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Android输入输出系统之TouchEvent流程
一个是InputReader,一个是InputDispatcher。方法是dispatchTouch。
入口点是InputReader 的loopOnce方法.
InputReader里面有个线程叫做InputReaderThread,threadLoop
[code="java"]InputReaderThread::InputReaderThread(const sp& reader) :
Thread(/*canCallJava*/ true), mReader(reader) {
}
InputReaderThread::~InputReaderThread() {
}
bool InputReaderThread::threadLoop() {
mReader->loopOnce();
return true;
}
- void InputDispatcher::dispatchOnce() {
- nsecs_t keyRepeatTimeout = mPolicy->getKeyRepeatTimeout();
- nsecs_t keyRepeatDelay = mPolicy->getKeyRepeatDelay();
- nsecs_t nextWakeupTime = LONG_LONG_MAX;
- { // acquire lock
- AutoMutex _l(mLock);
- dispatchOnceInnerLocked(keyRepeatTimeout, keyRepeatDelay, & nextWakeupTime);
- if (runCommandsLockedInterruptible()) {
- nextWakeupTime = LONG_LONG_MIN; // force next poll to wake up immediately
- }
- } // release lock
- // Wait for callback or timeout or wake. (make sure we round up, not down)
- nsecs_t currentTime = now();
- int32_t timeoutMillis;
- if (nextWakeupTime > currentTime) {
- uint64_t timeout = uint64_t(nextWakeupTime - currentTime);
- timeout = (timeout + 999999LL) / 1000000LL;
- timeoutMillis = timeout > INT_MAX ? -1 : int32_t(timeout);
- } else {
- timeoutMillis = 0;
- }
- mLooper->pollOnce(timeoutMillis);
- }
- case EventEntry::TYPE_MOTION: {
- MotionEntry* typedEntry = static_cast<MotionEntry*>(mPendingEvent);
- if (dropReason == DROP_REASON_NOT_DROPPED && isAppSwitchDue) {
- dropReason = DROP_REASON_APP_SWITCH;
- }
- done = dispatchMotionLocked(currentTime, typedEntry,
- &dropReason, nextWakeupTime);
- break;
- bool InputDispatcher::dispatchMotionLocked(
- nsecs_t currentTime, MotionEntry* entry, DropReason* dropReason, nsecs_t* nextWakeupTime) {
- // Preprocessing.
- if (! entry->dispatchInProgress) {
- entry->dispatchInProgress = true;
- resetTargetsLocked();
- logOutboundMotionDetailsLocked("dispatchMotion - ", entry);
- }
- // Clean up if dropping the event.
- if (*dropReason != DROP_REASON_NOT_DROPPED) {
- resetTargetsLocked();
- setInjectionResultLocked(entry, *dropReason == DROP_REASON_POLICY
- ? INPUT_EVENT_INJECTION_SUCCEEDED : INPUT_EVENT_INJECTION_FAILED);
- return true;
- }
- bool isPointerEvent = entry->source & AINPUT_SOURCE_CLASS_POINTER;
- // Identify targets.
- if (! mCurrentInputTargetsValid) {
- int32_t injectionResult;
- if (isPointerEvent) {
- // Pointer event. (eg. touchscreen)
- injectionResult = findTouchedWindowTargetsLocked(currentTime,
- entry, nextWakeupTime);
- } else {
- // Non touch event. (eg. trackball)
- injectionResult = findFocusedWindowTargetsLocked(currentTime,
- entry, nextWakeupTime);
- }
- if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
- return false;
- }
- setInjectionResultLocked(entry, injectionResult);
- if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
- return true;
- }
- addMonitoringTargetsLocked();
- commitTargetsLocked();
- }
- // Dispatch the motion.
