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你对android的view的Touch事件足够理解吗?从源码角

你对android的view的Touch事件足够理解吗?从源码角

作者: 王岩_shang | 来源:发表于2016-10-20 15:48 被阅读186次

    前言

    在android应用开发过程中,总避免不了各种Touch 事件的处理,网上也有各种各样的示例,更有甚者,还画了各种各样的分析图来显示的表述Touch事件的处理流程,但是呢,相信大多数的读者也就是当时看着明白,但过了几天,就全部忘得一干二净了。所以才有了这篇博客的出现,第一是方便你学习,第二是即便以后找不到这篇博客,你直接看源码便会了然一切。
    ps: 请大家注意源码中的注释,一般注释是最重要的

    ViewGroup的分发

        @Override
        public boolean dispatchTouchEvent(MotionEvent ev) {
    //为了debuging的一致性验证 属性 ,神马东东,不管了
            if (mInputEventConsistencyVerifier != null) {  
                mInputEventConsistencyVerifier.onTouchEvent(ev, 1);  
            }
    
            boolean handled = false;
    //经过filter 顾虑器,然后将可被处理的touchEvent 往下行进
            if (onFilterTouchEventForSecurity(ev)) { 
                final int action = ev.getAction();
                final int actionMasked = action & MotionEvent.ACTION_MASK;
    
                // Handle an initial down.
    // 看这里,所有的 Touch事件都是从一个Down开始
                if (actionMasked == MotionEvent.ACTION_DOWN) {
                    // Throw away all previous state when starting a new touch gesture.
                    // The framework may have dropped the up or cancel event for the previous gesture
                    // due to an app switch, ANR, or some other state change.
                    cancelAndClearTouchTargets(ev);
                    resetTouchState();
                }
    
                // Check for interception.
                final boolean intercepted;
                if (actionMasked == MotionEvent.ACTION_DOWN
                        || mFirstTouchTarget != null) {
                    final boolean disallowIntercept = (mGroupFlags & FLAG_DISALLOW_INTERCEPT) != 0;
                    if (!disallowIntercept) { 
    //这里是不是很熟悉 ,注意 Down的时候去判断,
    //如果onInterceptTouchEvent 返回 true 和返回 false的情况
                        intercepted = onInterceptTouchEvent(ev); 
                        ev.setAction(action); // restore action in case it was changed
                    } else {
                        intercepted = false;
                    }
                } else {
                    // There are no touch targets and this action is not an initial down
                    // so this view group continues to intercept touches.
                    intercepted = true;
                }
    
                // Check for cancelation.
                final boolean canceled = resetCancelNextUpFlag(this)
                        || actionMasked == MotionEvent.ACTION_CANCEL;
    
                // Update list of touch targets for pointer down, if needed.
                final boolean split = (mGroupFlags & FLAG_SPLIT_MOTION_EVENTS) != 0;
                TouchTarget newTouchTarget = null;
                boolean alreadyDispatchedToNewTouchTarget = false;
    //ok,看这里 ,判断语句里有child ,很明显这里要进行touch 事件的分发了吧,哈哈哈。
    //所以联系上面的onInterceptTouchEvent,是不是很熟悉,哈哈哈,如果返回true,则不传递给子view。。。
                if (!canceled && !intercepted) {
                    if (actionMasked == MotionEvent.ACTION_DOWN
                            || (split && actionMasked == MotionEvent.ACTION_POINTER_DOWN)
                            || actionMasked == MotionEvent.ACTION_HOVER_MOVE) {
                        final int actionIndex = ev.getActionIndex(); // always 0 for down
                        final int idBitsToAssign = split ? 1 << ev.getPointerId(actionIndex)
                                : TouchTarget.ALL_POINTER_IDS;
    
                        // Clean up earlier touch targets for this pointer id in case they
                        // have become out of sync.
                        removePointersFromTouchTargets(idBitsToAssign);
    
