一、前言:
最近太忙了,因此好久没空来写博客了,差点让大家以为荒废了。。嘻嘻,这不,今天忙里偷个闲,来写这篇文章,帮助自己,也是帮助大家深入了解Event事件流的整个过程,涉及到的文件有:ViewRoot(Impl),ViewGroup,View,PhoneWindow.DecorView及Activity。这些文件,我会抽空将我的理解写到博客。
二、事件流:
2.1 ViewRoot之InputHandler
键盘,触屏,摇杆都会产生事件,那么这些事件,是如何传递处理呢?
首先WMS,即WindowManagerService会:
1. 接收消息;
2. 将消息发送到前端进行处理;
3. 派发消息至ViewRoot; <== 这里,就是我们真正要开始分析地方
那ViewRoot是如何接收的呢?别急,马上就讲。
ViewRoot中,事件接收在InputHandler中完成:
private final InputHandler mInputHandler = new InputHandler() { public void handleKey(KeyEvent event, InputQueue.FinishedCallback finishedCallback) { startInputEvent(finishedCallback); dispatchKey(event, true); } public void handleMotion(MotionEvent event, InputQueue.FinishedCallback finishedCallback) { startInputEvent(finishedCallback); dispatchMotion(event, true); } };
而mInputHandler是在SetView中,去注册完成的:
public void setView(View view, WindowManager.LayoutParams attrs, View panelParentView) { synchronized (this) { if (mView == null) { mView = view; ...... if ((mWindowAttributes.inputFeatures & WindowManager.LayoutParams.INPUT_FEATURE_NO_INPUT_CHANNEL) == 0) { mInputChannel = new InputChannel(); } try { mOrigWindowType = mWindowAttributes.type; res = sWindowSession.add(mWindow, mSeq, mWindowAttributes, getHostVisibility(), mAttachInfo.mContentInsets, mInputChannel); } catch (RemoteException e) { mAdded = false; mView = null; mAttachInfo.mRootView = null; mInputChannel = null; mFallbackEventHandler.setView(null); unscheduleTraversals(); throw new RuntimeException("Adding window failed", e); } finally { if (restore) { attrs.restore(); } } ...... if (view instanceof RootViewSurfaceTaker) { mInputQueueCallback = ((RootViewSurfaceTaker)view).willYouTakeTheInputQueue(); } if (mInputChannel != null) { if (mInputQueueCallback != null) { mInputQueue = new InputQueue(mInputChannel); mInputQueueCallback.onInputQueueCreated(mInputQueue); } else { InputQueue.registerInputChannel(mInputChannel, mInputHandler, Looper.myQueue()); } } ...... } } }
1. 首先初始化一个Channel,mInputChannel;
2. sWindowSession.add将mInputChannel加入进去;
注:在ViewRoot内部,有一个IWindowSession的静态成员和一个IWindow的非静态成员:
a). IWindowSession负责ViewRoot到WMS的单向请求;
b). IWindow则用于WMS回调ViewRoot;
3. 创建一个输入队列,将Channel和Handler加入(即注册),这样,Event可以通过WMS发送过来。
2.2 ViewRoot之handleMessage
ViewRoot实际上是继承于Handler,它负责UI所有的事件,如刷新、输入事件,焦点等。因此,ViewRoot重载handleMessage,并处理这些事件。
在mInputHandler收到handleKey或dispatchMotion后,都会向handler.sendMessage,我们就看看这两个函数发了什么消息:
键盘按键消息处理,发送一个DISPATCH_KEY消息给handler:
private void dispatchKey(KeyEvent event, boolean sendDone) { //noinspection ConstantConditions if (false && event.getAction() == KeyEvent.ACTION_DOWN) { if (event.getKeyCode() == KeyEvent.KEYCODE_CAMERA) { if (DBG) Log.d("keydisp", "==================================================="); if (DBG) Log.d("keydisp", "Focused view Hierarchy is:"); debug(); if (DBG) Log.d("keydisp", "==================================================="); } } Message msg = obtainMessage(DISPATCH_KEY); msg.obj = event; msg.arg1 = sendDone ? 1 : 0; if (LOCAL_LOGV) Log.v( TAG, "sending key " + event + " to " + mView); enqueueInputEvent(msg, event.getEventTime()); }
DISPATCH_POINTER就是TouchEvent,DISPATCH_TRACKBALL是鼠标的滚轮消息,DISPATCH_GENERIC_MOTION是摇杆消息:
private 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 { dispatchGenericMotion(event, sendDone); } } private void dispatchPointer(MotionEvent event, boolean sendDone) { Message msg = obtainMessage(DISPATCH_POINTER); msg.obj = event; msg.arg1 = sendDone ? 1 : 0; enqueueInputEvent(msg, event.getEventTime()); } private void dispatchTrackball(MotionEvent event, boolean sendDone) { Message msg = obtainMessage(DISPATCH_TRACKBALL); msg.obj = event; msg.arg1 = sendDone ? 1 : 0; enqueueInputEvent(msg, event.getEventTime()); } private void dispatchGenericMotion(MotionEvent event, boolean sendDone) { Message msg = obtainMessage(DISPATCH_GENERIC_MOTION); msg.obj = event; msg.arg1 = sendDone ? 1 : 0; enqueueInputEvent(msg, event.getEventTime()); }
handleMessage处理很简单,收到后,该调用啥函数就调用啥,不作过多的停留:
@Override public void handleMessage(Message msg) { switch (msg.what) { ...... case DISPATCH_KEY: deliverKeyEvent((KeyEvent)msg.obj, msg.arg1 != 0); break; case DISPATCH_POINTER: deliverPointerEvent((MotionEvent) msg.obj, msg.arg1 != 0); break; case DISPATCH_TRACKBALL: deliverTrackballEvent((MotionEvent) msg.obj, msg.arg1 != 0); break; case DISPATCH_GENERIC_MOTION: deliverGenericMotionEvent((MotionEvent) msg.obj, msg.arg1 != 0); break; ...... } }
这几个消息处理都大同小异,因此,本篇以DISPATCH_POINTER(即TouchEvent)为代表吧。
2.3 消息传递及分发:
2.3.1 deliverPointerEvent
private void deliverPointerEvent(MotionEvent event, boolean sendDone) { if (ViewDebug.DEBUG_LATENCY) { mInputEventDeliverTimeNanos = System.nanoTime(); } final boolean isTouchEvent = event.isTouchEvent(); if (mInputEventConsistencyVerifier != null) { if (isTouchEvent) { mInputEventConsistencyVerifier.onTouchEvent(event, 0); } else { mInputEventConsistencyVerifier.onGenericMotionEvent(event, 0); } } // If there is no view, then the event will not be handled. if (mView == null || !mAdded) { finishMotionEvent(event, sendDone, false); return; } // Translate the pointer event for compatibility, if needed. if (mTranslator != null) { mTranslator.translateEventInScreenToAppWindow(event); } // Enter touch mode on down or scroll. final int action = event.getAction(); if (action == MotionEvent.ACTION_DOWN || action == MotionEvent.ACTION_SCROLL) { ensureTouchMode(true); } // Offset the scroll position. if (mCurScrollY != 0) { event.offsetLocation(0, mCurScrollY); } if (MEASURE_LATENCY) { lt.sample("A Dispatching PointerEvents", System.nanoTime() - event.getEventTimeNano()); } // Remember the touch position for possible drag-initiation. if (isTouchEvent) { mLastTouchPoint.x = event.getRawX(); mLastTouchPoint.y = event.getRawY(); } // Dispatch touch to view hierarchy. boolean handled = mView.dispatchPointerEvent(event); if (MEASURE_LATENCY) { lt.sample("B Dispatched PointerEvents ", System.nanoTime() - event.getEventTimeNano()); } if (handled) { finishMotionEvent(event, sendDone, true); return; } // Pointer event was unhandled. finishMotionEvent(event, sendDone, false); }
这里面看似一大堆,实际上,正常的会走到这条语句:
boolean handled = mView.dispatchPointerEvent(event);
看到这里,大家还是会纳闷,我平常看到的都是dispatchTouchEvent,别急嘛,接下来就会明朗。
如果mView.dispatchPointerEvent(event)返回是false,表明没有控件需要,因此,最终将走到finishMotionEvent,同样,返回true也是走到这函数,这函数是啥意思呢?大家不需深入关心,只不过是将这次的消息结果告诉Window而已。
2.3.2 dispatchPointerEvent (View.java)
