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Android输入管理InputManager之读一次事件的流程

Android输入管理InputManager之读一次事件的流程

作者: gczxbb | 来源:发表于2017-09-11 21:03 被阅读58次

    流程图如下所示:

    读一次事件的流程.png

    读取线程InputReaderThread执行InputReader#loopOnce一次

    void InputReader::loopOnce() {
        int32_t oldGeneration;
        int32_t timeoutMillis;
        bool inputDevicesChanged = false;
        Vector<InputDeviceInfo> inputDevices;
        ....
        size_t count = mEventHub->getEvents(timeoutMillis, mEventBuffer, EVENT_BUFFER_SIZE);
        { // acquire lock
            ....
            if (count) {//处理事件
                processEventsLocked(mEventBuffer, count);
            }
            ....
        } // release lock
        ...
        mQueuedListener->flush();//刷新派发
    }
    

    EventHub#getEvents获取事件,线程在此阻塞,直到被唤醒。
    InputReader#processEventsLocked方法。如果count数据不空,事件处理。

    void InputReader::processEventsLocked(const RawEvent* rawEvents, size_t count) {
        //遍历count个事件RawEvent*
        for (const RawEvent* rawEvent = rawEvents; count;) {
            int32_t type = rawEvent->type;
            size_t batchSize = 1;
            //来自input.h中的事件类型
            if (type < EventHubInterface::FIRST_SYNTHETIC_EVENT) {
                int32_t deviceId = rawEvent->deviceId;
                while (batchSize < count) {
                    if (rawEvent[batchSize].type >= EventHubInterface::FIRST_SYNTHETIC_EVENT
                            || rawEvent[batchSize].deviceId != deviceId) {
                        break;
                    }
                    batchSize += 1;
                }
                //处理一批batchSize个事件,从rawEvent指针开始
                processEventsForDeviceLocked(deviceId, rawEvent, batchSize);
            } else {
                ...处理其他类型,设备增加删除等
                switch (rawEvent->type) {
                case EventHubInterface::DEVICE_ADDED:
                    //当受到增加新设备的事件时,addDeviceLocked负      
                    //责创建InputDevice,建立deviceId与InputDevice      
                    //的键值对装入KeyedVector容器mDevices中,根据
                    //设备class,为InputDevice创建一个InputMapper
                    addDeviceLocked(rawEvent->when, rawEvent->deviceId);
                    break;
                case EventHubInterface::DEVICE_REMOVED:
                    removeDeviceLocked(rawEvent->when, rawEvent->deviceId);
                    break;
                case EventHubInterface::FINISHED_DEVICE_SCAN:
                    handleConfigurationChangedLocked(rawEvent->when);
                    break;
            }
            count -= batchSize;
            rawEvent += batchSize;
        }
    }
    

    在EventHubInterface中定义的枚举中,FIRST_SYNTHETIC_EVENT被设置为DEVICE_ADDED。
    在type小于FIRST_SYNTHETIC_EVENT时,说明事件类型不是增加/删除/扫描设备事件。

    EventHubInterface类
    enum {
        DEVICE_ADDED = 0x10000000,//增加设备
        DEVICE_REMOVED = 0x20000000,//移除设备
        FINISHED_DEVICE_SCAN = 0x30000000,
        FIRST_SYNTHETIC_EVENT = DEVICE_ADDED,
    };
    

    processEventsLocked处理一系列事件的集合如图:

    processEventsLocked处理的一系列事件.png

    batchSize代表rawEvents中以当前rawEvent为头指针的一批连续待处理事件的数量,deviceId相同且非增加/删除/扫描设备事件。
    若rawEvents中存在增加/删除/扫描设备事件(大于FIRST_SYNTHETIC_EVENT)如上图,在偏移batchSize=5处查到rawEvent[batchSize].type满足增加/删除/扫描设备事件,break退出while,之前统计的一批5个Motion事件通过processEventsForDeviceLocked处理,rawEvent设置为头指针。
    在最后两行将rawEvent指向batchSize偏移处,即下一次处理的Add/Del事件,count减去已处理的数量batchSize。增加/删除/扫描设备事件处理中,只能处理一个事件,batchSize值保持1。

    processEventsForDeviceLocked

    负责RawEvent*事件处理,根据设备deviceId,找到InputDevice类,count是此次处理的事件数量,rawEvents代表这些事件的头指针。

    void InputReader::processEventsForDeviceLocked(int32_t deviceId,const RawEvent* rawEvents, 
                        size_t count){
        ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
        if (deviceIndex < 0) {
            ALOGW("Discarding event for unknown deviceId %d.", deviceId);
            return;
        }
        InputDevice* device = mDevices.valueAt(deviceIndex);
        if (device->isIgnored()) {//设备忽略直接退出
            return;
        }
        device->process(rawEvents, count);
    }
    

