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戏说Android view 工作流程《上》

热度:54   发布时间:2016-05-01 17:31:38.0
戏说Android view 工作流程《下》

遍历View树performTraversals()执行过程

view树遍历概述

还是回到ViewRoot.java,我们直接看performTraversals(),该函数就是android系统View树遍历工作的核心。一眼看去,发现这个函数挺长的,但是逻辑是非常清晰的,其执行过程可简单概括为根据之前所有设置好的状态,判断是否需要计算视图大小(measure)、是否需要重新安置视图的位置(layout),以及是否需要重绘(draw)视图,可以用以下图来表示该流程。

  

  private void performTraversals() {        // cache mView since it is used so much below...//1 处理mAttachInfo的初始化,并根据resize、visibility改变的情况,给相应的变量赋值。        final View host = mView;        final View.AttachInfo attachInfo = mAttachInfo;        final int viewVisibility = getHostVisibility();        boolean viewVisibilityChanged = mViewVisibility != viewVisibility                || mNewSurfaceNeeded;        float appScale = mAttachInfo.mApplicationScale;        WindowManager.LayoutParams params = null;        if (mWindowAttributesChanged) {            mWindowAttributesChanged = false;            surfaceChanged = true;            params = lp;        }        Rect frame = mWinFrame;        if (mFirst) {            // For the very first time, tell the view hierarchy that it            // is attached to the window.  Note that at this point the surface            // object is not initialized to its backing store, but soon it            // will be (assuming the window is visible).            attachInfo.mSurface = mSurface;            attachInfo.mUse32BitDrawingCache = PixelFormat.formatHasAlpha(lp.format) ||                    lp.format == PixelFormat.RGBX_8888;            attachInfo.mHasWindowFocus = false;            attachInfo.mWindowVisibility = viewVisibility;            ......        } //2 如果mLayoutRequested判断为true,那么说明需要重新layout,不过在此之前那必须重新measure。        if (mLayoutRequested) {            // Execute enqueued actions on every layout in case a view that was detached            // enqueued an action after being detached            getRunQueue().executeActions(attachInfo.mHandler);            if (mFirst) {                ......            }         }//3 判断是否有子视图的属性发生变化,ViewRoot需要获取这些变化。        if (attachInfo.mRecomputeGlobalAttributes) {            ......        }        if (mFirst || attachInfo.mViewVisibilityChanged) {            ......        }    //4 根据上面得到的变量数值,确定我们的view需要多大尺寸才能装下。于是就得measure了,有viewgroup的weight属性还得再做些处理                 // Ask host how big it wants to be                host.measure(childWidthMeasureSpec, childHeightMeasureSpec);                mLayoutRequested = true;            }        }//5 measure完毕,接下来可以layout了。        final boolean didLayout = mLayoutRequested;        boolean triggerGlobalLayoutListener = didLayout                || attachInfo.mRecomputeGlobalAttributes;        if (didLayout) {            host.layout(0, 0, host.mMeasuredWidth, host.mMeasuredHeight);        }//6 如果mFirst为true,那么会进行view获取焦点的动作。        if (mFirst) {            mRealFocusedView = mView.findFocus();        }        boolean cancelDraw = attachInfo.mTreeObserver.dispatchOnPreDraw();//7 终于,来到最后一步,前面的工作可以说都是铺垫,都是为了draw而准备的。        if (!cancelDraw && !newSurface) {            mFullRedrawNeeded = false;            draw(fullRedrawNeeded);}

下面我们就来会会view那三部曲吧。

计算视图大小(measure)的过程

整个view视图的Measure过程就是一个量体裁衣,按需分配的过程。看一下以下的递归过程:


从上图可以看出,measure过程始于ViewRoot的host.measure(),调的就是view类的measure()函数,该函数然后回调onMeasure。如果host对象是一个ViewGroup实例,一般会重载onMeasure,如果没有的话,则会执行view类中默认的onMeasure。合理的情况是编程人员重载onMeasure并逐一对里面的子view进行measure。我们可以看一下view的measure方法:

   

