了解更多,移步Android触摸事件传递机制系列详解
在Android触摸事件的传递(四-1)--输入系统-InputReader介绍InputReader
利用EventHub
获取数据后,生成EventEntry事件,加入到InputDispatcher的mInboundQueue队列,再唤醒InputDispatcher
线程。本文将介绍InputDispatcher
,同样从threadLoop
为起点开始分析。
1 threadLoop
先来回顾一下InputDispatcher对象的初始化过程:
InputDispatcher::InputDispatcher(const sp<InputDispatcherPolicyInterface>& policy) :
mPolicy(policy),
mPendingEvent(NULL), mLastDropReason(DROP_REASON_NOT_DROPPED),
mAppSwitchSawKeyDown(false), mAppSwitchDueTime(LONG_LONG_MAX),
mNextUnblockedEvent(NULL),
mDispatchEnabled(false), mDispatchFrozen(false), mInputFilterEnabled(false),
mInputTargetWaitCause(INPUT_TARGET_WAIT_CAUSE_NONE) {
//创建Looper对象
mLooper = new Looper(false);
mKeyRepeatState.lastKeyEntry = NULL;
//获取分发超时参数
policy->getDispatcherConfiguration(&mConfig);
}
该方法主要工作:
- 创建属于自己线程的Looper对象;
- 超时参数来自于IMS,参数默认值keyRepeatTimeout = 500,keyRepeatDelay = 50。
[-> InputDispatcher.cpp]
bool InputDispatcherThread::threadLoop() {
mDispatcher->dispatchOnce(); //【见小节1.2】
return true;
}
整个过程不断循环地调用InputDispatcher
的dispatchOnce()
来分发事件
2 dispatchOnce
[-> InputDispatcher.cpp]
void InputDispatcher::dispatchOnce() {
nsecs_t nextWakeupTime = LONG_LONG_MAX;
{
AutoMutex _l(mLock);
//唤醒等待线程,monitor()用于监控dispatcher是否发生死锁
mDispatcherIsAliveCondition.broadcast();
if (!haveCommandsLocked()) {
//当mCommandQueue不为空时处理
dispatchOnceInnerLocked(&nextWakeupTime);
}
if (runCommandsLockedInterruptible()) {
nextWakeupTime = LONG_LONG_MIN;
}
}
nsecs_t currentTime = now();
int timeoutMillis = toMillisecondTimeoutDelay(currentTime, nextWakeupTime);
mLooper->pollOnce(timeoutMillis); //进入epoll_wait
}
线程执行Looper->pollOnce,进入epoll_wait等待状态,当发生以下任一情况则退出等待状态:
- callback:通过回调方法来唤醒;
- timeout:到达nextWakeupTime时间,超时唤醒;
- wake: 主动调用Looper的wake()方法;
3 dispatchOnceInnerLocked
void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) {
nsecs_t currentTime = now(); //当前时间
if (!mDispatchEnabled) { //默认值为false
resetKeyRepeatLocked(); //重置操作
}
if (mDispatchFrozen) { //默认值为false
return; //当分发被冻结,则不再处理超时和分发事件的工作,直接返回
}
//优化app切换延迟,当切换超时,则抢占分发,丢弃其他所有即将要处理的事件。
bool isAppSwitchDue = mAppSwitchDueTime <= currentTime;
...
if (!mPendingEvent) {
if (mInboundQueue.isEmpty()) {
if (!mPendingEvent) {
return; //没有事件需要处理,则直接返回
}
} else {
//从mInboundQueue取出头部的事件
mPendingEvent = mInboundQueue.dequeueAtHead();
}
...
resetANRTimeoutsLocked(); //重置ANR信息[见小节2.1.1]
}
bool done = false;
DropReason dropReason = DROP_REASON_NOT_DROPPED;
if (!(mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER)) {
dropReason = DROP_REASON_POLICY;
} else if (!mDispatchEnabled) {
dropReason = DROP_REASON_DISABLED;
}
...