                        final int childrenCount = mChildrenCount;
                        if (newTouchTarget == null && childrenCount != 0) {
                            final float x = ev.getX(actionIndex);
                            final float y = ev.getY(actionIndex);
                            // Find a child that can receive the event.
                            // Scan children from front to back.
    //这里这里 父view的touch 事件传递给子view的顺序是不是一目了然
                           final ArrayList<View> preorderedList = buildOrderedChildList();
                            final boolean customOrder = preorderedList == null
                                    && isChildrenDrawingOrderEnabled();
                            final View[] children = mChildren;
                            for (int i = childrenCount - 1; i >= 0; i--) {
                                final int childIndex = customOrder
                                        ? getChildDrawingOrder(childrenCount, i) : i;
                                final View child = (preorderedList == null)
                                        ? children[childIndex] : preorderedList.get(childIndex);
                                if (!canViewReceivePointerEvents(child)
                                        || !isTransformedTouchPointInView(x, y, child, null)) {
                                    continue;
                                }
    
                                newTouchTarget = getTouchTarget(child);
                                if (newTouchTarget != null) {
                                    // Child is already receiving touch within its bounds.
                                    // Give it the new pointer in addition to the ones it is handling.
                                    newTouchTarget.pointerIdBits |= idBitsToAssign;
                                    break;
                                }
    
                                resetCancelNextUpFlag(child);
    //这里这里 当子view dispatchTouchEvent 返回true,进入以下逻辑,
    //该view会消费掉这个Touch事件,并生成一个新的Touch事件的包装(
    //TouchTarget 包含接收事件的view以及touch事件的类型等信息)
                                if (dispatchTransformedTouchEvent(ev, false, child, idBitsToAssign)) {
                                    // Child wants to receive touch within its bounds.
                                    mLastTouchDownTime = ev.getDownTime();
                                    if (preorderedList != null) {
                                        // childIndex points into presorted list, find original index
                                        for (int j = 0; j < childrenCount; j++) {
                                            if (children[childIndex] == mChildren[j]) {
                                                mLastTouchDownIndex = j;
                                                break;
                                            }
                                        }
                                    } else {
                                        mLastTouchDownIndex = childIndex;
                                    }
                                    mLastTouchDownX = ev.getX();
                                    mLastTouchDownY = ev.getY();
    //这里便是生成新的TouchTarget的逻辑
                                    newTouchTarget = addTouchTarget(child, idBitsToAssign);
                                    alreadyDispatchedToNewTouchTarget = true;
                                    break;
                                }
                            }
                            if (preorderedList != null) preorderedList.clear();
                        }
    //这里呢 ,如果没有新的TouchTarget ,辣么就是上面 注释返回 false的情况,
    //可以清楚的知道注释里会把Touch事件传递给最新最近添加到view
    //(举个栗子,一个RelativeLayout 依次添加view A,view B ,
    //View B 在 view A 之上,辣么当view B 的dispatchTouchEvent 返回 false时,
    //则touch事件一定会传递给 view A)
                        if (newTouchTarget == null && mFirstTouchTarget != null) {
                            // Did not find a child to receive the event.
                            // Assign the pointer to the least recently added target.
                            newTouchTarget = mFirstTouchTarget;
                            while (newTouchTarget.next != null) {
                                newTouchTarget = newTouchTarget.next;
                            }
                            newTouchTarget.pointerIdBits |= idBitsToAssign;
                        }
                    }
                }
    
                // Dispatch to touch targets.
                if (mFirstTouchTarget == null) {
                    // No touch targets so treat this as an ordinary view.
                    handled = dispatchTransformedTouchEvent(ev, canceled, null,
                            TouchTarget.ALL_POINTER_IDS);
                } else {
                    // Dispatch to touch targets, excluding the new touch target if we already
                    // dispatched to it.  Cancel touch targets if necessary.
                    TouchTarget predecessor = null;
                    TouchTarget target = mFirstTouchTarget;
    //这里面则是一个递归给子view 的子view 的过程,哈哈哈
                    while (target != null) {
                        final TouchTarget next = target.next;
                        if (alreadyDispatchedToNewTouchTarget && target == newTouchTarget) {
                            handled = true;
                        } else {
                            final boolean cancelChild = resetCancelNextUpFlag(target.child)
                                    || intercepted;
                            if (dispatchTransformedTouchEvent(ev, cancelChild,
                                    target.child, target.pointerIdBits)) {
                                handled = true;
                            }
                            if (cancelChild) {
                                if (predecessor == null) {
                                    mFirstTouchTarget = next;
                                } else {
                                    predecessor.next = next;
                                }
                                target.recycle();
                                target = next;
                                continue;
                            }
                        }
                        predecessor = target;
                        target = next;
                    }
                }
    
