Android Q深色模式及源码解析,实战解析

//frameworks/base/libs/hwui/renderthread/RenderProxy.cpp

void RenderProxy::setForceDark(bool enable) {

mRenderThread.queue().post(this, enable { mContext->setForceDark(enable); });

}

这里从MainThread post了一个调用CanvasContext成员函数setForceDark的任务到RenderThread渲染线程

//frameworks/base/libs/hwui/renderthread/CanvasContext.h

void setForceDark(bool enable) {

mUseForceDark = enable;

}

bool useForceDark() {

return mUseForceDark;

}

发现只是设置了一个mUseForceDark变量而已,并没有看到关键性的调用。我们只能继续再跟一下mUseForceDark这个变量在哪里使用到了。最终发现,是在TreeInfo中被赋值给disableForceDark变量

//frameworks/base/libs/hwui/TreeInfo.cpp

TreeInfo::TreeInfo(TraversalMode mode, renderthread::CanvasContext& canvasContext)
mode(mode)

, prepareTextures(mode == MODE_FULL)

, canvasContext(canvasContext)

, damageGenerationId(canvasContext.getFrameNumber())

//初始化 TreeInfo 的 disableForceDark 变量,注意变量值意义的变化,0 代表打开夜间模式,>0 代表关闭夜间模式

, disableForceDark(canvasContext.useForceDark() ? 0 : 1)

, screenSize(canvasContext.getNextFrameSize()) {}

} // namespace android::uirenderer

而最终disableForceDark是在RenderNode中使用,调用路径为:prepareTree-->prepareTreeImpl-->pushStagingDisplayListChanges-->syncDisplayList-->handleForceDark

而最核心当属handleForceDark函数:

//frameworks/base/libs/hwui/RenderNode.cpp

void RenderNode::handleForceDark(android::uirenderer::TreeInfo *info) {

// // 若没打开强制夜间模式,直接退出

if (CC_LIKELY(!info || info->disableForceDark)) {

return;

}

auto usage = usageHint();

const auto& children = mDisplayList->mChildNodes;

//根据是否有文字、是否有子节点、子节点数量等情况,得出当前 Node 属于 Foreground 还是 Background

if (mDisplayList->hasText()) {

usage = UsageHint::Foreground;

}

if (usage == UsageHint::Unknown) {

if (children.size() > 1) {

usage = UsageHint::Background;

} else if (children.size() == 1 &&

children.front().getRenderNode()->usageHint() !=

UsageHint::Background) {

usage = UsageHint::Background;

}

}

if (children.size() > 1) {

// Crude overlap check

SkRect drawn = SkRect::MakeEmpty();

for (auto iter = children.rbegin(); iter != children.rend(); ++iter) {

const auto& child = iter->getRenderNode();

// We use stagingProperties here because we haven’t yet sync’d the children

SkRect bounds = SkRect::MakeXYWH(child->stagingProperties().getX(), child->stagingProperties().getY(),

child->stagingProperties().getWidth(), child->stagingProperties().getHeight());

if (bounds.contains(drawn)) {

// This contains everything drawn after it, so make it a background

child->setUsageHint(UsageHint::Background);

}

drawn.join(bounds);

}

}

//根据 UsageHint 设置变色策略:Dark(压暗)、Light(提亮)

mDisplayList->mDisplayList.applyColorTransform(

usage == UsageHint::Background ? ColorTransform::Dark : ColorTransform::Light);

}

//frameworks/base/libs/hwui/RecordingCanvas.cpp

// frameworks/base/libs/hwui/RecordingCanvas.cpp

void DisplayListData::applyColorTransform(ColorTransform transform) {

// transform: Dark 或 Light

// color_transform_fns 是一个对应所有绘制指令的函数指针数组,主要是对 op 的 paint 变色或对 bitmap 添加 colorfilter

this->map(color_transform_fns, transform);

}

template

inline void DisplayListData::map(const Fn fns[], Args… args) const {

auto end = fBytes.get() + fUsed;

// 遍历当前的绘制的 op

for (const uint8_t* ptr = fBytes.get(); ptr < end;) {

auto op = (const Op*)ptr;

auto type = op->type;

auto skip = op->skip;

// 根据 type 找到对应的 fn,根据调用关系,我们知道 fns 数组对应 color_transform_fns,这个数组其实是一个函数指针数组,下面看看定义

if (auto fn = fns[type]) { // We replace no-op functions with nullptrs

// 执行

fn(op, args…); // to avoid the overhead of a pointless call.