switch (mPendingEvent->type) {
case EventEntry::TYPE_KEY: {
KeyEntry* typedEntry = static_cast<KeyEntry*>(mPendingEvent);
if (isAppSwitchDue) {
if (isAppSwitchKeyEventLocked(typedEntry)) {
resetPendingAppSwitchLocked(true);
isAppSwitchDue = false;
} else if (dropReason == DROP_REASON_NOT_DROPPED) {
dropReason = DROP_REASON_APP_SWITCH;
}
}
if (dropReason == DROP_REASON_NOT_DROPPED
&& isStaleEventLocked(currentTime, typedEntry)) {
dropReason = DROP_REASON_STALE;
}
if (dropReason == DROP_REASON_NOT_DROPPED && mNextUnblockedEvent) {
dropReason = DROP_REASON_BLOCKED;
}
// 分发按键事件[见小节2.2]
done = dispatchKeyLocked(currentTime, typedEntry, &dropReason, nextWakeupTime);
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* typedEntry = static_cast<MotionEntry*>(mPendingEvent);
if (dropReason == DROP_REASON_NOT_DROPPED && isAppSwitchDue) {
dropReason = DROP_REASON_APP_SWITCH;
}
if (dropReason == DROP_REASON_NOT_DROPPED
&& isStaleEventLocked(currentTime, typedEntry)) {
dropReason = DROP_REASON_STALE;
}
if (dropReason == DROP_REASON_NOT_DROPPED && mNextUnblockedEvent) {
dropReason = DROP_REASON_BLOCKED;
}
done = dispatchMotionLocked(currentTime, typedEntry,
&dropReason, nextWakeupTime);
break;
}
...
}
...
//分发操作完成,则进入该分支
if (done) {
if (dropReason != DROP_REASON_NOT_DROPPED) {
//[见小节2.1.2]
dropInboundEventLocked(mPendingEvent, dropReason);
}
mLastDropReason = dropReason;
releasePendingEventLocked(); //释放pending事件见小节2.10]
*nextWakeupTime = LONG_LONG_MIN; //强制立刻执行轮询
}
}
- 在enqueueInboundEventLocked()的过程中已设置mAppSwitchDueTime等于eventTime加上500ms:
mAppSwitchDueTime = keyEntry->eventTime + APP_SWITCH_TIMEOUT;
该方法主要功能:
1.mDispatchFrozen
用于决定是否冻结事件分发工作不再往下执行;
- 当事件分发的时间点距离该事件加入
mInboundQueue
的时间超过500ms,则认为app切换过期,即isAppSwitchDue=true; -
mInboundQueue
不为空,则取出头部的事件,放入mPendingEvent
变量;并重置ANR时间; - 根据EventEntry的type类型分别处理,比如按键调用dispatchKeyLocked分发事件,触摸事件调用
dispatchMotionLocked
分发事件;再根据分发结果来决定是否进入done; - 执行完成(done)的处理:
- 根据dropReason(默认NOT_DROPPED不处理)来决定是否丢失事件:dropInboundEventLocked
- 释放当前正在处理的事件(即mPendingEvent):releasePendingEventLocked
3.1 resetANRTimeoutsLocked重置ANR时间
void InputDispatcher::resetANRTimeoutsLocked() {
// 重置等待超时cause和handle
mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_NONE;
mInputTargetWaitApplicationHandle.clear();
}
3.2 dispatchMotionLocked分发事件
bool InputDispatcher::dispatchMotionLocked(
nsecs_t currentTime, MotionEntry* entry, DropReason* dropReason, nsecs_t* nextWakeupTime) {
....
