文章出处:http://blog.csdn.net/shift_wwx
之前Android input 按键处理过程 中说到将Android 的按键处理分为几个过程,这里根据source code 来分析第一个过程。
android SystemServer详解中将了SystemServer的启动过程,我们知道Android 相关的关键服务都是在这里启动的,其中就包含了InputManagerService 和 WindowManagerServcie。
Slog.i(TAG, "Input Manager"); inputManager = new InputManagerService(context); Slog.i(TAG, "Window Manager"); wm = WindowManagerService.main(context, inputManager, mFactoryTestMode != FactoryTest.FACTORY_TEST_LOW_LEVEL, !mFirstBoot, mOnlyCore); ServiceManager.addService(Context.WINDOW_SERVICE, wm); ServiceManager.addService(Context.INPUT_SERVICE, inputManager); ...... inputManager.setWindowManagerCallbacks(wm.getInputMonitor()); inputManager.start();
主要分四部分:InputManagerService的构造、WindowManagerService main 调用、inputManager注册callback、inputManager 的start
一、InputManagerService 构造
public InputManagerService(Context context) { this.mContext = context; this.mHandler = new InputManagerHandler(DisplayThread.get().getLooper()); mUseDevInputEventForAudioJack = context.getResources().getBoolean(R.bool.config_useDevInputEventForAudioJack); Slog.i(TAG, "Initializing input manager, mUseDevInputEventForAudioJack=" + mUseDevInputEventForAudioJack); mPtr = nativeInit(this, mContext, mHandler.getLooper().getQueue()); LocalServices.addService(InputManagerInternal.class, new LocalService()); }分三部分:
1、InputManagerHandler
private final class InputManagerHandler extends Handler { public InputManagerHandler(Looper looper) { super(looper, null, true /*async*/); } @Override public void handleMessage(Message msg) { switch (msg.what) { case MSG_DELIVER_INPUT_DEVICES_CHANGED: deliverInputDevicesChanged((InputDevice[])msg.obj); break; case MSG_SWITCH_KEYBOARD_LAYOUT: handleSwitchKeyboardLayout(msg.arg1, msg.arg2); break; case MSG_RELOAD_KEYBOARD_LAYOUTS: reloadKeyboardLayouts(); break; case MSG_UPDATE_KEYBOARD_LAYOUTS: updateKeyboardLayouts(); break; case MSG_RELOAD_DEVICE_ALIASES: reloadDeviceAliases(); break; } } }从code 看是对Input device 进行一些处理,如nofication等。
注意传进来的参数是一个Looper,这个Looper 是从HandlerThread 来的。详细的可以看一下Android HandlerThread
2、nativeInit
static jint nativeInit(JNIEnv* env, jclass clazz, jobject serviceObj, jobject contextObj, jobject messageQueueObj) { sp<MessageQueue> messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj); if (messageQueue == NULL) { jniThrowRuntimeException(env, "MessageQueue is not initialized."); return 0; } NativeInputManager* im = new NativeInputManager(contextObj, serviceObj, messageQueue->getLooper()); im->incStrong(0); return reinterpret_cast<jint>(im); }主要是实例NativeInputManager:
NativeInputManager::NativeInputManager(jobject contextObj, jobject serviceObj, const sp<Looper>& looper) : mLooper(looper) { JNIEnv* env = jniEnv(); mContextObj = env->NewGlobalRef(contextObj); mServiceObj = env->NewGlobalRef(serviceObj); { AutoMutex _l(mLock); mLocked.systemUiVisibility = ASYSTEM_UI_VISIBILITY_STATUS_BAR_VISIBLE; mLocked.pointerSpeed = 0; mLocked.pointerGesturesEnabled = true; mLocked.showTouches = false; } sp<EventHub> eventHub = new EventHub(); mInputManager = new InputManager(eventHub, this, this); }这里只要是创建了一个EventHub实例,并且把这个EventHub作为参数来创建InputManager对象。注意,这里的InputManager类是定义在C++层的,和前面在Java层的InputManager不一样,不过它们是对应关系。EventHub类是真正执行监控键盘事件操作的地方,后面我们会进一步分析到,现在我们主要关心InputManager实例的创建过程,它会InputManager类的构造函数里面执行一些初始化操作:
InputManager::InputManager( const sp<EventHubInterface>& eventHub, const sp<InputReaderPolicyInterface>& readerPolicy, const sp<InputDispatcherPolicyInterface>& dispatcherPolicy) { mDispatcher = new InputDispatcher(dispatcherPolicy); mReader = new InputReader(eventHub, readerPolicy, mDispatcher); initialize(); }这里主要是创建了一个InputDispatcher对象和一个InputReader对象,并且分别保存在成员变量mDispatcher和mReader中。InputDispatcher类是负责把键盘消息分发给当前激活的Activity窗口的,而InputReader类则是通过EventHub类来实现读取键盘事件的,后面我们会进一步分析。创建了这两个对象后,还要调用initialize函数来执行其它的初始化操作:
void InputManager::initialize() { mReaderThread = new InputReaderThread(mReader); mDispatcherThread = new InputDispatcherThread(mDispatcher); }这个函数创建了一个InputReaderThread线程实例和一个InputDispatcherThread线程实例,并且分别保存在成员变量mReaderThread和mDispatcherThread中。这里的InputReader实列mReader就是通过这里的InputReaderThread线程实列mReaderThread来读取键盘事件的,而InputDispatcher实例mDispatcher则是通过这里的InputDispatcherThread线程实例mDisptacherThread来分发键盘消息的。
小结一下InputManagerService 的构造:
1)构造InputManagerHandler,确认DisplayThread 的Looper,用于input device 一些状态变化的控制
2)构造EventHub 监控按键操作
3)构造InputManager,实例InputReader、InputDispatcher,前者负责读取系统中的键盘消息,后者负责把键盘消息分发出去
4)InputReader对象和一个InputDispatcher对象分别是通过InputReaderThread线程实例和InputDispatcherThread线程实例来实键盘消息的读取和分发的。
二、WindowManagerService main 调用
public static WindowManagerService main(final Context context, final InputManagerService im, final boolean haveInputMethods, final boolean showBootMsgs, final boolean onlyCore) { final WindowManagerService[] holder = new WindowManagerService[1]; DisplayThread.getHandler().runWithScissors(new Runnable() { @Override public void run() { holder[0] = new WindowManagerService(context, im, haveInputMethods, showBootMsgs, onlyCore); } }, 0); return holder[0]; }1、DisplayThread
public final class DisplayThread extends ServiceThread { private static DisplayThread sInstance; private static Handler sHandler; private DisplayThread() { super("android.display", android.os.Process.THREAD_PRIORITY_DISPLAY, false /*allowIo*/); } private static void ensureThreadLocked() { if (sInstance == null) { sInstance = new DisplayThread(); sInstance.start(); sHandler = new Handler(sInstance.getLooper()); } } public static DisplayThread get() { synchronized (DisplayThread.class) { ensureThreadLocked(); return sInstance; } } public static Handler getHandler() { synchronized (DisplayThread.class) { ensureThreadLocked(); return sHandler; } } }可以看到两个变量都是static,这里的DisplayThread 在第一部分的InputManagerHandler 构造函数中就提到了,显然是共用的一个Thread。
private WindowManagerService(Context context, InputManagerService inputManager, boolean haveInputMethods, boolean showBootMsgs, boolean onlyCore) { ...... mInputManager = inputManager; // Must be before createDisplayContentLocked. ...... mPointerEventDispatcher = new PointerEventDispatcher(mInputManager.monitorInput(TAG)); ...... }
三、注册callback
public void setWindowManagerCallbacks(WindowManagerCallbacks callbacks) { mWindowManagerCallbacks = callbacks; }参数callbacks 是:wm.getInputMonitor()
public InputMonitor getInputMonitor() { return mInputMonitor; }我们之前说过InputManager 通过InputDispatcher 来分发按键,那么到了上层之后其实完全都是通过InputMonitor 来中转。
final class InputMonitor implements InputManagerService.WindowManagerCallbacks {