- dispatchEventToCurrentInputTargetsLocked(currentTime, entry, false);
- return true;
- }
- startDispatchCycleLocked 中的方法
- status = connection->inputPublisher.publishMotionEvent(motionEntry->deviceId,
- motionEntry->source, action, flags, motionEntry->edgeFlags, motionEntry->metaState,
- xOffset, yOffset,
- motionEntry->xPrecision, motionEntry->yPrecision,
- motionEntry->downTime, firstMotionSample->eventTime,
- motionEntry->pointerCount, motionEntry->pointerIds,
- firstMotionSample->pointerCoords);
- ViewRoot有个InputHandler
- private final InputHandler mInputHandler = new InputHandler() {
- public void handleKey(KeyEvent event, Runnable finishedCallback) {
- startInputEvent(finishedCallback);
- dispatchKey(event, true);
- }
- public void handleMotion(MotionEvent event, Runnable finishedCallback) {
- startInputEvent(finishedCallback);
- dispatchMotion(event, true);
- }
- };
InputHandler注册给了系统
- InputQueue.registerInputChannel(mInputChannel, mInputHandler,
- Looper.myQueue());
- dispatchMotion(event, true);方法如下
- rivate void dispatchMotion(MotionEvent event, boolean sendDone) {
- int source = event.getSource();
- if ((source & InputDevice.SOURCE_CLASS_POINTER) != 0) {
- dispatchPointer(event, sendDone);
- } else if ((source & InputDevice.SOURCE_CLASS_TRACKBALL) != 0) {
- dispatchTrackball(event, sendDone);
- } else {
- // TODO
- Log.v(TAG, "Dropping unsupported motion event (unimplemented): " + event);
- if (sendDone) {
- finishInputEvent();
- }
- }
- }
调用了dispatchPointer
ViewRoot本身就是Handler直接sendMessageAtTime
然后就进入了View的焦点系统。
下面就说一下Activity的焦点是怎么回事。
- InputDisapatcher.cpp中调用了如下方法
- dispatchEventToCurrentInputTargetsLocked(currentTime, motionEntry,
- true /*resumeWithAppendedMotionSample*/);
然后
- dispatchEventToCurrentInputTargetsLocked
调用了如下方法
- int32_t InputDispatcher::findFocusedWindowTargetsLocked(nsecs_t currentTime,
- const EventEntry* entry, nsecs_t* nextWakeupTime) {
- mCurrentInputTargets.clear();
- int32_t injectionResult;
- // If there is no currently focused window and no focused application
- // then drop the event.
- if (! mFocusedWindow) {
- if (mFocusedApplication) {
- #if DEBUG_FOCUS
- LOGD("Waiting because there is no focused window but there is a "
- "focused application that may eventually add a window: %s.",
- getApplicationWindowLabelLocked(mFocusedApplication, NULL).string());
- #endif
- injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
- mFocusedApplication, NULL, nextWakeupTime);
- goto Unresponsive;
- }
- LOGI("Dropping event because there is no focused window or focused application.");
- injectionResult = INPUT_EVENT_INJECTION_FAILED;
- goto Failed;
- }
- // Check permissions.
- if (! checkInjectionPermission(mFocusedWindow, entry->injectionState)) {
- injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
- goto Failed;
- }
- // If the currently focused window is paused then keep waiting.
- if (mFocusedWindow->paused) {
- #if DEBUG_FOCUS
- LOGD("Waiting because focused window is paused.");
- #endif
- injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
- mFocusedApplication, mFocusedWindow, nextWakeupTime);
- goto Unresponsive;
- }
- // If the currently focused window is still working on previous events then keep waiting.
- if (! isWindowFinishedWithPreviousInputLocked(mFocusedWindow)) {
- #if DEBUG_FOCUS
- LOGD("Waiting because focused window still processing previous input.");
- #endif
- injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
- mFocusedApplication, mFocusedWindow, nextWakeupTime);
- goto Unresponsive;
- }
- // Success! Output targets.
- injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
- addWindowTargetLocked(mFocusedWindow, InputTarget::FLAG_FOREGROUND, BitSet32(0));
- // Done.