}

ptr += skip;

}

}

#define X(T) colorTransformForOp(),

static const color_transform_fn color_transform_fns[] = {

X(Flush)

X(Save)

X(Restore)

X(SaveLayer)

X(SaveBehind)

X(Concat)

X(SetMatrix)

X(Translate)

X(ClipPath)

X(ClipRect)

X(ClipRRect)

X(ClipRegion)

X(DrawPaint)

X(DrawBehind)

X(DrawPath)

X(DrawRect)

X(DrawRegion)

X(DrawOval)

X(DrawArc)

X(DrawRRect)

X(DrawDRRect)

X(DrawAnnotation)

X(DrawDrawable)

X(DrawPicture)

X(DrawImage)

X(DrawImageNine)

X(DrawImageRect)

X(DrawImageLattice)

X(DrawTextBlob)

X(DrawPatch)

X(DrawPoints)

X(DrawVertices)

X(DrawAtlas)

X(DrawShadowRec)

X(DrawVectorDrawable)

};

#undef X

color_transform_fn 宏定义展开:

template

constexpr color_transform_fn colorTransformForOp() {

if

// op 变量中是否同时包含 paint 及 palette 属性,若同时包含,则是绘制 Image 或者 VectorDrawable 的指令

// 参考:frameworks/base/libs/hwui/RecordingCanvas.cpp 中各 Op 的定义

constexpr(has_paint && has_palette) {

return [](const void* opRaw, ColorTransform transform) {

const T* op = reinterpret_cast(opRaw);

// 关键变色方法,根据 palette 叠加 colorfilter

transformPaint(transform, const_cast(&(op->paint)), op->palette);

};

}

else if

// op 变量中是否包含 paint 属性,普通绘制指令

constexpr(has_paint) {

return [](const void* opRaw, ColorTransform transform) {

const T* op = reinterpret_cast(opRaw);

// 关键变色方法,对 paint 颜色进行变换

transformPaint(transform, const_cast(&(op->paint)));

};

}

else {

// op 变量不包含 paint 属性,返回空

return nullptr;

}

}

static const color_transform_fn color_transform_fns[] = {

// 根据 Flush、Save、DrawImage等不同绘制 op,返回不同的函数指针

colorTransformForOp

};

让我们再一次看看 map 方法

template

inline void DisplayListData::map(const Fn fns[], Args… args) const {

auto end = fBytes.get() + fUsed;

for (const uint8_t* ptr = fBytes.get(); ptr < end;) {

auto op = (const Op*)ptr;

auto type = op->type;

auto skip = op->skip;

if (auto fn = fns[type]) { // We replace no-op functions with nullptrs

// 对 op 的 paint 进行颜色变换或叠加 colorfilter

fn(op, args…); // to avoid the overhead of a pointless call.

}

ptr += skip;

}

}

我们先来整理下:

  • CanvasContext.mUseForceDark 只会影响 TreeInfo.disableForceDark 的初始化

  • TreeInfo.disableForceDark 若大于 0RenderNode 在执行 handleForceDark就会直接退出

  • handleForceDark 方法里会根据 UsageHint 类型,对所有 op 中的 paint 颜色进行变换,如果是绘制图片,则叠加一个反转的 colorfilter。变换策略有:Dark、Light

接下来让我们来看 paint 和 colorfilter 的变色实现,这部分是交由CanvasTransform中处理:

bool transformPaint(ColorTransform transform, SkPaint* paint) {

applyColorTransform(transform, *paint);

return true;

}

static void applyColorTransform(ColorTransform transform, SkPaint& paint) {

if (transform == ColorTransform::None) return;

//关键代码,对颜色进行转换

SkColor newColor = transformColor(transform, paint.getColor());

paint.setColor(newColor);

if (paint.getShader()) {

SkShader::GradientInfo info;

std::array _colorStorage;

std::array _offsetStorage;

info.fColorCount = _colorStorage.size();

info.fColors = _colorStorage.data();

info.fColorOffsets = _offsetStorage.data();

SkShader::GradientType type = paint.getShader()->asAGradient(&info);

if (info.fColorCount <= 10) {

switch (type) {

case SkShader::kLinear_GradientType:

for (int i = 0; i < info.fColorCount; i++) {

info.fColors[i] = transformColor(transform, info.fColors[i]);