Vector<InputTarget> inputTargets;
if (isPointerEvent) {
// Pointer event. (eg. touchscreen)
//寻找目标窗口
injectionResult = findTouchedWindowTargetsLocked(currentTime,
entry, inputTargets, nextWakeupTime, &conflictingPointerActions);
} else {
// Non touch event. (eg. trackball)
injectionResult = findFocusedWindowTargetsLocked(currentTime,
entry, inputTargets, nextWakeupTime);
}
....
dispatchEventLocked(currentTime, entry, inputTargets);
return true;
}
- 主要工作
- 在dispatchEventLocked发送事件之前,会先去判断这个事件是点击事件(isPointEvent)还是其他事件--寻找目标窗口
- 分发事件
3.3 findTouchedWindowTargetsLocked
int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
const MotionEntry* entry, Vector<InputTarget>& inputTargets, nsecs_t* nextWakeupTime,
bool* outConflictingPointerActions) {
enum InjectionPermission {
INJECTION_PERMISSION_UNKNOWN,
INJECTION_PERMISSION_GRANTED,
INJECTION_PERMISSION_DENIED
};
nsecs_t startTime = now();
......
// 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) {
// Check whether the window is ready for more input.
String8 reason = checkWindowReadyForMoreInputLocked(currentTime,
touchedWindow.windowHandle, entry, "touched");
if (!reason.isEmpty()) {
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
NULL, touchedWindow.windowHandle, nextWakeupTime, reason.string());
goto Unresponsive;
}
}
}
......
for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTempTouchState.windows.itemAt(i);
addWindowTargetLocked(touchedWindow.windowHandle, touchedWindow.targetFlags,
touchedWindow.pointerIds, inputTargets);
}
......
return injectionResult;
}
- 这是一个很长的方法
- 大体是判断这个事件的类型
- 获取能够处理这个事件的forceground window,如果这个window不能够继续处理事件,就是说这个window的主线程被某些耗时操作占据,我们继续看handleTargetsNotReadyLocked这个方法。
3.3 handleTargetsNotReadyLocked
int32_t InputDispatcher::handleTargetsNotReadyLocked(nsecs_t currentTime,
const EventEntry* entry,
const sp<InputApplicationHandle>& applicationHandle,
const sp<InputWindowHandle>& windowHandle,
nsecs_t* nextWakeupTime, const char* reason) {
if (applicationHandle == NULL && windowHandle == NULL) {
if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY) {
mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY;
mInputTargetWaitStartTime = currentTime; //当前时间
mInputTargetWaitTimeoutTime = LONG_LONG_MAX;
mInputTargetWaitTimeoutExpired = false;
mInputTargetWaitApplicationHandle.clear();
}
} else {
if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY) {
nsecs_t timeout;
if (windowHandle != NULL) {
timeout = windowHandle->getDispatchingTimeout(DEFAULT_INPUT_DISPATCHING_TIMEOUT);
} else if (applicationHandle != NULL) {
timeout = applicationHandle->getDispatchingTimeout(DEFAULT_INPUT_DISPATCHING_TIMEOUT);
} else {
timeout = DEFAULT_INPUT_DISPATCHING_TIMEOUT; // 5s
}
mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY;
mInputTargetWaitStartTime = currentTime; //当前时间
mInputTargetWaitTimeoutTime = currentTime + timeout;
mInputTargetWaitTimeoutExpired = false;
mInputTargetWaitApplicationHandle.clear();
if (windowHandle != NULL) {
mInputTargetWaitApplicationHandle = windowHandle->inputApplicationHandle;
}
if (mInputTargetWaitApplicationHandle == NULL && applicationHandle != NULL) {
mInputTargetWaitApplicationHandle = applicationHandle;
}
}
}
if (mInputTargetWaitTimeoutExpired) {
return INPUT_EVENT_INJECTION_TIMED_OUT; //等待超时已过期,则直接返回
}
//当超时5s则进入ANR流程
if (currentTime >= mInputTargetWaitTimeoutTime) {
onANRLocked(currentTime, applicationHandle, windowHandle,
entry->eventTime, mInputTargetWaitStartTime, reason);
*nextWakeupTime = LONG_LONG_MIN; //强制立刻执行轮询来执行ANR策略
return INPUT_EVENT_INJECTION_PENDING;
} else {
if (mInputTargetWaitTimeoutTime < *nextWakeupTime) {
*nextWakeupTime = mInputTargetWaitTimeoutTime; //当触发超时则强制执行轮询
}
return INPUT_EVENT_INJECTION_PENDING;
}
}
此处mInputTargetWaitTimeoutTime是由当前时间戳+5s, 并设置mInputTargetWaitCause等于INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY. 也就是说ANR时间段是指input等待理由处于INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY(应用没有准备就绪)的时间长达5s的场景.而前面resetANRTimeoutsLocked() 过程是唯一用于重置等待理由的地方.
