WindowManagerService分发事件是通过它的InputManager来完成的。
在初始化时,各部分状态如下:
• InputManager.InputReader:正在睡眠等待事件的发生
• InputManager.InputDispatcher:正在等待InputReader从睡眠中醒过来并且唤醒它
• Activity应用程序:正在消息循环中等待InputDispatcher把它唤醒
初始化之后,如果有事件发生,其调用流程见下面的内容。
• InputReader
1) InputReader.pollOnce (InputReader.cpp)
被通知是否有事件可读
2) EventHub.getEvent (EventHub.cpp)
读取真正的事件
3) InputReader.process (InputReader.cpp)
4) InputReader.consumeEvent (InputReader.cpp)
5) InputDevice.process (InputReader.cpp)
6) mapper->process(rawEvent) (下面以键盘为例)
则真正调用: KeyboardInputMapper.process (InputReader.cpp)
7) KeyboardInputMapper.processKey (InputReader.cpp)
• InputDispatcher
8) InputDispatcher.notifyKey (InputDispatcher.cpp)
a) 生成KeyEvent (通过调用event.initialize)
b) 生成KeyEntry
c) 调用enqueueInboundEventLocked(newEntry),把KeyEntry加入到InputDispatcher类的mInboundQueue队列中
d) 根据需要唤醒InputDispatccherThread线程
9) InputDispatcher.dispatchOnce (InputDispatcher.cpp)
10) InputDispatcher.dispatchOnceInnerLocked (InputDispatcher.cpp)
从mInboundQueue队列中取出EventEntry
11) InputDispatcher.dispatchKeyLocked (InputDispatcher.cpp)
a) 从当前激活窗口mFocusedWindowHandle中获取InputWindowInfo
b) 从InputWindowInfo中获取inputChannel、frameLeft、frameTop并保存在mCurrentInputTargets的top InputTarget成员中。后面InputDispatcher就会从mCurrentInputTargets中取出恰当的Activity窗口,然后把键盘事件分发给它
c) 调用dispatchEventToCurrentInputTargetsLocked(currentTime, entry, false)
12) InputDispatcher.dispatchEventToCurrentInputTargetsLocked (InputDispatcher.cpp)
// InputDispatcher.cpp void InputDispatcher::dispatchEventToCurrentInputTargetsLocked(nsecs_t currentTime, EventEntry* eventEntry, bool resumeWithAppendedMotionSample) { LOG_ASSERT(eventEntry->dispatchInProgress); // should already have been set to true pokeUserActivityLocked(eventEntry); for (size_t i = 0; i < mCurrentInputTargets.size(); i++) { const InputTarget& inputTarget = mCurrentInputTargets.itemAt(i); ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel); if (connectionIndex >= 0) { // 获取对应的Connection sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex); prepareDispatchCycleLocked(currentTime, connection, eventEntry, & inputTarget, resumeWithAppendedMotionSample); } else { } } }
13) InputDispatcher.prepareDispatchCycleLocked (InputDispatcher.cpp)
14) InputDispatcher.enqueueDispatchEntriesLocked (InputDispatcher.cpp)
(1) InputDispatcher::enqueueDispatchEntryLocked (InputDispatcher.cpp)
a) 生成DispatchEntry
b) 把dispatchEntry加入connection->outboundQueue
(connection->outboundQueue.enqueueAtTail(dispatchEntry))
(2) InputDispatcher::startDispatchCycleLocked(以前队列空才执行)
15) InputDispatcher.startDispatchCycleLocked (InputDispatcher.cpp)
(1) 从connection->outboundQueue中取出DispatchEntry
(2) 对于EventEntry::TYPE_KEY,调用connection->inputPublisher.publishKeyEvent
或 对于EventEntry::TYPE_MOTION,调用connection->inputPublisher.publishMotionEvent
(3) InputPublisher.publishKeyEvent (InputTransport.cpp)
它把key event存入ashmem buffer中,即mSharedMessage->key中,
此ashmem buffer在InputDispatcher.registerInputChannel (connection->initialize)被创建。
(4) 发送dispath信号(即写发送pipe)给Activity应用程序
connection->inputPublisher.sendDispatchSignal-> InputChannel.sendSignal
status_t InputPublisher::sendDispatchSignal() { mWasDispatched = true; return mChannel->sendSignal(INPUT_SIGNAL_DISPATCH); }
至此,已经向Activity应用程序接收pipe中写入内容,则Activity应用程序的主线程就被唤醒了,开始处理此事件,即Activity应用程序上场了!