- Failed:
- Unresponsive:
- nsecs_t timeSpentWaitingForApplication = getTimeSpentWaitingForApplicationLocked(currentTime);
- updateDispatchStatisticsLocked(currentTime, entry,
- injectionResult, timeSpentWaitingForApplication);
- #if DEBUG_FOCUS
- LOGD("findFocusedWindow finished: injectionResult=%d, "
- "timeSpendWaitingForApplication=%0.1fms",
- injectionResult, timeSpentWaitingForApplication / 1000000.0);
- #endif
- return injectionResult;
- }
move事件的处理和Down事件的处理很不相同。
新建立的Window在处理焦点的时候,按下事件没有起来之前,保持了原来的焦点窗口。除非ACTION_UP事件收到以后
- /* Updates the cached window information provided to the input dispatcher. */
- public void updateInputWindowsLw() {
- // Populate the input window list with information about all of the windows that
- // could potentially receive input.
- // As an optimization, we could try to prune the list of windows but this turns
- // out to be difficult because only the native code knows for sure which window
- // currently has touch focus.
- final ArrayList<WindowState> windows = mWindows;
- final int N = windows.size();
- for (int i = N - 1; i >= 0; i--) {
- final WindowState child = windows.get(i);
- if (child.mInputChannel == null || child.mRemoved) {
- // Skip this window because it cannot possibly receive input.
- continue;
- }
- final int flags = child.mAttrs.flags;
- final int type = child.mAttrs.type;
- final boolean hasFocus = (child == mInputFocus);
- final boolean isVisible = child.isVisibleLw();
- final boolean hasWallpaper = (child == mWallpaperTarget)
- && (type != WindowManager.LayoutParams.TYPE_KEYGUARD);
- // Add a window to our list of input windows.
- final InputWindow inputWindow = mTempInputWindows.add();
- inputWindow.inputChannel = child.mInputChannel;
- inputWindow.name = child.toString();
- inputWindow.layoutParamsFlags = flags;
- inputWindow.layoutParamsType = type;
- inputWindow.dispatchingTimeoutNanos = child.getInputDispatchingTimeoutNanos();
- inputWindow.visible = isVisible;
- inputWindow.canReceiveKeys = child.canReceiveKeys();
- inputWindow.hasFocus = hasFocus;
- inputWindow.hasWallpaper = hasWallpaper;
- inputWindow.paused = child.mAppToken != null ? child.mAppToken.paused : false;
- inputWindow.layer = child.mLayer;
- inputWindow.ownerPid = child.mSession.mPid;
- inputWindow.ownerUid = child.mSession.mUid;
- final Rect frame = child.mFrame;
- inputWindow.frameLeft = frame.left;
- inputWindow.frameTop = frame.top;
- inputWindow.frameRight = frame.right;
- inputWindow.frameBottom = frame.bottom;
- final Rect visibleFrame = child.mVisibleFrame;
- inputWindow.visibleFrameLeft = visibleFrame.left;
- inputWindow.visibleFrameTop = visibleFrame.top;
- inputWindow.visibleFrameRight = visibleFrame.right;
- inputWindow.visibleFrameBottom = visibleFrame.bottom;
- switch (child.mTouchableInsets) {
- default:
- case ViewTreeObserver.InternalInsetsInfo.TOUCHABLE_INSETS_FRAME:
- inputWindow.touchableAreaLeft = frame.left;
- inputWindow.touchableAreaTop = frame.top;
- inputWindow.touchableAreaRight = frame.right;
- inputWindow.touchableAreaBottom = frame.bottom;
- break;
- case ViewTreeObserver.InternalInsetsInfo.TOUCHABLE_INSETS_CONTENT: {
- Rect inset = child.mGivenContentInsets;
- inputWindow.touchableAreaLeft = frame.left + inset.left;
- inputWindow.touchableAreaTop = frame.top + inset.top;
- inputWindow.touchableAreaRight = frame.right - inset.right;
- inputWindow.touchableAreaBottom = frame.bottom - inset.bottom;
- break;
- }
- case ViewTreeObserver.InternalInsetsInfo.TOUCHABLE_INSETS_VISIBLE: {
- Rect inset = child.mGivenVisibleInsets;
- inputWindow.touchableAreaLeft = frame.left + inset.left;
- inputWindow.touchableAreaTop = frame.top + inset.top;
- inputWindow.touchableAreaRight = frame.right - inset.right;
- inputWindow.touchableAreaBottom = frame.bottom - inset.bottom;
- break;
- }
- }
- }
- // Send windows to native code.