那么, ANR时间区间是指当前这次的事件dispatch过程中执行findTouchedWindowTargetsLocked()方法到下一次执行resetANRTimeoutsLocked()的时间区间.
- 当applicationHandle和windowHandle同时为空, 且system准备就绪的情况下
- 设置等待理由 INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY;
- 设置超时等待时长为无限大;
- 设置TimeoutExpired= false
- 清空等待队列;
- 当applicationHandle和windowHandle至少一个不为空, 且application准备就绪的情况下:
- 设置等待理由 INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY;
- 设置超时等待时长为5s;
- 设置TimeoutExpired= false
- 清空等待队列;
findTouchedWindowTargetsLocked,如果没有发生ANR,则addWindowTargetLocked()将该事件添加到inputTargets。
3.4 addWindowTargetLocked
void InputDispatcher::addWindowTargetLocked(const sp<InputWindowHandle>& windowHandle,
int32_t targetFlags, BitSet32 pointerIds, Vector<InputTarget>& inputTargets) {
inputTargets.push();
const InputWindowInfo* windowInfo = windowHandle->getInfo();
InputTarget& target = inputTargets.editTop();
target.inputChannel = windowInfo->inputChannel;
target.flags = targetFlags;
target.xOffset = - windowInfo->frameLeft;
target.yOffset = - windowInfo->frameTop;
target.scaleFactor = windowInfo->scaleFactor;
target.pointerIds = pointerIds;
}
将当前聚焦窗口mFocusedWindowHandle的inputChannel传递到inputTargets。
3.5 dispatchEventLocked
void InputDispatcher::dispatchEventLocked(nsecs_t currentTime,
EventEntry* eventEntry, const Vector<InputTarget>& inputTargets) {
//向mCommandQueue队列添加doPokeUserActivityLockedInterruptible命令
pokeUserActivityLocked(eventEntry);
for (size_t i = 0; i < inputTargets.size(); i++) {
const InputTarget& inputTarget = inputTargets.itemAt(i);
//
ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
if (connectionIndex >= 0) {
sp<Connection> connection = mConnectionsByFd.valueAt(connectionIndex);
//找到目标连接
prepareDispatchCycleLocked(currentTime, connection, eventEntry, &inputTarget);
}
}
}
该方法主要功能是将eventEntry发送到目标inputTargets.
其中pokeUserActivityLocked(eventEntry)方法最终会调用到Java层的PowerManagerService.java中的userActivityFromNative()方法. 这也是PMS中唯一的native call方法.
3.5.1 pokeUserActivityLocked
void InputDispatcher::pokeUserActivityLocked(const EventEntry* eventEntry) {
if (mFocusedWindowHandle != NULL) {
const InputWindowInfo* info = mFocusedWindowHandle->getInfo();
if (info->inputFeatures & InputWindowInfo::INPUT_FEATURE_DISABLE_USER_ACTIVITY) {
return;
}
}
...