                // Update list of touch targets for pointer up or cancel, if needed.
                if (canceled
                        || actionMasked == MotionEvent.ACTION_UP
                        || actionMasked == MotionEvent.ACTION_HOVER_MOVE) {
                    resetTouchState();
                } else if (split && actionMasked == MotionEvent.ACTION_POINTER_UP) {
                    final int actionIndex = ev.getActionIndex();
                    final int idBitsToRemove = 1 << ev.getPointerId(actionIndex);
                    removePointersFromTouchTargets(idBitsToRemove);
                }
            }
    
            if (!handled && mInputEventConsistencyVerifier != null) {
                mInputEventConsistencyVerifier.onUnhandledEvent(ev, 1);
            }
            return handled;
        }
    

    辣么我们来看看如何 buildOrderedChildList,哈哈,只看注释就可以啦 ,z越大,插得就越靠前

     /**
         * Populates (and returns) mPreSortedChildren with a pre-ordered list of the View's children,
         * sorted first by Z, then by child drawing order (if applicable).
         *
         * Uses a stable, insertion sort which is commonly O(n) for ViewGroups with very few elevated
         * children.
         */
        ArrayList<View> buildOrderedChildList() {
            final int count = mChildrenCount;
            if (count <= 1 || !hasChildWithZ()) return null;
    
            if (mPreSortedChildren == null) {
                mPreSortedChildren = new ArrayList<View>(count);
            } else {
                mPreSortedChildren.ensureCapacity(count);
            }
    
            final boolean useCustomOrder = isChildrenDrawingOrderEnabled();
            for (int i = 0; i < mChildrenCount; i++) {
                // add next child (in child order) to end of list
                int childIndex = useCustomOrder ? getChildDrawingOrder(mChildrenCount, i) : i;
                View nextChild = mChildren[childIndex];
                float currentZ = nextChild.getZ();
    
                // insert ahead of any Views with greater Z
                int insertIndex = i;
                while (insertIndex > 0 && mPreSortedChildren.get(insertIndex - 1).getZ() > currentZ) {
                    insertIndex--;
                }
                mPreSortedChildren.add(insertIndex, nextChild);
            }
            return mPreSortedChildren;
        }
    

    然后我们看看这个

     /**
         * Transforms a motion event into the coordinate space of a particular child view,
         * filters out irrelevant pointer ids, and overrides its action if necessary.
         * If child is null, assumes the MotionEvent will be sent to this ViewGroup instead.
         */
        private boolean dispatchTransformedTouchEvent(MotionEvent event, boolean cancel,
                View child, int desiredPointerIdBits) {
            final boolean handled;
    
            // Canceling motions is a special case.  We don't need to perform any transformations
            // or filtering.  The important part is the action, not the contents.
            final int oldAction = event.getAction();
            if (cancel || oldAction == MotionEvent.ACTION_CANCEL) {
                event.setAction(MotionEvent.ACTION_CANCEL);
                if (child == null) {
                    handled = super.dispatchTouchEvent(event);
                } else {
                    handled = child.dispatchTouchEvent(event);
                }
                event.setAction(oldAction);
                return handled;
            }
    
            // Calculate the number of pointers to deliver.
            final int oldPointerIdBits = event.getPointerIdBits();
            final int newPointerIdBits = oldPointerIdBits & desiredPointerIdBits;
    
            // If for some reason we ended up in an inconsistent state where it looks like we
            // might produce a motion event with no pointers in it, then drop the event.
            if (newPointerIdBits == 0) {
                return false;
            }
    