- mInputManager.setInputWindows(mTempInputWindows.toNullTerminatedArray());
- // Clear the list in preparation for the next round.
- // Also avoids keeping InputChannel objects referenced unnecessarily.
- mTempInputWindows.clear();
- }
真正的Input的控制是通过以下方式
/**
* Z-ordered (bottom-most first) list of all Window objects.
*/
final ArrayList<WindowState> mWindows = new ArrayList<WindowState>();
- /**
- * Z-ordered (bottom-most first) list of all Window objects.
- */
- final ArrayList<WindowState> mWindows = new ArrayList<WindowState>();
另外的touch的target并不是通过input focus 获得的。而是通过visible来获得
- int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
- const MotionEntry* entry, nsecs_t* nextWakeupTime) {
- enum InjectionPermission {
- INJECTION_PERMISSION_UNKNOWN,
- INJECTION_PERMISSION_GRANTED,
- INJECTION_PERMISSION_DENIED
- };
- mCurrentInputTargets.clear();
- nsecs_t startTime = now();
- // For security reasons, we defer updating the touch state until we are sure that
- // event injection will be allowed.
- //
- // FIXME In the original code, screenWasOff could never be set to true.
- // The reason is that the POLICY_FLAG_WOKE_HERE
- // and POLICY_FLAG_BRIGHT_HERE flags were set only when preprocessing raw
- // EV_KEY, EV_REL and EV_ABS events. As it happens, the touch event was
- // actually enqueued using the policyFlags that appeared in the final EV_SYN
- // events upon which no preprocessing took place. So policyFlags was always 0.
- // In the new native input dispatcher we‘re a bit more careful about event
- // preprocessing so the touches we receive can actually have non-zero policyFlags.
- // Unfortunately we obtain undesirable behavior.
- //
- // Here‘s what happens:
- //
- // When the device dims in anticipation of going to sleep, touches
- // in windows which have FLAG_TOUCHABLE_WHEN_WAKING cause
- // the device to brighten and reset the user activity timer.
- // Touches on other windows (such as the launcher window)
- // are dropped. Then after a moment, the device goes to sleep. Oops.
- //
- // Also notice how screenWasOff was being initialized using POLICY_FLAG_BRIGHT_HERE
- // instead of POLICY_FLAG_WOKE_HERE...
- //
- bool screenWasOff = false; // original policy: policyFlags & POLICY_FLAG_BRIGHT_HERE;
- int32_t action = entry->action;
- int32_t maskedAction = action & AMOTION_EVENT_ACTION_MASK;
- // Update the touch state as needed based on the properties of the touch event.
- int32_t injectionResult = INPUT_EVENT_INJECTION_PENDING;
- InjectionPermission injectionPermission = INJECTION_PERMISSION_UNKNOWN;
- if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
- mTempTouchState.reset();
- mTempTouchState.down = true;
- } else {
- mTempTouchState.copyFrom(mTouchState);
- }
- bool isSplit = mTempTouchState.split && mTempTouchState.down;
- if (maskedAction == AMOTION_EVENT_ACTION_DOWN
- || (isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN)) {
- /* Case 1: New splittable pointer going down. */
- int32_t pointerIndex = getMotionEventActionPointerIndex(action);
- int32_t x = int32_t(entry->firstSample.pointerCoords[pointerIndex].x);
- int32_t y = int32_t(entry->firstSample.pointerCoords[pointerIndex].y);
- const InputWindow* newTouchedWindow = NULL;
- const InputWindow* topErrorWindow = NULL;
- // Traverse windows from front to back to find touched window and outside targets.