//【见小节2.4.2】
CommandEntry* commandEntry = postCommandLocked(
& InputDispatcher::doPokeUserActivityLockedInterruptible);
commandEntry->eventTime = eventEntry->eventTime;
commandEntry->userActivityEventType = eventType;
}
3.5.2 postCommandLocked
InputDispatcher::CommandEntry* InputDispatcher::postCommandLocked(Command command) {
CommandEntry* commandEntry = new CommandEntry(command);
// 将命令加入mCommandQueue队尾
mCommandQueue.enqueueAtTail(commandEntry);
return commandEntry;
}
3.6 getConnectionIndexLocked
ssize_t InputDispatcher::getConnectionIndexLocked(const sp<InputChannel>& inputChannel) {
ssize_t connectionIndex = mConnectionsByFd.indexOfKey(inputChannel->getFd());
if (connectionIndex >= 0) {
sp<Connection> connection = mConnectionsByFd.valueAt(connectionIndex);
if (connection->inputChannel.get() == inputChannel.get()) {
return connectionIndex;
}
}
return -1;
}
根据inputChannel的fd从mConnectionsByFd队列中查询目标connection.
3.6 prepareDispatchCycleLocked
void InputDispatcher::prepareDispatchCycleLocked(nsecs_t currentTime,
const sp<Connection>& connection, EventEntry* eventEntry, const InputTarget* inputTarget) {
if (connection->status != Connection::STATUS_NORMAL) {
return; //当连接已破坏,则直接返回
}
...
//
enqueueDispatchEntriesLocked(currentTime, connection, eventEntry, inputTarget);
}
当connection状态不正确,则直接返回。
3.7 enqueueDispatchEntriesLocked
void InputDispatcher::enqueueDispatchEntriesLocked(nsecs_t currentTime,
const sp<Connection>& connection, EventEntry* eventEntry, const InputTarget* inputTarget) {
bool wasEmpty = connection->outboundQueue.isEmpty();
//根据dispatchMode来分别执行DispatchEntry事件加入队列的操作。
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_OUTSIDE);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_IS);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER);
if (wasEmpty && !connection->outboundQueue.isEmpty()) {
//当原先的outbound队列为空, 且当前outbound不为空的情况执行.
startDispatchCycleLocked(currentTime, connection);
}
}
该方法主要功能:
根据dispatchMode来分别执行DispatchEntry事件加入队列的操作。
当起初connection.outboundQueue等于空, 经enqueueDispatchEntryLocked处理后, outboundQueue不等于空情况下, 则执行startDispatchCycleLocked()方法.
3.8 enqueueDispatchEntryLocked
void InputDispatcher::enqueueDispatchEntryLocked(
const sp<Connection>& connection, EventEntry* eventEntry, const InputTarget* inputTarget,
int32_t dispatchMode) {
int32_t inputTargetFlags = inputTarget->flags;
if (!(inputTargetFlags & dispatchMode)) {
return; //分发模式不匹配,则直接返回
}
inputTargetFlags = (inputTargetFlags & ~InputTarget::FLAG_DISPATCH_MASK) | dispatchMode;
//生成新的事件, 加入connection的outbound队列
DispatchEntry* dispatchEntry = new DispatchEntry(eventEntry,
inputTargetFlags, inputTarget->xOffset, inputTarget->yOffset,
inputTarget->scaleFactor);
switch (eventEntry->type) {
case EventEntry::TYPE_KEY: {
KeyEntry* keyEntry = static_cast<KeyEntry*>(eventEntry);
dispatchEntry->resolvedAction = keyEntry->action;
dispatchEntry->resolvedFlags = keyEntry->flags;
if (!connection->inputState.trackKey(keyEntry,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags)) {
delete dispatchEntry;
return; //忽略不连续的事件
}
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast<MotionEntry*>(eventEntry);
if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_OUTSIDE) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_OUTSIDE;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_EXIT;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_ENTER;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_CANCEL;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_DOWN;
} else {
dispatchEntry->resolvedAction = motionEntry->action;
}
if (dispatchEntry->resolvedAction == AMOTION_EVENT_ACTION_HOVER_MOVE
&& !connection->inputState.isHovering(
motionEntry->deviceId, motionEntry->source, motionEntry->displayId)) {
#if DEBUG_DISPATCH_CYCLE
ALOGD("channel '%s' ~ enqueueDispatchEntryLocked: filling in missing hover enter event",
connection->getInputChannelName());
#endif
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_ENTER;
}
dispatchEntry->resolvedFlags = motionEntry->flags;
if (dispatchEntry->targetFlags & InputTarget::FLAG_WINDOW_IS_OBSCURED) {
dispatchEntry->resolvedFlags |= AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED;
}
if (!connection->inputState.trackMotion(motionEntry,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags)) {
#if DEBUG_DISPATCH_CYCLE
ALOGD("channel '%s' ~ enqueueDispatchEntryLocked: skipping inconsistent motion event",
connection->getInputChannelName());
#endif
delete dispatchEntry;
return; // skip the inconsistent event
}
break;
}
...