    InputDevice表示单个输入设备。
    InputDevice#process具体设备处理每一个RawEvent*,交给mMappers,InputDevice内部的InputMapper数组。

    void InputDevice::process(const RawEvent* rawEvents, size_t count) {
        size_t numMappers = mMappers.size();
        for (const RawEvent* rawEvent = rawEvents; count--; rawEvent++) {
            if (mDropUntilNextSync) {
                .....
            } else if (rawEvent->type == EV_SYN && rawEvent->code == SYN_DROPPED) {
                mDropUntilNextSync = true;
                reset(rawEvent->when);
            } else {
                for (size_t i = 0; i < numMappers; i++) {//每个InputMapper处理事件
                    InputMapper* mapper = mMappers[i];
                    mapper->process(rawEvent);
                }
            }
        }
    }
    

    每一种类型的设备都有对应的InputMapper,触屏Maper是SingleTouchInputMapper。

    InputReader#createDeviceLocked方法

    InputDevice* InputReader::createDeviceLocked(int32_t deviceId, int32_t controllerNumber,
            const InputDeviceIdentifier& identifier, uint32_t classes) {
        InputDevice* device = new InputDevice(&mContext, deviceId, bumpGenerationLocked(),
                        controllerNumber, identifier, classes);
        ....其他设备设置与addMapper
    
        //触屏设备
        if (classes & INPUT_DEVICE_CLASS_TOUCH_MT) {
            device->addMapper(new MultiTouchInputMapper(device));
        } else if (classes & INPUT_DEVICE_CLASS_TOUCH) {
            device->addMapper(new SingleTouchInputMapper(device));
        }
        ....
        return device;
    }
    

    创建InputDevice,同时创建了InputMapper。根据classes类型,只增加了一个SingleTouchInputMapper,下面所有的RawEvent*交给SingleTouchInputMapper处理。

    EventHub.h头文件定义
    INPUT_DEVICE_CLASS_TOUCH         = 0x00000004,//触屏
    

    SingleTouchInputMapper处理流

    中间过程繁琐,仅看下流程
    从process开始,依次经过方法sync、processRawTouches、cookAndDispatch、dispatchTouches、dispatchMotion,最后包装一个NotifyMotionArgs交给回调监听。
    SingleTouchInputMapper#process方法,SingleTouchInputMapper是TouchInputMapper派生类。

    void SingleTouchInputMapper::process(const RawEvent* rawEvent) {
        TouchInputMapper::process(rawEvent);
        mSingleTouchMotionAccumulator.process(rawEvent);
    }
    

    TouchInputMapper#process方法。

    void TouchInputMapper::process(const RawEvent* rawEvent) {
        mCursorButtonAccumulator.process(rawEvent);
        mCursorScrollAccumulator.process(rawEvent);
        mTouchButtonAccumulator.process(rawEvent);
    
        if (rawEvent->type == EV_SYN && rawEvent->code == SYN_REPORT) {
            sync(rawEvent->when);
        }
    }
    

    TouchInputMapper#sync方法。

    void TouchInputMapper::sync(nsecs_t when) {
        const RawState* last = mRawStatesPending.isEmpty() ?
                &mCurrentRawState : &mRawStatesPending.top();
    
        mRawStatesPending.push();
        RawState* next = &processRawTouchesmRawStatesPending.editTop();
        next->clear();
        next->when = when;
        ...
        syncTouch(when, next);
        //分配手指ids
        if (!mHavePointerIds) {
            assignPointerIds(last, next);
        }
        processRawTouches(false /*timeout*/);
    }
    

    TouchInputMapper#processRawTouches方法。

    void TouchInputMapper::processRawTouches(bool timeout) {
        if (mDeviceMode == DEVICE_MODE_DISABLED) {
            // Drop all input if the device is disabled.
            mCurrentRawState.clear();
            mRawStatesPending.clear();
            return;
        }
    
        const size_t N = mRawStatesPending.size();
        size_t count;
        for(count = 0; count < N; count++) {
            ...
            cookAndDispatch(mCurrentRawState.when);
        }
    }
    

    TouchInputMapper#cookAndDispatch方法。

    void TouchInputMapper::cookAndDispatch(nsecs_t when) {
        ....
        if (mDeviceMode == DEVICE_MODE_POINTER) {
            .....
        } else {
            if (mDeviceMode == DEVICE_MODE_DIRECT
                    && mConfig.showTouches && mPointerController != NULL) {
                ...
            }
            if (!mCurrentMotionAborted) {
                ....
                dispatchTouches(when, policyFlags);
                ...
            }
            ...
        }
        ...
    }
    

    TouchInputMapper#dispatchTouches方法。

    void TouchInputMapper::dispatchTouches(nsecs_t when, uint32_t policyFlags){
      ...
      dispatchMotion(when, policyFlags, mSource,
                        AMOTION_EVENT_ACTION_POINTER_DOWN, 0, 0, metaState, buttonState, 0,
                        mCurrentCookedState.cookedPointerData.pointerProperties,
                        mCurrentCookedState.cookedPointerData.pointerCoords,
                        mCurrentCookedState.cookedPointerData.idToIndex,
                        dispatchedIdBits, downId, mOrientedXPrecision, mOrientedYPrecision, mDownTime);
      ...
    }
    