public final boolean dispatchPointerEvent(MotionEvent event) { if (event.isTouchEvent()) { return dispatchTouchEvent(event); } else { return dispatchGenericMotionEvent(event); } }
我们常看到的dispatchTouchEvent出现了。
大家注意下,这个方法是final,而我们知道,ViewGroup是继承View的,因此,ViewGroup或但凡继承View的,都不能Override(重写)该方法,但可以继承该方法。
在ViewRoot中,mView其实就是PhoneWindow.DecorView,而decorView是继承于FrameLayout,FrameLayout继承于ViewGroup,因此,dispatchTouchEvent也就会走到PhoneWindow.DecorView(也重写,并调用super.dispatchTouchEvent)走到ViewGroup中。在ViewGroup中,有重写dispatchTouchEvent方法。
2.3.3 dispatchTouchEvent(ViewGroup.java)
这个方法是本篇中的重中之重,大家可看好啦。
@Override public boolean dispatchTouchEvent(MotionEvent ev) { if (mInputEventConsistencyVerifier != null) { mInputEventConsistencyVerifier.onTouchEvent(ev, 1); } boolean handled = false; if (onFilterTouchEventForSecurity(ev)) { final int action = ev.getAction(); final int actionMasked = action & MotionEvent.ACTION_MASK; // Handle an initial down. 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) { 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; 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 (childrenCount != 0) { // Find a child that can receive the event. // Scan children from front to back. final View[] children = mChildren; final float x = ev.getX(actionIndex); final float y = ev.getY(actionIndex); for (int i = childrenCount - 1; i >= 0; i--) { final View child = children[i]; 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); if (dispatchTransformedTouchEvent(ev, false, child, idBitsToAssign)) { // Child wants to receive touch within its bounds. mLastTouchDownTime = ev.getDownTime(); mLastTouchDownIndex = i; mLastTouchDownX = ev.getX(); mLastTouchDownY = ev.getY(); newTouchTarget = addTouchTarget(child, idBitsToAssign); alreadyDispatchedToNewTouchTarget = true; break; } } } 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; 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; }
一上来,就遇到个onFilterTouchEventForSecurity方法,接下来,所有的代码,都包函数在其里面,只有它返回true,才会继续执行下去。
public boolean onFilterTouchEventForSecurity(MotionEvent event) { //noinspection RedundantIfStatement if ((mViewFlags & FILTER_TOUCHES_WHEN_OBSCURED) != 0 && (event.getFlags() & MotionEvent.FLAG_WINDOW_IS_OBSCURED) != 0) { // Window is obscured, drop this touch. return false; } return true; }
默让是返回true的,这个方法可以继承,可以自己加一些安全策略来决定是否响应TouchEvent,咱们只需知道有这么个方法,可以在以后开发应用中,有需要时,记着有这么个它可以拦截就行。
// Handle an initial down. 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(); }
/** * Cancels and clears all touch targets. */ private void cancelAndClearTouchTargets(MotionEvent event) { if (mFirstTouchTarget != null) { boolean syntheticEvent = false; if (event == null) { final long now = SystemClock.uptimeMillis(); event = MotionEvent.obtain(now, now, MotionEvent.ACTION_CANCEL, 0.0f, 0.0f, 0); event.setSource(InputDevice.SOURCE_TOUCHSCREEN); syntheticEvent = true; } for (TouchTarget target = mFirstTouchTarget; target != null; target = target.next) { resetCancelNextUpFlag(target.child); dispatchTransformedTouchEvent(event, true, target.child, target.pointerIdBits); } clearTouchTargets(); if (syntheticEvent) { event.recycle(); } } }
如果是DOWN事件,则将之前的Targets和状态都清除,因为上次的应用在运行过程中有可能ANR等导致目前的状态紊乱。