}

paint.setShader(SkGradientShader::MakeLinear(info.fPoint, info.fColors,

info.fColorOffsets, info.fColorCount,

info.fTileMode, info.fGradientFlags, nullptr));

break;

default:break;

}

}

}

if (paint.getColorFilter()) {

SkBlendMode mode;

SkColor color;

// TODO: LRU this or something to avoid spamming new color mode filters

if (paint.getColorFilter()->asColorMode(&color, &mode)) {

color = transformColor(transform, color);

//将转换后的颜色通过ColorFilter的方式设置到画笔上

paint.setColorFilter(SkColorFilter::MakeModeFilter(color, mode));

}

}

}

接下来我们来看看颜色是如何进行转换的:

static SkColor transformColor(ColorTransform transform, SkColor color) {

switch (transform) {

case ColorTransform::Light: //要求变亮

return makeLight(color);

case ColorTransform::Dark://要求变暗

return makeDark(color);

default:

return color;

}

}

//颜色提亮

static SkColor makeLight(SkColor color) {

//从颜色从rgb转换成Lab模式

Lab lab = sRGBToLab(color);

//对明度进行反转,明度越高,反转后越低

float invertedL = std::min(110 - lab.L, 100.0f);

//反转后的明度高于原明度,则使用反转后的颜色

if (invertedL > lab.L) {

lab.L = invertedL;

return LabToSRGB(lab, SkColorGetA(color));

} else {

//若反转后反而明度更低,起不到提亮效果,则直接返回原颜色

return color;

}

}

//颜色变深

static SkColor makeDark(SkColor color) {

//同上

Lab lab = sRGBToLab(color);

float invertedL = std::min(110 - lab.L, 100.0f);

//若反转后的明度低于原明亮,则使用反转后的颜色

if (invertedL < lab.L) {

lab.L = invertedL;

return LabToSRGB(lab, SkColorGetA(color));

} else {

//若反转后明度更高,则起不到压暗明度的效果,则继续使用原来的颜色

return color;

}

}

可以很清楚的看到,深色模式的变色规则,就是从paint的color中提取出明度,然后根据当前是浅色模式还是深色模式,对明度进行相应的调整,以达到更好的显示效果。

再来看看对图片的变换:

bool transformPaint(ColorTransform transform, SkPaint* paint, BitmapPalette palette) {

// 根据 palette 和 colorfilter 判断图片是亮还是暗的

palette = filterPalette(paint, palette);

bool shouldInvert = false;

if (palette == BitmapPalette::Light && transform == ColorTransform::Dark) {

// 图片本身是亮的,但是要求变暗,反转

shouldInvert = true;

}

if (palette == BitmapPalette::Dark && transform == ColorTransform::Light) {

// 图片本身是暗的,但是要求变亮,反转

shouldInvert = true;

}

if (shouldInvert) {

SkHighContrastConfig config;

config.fInvertStyle = SkHighContrastConfig::InvertStyle::kInvertLightness;

// 叠加一个亮度反转的 colorfilter

paint->setColorFilter(SkHighContrastFilter::Make(config)->makeComposed(paint->refColorFilter()));

}

return shouldInvert;

}

到这里Theme级别的forceDarkAllowed要讲完了,你看明白了吗?

4.2、View级别

View 级别的 forceDarkAllowed,通过 View 级别 forceDarkAllowed 可以关掉它及它的子 view 的夜间模式开关。因为是View级别,那入口很有可能就在构造方法中。事不宜迟,我们这就去看看是不是这样的。

// frameworks/base/core/java/android/view/View.java

public class View implements Drawable.Callback, KeyEvent.Callback,

AccessibilityEventSource {

Android Q深色模式及源码解析,实战解析_第1张图片

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}

return shouldInvert;

}

到这里Theme级别的forceDarkAllowed要讲完了,你看明白了吗?

4.2、View级别

View 级别的 forceDarkAllowed,通过 View 级别 forceDarkAllowed 可以关掉它及它的子 view 的夜间模式开关。因为是View级别,那入口很有可能就在构造方法中。事不宜迟,我们这就去看看是不是这样的。

// frameworks/base/core/java/android/view/View.java

public class View implements Drawable.Callback, KeyEvent.Callback,

AccessibilityEventSource {

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