public interface WindowManagerCallbacks { public void notifyConfigurationChanged(); public void notifyLidSwitchChanged(long whenNanos, boolean lidOpen); public void notifyCameraLensCoverSwitchChanged(long whenNanos, boolean lensCovered); public void notifyInputChannelBroken(InputWindowHandle inputWindowHandle); public long notifyANR(InputApplicationHandle inputApplicationHandle, InputWindowHandle inputWindowHandle, String reason); public int interceptKeyBeforeQueueing(KeyEvent event, int policyFlags); public int interceptMotionBeforeQueueingNonInteractive(long whenNanos, int policyFlags); public long interceptKeyBeforeDispatching(InputWindowHandle focus, KeyEvent event, int policyFlags); public KeyEvent dispatchUnhandledKey(InputWindowHandle focus, KeyEvent event, int policyFlags); public int getPointerLayer(); }例如interceptKeyBeforeDispatching:
InputManager 从native 调用java 的接口是:
private long interceptKeyBeforeDispatching(InputWindowHandle focus, KeyEvent event, int policyFlags) { return mWindowManagerCallbacks.interceptKeyBeforeDispatching(focus, event, policyFlags); }然后就会通过InputMonitor:
@Override public long interceptKeyBeforeDispatching( InputWindowHandle focus, KeyEvent event, int policyFlags) { WindowState windowState = focus != null ? (WindowState) focus.windowState : null; return mService.mPolicy.interceptKeyBeforeDispatching(windowState, event, policyFlags); }
四、inputManager.start()
public void start() { Slog.i(TAG, "Starting input manager"); nativeStart(mPtr); // Add ourself to the Watchdog monitors. Watchdog.getInstance().addMonitor(this); registerPointerSpeedSettingObserver(); registerShowTouchesSettingObserver(); mContext.registerReceiver(new BroadcastReceiver() { @Override public void onReceive(Context context, Intent intent) { updatePointerSpeedFromSettings(); updateShowTouchesFromSettings(); } }, new IntentFilter(Intent.ACTION_USER_SWITCHED), null, mHandler); updatePointerSpeedFromSettings(); updateShowTouchesFromSettings(); }1、nativeStart
static void nativeStart(JNIEnv* env, jclass clazz, jlong ptr) { NativeInputManager* im = reinterpret_cast<NativeInputManager*>(ptr); status_t result = im->getInputManager()->start(); if (result) { jniThrowRuntimeException(env, "Input manager could not be started."); } }就是第一点nativeInt 中的一些实例,这里是实例的InputManager 调用的start:
status_t InputManager::start() { status_t result = mDispatcherThread->run("InputDispatcher", PRIORITY_URGENT_DISPLAY); if (result) { ALOGE("Could not start InputDispatcher thread due to error %d.", result); return result; } result = mReaderThread->run("InputReader", PRIORITY_URGENT_DISPLAY); if (result) { ALOGE("Could not start InputReader thread due to error %d.", result); mDispatcherThread->requestExit(); return result; } return OK; }这个函数主要就是分别启动一个InputDispatcherThread线程和一个InputReaderThread线程来读取和分发键盘消息的了。这里的InputDispatcherThread线程对象mDispatcherThread和InputReaderThread线程对象是在前面的 nativeInit 中创建的,调用了它们的run函数后,就会进入到它们的threadLoop函数中去,只要threadLoop函数返回true,函数threadLoop就会一直被循环调用,于是这两个线程就起到了不断地读取和分发键盘消息的作用。
我们先来分析InputDispatcherThread线程分发消息的过程,然后再回过头来分析InputReaderThread线程读取消息的过程。
bool InputDispatcherThread::threadLoop() { mDispatcher->dispatchOnce(); return true; }