我们可以看到,在cancelAndClearTouchTargets中,会对上一次保存在TouchTarget中的Child都发送ACTION_CANCEL事件,然后将TouchTarget中的Child全部清除。
Child收到TOUCH ACTION后,开始做自己的事,这时,还用户手未松开,即还是一直是ACTION_MOVE,突然,用户的手一不小心移动到该Child边界外,那么这时,Child是永远不会收到ACTION_UP事件了,那么,Child的状态有可能会乱掉(做滚动视图时,会根据MOVE距离来scrollTo / scrollBy View,然而用户手指移动出界,那么,本该是UP时将View复位或是自动滚动到该停止的地方却没有,界面就乱了。因此,Google Android官方解释为:此时的CANCEL 等同于 UP)。 |
// Check for interception. final boolean intercepted; if (actionMasked == MotionEvent.ACTION_DOWN || mFirstTouchTarget != null) { final boolean disallowIntercept = (mGroupFlags & FLAG_DISALLOW_INTERCEPT) != 0; if (!disallowIntercept) { 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; }
这个地方,很重要,为啥?通常,我们在开发时,如果需要根据不同的手势方向,来做不同的效果,如:应用首页支持左、右滑动页,以及首页正文是ListView时,就需要去重写onInterceptTouchEvent(ev)方法(只有ViewGroup才有此方法,View没有):
如果返回false,本次TouchEvent可以继续往下传递给Child(View / ViewGroup);
如果返回true,则本次及之后的TouchEvent都不会往下传递,而会将消息发送给当前ViewGroup的onTouchEvent中。
系统默认该方法返回false。
if条件判断actionMasked == MotionEvent.ACTION_DOWN || mFirstTouchTarget != null 只要两者满足其一就行,那么,怎么样才走到else?后续ACTION不为DOWN(即ACTION_MOVE, ACTION_UP, ACTION_CANCEL)且TouchTarget列表为空(函数开始时若是DOWN就清除),就表明当前ViewGroup已经在之前的onInterceptTouchEvent中返回了true,即“我要拦截”。
1. 此时ACTION_DOWN,但 TouchTarget列表为空,走if, 且调用当前ViewGroup.onInterceptTouchEvent,如果是true,后续ACTION就走else,下面的代码添加,查找TouchTarget就不会走到,反之,会去找ViewGroup的Child,看看坐标落在谁身上,并添加至TouchTarget中; 2. 若第1步中,返回的是false,那么,此时ACTION_MOVE(正常情况下,点击不算),虽然此时不为ACTION_DOWN,但TouchTarget不为空,所以仍走if, 且调用ViewGroup.onInterceptTouchEvent,此时返回true,那么在之后会将mFirstTouchTarget列表设为NULL,之后的ACTION不会再走if. |
// Check for cancelation. final boolean canceled = resetCancelNextUpFlag(this) || actionMasked == MotionEvent.ACTION_CANCEL;
检查当前是否被设置CANCEL标志,或者当前消息是ACTION_CANCEL
final boolean split = (mGroupFlags & FLAG_SPLIT_MOTION_EVENTS) != 0;
这句话的意思是:是否将当前的Event发送给多个Child View(多个Child View可能重叠,因此Pointer是否都给他们),默认是true,即重叠区域的Child View都可以接收。
如果没有Cancel,也没有设置拦截,则继续往下运行:
final int childrenCount = mChildrenCount; if (childrenCount != 0) { // Find a child that can receive the event. // Scan children from front to back. final View[] children = mChildren; final float x = ev.getX(actionIndex); final float y = ev.getY(actionIndex); for (int i = childrenCount - 1; i >= 0; i--) { final View child = children[i]; if (!canViewReceivePointerEvents(child) || !isTransformedTouchPointInView(x, y, child, null)) { continue; } ...... } }
默认final int actionIndex = ev.getActionIndex(); // always 0 for down,然后,开始从最后添加的Child View开始往前遍历,当前ChildView是否可见或当前正在动画,且触摸点[x,y]是否落在ChildView区域中:
/** * Returns true if a child view can receive pointer events. * @hide */ private static boolean canViewReceivePointerEvents(View child) { return (child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null; }
/** * Returns true if a child view contains the specified point when transformed * into its coordinate space. * Child must not be null. * @hide */ protected boolean isTransformedTouchPointInView(float x, float y, View child, PointF outLocalPoint) { float localX = x + mScrollX - child.mLeft; float localY = y + mScrollY - child.mTop; if (! child.hasIdentityMatrix() && mAttachInfo != null) { final float[] localXY = mAttachInfo.mTmpTransformLocation; localXY[0] = localX; localXY[1] = localY; child.getInverseMatrix().mapPoints(localXY); localX = localXY[0]; localY = localXY[1]; } final boolean isInView = child.pointInView(localX, localY); if (isInView && outLocalPoint != null) { outLocalPoint.set(localX, localY); } return isInView; }
