windowInfo
const InputWindowInfo* windowInfo = windowHandle->getInfo();
if (windowInfo->displayId != displayId) {
//如果displayId不匹配,开始下一次循环
continue;
}
//获取窗口的 flag
int32_t flags = windowInfo->layoutParamsFlags;
//如果窗口时可见的
if (windowInfo->visible) {
//如果窗口的 flag 不为FLAG_NOT_TOUCHABLE(窗口是 touchable)
if (! (flags & InputWindowInfo::FLAG_NOT_TOUCHABLE)) {
// 如果窗口是 focusable 或者 flag 不为FLAG_NOT_FOCUSABLE,则说明该窗口是"可触摸模式"
isTouchModal = (flags & (InputWindowInfo::FLAG_NOT_FOCUSABLE
| InputWindowInfo::FLAG_NOT_TOUCH_MODAL)) == 0;//3
//如果窗口是可触摸模式或者坐标点落在窗口之上(找到目标窗口)
if (isTouchModal || windowInfo->touchableRegionContainsPoint(x, y)) {
newTouchedWindowHandle = windowHandle;//4
break; // found touched window, exit window loop
}
}
if (maskedAction == AMOTION_EVENT_ACTION_DOWN
&& (flags & InputWindowInfo::FLAG_WATCH_OUTSIDE_TOUCH)) {
//将符合条件的窗口放入TempTouchState中,以便后续处理。
mTempTouchState.addOrUpdateWindow(
windowHandle, InputTarget::FLAG_DISPATCH_AS_OUTSIDE, BitSet32(0));//5
}
}
// ...
}
} else{
// ...
}
// ...
// 把临时存放窗口的 TempTouchState 加入到全局的 inputTargets 中
for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTempTouchState.windows.itemAt(i);
addWindowTargetLocked(touchedWindow.windowHandle, touchedWindow.targetFlags,
touchedWindow.pointerIds, inputTargets);
}
// ...
}
(关键代码2)开始向窗口分发事件:dispatchEventLocked(currentTime, entry, inputTargets)
void InputDispatcher::dispatchEventLocked(nsecs_t currentTime,
EventEntry* eventEntry, const Vector& inputTargets) {
ALOG_ASSERT(eventEntry->dispatchInProgress); // should already have been set to true
pokeUserActivityLocked(eventEntry);
for (size_t i = 0; i < inputTargets.size(); i++) { // 遍历 inputTargets
const InputTarget& inputTarget = inputTargets.itemAt(i);
ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
if (connectionIndex >= 0) {
// 获取跨进程通讯的连接;
sp connection = mConnectionsByFd.valueAt(connectionIndex);
// 通过拿到的连接进行分发;
prepareDispatchCycleLocked(currentTime, connection, eventEntry, &inputTarget);
} else {
// ...
}
}
}
调用流程:
prepareDispatchCycleLocked(currentTime, connection, eventEntry, &inputTarget) ->
enqueueDispatchEntriesLocked(currentTime, connection, splitMotionEntry, inputTarget) ->
startDispatchCycleLocked(currentTime, connection)
void InputDispatcher::prepareDispatchCycleLocked(nsecs_t currentTime,
const sp& connection, EventEntry* eventEntry, const InputTarget* inputTarget) {
// ...
enqueueDispatchEntriesLocked(currentTime, connection, eventEntry, inputTarget);
}
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.
// 以下方法会调用 connection->outboundQueue.enqueueAtTail(dispatchEntry),
// 将事件放入队列 Queue outboundQueue;
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()) {
// 从 outboundQueue 取出事件,通过 Connection 发送给目标 app;
startDispatchCycleLocked(currentTime, connection);
}
}
3.2 将事件放入队列 Queue
void InputDispatcher::enqueueDispatchEntryLocked(
const sp& connection, EventEntry* eventEntry, const InputTarget* inputTarget,
int32_t dispatchMode) {
int32_t inputTargetFlags = inputTarget->flags;
if (!(inputTargetFlags & dispatchMode)) {
return;
}
inputTargetFlags = (inputTargetFlags & ~InputTarget::FLAG_DISPATCH_MASK) | dispatchMode;
// This is a new event.
// Enqueue a new dispatch entry onto the outbound queue for this connection.