void InputDispatcher::dispatchOnce() { nsecs_t nextWakeupTime = LONG_LONG_MAX; { // acquire lock AutoMutex _l(mLock); mDispatcherIsAliveCondition.broadcast(); // Run a dispatch loop if there are no pending commands. // The dispatch loop might enqueue commands to run afterwards. if (!haveCommandsLocked()) { dispatchOnceInnerLocked(&nextWakeupTime); } // Run all pending commands if there are any. // If any commands were run then force the next poll to wake up immediately. if (runCommandsLockedInterruptible()) { nextWakeupTime = LONG_LONG_MIN; } } // 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); mLooper->pollOnce(timeoutMillis); }这个函数就是把键盘消息交给dispatchOnceInnerLocked函数来处理,这个过程我们在后面再详细分析,然后调用mLooper->pollOnce函数等待下一次键盘事件的发生
bool InputReaderThread::threadLoop() { mReader->loopOnce(); return true; }
void InputReader::loopOnce() { int32_t oldGeneration; int32_t timeoutMillis; bool inputDevicesChanged = false; Vector<InputDeviceInfo> inputDevices; { // acquire lock AutoMutex _l(mLock); oldGeneration = mGeneration; timeoutMillis = -1; uint32_t changes = mConfigurationChangesToRefresh; if (changes) { mConfigurationChangesToRefresh = 0; timeoutMillis = 0; refreshConfigurationLocked(changes); } else if (mNextTimeout != LLONG_MAX) { nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC); timeoutMillis = toMillisecondTimeoutDelay(now, mNextTimeout); } } // release lock size_t count = mEventHub->getEvents(timeoutMillis, mEventBuffer, EVENT_BUFFER_SIZE); { // acquire lock AutoMutex _l(mLock); mReaderIsAliveCondition.broadcast(); if (count) { processEventsLocked(mEventBuffer, count); } if (mNextTimeout != LLONG_MAX) { nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC); if (now >= mNextTimeout) { #if DEBUG_RAW_EVENTS ALOGD("Timeout expired, latency=%0.3fms", (now - mNextTimeout) * 0.000001f); #endif mNextTimeout = LLONG_MAX; timeoutExpiredLocked(now); } } if (oldGeneration != mGeneration) { inputDevicesChanged = true; getInputDevicesLocked(inputDevices); } } // release lock // Send out a message that the describes the changed input devices. if (inputDevicesChanged) { mPolicy->notifyInputDevicesChanged(inputDevices); } // Flush queued events out to the listener. // This must happen outside of the lock because the listener could potentially call // back into the InputReader's methods, such as getScanCodeState, or become blocked // on another thread similarly waiting to acquire the InputReader lock thereby // resulting in a deadlock. This situation is actually quite plausible because the // listener is actually the input dispatcher, which calls into the window manager, // which occasionally calls into the input reader. mQueuedListener->flush(); }这里通过成员函数mEventHub来负责键盘消息的读取工作,如果当前有键盘事件发生或者有键盘事件等待处理,通过mEventHub的getEvent函数就可以得到这个事件,然后交给process函数进行处理,这个函数主要就是唤醒前面的InputDispatcherThread线程,通知它有新的键盘事件发生了,它需要进行一次键盘消息的分发操作了,这个函数我们后面再进一步详细分析;如果没有键盘事件发生或者没有键盘事件等待处理,那么调用mEventHub的getEvent函数时就会进入等待状态。
因为函数太长,就选择性的说一下,source code 在/framework/native/services/inputflinger/EventHub.cpp
if (mNeedToScanDevices) { mNeedToScanDevices = false; scanDevicesLocked(); mNeedToSendFinishedDeviceScan = true; }在需要scan devices 的时候,会做一次:
void EventHub::scanDevicesLocked() { status_t res = scanDirLocked(DEVICE_PATH); if(res < 0) { ALOGE("scan dir failed for %s\n", DEVICE_PATH); } if (mDevices.indexOfKey(VIRTUAL_KEYBOARD_ID) < 0) { createVirtualKeyboardLocked(); } }
static const char *DEVICE_PATH = "/dev/input";在设备目录/dev/input中,一般有三个设备文件存在,分别是event0、mice和mouse0设备文件,其中,键盘事件就包含在event0设备文件中了。