}
...
//添加到outboundQueue队尾
connection->outboundQueue.enqueueAtTail(dispatchEntry);
}
该方法主要功能:
- 根据dispatchMode来决定是否需要加入outboundQueue队列;
- 根据EventEntry,来生成DispatchEntry事件;
- 将dispatchEntry加入到connection的outbound队列.
执行到这里,其实等于由做了一次搬运的工作,将InputDispatcher中mInboundQueue中的事件取出后, 找到目标window后,封装dispatchEntry加入到connection的outbound队列.
3.9 startDispatchCycleLocked
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
const sp<Connection>& connection) {
//当Connection状态正常,且outboundQueue不为空
while (connection->status == Connection::STATUS_NORMAL
&& !connection->outboundQueue.isEmpty()) {
DispatchEntry* dispatchEntry = connection->outboundQueue.head;
dispatchEntry->deliveryTime = currentTime; //设置deliveryTime时间
status_t status;
EventEntry* eventEntry = dispatchEntry->eventEntry;
switch (eventEntry->type) {
case EventEntry::TYPE_KEY: {
KeyEntry* keyEntry = static_cast<KeyEntry*>(eventEntry);
// Publish the key event.
status = connection->inputPublisher.publishKeyEvent(dispatchEntry->seq,
keyEntry->deviceId, keyEntry->source,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags,
keyEntry->keyCode, keyEntry->scanCode,
keyEntry->metaState, keyEntry->repeatCount, keyEntry->downTime,
keyEntry->eventTime);
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast<MotionEntry*>(eventEntry);
PointerCoords scaledCoords[MAX_POINTERS];
const PointerCoords* usingCoords = motionEntry->pointerCoords;
// Set the X and Y offset depending on the input source.
float xOffset, yOffset, scaleFactor;
if ((motionEntry->source & AINPUT_SOURCE_CLASS_POINTER)
&& !(dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS)) {
scaleFactor = dispatchEntry->scaleFactor;
xOffset = dispatchEntry->xOffset * scaleFactor;
yOffset = dispatchEntry->yOffset * scaleFactor;
if (scaleFactor != 1.0f) {
for (uint32_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i] = motionEntry->pointerCoords[i];
scaledCoords[i].scale(scaleFactor);
}
usingCoords = scaledCoords;
}
} else {
xOffset = 0.0f;
yOffset = 0.0f;
scaleFactor = 1.0f;
// We don't want the dispatch target to know.
if (dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS) {
for (uint32_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i].clear();
}
usingCoords = scaledCoords;
}
}
// Publish the motion event.