当应用程序的主线程因为这个InputChannel中的读管道被写端唤醒时,NativeInputQueue的成员函数handleReceiveCallback就会被回调,因此,接下来,应用程序的主线程就会被唤醒,然后执行NativeInputQueue的成员函数handleReceiveCallback。
• NativeInputQueue
1) NativeInputQueue::handleReceiveCallback (android_view_InputQueue.cpp)
详细见容见下面的注释
int NativeInputQueue::handleReceiveCallback(int receiveFd, int events, void* data) { NativeInputQueue* q = static_cast<NativeInputQueue*>(data); JNIEnv* env = AndroidRuntime::getJNIEnv(); sp<Connection> connection; InputEvent* inputEvent; jobject inputHandlerObjLocal; jlong finishedToken; { // acquire lock AutoMutex _l(q->mLock); // 根据receiveFd获取 connectionIndex ssize_t connectionIndex = q->mConnectionsByReceiveFd.indexOfKey(receiveFd); ... // 根据connectionIndex获取NativeInputQueue.Connection connection = q->mConnectionsByReceiveFd.valueAt(connectionIndex); ... // 从管道读取数据并检查是否与发送方写的一致 status_t status = connection->inputConsumer.receiveDispatchSignal(); ... // 获取NativeInputQueue.Connection中的InputConsumer对象,它与Server端的InputPublisher对应 // InputConsumer::consume (InputTransport.cpp), 负责把事件读出来(MotionEvent或KeyEvent)并生成inputEventObj status = connection->inputConsumer.consume(& connection->inputEventFactory, & inputEvent); ... connection->messageInProgress = true; connection->messageSeqNum += 1; finishedToken = generateFinishedToken(receiveFd, connection->id, connection->messageSeqNum); // 获取inputHandlerObjLocal对象 // 在NativeInputQueue.registerInputChannel中Java传入,并保存在Connection中 inputHandlerObjLocal = env->NewLocalRef(connection->inputHandlerObjGlobal); } // release lock int32_t inputEventType = inputEvent->getType(); jobject inputEventObj; jmethodID dispatchMethodId; switch (inputEventType) { case AINPUT_EVENT_TYPE_KEY: // 生成inputEventObj inputEventObj = android_view_KeyEvent_fromNative(env, static_cast<KeyEvent*>(inputEvent)); // 以指定inputHandlerObjLocal调用InputQueue.dispatchKeyEvent来处理此事件 dispatchMethodId = gInputQueueClassInfo.dispatchKeyEvent; break; case AINPUT_EVENT_TYPE_MOTION: inputEventObj = android_view_MotionEvent_obtainAsCopy(env, static_cast<MotionEvent*>(inputEvent)); dispatchMethodId = gInputQueueClassInfo.dispatchMotionEvent; break; default: assert(false); // InputConsumer should prevent this from ever happening inputEventObj = NULL; } if (! inputEventObj) { LOGW("channel '%s' ~ Failed to obtain DVM event object.", connection->getInputChannelName()); env->DeleteLocalRef(inputHandlerObjLocal); q->finished(env, finishedToken, false, false); return 1; } // 通知Java层的InputQueue来处理这个事件 env->CallStaticVoidMethod(gInputQueueClassInfo.clazz, dispatchMethodId, inputHandlerObjLocal, inputEventObj, jlong(finishedToken)); if (env->ExceptionCheck()) { LOGE("An exception occurred while invoking the input handler for an event."); LOGE_EX(env); env->ExceptionClear(); q->finished(env, finishedToken, false, true /*ignoreSpuriousFinish*/); } env->DeleteLocalRef(inputEventObj); env->DeleteLocalRef(inputHandlerObjLocal); return 1; }
• NativeInputQueue (下面以处理KeyEvent来讲)
2) InputQueue.dispatchKeyEvent (InputQueue.java)
private static void dispatchKeyEvent(InputHandler inputHandler, KeyEvent event, long finishedToken) { FinishedCallback finishedCallback = FinishedCallback.obtain(finishedToken); // inputHandler是调用InputQueue.registerInputChannel时传进来的 // 在ViewRootImpl.setView中调用 // InputQueue.registerInputChannel(mInputChannel, mInputHandler, // Looper.myQueue()) inputHandler.handleKey(event, finishedCallback); }
mInputHandler的定义如下:
private final InputHandler mInputHandler = new InputHandler() { public void handleKey(KeyEvent event, InputQueue.FinishedCallback finishedCallback) { startInputEvent(finishedCallback); dispatchKey(event, true); } public void handleMotion(MotionEvent event, InputQueue.FinishedCallback finishedCallback) { startInputEvent(finishedCallback); dispatchMotion(event, true); } };