status_t EventHub::scanDirLocked(const char *dirname) { char devname[PATH_MAX]; char *filename; DIR *dir; struct dirent *de; dir = opendir(dirname); if(dir == NULL) return -1; strcpy(devname, dirname); filename = devname + strlen(devname); *filename++ = '/'; while((de = readdir(dir))) { if(de->d_name[0] == '.' && (de->d_name[1] == '\0' || (de->d_name[1] == '.' && de->d_name[2] == '\0'))) continue; strcpy(filename, de->d_name); openDeviceLocked(devname); } closedir(dir); return 0; }
会依次openDeviceLocked:
status_t EventHub::openDeviceLocked(const char *devicePath) { char buffer[80]; ALOGV("Opening device: %s", devicePath); int fd = open(devicePath, O_RDWR | O_CLOEXEC); if(fd < 0) { ALOGE("could not open %s, %s\n", devicePath, strerror(errno)); return -1; } InputDeviceIdentifier identifier; // Get device name. if(ioctl(fd, EVIOCGNAME(sizeof(buffer) - 1), &buffer) < 1) { //fprintf(stderr, "could not get device name for %s, %s\n", devicePath, strerror(errno)); } else { buffer[sizeof(buffer) - 1] = '\0'; identifier.name.setTo(buffer); } // Check to see if the device is on our excluded list for (size_t i = 0; i < mExcludedDevices.size(); i++) { const String8& item = mExcludedDevices.itemAt(i); if (identifier.name == item) { ALOGI("ignoring event id %s driver %s\n", devicePath, item.string()); close(fd); return -1; } } // Get device driver version. int driverVersion; if(ioctl(fd, EVIOCGVERSION, &driverVersion)) { ALOGE("could not get driver version for %s, %s\n", devicePath, strerror(errno)); close(fd); return -1; } // Get device identifier. struct input_id inputId; if(ioctl(fd, EVIOCGID, &inputId)) { ALOGE("could not get device input id for %s, %s\n", devicePath, strerror(errno)); close(fd); return -1; } identifier.bus = inputId.bustype; identifier.product = inputId.product; identifier.vendor = inputId.vendor; identifier.version = inputId.version; // Get device physical location. if(ioctl(fd, EVIOCGPHYS(sizeof(buffer) - 1), &buffer) < 1) { //fprintf(stderr, "could not get location for %s, %s\n", devicePath, strerror(errno)); } else { buffer[sizeof(buffer) - 1] = '\0'; identifier.location.setTo(buffer); } // Get device unique id. if(ioctl(fd, EVIOCGUNIQ(sizeof(buffer) - 1), &buffer) < 1) { //fprintf(stderr, "could not get idstring for %s, %s\n", devicePath, strerror(errno)); } else { buffer[sizeof(buffer) - 1] = '\0'; identifier.uniqueId.setTo(buffer); } // Fill in the descriptor. assignDescriptorLocked(identifier); // Make file descriptor non-blocking for use with poll(). if (fcntl(fd, F_SETFL, O_NONBLOCK)) { ALOGE("Error %d making device file descriptor non-blocking.", errno); close(fd); return -1; } // Allocate device. (The device object takes ownership of the fd at this point.) int32_t deviceId = mNextDeviceId++; Device* device = new Device(fd, deviceId, String8(devicePath), identifier); ALOGV("add device %d: %s\n", deviceId, devicePath); ALOGV(" bus: %04x\n" " vendor %04x\n" " product %04x\n" " version %04x\n", identifier.bus, identifier.vendor, identifier.product, identifier.version); ALOGV(" name: \"%s\"\n", identifier.name.string()); ALOGV(" location: \"%s\"\n", identifier.location.string()); ALOGV(" unique id: \"%s\"\n", identifier.uniqueId.string()); ALOGV(" descriptor: \"%s\"\n", identifier.descriptor.string()); ALOGV(" driver: v%d.%d.