status = connection->inputPublisher.publishMotionEvent(dispatchEntry->seq,
motionEntry->deviceId, motionEntry->source,
dispatchEntry->resolvedAction, motionEntry->actionButton,
dispatchEntry->resolvedFlags, motionEntry->edgeFlags,
motionEntry->metaState, motionEntry->buttonState,
xOffset, yOffset, motionEntry->xPrecision, motionEntry->yPrecision,
motionEntry->downTime, motionEntry->eventTime,
motionEntry->pointerCount, motionEntry->pointerProperties,
usingCoords);
break;
}
default:
ALOG_ASSERT(false);
return;
}
if (status) { //publishKeyEvent失败情况
if (status == WOULD_BLOCK) {
if (connection->waitQueue.isEmpty()) {
//pipe已满,但waitQueue为空. 不正常的行为
abortBrokenDispatchCycleLocked(currentTime, connection, true /*notify*/);
} else {
// 处于阻塞状态
connection->inputPublisherBlocked = true;
}
} else {
//不不正常的行为
abortBrokenDispatchCycleLocked(currentTime, connection, true /*notify*/);
}
return;
}
//从outboundQueue中取出事件,重新放入waitQueue队列
connection->outboundQueue.dequeue(dispatchEntry);
connection->waitQueue.enqueueAtTail(dispatchEntry);
}
}
startDispatchCycleLocked的主要功能: 从outboundQueue中取出事件,重新放入waitQueue队列
startDispatchCycleLocked触发时机:当起初connection.outboundQueue等于空, 经enqueueDispatchEntryLocked处理后, outboundQueue不等于空。
startDispatchCycleLocked主要功能: 从outboundQueue中取出事件,重新放入waitQueue队列
publishMotionEvent执行结果status不等于OK的情况下:
- WOULD_BLOCK,且waitQueue等于空,则调用abortBrokenDispatchCycleLocked(),该方法最终会调用到Java层的IMS.notifyInputChannelBroken().
- WOULD_BLOCK,且waitQueue不等于空,则处于阻塞状态,即inputPublisherBlocked=true
其他情况,则调用abortBrokenDispatchCycleLocked
- abortBrokenDispatchCycleLocked()方法最终会调用到Java层的IMS.notifyInputChannelBroken().
3.10 publishMotionEvent
至此调用了connection
的inputPublisher
的publishMotionEvent
方法将事件分发消耗。
status_t InputPublisher::publishMotionEvent(...) {
....
InputMessage msg;
msg.header.type = InputMessage::TYPE_MOTION;
msg.body.motion.seq = seq;
msg.body.motion.deviceId = deviceId;
msg.body.motion.source = source;
msg.body.motion.action = action;
msg.body.motion.actionButton = actionButton;
msg.body.motion.flags = flags;
msg.body.motion.edgeFlags = edgeFlags;
msg.body.motion.metaState = metaState;
msg.body.motion.buttonState = buttonState;
msg.body.motion.xOffset = xOffset;
msg.body.motion.yOffset = yOffset;
msg.body.motion.xPrecision = xPrecision;
msg.body.motion.yPrecision = yPrecision;
msg.body.motion.downTime = downTime;
msg.body.motion.eventTime = eventTime;
msg.body.motion.pointerCount = pointerCount;
for (uint32_t i = 0; i < pointerCount; i++) {
msg.body.motion.pointers[i].properties.copyFrom(pointerProperties[i]);
msg.body.motion.pointers[i].coords.copyFrom(pointerCoords[i]);
}
return mChannel->sendMessage(&msg);
}
InputChannel通过socket向远端的socket发送消息。
3.11 releasePendingEventLocked
void InputDispatcher::releasePendingEventLocked() {
if (mPendingEvent) {
resetANRTimeoutsLocked(); //重置ANR超时时间
releaseInboundEventLocked(mPendingEvent); //释放mPendingEvent对象,并记录到mRecentQueue队列
mPendingEvent = NULL; //置空mPendingEvent变量.