            // If the number of pointers is the same and we don't need to perform any fancy
            // irreversible transformations, then we can reuse the motion event for this
            // dispatch as long as we are careful to revert any changes we make.
            // Otherwise we need to make a copy.
            final MotionEvent transformedEvent;
            if (newPointerIdBits == oldPointerIdBits) {
                if (child == null || child.hasIdentityMatrix()) {
                    if (child == null) {
                        handled = super.dispatchTouchEvent(event);
                    } else {
                        final float offsetX = mScrollX - child.mLeft;
                        final float offsetY = mScrollY - child.mTop;
                        event.offsetLocation(offsetX, offsetY);
    
                        handled = child.dispatchTouchEvent(event);
    
                        event.offsetLocation(-offsetX, -offsetY);
                    }
                    return handled;
                }
                transformedEvent = MotionEvent.obtain(event);
            } else {
                transformedEvent = event.split(newPointerIdBits);
            }
    
            // Perform any necessary transformations and dispatch.
            if (child == null) {
                handled = super.dispatchTouchEvent(transformedEvent);
            } else {
                final float offsetX = mScrollX - child.mLeft;
                final float offsetY = mScrollY - child.mTop;
                transformedEvent.offsetLocation(offsetX, offsetY);
    //哈哈,这里是Touch 事件的传递时的坐标转换
                if (! child.hasIdentityMatrix()) {
                    transformedEvent.transform(child.getInverseMatrix());
                }
    //这里这里 ,当view 的dispatchTouchEvent为 true ,为false?
                handled = child.dispatchTouchEvent(transformedEvent);
            }
    
            // Done.
            transformedEvent.recycle();
            return handled;
        }
    

    View 的分发Touch事件

    代码如下,可以看到相较于ViewGroup的 dispatchTouchEvent而言,要简单的多,毕竟没有牵扯到子view的Touch事件的分发。

      /**
         * Pass the touch screen motion event down to the target view, or this
         * view if it is the target.
         *
         * @param event The motion event to be dispatched.
         * @return True if the event was handled by the view, false otherwise.
         */
        public boolean dispatchTouchEvent(MotionEvent event) {
            boolean result = false;
    
            if (mInputEventConsistencyVerifier != null) {
                mInputEventConsistencyVerifier.onTouchEvent(event, 0);
            }
    
            final int actionMasked = event.getActionMasked();
            if (actionMasked == MotionEvent.ACTION_DOWN) {
                // Defensive cleanup for new gesture
                stopNestedScroll();
            }
    
            if (onFilterTouchEventForSecurity(event)) {
                //noinspection SimplifiableIfStatement
                ListenerInfo li = mListenerInfo;
                if (li != null && li.mOnTouchListener != null
                        && (mViewFlags & ENABLED_MASK) == ENABLED
                        && li.mOnTouchListener.onTouch(this, event)) {
                    result = true;
                }
    
                if (!result && onTouchEvent(event)) {
                    result = true;
                }
            }
    
            if (!result && mInputEventConsistencyVerifier != null) {
                mInputEventConsistencyVerifier.onUnhandledEvent(event, 0);
            }
    
            // Clean up after nested scrolls if this is the end of a gesture;
            // also cancel it if we tried an ACTION_DOWN but we didn't want the rest
            // of the gesture.
            if (actionMasked == MotionEvent.ACTION_UP ||
                    actionMasked == MotionEvent.ACTION_CANCEL ||
                    (actionMasked == MotionEvent.ACTION_DOWN && !result)) {
                stopNestedScroll();
            }
    
            return result;
        }
    

    直接说吧 ,有一个 mOnTouchListener.onTouch(this, event)onTouchEvent(event) 没有 onInterceptTouchEvent。各位看官,大致的传递顺序应该不用我讲了吧,一目了然。

    总结

    我们在处理应用开发过程中的一些复杂的交互过程时,TouchEvent是避不开的,网上也有详细介绍各种return false ,return true .然而,其实对于这些来讲,所有的所有,一切的触发点是linux层根据你的触摸发送出事件信号,传递到最底层的view,并由该view去dispatch的。所以只要清晰dispatch的机制,这些处理将不是一个难点。

    参考

    • android 应用层源码

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