DispatchEntry* dispatchEntry = new DispatchEntry(eventEntry, // increments ref
inputTargetFlags, inputTarget->xOffset, inputTarget->yOffset,
inputTarget->scaleFactor);
// Apply target flags and update the connection's input state.
switch (eventEntry->type) {
case EventEntry::TYPE_KEY: {
KeyEntry* keyEntry = static_cast(eventEntry);
dispatchEntry->resolvedAction = keyEntry->action;
dispatchEntry->resolvedFlags = keyEntry->flags;
if (!connection->inputState.trackKey(keyEntry,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags)) {
delete dispatchEntry;
return; // skip the inconsistent event
}
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast(eventEntry);
if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_OUTSIDE) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_OUTSIDE;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_EXIT;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_ENTER;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_CANCEL;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_DOWN;
} else {
dispatchEntry->resolvedAction = motionEntry->action;
}
if (dispatchEntry->resolvedAction == AMOTION_EVENT_ACTION_HOVER_MOVE
&& !connection->inputState.isHovering(
motionEntry->deviceId, motionEntry->source, motionEntry->displayId)) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_ENTER;
}
dispatchEntry->resolvedFlags = motionEntry->flags;
if (dispatchEntry->targetFlags & InputTarget::FLAG_WINDOW_IS_OBSCURED) {
dispatchEntry->resolvedFlags |= AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED;
}
if (!connection->inputState.trackMotion(motionEntry,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags)) {
delete dispatchEntry;
return; // skip the inconsistent event
}
break;
}
}
// Remember that we are waiting for this dispatch to complete.
if (dispatchEntry->hasForegroundTarget()) {
incrementPendingForegroundDispatchesLocked(eventEntry);
}
// Enqueue the dispatch entry.
connection->outboundQueue.enqueueAtTail(dispatchEntry);
traceOutboundQueueLengthLocked(connection);
}
3.3 从 outboundQueue 取出事件,通过 Connection 发送给目标 app:
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
const sp& connection) {
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_KEY: {
// ... key 事件
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast(eventEntry);
PointerCoords scaledCoords[MAX_POINTERS];
const PointerCoords* usingCoords = motionEntry->pointerCoords;
// Set the X and Y offset depending on the input source.
float xOffset, yOffset, scaleFactor;
if ((motionEntry->source & AINPUT_SOURCE_CLASS_POINTER)
&& !(dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS)) {
scaleFactor = dispatchEntry->scaleFactor;
xOffset = dispatchEntry->xOffset * scaleFactor;
yOffset = dispatchEntry->yOffset * scaleFactor;
if (scaleFactor != 1.0f) {
for (uint32_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i] = motionEntry->pointerCoords[i];
scaledCoords[i].scale(scaleFactor);
}
usingCoords = scaledCoords;
}
} else {
xOffset = 0.0f;
yOffset = 0.0f;
scaleFactor = 1.0f;
// We don't want the dispatch target to know.
if (dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS) {
for (uint32_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i].clear();
}
usingCoords = scaledCoords;
}
}
// Publish the motion event.
// 通过连接分发给远程端;
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;
}
// Check the result.
if (status) {
// ...
return;
}
// Re-enqueue the event on the wait queue.
connection->outboundQueue.dequeue(dispatchEntry);
traceOutboundQueueLengthLocked(connection);
connection->waitQueue.enqueueAtTail(dispatchEntry);
traceWaitQueueLengthLocked(connection);
}
}
从 outboundQueue 中取出需要处理的事件,交给 connection 的 inputPublisher 去分发,将事件加入到 connection 的 waitQueue 中。到这里,事件就从 InputDispatcher 中分发出去了。
4. 最后的补充
过调用 inputPublisher.publishMotionEvent(),将事件从 InputDispatcher 分发出去,那这个方法里到底做了些什么呢?
(1)inputPublisher.publishMotionEvent():封装 InputMessage,并通过 InputChannel 的 sendMessage() 发送出去;
status_t InputPublisher::publishMotionEvent( // ... 一系列参数 ) {
if (!seq) {
ALOGE("Attempted to publish a motion event with sequence number 0.");
return BAD_VALUE;
}
if (pointerCount > MAX_POINTERS || pointerCount < 1) {
ALOGE("channel '%s' publisher ~ Invalid number of pointers provided: %" PRIu32 ".",
mChannel->getName().string(), pointerCount);
return BAD_VALUE;
}
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 一系列赋值
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); // 调用了 InputChannel 的 sendMessage() 方法;
}
(2)sendMessage():通过系统的 send() 函数向 fd 中写入上面封装的 InputMessage
status_t InputChannel::sendMessage(const InputMessage* msg) {
size_t msgLength = msg->size();
ssize_t nWrite;
do {
// send:是一个系统调用函数,用来发送消息到一个套接字中
// end()函数只能在套接字处于连接状态的时候才能使用。(只有这样才知道接受者是谁)
nWrite = ::send(mFd, msg, msgLength, MSG_DONTWAIT | MSG_NOSIGNAL);
} while (nWrite == -1 && errno == EINTR);
if (nWrite < 0) {
int error = errno;
if (error == EAGAIN || error == EWOULDBLOCK) {
return WOULD_BLOCK;
}
if (error == EPIPE || error == ENOTCONN || error == ECONNREFUSED || error == ECONNRESET) {
return DEAD_OBJECT;
}
return -error;
}
if (size_t(nWrite) != msgLength) {
return DEAD_OBJECT;
}
return OK;
}