首先,计算坐标(可能存在滚动条的滚动后的结果),然后判断坐标点是否落在Child中,并返回(true表明点落在Child中);
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; }
查找TouchTarget列表,如果能找到,将它与当前的pointerId联系起来(pointerId最多有0 ~ 31个,因此用int来表示位图),如果没找到,则接下来,将该Child加到到TouchTarget列表中:
if (dispatchTransformedTouchEvent(ev, false, child, idBitsToAssign)) { // Child wants to receive touch within its bounds. mLastTouchDownTime = ev.getDownTime(); mLastTouchDownIndex = i; mLastTouchDownX = ev.getX(); mLastTouchDownY = ev.getY(); newTouchTarget = addTouchTarget(child, idBitsToAssign); alreadyDispatchedToNewTouchTarget = true; break; }
如果CANCEL,或onInterceptTouchEvent,则直接跳过以上,那么,亲爱的朋友,如果你看的快,应该还没过30秒吧,上面这段代码,到底做了啥?没看懂?OH~MY GOD!好吧,我总结归纳上面的代码:
如果没有CANCEL且拦截,则我们需要从当前ViewGroup众多的Child中,从最后往前找到一个刚好符合即Visible,坐标点又落上该Child区域的,并将它与pointerId关联起来。(为啥从后往前找? -_-||| 因为,AddView 或 AddChildView总是将当前添加的VIEW显示在最前面,你点击它,当然是想让你看到的VIEW对你产生“物理”反应啦!)。
继续,手有点累,头有点晕,眼有点花,但无法阻碍我的热情。(我的热情,好像一把火!)
// 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; 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; } }
if 就是当 intercept 后执行的,同样会执行到dispatchTransformedTouchEvent,先看else部分,顺带分析 if 情况;
这里有个while循环遍历整个TouchTarget,如果是新添加的target,则表明已经handle过了。咦,哪里处理过?在上面代码,如果没有CANCEL && 拦截时,有这么一句:
if (dispatchTransformedTouchEvent(ev, false, child, idBitsToAssign)){...}
这里的while遍历,也会调用这个函数,这个也基本上是dispatchTouchEvent中最后一个重要的方法了,因为,之后就是对UP做一些重置状态的动作,并返回handled(是否有ChildView响应此次TouchEvent)。
2.3.4 dispatchTransformedTouchEvent (ViewGroup.java)
/** * 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); if (! child.hasIdentityMatrix()) { transformedEvent.transform(child.getInverseMatrix()); } handled = child.dispatchTouchEvent(transformedEvent); } // Done. transformedEvent.recycle(); return handled; }
看下来,这方法没啥好讲的,如果CANCEL了,Child为空就super.dispatchTouchEvent,否则就child.dispatchTouchEvent;同样,后面的正常流程也是super/child dispatchTouchEvent。
child如果是ViewGroup,那么继续重复以上过程,如果是view,那么就走View.dispatchTouchEvent。如果child == NULL,则ViewGroup.super.dispatchTouchEvent实际上也是走View.dispatchTouchEvent。
2.3.5 View.dispatchTouchEvent
/** * 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) { if (mInputEventConsistencyVerifier != null) { mInputEventConsistencyVerifier.onTouchEvent(event, 0); } if (onFilterTouchEventForSecurity(event)) { //noinspection SimplifiableIfStatement ListenerInfo li = mListenerInfo; if (li != null && li.mOnTouchListener != null && (mViewFlags & ENABLED_MASK) == ENABLED && li.mOnTouchListener.onTouch(this, event)) { return true; } if (onTouchEvent(event)) { return true; } } if (mInputEventConsistencyVerifier != null) { mInputEventConsistencyVerifier.onUnhandledEvent(event, 0); } return false; }
如果有注册 OnTouchListener,那么就先将该event 给这个监听,如果该Listener回为true,那么此次event 就算完成;否则,调用View.onTouchEvent,如果是ViewGroup的Child,那就是Child.onTouchEvent,如果之前 intercept ,那么就是当前 ViewGroup 自己的 onTouchEvent。如果最终都没有VIEW处理此次EVENT,则最终返回给ViewRoot,将会丢掉此EVENT。
至此,整个Event 流程就走了一遍,我想大家也都清楚了吧,若文中写的不对的地方,也请大家指出,欢迎一起讨论!谢谢。