%d\n", driverVersion >> 16, (driverVersion >> 8) & 0xff, driverVersion & 0xff); // Load the configuration file for the device. loadConfigurationLocked(device); // Figure out the kinds of events the device reports. ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(device->keyBitmask)), device->keyBitmask); ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(device->absBitmask)), device->absBitmask); ioctl(fd, EVIOCGBIT(EV_REL, sizeof(device->relBitmask)), device->relBitmask); ioctl(fd, EVIOCGBIT(EV_SW, sizeof(device->swBitmask)), device->swBitmask); ioctl(fd, EVIOCGBIT(EV_LED, sizeof(device->ledBitmask)), device->ledBitmask); ioctl(fd, EVIOCGBIT(EV_FF, sizeof(device->ffBitmask)), device->ffBitmask); ioctl(fd, EVIOCGPROP(sizeof(device->propBitmask)), device->propBitmask); // See if this is a keyboard. Ignore everything in the button range except for // joystick and gamepad buttons which are handled like keyboards for the most part. bool haveKeyboardKeys = containsNonZeroByte(device->keyBitmask, 0, sizeof_bit_array(BTN_MISC)) || containsNonZeroByte(device->keyBitmask, sizeof_bit_array(KEY_OK), sizeof_bit_array(KEY_MAX + 1)); bool haveGamepadButtons = containsNonZeroByte(device->keyBitmask, sizeof_bit_array(BTN_MISC), sizeof_bit_array(BTN_MOUSE)) || containsNonZeroByte(device->keyBitmask, sizeof_bit_array(BTN_JOYSTICK), sizeof_bit_array(BTN_DIGI)); if (haveKeyboardKeys || haveGamepadButtons) { device->classes |= INPUT_DEVICE_CLASS_KEYBOARD; } // See if this is a cursor device such as a trackball or mouse. if (test_bit(BTN_MOUSE, device->keyBitmask) && test_bit(REL_X, device->relBitmask) && test_bit(REL_Y, device->relBitmask)) { device->classes |= INPUT_DEVICE_CLASS_CURSOR; } // See if this is a touch pad. // Is this a new modern multi-touch driver? if (test_bit(ABS_MT_POSITION_X, device->absBitmask) && test_bit(ABS_MT_POSITION_Y, device->absBitmask)) { // Some joysticks such as the PS3 controller report axes that conflict // with the ABS_MT range. Try to confirm that the device really is // a touch screen. if (test_bit(BTN_TOUCH, device->keyBitmask) || !haveGamepadButtons) { device->classes |= INPUT_DEVICE_CLASS_TOUCH | INPUT_DEVICE_CLASS_TOUCH_MT; } // Is this an old style single-touch driver? } else if (test_bit(BTN_TOUCH, device->keyBitmask) && test_bit(ABS_X, device->absBitmask) && test_bit(ABS_Y, device->absBitmask)) { device->classes |= INPUT_DEVICE_CLASS_TOUCH; } // See if this device is a joystick. // Assumes that joysticks always have gamepad buttons in order to distinguish them // from other devices such as accelerometers that also have absolute axes. if (haveGamepadButtons) { uint32_t assumedClasses = device->classes | INPUT_DEVICE_CLASS_JOYSTICK; for (int i = 0; i <= ABS_MAX; i++) { if (test_bit(i, device->absBitmask) && (getAbsAxisUsage(i, assumedClasses) & INPUT_DEVICE_CLASS_JOYSTICK)) { device->classes = assumedClasses; break; } } } // Check whether this device has switches. for (int i = 0; i <= SW_MAX; i++) { if (test_bit(i, device->swBitmask)) { device->classes |= INPUT_DEVICE_CLASS_SWITCH; break; } } // Check whether this device supports the vibrator. if (test_bit(FF_RUMBLE, device->ffBitmask)) { device->classes |= INPUT_DEVICE_CLASS_VIBRATOR; } // Configure virtual keys. if ((device->classes & INPUT_DEVICE_CLASS_TOUCH)) { // Load the virtual keys for the touch screen, if any. // We do this now so that we can