}
}
4 处理Comand
4.1 runCommandsLockedInterruptible
bool InputDispatcher::runCommandsLockedInterruptible() {
if (mCommandQueue.isEmpty()) {
return false;
}
do {
//从mCommandQueue队列的头部取出第一个元素
CommandEntry* commandEntry = mCommandQueue.dequeueAtHead();
Command command = commandEntry->command;
//此处调用的命令隐式地包含'LockedInterruptible'
(this->*command)(commandEntry);
commandEntry->connection.clear();
delete commandEntry;
} while (! mCommandQueue.isEmpty());
return true;
}
通过循环方式处理完mCommandQueue队列的所有命令,处理过程从mCommandQueue中取出CommandEntry.
typedef void (InputDispatcher::*Command)(CommandEntry* commandEntry);
struct CommandEntry : Link<CommandEntry> {
CommandEntry(Command command);
Command command;
sp<Connection> connection;
nsecs_t eventTime;
KeyEntry* keyEntry;
sp<InputApplicationHandle> inputApplicationHandle;
sp<InputWindowHandle> inputWindowHandle;
String8 reason;
int32_t userActivityEventType;
uint32_t seq;
bool handled;
};
在dispatchEventLocked中添加的doPokeUserActivityLockedInterruptible命令.
3.2
[-> InputDispatcher]
void InputDispatcher::doPokeUserActivityLockedInterruptible(CommandEntry* commandEntry) {
mLock.unlock();
mPolicy->pokeUserActivity(commandEntry->eventTime, commandEntry->userActivityEventType);
mLock.lock();
}
3.3 pokeUserActivity
[-> com_android_server_input_InputManagerService.cpp]
void NativeInputManager::pokeUserActivity(nsecs_t eventTime, int32_t eventType) {
android_server_PowerManagerService_userActivity(eventTime, eventType);
}
3.4 android_server_PowerManagerService_userActivity
[-> com_android_server_power_PowerManagerService.cpp]
void android_server_PowerManagerService_userActivity(nsecs_t eventTime, int32_t eventType) {
// Tell the power HAL when user activity occurs.
if (gPowerModule && gPowerModule->powerHint) {
gPowerModule->powerHint(gPowerModule, POWER_HINT_INTERACTION, NULL);
}
if (gPowerManagerServiceObj) {
...
//[见小节4.5]
env->CallVoidMethod(gPowerManagerServiceObj,
gPowerManagerServiceClassInfo.userActivityFromNative,
nanoseconds_to_milliseconds(eventTime), eventType, 0);
}
}
3.5 PMS.userActivityFromNative
[-> PowerManagerService.java]
private void userActivityFromNative(long eventTime, int event, int flags) {
userActivityInternal(eventTime, event, flags, Process.SYSTEM_UID);
}
private void userActivityInternal(long eventTime, int event, int flags, int uid) {
synchronized (mLock) {
if (userActivityNoUpdateLocked(eventTime, event, flags, uid)) {
updatePowerStateLocked();
}
}
}
runCommandsLockedInterruptible是不断地从mCommandQueue队列取出命令,然后执行直到全部执行完成。 除了doPokeUserActivityLockedInterruptible,还有其他如下命令:
- doNotifyANRLockedInterruptible
- doInterceptKeyBeforeDispatchingLockedInterruptible
- doDispatchCycleFinishedLockedInterruptible
- doNotifyInputChannelBrokenLockedInterruptible
- doNotifyConfigurationChangedInterruptible
总结
- dispatchOnceInnerLocked(): 从InputDispatcher的mInboundQueue队列,取出事件EventEntry。另外该方法开始执行的时间点(currentTime)便是后续事件dispatchEntry的分发时间(deliveryTime)
- dispatchKeyLocked():满足一定条件时会添加命令doInterceptKeyBeforeDispatchingLockedInterruptible;
- 3.enqueueDispatchEntryLocked():生成事件DispatchEntry并加入connection的outbound队列
- startDispatchCycleLocked():从outboundQueue中取出事件DispatchEntry, 重新放入connection的waitQueue队列;
- InputChannel.sendMessage通过socket方式将消息发送给远程进程;
- runCommandsLockedInterruptible():通过循环遍历地方式,依次处理mCommandQueue队列中的所有命令。而mCommandQueue队列中的命令是通过postCommandLocked()方式向该队列添加的。