    TouchInputMapper#dispatchMotion方法
    定义一个通知发送参数NotifyMotionArgs交给回调Listener。

    void TouchInputMapper::dispatchMotion(nsecs_t when, uint32_t policyFlags, uint32_t source,
            int32_t action, int32_t actionButton, int32_t flags,
            int32_t metaState, int32_t buttonState, int32_t edgeFlags,
            const PointerProperties* properties, const PointerCoords* coords,
            const uint32_t* idToIndex, BitSet32 idBits, int32_t changedId,
            float xPrecision, float yPrecision, nsecs_t downTime) {
        PointerCoords pointerCoords[MAX_POINTERS];
        PointerProperties pointerProperties[MAX_POINTERS];
        uint32_t pointerCount = 0;
        while (!idBits.isEmpty()) {
            uint32_t id = idBits.clearFirstMarkedBit();
            uint32_t index = idToIndex[id];
            pointerProperties[pointerCount].copyFrom(properties[index]);
            pointerCoords[pointerCount].copyFrom(coords[index]);
        ...
        ...
        NotifyMotionArgs args(when, getDeviceId(), source, policyFlags,
                action, actionButton, flags, metaState, buttonState, edgeFlags,
                mViewport.displayId, pointerCount, pointerProperties, pointerCoords,
                xPrecision, yPrecision, downTime);
        getListener()->notifyMotion(&args);
    }
    

    QueuedInputListener

    TouchInputMapper#getListener()返回QueuedInputListener

    在TouchInputMapper父类InputMapper中,描述了Listener的来源:InputReaderContext#getListener方法。
    InputMapper类

    inline InputListenerInterface* getListener() { return mContext->getListener(); }
    

    上文mContext是InputReaderContext。ContextImpl是InputReaderContext的派生类(内部封装InputReader),ContextImpl实现InputReaderContext的getListener方法。

    InputListenerInterface* InputReader::ContextImpl::getListener() {
        return mReader->mQueuedListener.get();
    }
    

    大体结构图如下所示:

    InputMapper主要结构示意图.png

    综上:TouchInputMapper触发内部ContextImpl的getListener方法,获取的Listener是InputReader中的mQueuedListener。
    InputReader实例化时创建QueuedInputListener。

    mQueuedListener = new QueuedInputListener(listener);
    

    上文中listener是InputReader构造方法入参,其实是InputDispatcher。

    mDispatcher = new InputDispatcher(dispatcherPolicy);
    mReader = new InputReader(eventHub, readerPolicy, mDispatcher);
    
    QueuedInputListener#notifyMotion方法

    QueuedInputListener是InputListenerInterface接口的派生类

    定义了各种类型输入的通知方法notifyXXX()。

    class QueuedInputListener : public InputListenerInterface {
    public:
        QueuedInputListener(const sp<InputListenerInterface>& innerListener);
        virtual void notifyConfigurationChanged(const NotifyConfigurationChangedArgs* args);
        virtual void notifyKey(const NotifyKeyArgs* args);
        //通知触屏事件
        virtual void notifyMotion(const NotifyMotionArgs* args);
        virtual void notifySwitch(const NotifySwitchArgs* args);
        virtual void notifyDeviceReset(const NotifyDeviceResetArgs* args);
        void flush();
    private:
        sp<InputListenerInterface> mInnerListener;
        Vector<NotifyArgs*> mArgsQueue;
    };
    
    通知参数实体也在此定义,每个事件类型都有自己的通知参数实体
    /* Describes a motion event. */
    struct NotifyMotionArgs : public NotifyArgs {
      nsecs_t eventTime;
      int32_t deviceId;
      uint32_t source;
      ...
    }
    

    内部封装了一个mInnerListener与mArgsQueue,mInnerListener就是InputDispatcher对象。
    mArgsQueue是一个动态的数组容器。
    notifyMotion方法

    void QueuedInputListener::notifyMotion(const NotifyMotionArgs* args) {
        mArgsQueue.push(new NotifyMotionArgs(*args));
    }
    

    向数组中增加一个NotifyMotionArgs实体,读取的事件存放在QueuedInputListener的数组mArgsQueue中。

    综上,读取线程一次读取的流程结束,可以看出,该线程处于休眠状态,当事件发生时,被唤醒,拿到事件,然后从InputReader对象一步步将事件交给QueuedInputListener对象,事件信息存储在QueuedInputListener内部数组。

    接下来读取线程会通过QueuedInputListener的flush方法刷新,将事件消息读出来交给内部InputDispatcher。


    Happy
    End
    ^ ^

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