make sure to load the keymap if necessary. status_t status = loadVirtualKeyMapLocked(device); if (!status) { device->classes |= INPUT_DEVICE_CLASS_KEYBOARD; } } // Load the key map. // We need to do this for joysticks too because the key layout may specify axes. status_t keyMapStatus = NAME_NOT_FOUND; if (device->classes & (INPUT_DEVICE_CLASS_KEYBOARD | INPUT_DEVICE_CLASS_JOYSTICK)) { // Load the keymap for the device. keyMapStatus = loadKeyMapLocked(device); } // Configure the keyboard, gamepad or virtual keyboard. if (device->classes & INPUT_DEVICE_CLASS_KEYBOARD) { // Register the keyboard as a built-in keyboard if it is eligible. if (!keyMapStatus && mBuiltInKeyboardId == NO_BUILT_IN_KEYBOARD && isEligibleBuiltInKeyboard(device->identifier, device->configuration, &device->keyMap)) { mBuiltInKeyboardId = device->id; } // 'Q' key support = cheap test of whether this is an alpha-capable kbd if (hasKeycodeLocked(device, AKEYCODE_Q)) { device->classes |= INPUT_DEVICE_CLASS_ALPHAKEY; } // See if this device has a DPAD. if (hasKeycodeLocked(device, AKEYCODE_DPAD_UP) && hasKeycodeLocked(device, AKEYCODE_DPAD_DOWN) && hasKeycodeLocked(device, AKEYCODE_DPAD_LEFT) && hasKeycodeLocked(device, AKEYCODE_DPAD_RIGHT) && hasKeycodeLocked(device, AKEYCODE_DPAD_CENTER)) { device->classes |= INPUT_DEVICE_CLASS_DPAD; } // See if this device has a gamepad. for (size_t i = 0; i < sizeof(GAMEPAD_KEYCODES)/sizeof(GAMEPAD_KEYCODES[0]); i++) { if (hasKeycodeLocked(device, GAMEPAD_KEYCODES[i])) { device->classes |= INPUT_DEVICE_CLASS_GAMEPAD; break; } } // Disable kernel key repeat since we handle it ourselves unsigned int repeatRate[] = {0,0}; if (ioctl(fd, EVIOCSREP, repeatRate)) { ALOGW("Unable to disable kernel key repeat for %s: %s", devicePath, strerror(errno)); } } // If the device isn't recognized as something we handle, don't monitor it. if (device->classes == 0) { ALOGV("Dropping device: id=%d, path='%s', name='%s'", deviceId, devicePath, device->identifier.name.string()); delete device; return -1; } // Determine whether the device is external or internal. if (isExternalDeviceLocked(device)) { device->classes |= INPUT_DEVICE_CLASS_EXTERNAL; } if (device->classes & (INPUT_DEVICE_CLASS_JOYSTICK | INPUT_DEVICE_CLASS_DPAD) && device->classes & INPUT_DEVICE_CLASS_GAMEPAD) { device->controllerNumber = getNextControllerNumberLocked(device); setLedForController(device); } // Register with epoll. struct epoll_event eventItem; memset(&eventItem, 0, sizeof(eventItem)); eventItem.events = mUsingEpollWakeup ? EPOLLIN : EPOLLIN | EPOLLWAKEUP; eventItem.data.u32 = deviceId; if (epoll_ctl(mEpollFd, EPOLL_CTL_ADD, fd, &eventItem)) { ALOGE("Could not add device fd to epoll instance. errno=%d", errno); delete device; return -1; } String8 wakeMechanism("EPOLLWAKEUP"); if (!mUsingEpollWakeup) { #ifndef EVIOCSSUSPENDBLOCK // uapi headers don't include EVIOCSSUSPENDBLOCK, and future kernels // will use an epoll flag instead, so as long as we want to support // this feature, we need to be prepared to define the ioctl ourselves. #define EVIOCSSUSPENDBLOCK _IOW('E', 0x91, int) #endif if (ioctl(fd, EVIOCSSUSPENDBLOCK, 1)) { wakeMechanism = "<none>"; } else { wakeMechanism = "EVIOCSSUSPENDBLOCK"; } } // Tell the kernel that we want to use the monotonic clock for reporting timestamps // associated