- size_t numWindows = mWindows.size();
- for (size_t i = 0; i < numWindows; i++) {
- const InputWindow* window = & mWindows.editItemAt(i);
- int32_t flags = window->layoutParamsFlags;
- if (flags & InputWindow::FLAG_SYSTEM_ERROR) {
- if (! topErrorWindow) {
- topErrorWindow = window;
- }
- }
- if (window->visible) {
- if (! (flags & InputWindow::FLAG_NOT_TOUCHABLE)) {
- bool isTouchModal = (flags & (InputWindow::FLAG_NOT_FOCUSABLE
- | InputWindow::FLAG_NOT_TOUCH_MODAL)) == 0;
- if (isTouchModal || window->touchableAreaContainsPoint(x, y)) {
- if (! screenWasOff || flags & InputWindow::FLAG_TOUCHABLE_WHEN_WAKING) {
- newTouchedWindow = window;
- }
- break; // found touched window, exit window loop
- }
- }
- if (maskedAction == AMOTION_EVENT_ACTION_DOWN
- && (flags & InputWindow::FLAG_WATCH_OUTSIDE_TOUCH)) {
- int32_t outsideTargetFlags = InputTarget::FLAG_OUTSIDE;
- if (isWindowObscuredAtPointLocked(window, x, y)) {
- outsideTargetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
- }
- mTempTouchState.addOrUpdateWindow(window, outsideTargetFlags, BitSet32(0));
- }
- }
- }
- // If there is an error window but it is not taking focus (typically because
- // it is invisible) then wait for it. Any other focused window may in
- // fact be in ANR state.
- if (topErrorWindow && newTouchedWindow != topErrorWindow) {
- #if DEBUG_FOCUS
- LOGD("Waiting because system error window is pending.");
- #endif
- injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
- NULL, NULL, nextWakeupTime);
- injectionPermission = INJECTION_PERMISSION_UNKNOWN;
- goto Unresponsive;
- }
- // Figure out whether splitting will be allowed for this window.
- if (newTouchedWindow
- && (newTouchedWindow->layoutParamsFlags & InputWindow::FLAG_SPLIT_TOUCH)) {
- // New window supports splitting.
- isSplit = true;
- } else if (isSplit) {
- // New window does not support splitting but we have already split events.
- // Assign the pointer to the first foreground window we find.
- // (May be NULL which is why we put this code block before the next check.)
- newTouchedWindow = mTempTouchState.getFirstForegroundWindow();
- }
- // If we did not find a touched window then fail.
- if (! newTouchedWindow) {
- if (mFocusedApplication) {
- #if DEBUG_FOCUS
- LOGD("Waiting because there is no touched window but there is a "
- "focused application that may eventually add a new window: %s.",
- getApplicationWindowLabelLocked(mFocusedApplication, NULL).string());
- #endif
- injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
- mFocusedApplication, NULL, nextWakeupTime);
- goto Unresponsive;
- }
- LOGI("Dropping event because there is no touched window or focused application.");
- injectionResult = INPUT_EVENT_INJECTION_FAILED;
- goto Failed;
- }
- // Set target flags.
- int32_t targetFlags = InputTarget::FLAG_FOREGROUND;
- if (isSplit) {
- targetFlags |= InputTarget::FLAG_SPLIT;
- }
- if (isWindowObscuredAtPointLocked(newTouchedWindow, x, y)) {
- targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
- }
- // Update the temporary touch state.
- BitSet32 pointerIds;
- if (isSplit) {
- uint32_t pointerId = entry->pointerIds[pointerIndex];
- pointerIds.markBit(pointerId);
- }
- mTempTouchState.addOrUpdateWindow(newTouchedWindow, targetFlags, pointerIds);
- } else {
- /* Case 2: Pointer move, up, cancel or non-splittable pointer down. */
- // If the pointer is not currently down, then ignore the event.
- if (! mTempTouchState.down) {
- LOGI("Dropping event because the pointer is not down.");
- injectionResult = INPUT_EVENT_INJECTION_FAILED;
- goto Failed;
- }
- }
- // Check permission to inject into all touched foreground windows and ensure there
- // is at least one touched foreground window.