3) mInputHandler.handleKey (ViewRootImpl.java)
4) ViewRootImpl.dispatchKey (ViewRootImpl.java)
把KeyEvent封装成Message
5) ViewRootImpl.enqueueInputEvent
把Message转换为InputEventMessage消息,然后放于mPendingInputEvents链表尾。
ViewRootImpl不直接处理这个事件,而是把它作为一个消息(DISPATCH_KEY)放到消息队列中去处理,这个消息最后由ViewRootImpl类的deliverKeyEvent成员函数来处理
6) 在handleMessage中调用deliverKeyEvent
7) ViewRootImpl.deliverKeyEvent (ViewRootImpl.java)
private void deliverKeyEvent(KeyEvent event, boolean sendDone) { if (ViewDebug.DEBUG_LATENCY) { mInputEventDeliverTimeNanos = System.nanoTime(); } if (mInputEventConsistencyVerifier != null) { mInputEventConsistencyVerifier.onKeyEvent(event, 0); } // If there is no view, then the event will not be handled. if (mView == null || !mAdded) { finishKeyEvent(event, sendDone, false); return; } // Perform predispatching before the IME. if (mView.dispatchKeyEventPreIme(event)) { finishKeyEvent(event, sendDone, true); return; } // InputMethodManager处理完这个键盘事件后,再回调用这里的 // mInputMethodCallback对象的finishedEvent成员函数来把键盘 // 事件分发给当前激活的Activity窗口处理。当然,在把这个键盘事件 // 分发给InputMethodManager处理之前,ViewRoot也会先把这个键盘事 // 件分发给当前激活的Activity窗口的dispatchKeyEventPreIme成员函数处理。 // Dispatch to the IME before propagating down the view hierarchy. // The IME will eventually call back into handleFinishedEvent. if (mLastWasImTarget) { InputMethodManager imm = InputMethodManager.peekInstance(); if (imm != null) { int seq = enqueuePendingEvent(event, sendDone); imm.dispatchKeyEvent(mView.getContext(), seq, event, mInputMethodCallback); return; } } // Not dispatching to IME, continue with post IME actions. deliverKeyEventPostIme(event, sendDone); }
8) InputMethodCallack.finishedEvent (ViewRootImpl.java)
9) ViewRootImpl.dispatchFinishedEvent (ViewRootImpl.java)
发送FINISHED_EVENT到队列
10) ViewRootImpl.dispatchFinishedEvent (ViewRootImpl.java)
如果InputMethodManager没有处理这个键盘事件,那么ViewRoot就会把
这个键盘事件分发给当前激活的Activity窗口来处理。
11) ViewRootImpl.deliverKeyEventPostIme (ViewRootImpl.java)
12) mView.dispatchKeyEvent(event) (ViewRootImpl.java)
把事件分发给view hierarchy, mView为DecorView
13) DecorView.dispatchKeyEvent (PhoneWindow.java)
public boolean dispatchKeyEvent(KeyEvent event) { final int keyCode = event.getKeyCode(); final int action = event.getAction(); final boolean isDown = action == KeyEvent.ACTION_DOWN; if (!isDestroyed()) { // 返回当前应用程序的激活的Activity窗口的Window.Callback接口,一般不为NULL // 因此,这个函数会调用Activity类的dispatchKeyEvent来处理这个键盘事件 final Callback cb = getCallback(); final boolean handled = cb != null && mFeatureId < 0 ? cb.dispatchKeyEvent(event) : super.dispatchKeyEvent(event); if (handled) { return true; } } return isDown ? PhoneWindow.this.onKeyDown(mFeatureId, event.getKeyCode(), event) : PhoneWindow.this.onKeyUp(mFeatureId, event.getKeyCode(), event); }
14) Activity.dispatchKeyEvent (Activity.java)
public boolean dispatchKeyEvent(KeyEvent event) { onUserInteraction(); Window win = getWindow(); if (win.superDispatchKeyEvent(event)) { return true; } View decor = mDecor; if (decor == null) decor = win.getDecorView(); return event.dispatch(this, decor != null ? decor.getKeyDispatcherState() : null, this); }
Activity不是直接处理这个键盘事件,而是通过KeyEvent的dispatch转发一下。
注意,KeyEvent的成中函数dispatch的第一个参数的类型是KeyEvent.Callback,而Activity实现了这个接口,因此,这里可以传this引用过去。
15) KeyEvent.dispatch (KeyEvent.java)
根据一个键是按下(ACTION_DOWN)、还是松开(ACTION_UP) 或者是一个相同的键被多次按下和松开(ACTION_MULTIPLE)等不同事件类型来分别调用(receiver为Activity)Activity的onKeyDown、onKeyLongPres、sonKeyUp和onKeyMultiple函数了。
执行完此函数,然后再一层一层向上返回。