with input events. This is important because the input system // uses the timestamps extensively and assumes they were recorded using the monotonic // clock. // // In older kernel, before Linux 3.4, there was no way to tell the kernel which // clock to use to input event timestamps. The standard kernel behavior was to // record a real time timestamp, which isn't what we want. Android kernels therefore // contained a patch to the evdev_event() function in drivers/input/evdev.c to // replace the call to do_gettimeofday() with ktime_get_ts() to cause the monotonic // clock to be used instead of the real time clock. // // As of Linux 3.4, there is a new EVIOCSCLOCKID ioctl to set the desired clock. // Therefore, we no longer require the Android-specific kernel patch described above // as long as we make sure to set select the monotonic clock. We do that here. int clockId = CLOCK_MONOTONIC; bool usingClockIoctl = !ioctl(fd, EVIOCSCLOCKID, &clockId); ALOGI("New device: id=%d, fd=%d, path='%s', name='%s', classes=0x%x, " "configuration='%s', keyLayout='%s', keyCharacterMap='%s', builtinKeyboard=%s, " "wakeMechanism=%s, usingClockIoctl=%s", deviceId, fd, devicePath, device->identifier.name.string(), device->classes, device->configurationFile.string(), device->keyMap.keyLayoutFile.string(), device->keyMap.keyCharacterMapFile.string(), toString(mBuiltInKeyboardId == deviceId), wakeMechanism.string(), toString(usingClockIoctl)); addDeviceLocked(device); return 0; }函数首先根据文件名来打开这个设备文件:
int fd = open(devicePath, O_RDWR | O_CLOEXEC); if(fd < 0) { ALOGE("could not open %s, %s\n", devicePath, strerror(errno)); return -1; }接下来是device 的初始化工作:
if(ioctl(fd, EVIOCGNAME(sizeof(buffer) - 1), &buffer) < 1) {
if(ioctl(fd, EVIOCGVERSION, &driverVersion)) {
if(ioctl(fd, EVIOCGID, &inputId)) {
if(ioctl(fd, EVIOCGPHYS(sizeof(buffer) - 1), &buffer) < 1) {
if(ioctl(fd, EVIOCGUNIQ(sizeof(buffer) - 1), &buffer) < 1) {
int32_t deviceId = mNextDeviceId++; Device* device = new Device(fd, deviceId, String8(devicePath), identifier);紧接着初始化config:
loadConfigurationLocked(device);初始化device 类型:
device->classes |= INPUT_DEVICE_CLASS_KEYBOARD;
device->classes |= INPUT_DEVICE_CLASS_CURSOR;
device->classes |= INPUT_DEVICE_CLASS_TOUCH | INPUT_DEVICE_CLASS_TOUCH_MT;
device->classes | INPUT_DEVICE_CLASS_JOYSTICK;
device->classes |= INPUT_DEVICE_CLASS_SWITCH;
device->classes |= INPUT_DEVICE_CLASS_VIBRATOR;
device->classes |= INPUT_DEVICE_CLASS_DPAD;
等等
最后调用:
addDeviceLocked(device);
void EventHub::addDeviceLocked(Device* device) { mDevices.add(device->id, device); device->next = mOpeningDevices; mOpeningDevices = device; }
KeyedVector<int32_t, Device*> mDevices;
到此scanDevicesLocked(); 大概差不多了,返回getEvents:
while (mOpeningDevices != NULL) { Device* device = mOpeningDevices; ALOGV("Reporting device opened: id=%d, name=%s\n", device->id, device->path.string()); mOpeningDevices = device->next; event->when = now; event->deviceId = device->id == mBuiltInKeyboardId ? 0 : device->id; event->type = DEVICE_ADDED; event += 1; mNeedToSendFinishedDeviceScan = true; if (--capacity == 0) { break; } }检查是否有新设备添加进来,接着结束检查:
if (mNeedToSendFinishedDeviceScan) { mNeedToSendFinishedDeviceScan = false; event->when = now; event->type = FINISHED_DEVICE_SCAN; event += 1; if (--capacity == 0) { break; } }剩下的就是处理event 了。暂时不做介绍了。