- {
- bool haveForegroundWindow = false;
- for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
- const TouchedWindow& touchedWindow = mTempTouchState.windows[i];
- if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
- haveForegroundWindow = true;
- if (! checkInjectionPermission(touchedWindow.window, entry->injectionState)) {
- injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
- injectionPermission = INJECTION_PERMISSION_DENIED;
- goto Failed;
- }
- }
- }
- if (! haveForegroundWindow) {
- #if DEBUG_INPUT_DISPATCHER_POLICY
- LOGD("Dropping event because there is no touched foreground window to receive it.");
- #endif
- injectionResult = INPUT_EVENT_INJECTION_FAILED;
- goto Failed;
- }
- // Permission granted to injection into all touched foreground windows.
- injectionPermission = INJECTION_PERMISSION_GRANTED;
- }
- // Ensure all touched foreground windows are ready for new input.
- for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
- const TouchedWindow& touchedWindow = mTempTouchState.windows[i];
- if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
- // If the touched window is paused then keep waiting.
- if (touchedWindow.window->paused) {
- #if DEBUG_INPUT_DISPATCHER_POLICY
- LOGD("Waiting because touched window is paused.");
- #endif
- injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
- NULL, touchedWindow.window, nextWakeupTime);
- goto Unresponsive;
- }
- // If the touched window is still working on previous events then keep waiting.
- if (! isWindowFinishedWithPreviousInputLocked(touchedWindow.window)) {
- #if DEBUG_FOCUS
- LOGD("Waiting because touched window still processing previous input.");
- #endif
- injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
- NULL, touchedWindow.window, nextWakeupTime);
- goto Unresponsive;
- }
- }
- }
- // If this is the first pointer going down and the touched window has a wallpaper
- // then also add the touched wallpaper windows so they are locked in for the duration
- // of the touch gesture.
- if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
- const InputWindow* foregroundWindow = mTempTouchState.getFirstForegroundWindow();
- if (foregroundWindow->hasWallpaper) {
- for (size_t i = 0; i < mWindows.size(); i++) {
- const InputWindow* window = & mWindows[i];
- if (window->layoutParamsType == InputWindow::TYPE_WALLPAPER) {
- mTempTouchState.addOrUpdateWindow(window,
- InputTarget::FLAG_WINDOW_IS_OBSCURED, BitSet32(0));
- }
- }
- }
- }
- // Success! Output targets.
- injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
- for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
- const TouchedWindow& touchedWindow = mTempTouchState.windows.itemAt(i);
- addWindowTargetLocked(touchedWindow.window, touchedWindow.targetFlags,
- touchedWindow.pointerIds);
- }
- // Drop the outside touch window since we will not care about them in the next iteration.
- mTempTouchState.removeOutsideTouchWindows();
- Failed:
- // Check injection permission once and for all.
- if (injectionPermission == INJECTION_PERMISSION_UNKNOWN) {
- if (checkInjectionPermission(NULL, entry->injectionState)) {
- injectionPermission = INJECTION_PERMISSION_GRANTED;
- } else {
- injectionPermission = INJECTION_PERMISSION_DENIED;
- }
- }
- // Update final pieces of touch state if the injector had permission.
- if (injectionPermission == INJECTION_PERMISSION_GRANTED) {
- if (maskedAction == AMOTION_EVENT_ACTION_UP
- || maskedAction == AMOTION_EVENT_ACTION_CANCEL) {
- // All pointers up or canceled.
- mTempTouchState.reset();
- } else if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
- // First pointer went down.
- if (mTouchState.down) {
- #if DEBUG_FOCUS
- LOGD("Pointer down received while already down.");
- #endif
- }
- } else if (maskedAction == AMOTION_EVENT_ACTION_POINTER_UP) {
- // One pointer went up.
- if (isSplit) {
- int32_t pointerIndex = getMotionEventActionPointerIndex(action);
- uint32_t pointerId = entry->pointerIds[pointerIndex];
- for (size_t i = 0; i < mTempTouchState.windows.size(); ) {
- TouchedWindow& touchedWindow = mTempTouchState.windows.editItemAt(i);
- if (touchedWindow.targetFlags & InputTarget::FLAG_SPLIT) {
- touchedWindow.pointerIds.clearBit(pointerId);
- if (touchedWindow.pointerIds.isEmpty()) {
- mTempTouchState.windows.removeAt(i);
- continue;
- }
- }
- i += 1;
- }
- }
- }
- // Save changes to touch state.
- mTouchState.copyFrom(mTempTouchState);
- } else {
- #if DEBUG_FOCUS
- LOGD("Not updating touch focus because injection was denied.");
- #endif
- }
- Unresponsive:
- // Reset temporary touch state to ensure we release unnecessary references to input channels.
- mTempTouchState.reset();
- nsecs_t timeSpentWaitingForApplication = getTimeSpentWaitingForApplicationLocked(currentTime);
- updateDispatchStatisticsLocked(currentTime, entry,
- injectionResult, timeSpentWaitingForApplication);
- #if DEBUG_FOCUS
- LOGD("findTouchedWindow finished: injectionResult=%d, injectionPermission=%d, "
- "timeSpentWaitingForApplication=%0.1fms",
- injectionResult, injectionPermission, timeSpentWaitingForApplication / 1000000.0);
- #endif
- return injectionResult;
- }
最关键的几行代码,说明了Windows是如何找到触屏的输入焦点的:
- if (window->visible) {
- if (! (flags & InputWindow::FLAG_NOT_TOUCHABLE)) {
- bool isTouchModal = (flags & (InputWindow::FLAG_NOT_FOCUSABLE
- | InputWindow::FLAG_NOT_TOUCH_MODAL)) == 0;
- if (isTouchModal || window->touchableAreaContainsPoint(x, y)) {
- if (! screenWasOff || flags & InputWindow::FLAG_TOUCHABLE_WHEN_WAKING) {
- newTouchedWindow = window;
- }
- break; // found touched window, exit window loop
- }
- }
- if (maskedAction == AMOTION_EVENT_ACTION_DOWN
- && (flags & InputWindow::FLAG_WATCH_OUTSIDE_TOUCH)) {
- int32_t outsideTargetFlags = InputTarget::FLAG_OUTSIDE;
- if (isWindowObscuredAtPointLocked(window, x, y)) {
- outsideTargetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
- }
- mTempTouchState.addOrUpdateWindow(window, outsideTargetFlags, BitSet32(0));
- }
- }
- // Focus tracking for touch.
- struct TouchedWindow {
- const InputWindow* window;
- int32_t targetFlags;
- BitSet32 pointerIds;
- sp<InputChannel> channel;
- };
- struct TouchState {
- bool down;
- bool split;
- Vector<TouchedWindow> windows;
- TouchState();
- ~TouchState();
- void reset();
- void copyFrom(const TouchState& other);
- void addOrUpdateWindow(const InputWindow* window, int32_t targetFlags, BitSet32 pointerIds);
- void removeOutsideTouchWindows();
- const InputWindow* getFirstForegroundWindow();
- };
- 另外如何定义按键和其他触屏焦点的:
- /* Updates the cached window information provided to the input dispatcher. */
- public void updateInputWindowsLw() {
- // Populate the input window list with information about all of the windows that
- // could potentially receive input.
- // As an optimization, we could try to prune the list of windows but this turns
- // out to be difficult because only the native code knows for sure which window
- // currently has touch focus.
- final ArrayList<WindowState> windows = mWindows;
- final int N = windows.size();
- for (int i = N - 1; i >= 0; i--) {
- final WindowState child = windows.get(i);
- if (child.mInputChannel == null || child.mRemoved) {
- // Skip this window because it cannot possibly receive input.
- continue;
- }
- final int flags = child.mAttrs.flags;
- final int type = child.mAttrs.type;
- <span style="color: #ff6600;"> final boolean hasFocus = (child == mInputFocus);</span>
- //本行代码确定,一次性的focusWindow只有一个。
- final boolean isVisible = child.isVisibleLw();
- final boolean hasWallpaper = (child == mWallpaperTarget)
- && (type != WindowManager.LayoutParams.TYPE_KEYGUARD);
Android输入输出系统之TouchEvent流程