  /**     * 该方法在需要确定view所需尺寸大小时调用,父视图会提供宽和高的属性约束。     * 具体视图完全可以在onMeasure中改变这些。     * @see #onMeasure(int, int)     */    public final void measure(int widthMeasureSpec, int heightMeasureSpec) {        if ((mPrivateFlags & FORCE_LAYOUT) == FORCE_LAYOUT ||                widthMeasureSpec != mOldWidthMeasureSpec ||                heightMeasureSpec != mOldHeightMeasureSpec) {            // 首先清除dimension的设值            mPrivateFlags &= ~MEASURED_DIMENSION_SET;            // measure 自己, 并设置dimension            onMeasure(widthMeasureSpec, heightMeasureSpec);            // 抛出未设值flag的异常            if ((mPrivateFlags & MEASURED_DIMENSION_SET) != MEASURED_DIMENSION_SET) {                throw new IllegalStateException("onMeasure() did not set the"                        + " measured dimension by calling"                        + " setMeasuredDimension()");            }            mPrivateFlags |= LAYOUT_REQUIRED;        }        mOldWidthMeasureSpec = widthMeasureSpec;        mOldHeightMeasureSpec = heightMeasureSpec;    }

这里强烈建议去看看viewGroup实例FrameLayout和LinearLayout的onMeasure方法,一定会有所感悟的,尤其是LinerLayout的。这样对于viewGroup的专用标签pading和weight也会有新的体会。

<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"    android:orientation="vertical"    android:layout_width="fill_parent"    android:layout_height="100dip"    ><TextView      android:layout_width="fill_parent"     android:layout_height="20dip"     android:layout_weight="2"    android:text="@string/hello"    />    <ListView    android:layout_width="fill_parent"    android:layout_height="fill_parent"    android:background="#ff00ff00"    ></ListView></LinearLayout><LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"    android:orientation="vertical"    android:layout_width="fill_parent"    android:layout_height="100dip"    ><TextView      android:layout_width="fill_parent"     android:layout_height="60dip"     android:layout_weight="2"    android:text="@string/hello"    />    <ListView    android:layout_width="fill_parent"    android:layout_height="0dip"    android:layout_weight="2"    android:background="#ff00ff00"    ></ListView></LinearLayout>

请问以上两布局有无不同,能否自行画出?

 

布局(layout)过程

执行完measure过程,也就是说各个view的大小尺寸已经登记在案,现在它们要确定的是自己应该置身于何处,也就是摆放在哪里。好吧,这个就是layout的职责所在,让父视图按照子视图的大小及布局参数,将子视图放置在合适的位置上。

同样需要看下以下流程图:


 public void layout(int l, int t, int r, int b) {        int oldL = mLeft;        int oldT = mTop;        int oldB = mBottom;        int oldR = mRight;//调用setFrame()函数给当前视图设置参数中指定的位置        boolean changed = setFrame(l, t, r, b);        if (changed || (mPrivateFlags & LAYOUT_REQUIRED) == LAYOUT_REQUIRED) {            if (ViewDebug.TRACE_HIERARCHY) {                ViewDebug.trace(this, ViewDebug.HierarchyTraceType.ON_LAYOUT);            }//回调onLayout()函数            onLayout(changed, l, t, r, b);            mPrivateFlags &= ~LAYOUT_REQUIRED;//4.0新增监听可捕获layout变化            if (mOnLayoutChangeListeners != null) {                ArrayList<OnLayoutChangeListener> listenersCopy =                        (ArrayList<OnLayoutChangeListener>) mOnLayoutChangeListeners.clone();                int numListeners = listenersCopy.size();                for (int i = 0; i < numListeners; ++i) {                    listenersCopy.get(i).onLayoutChange(this, l, t, r, b, oldL, oldT, oldR, oldB);                }            }        }//layout完成,清楚标签        mPrivateFlags &= ~FORCE_LAYOUT;    }

       view中的该layout函数流程大概如下:

1,调用setFrame()将位置参数保存,这些参数会保存到view内部变量(mLeft,mTop,mRight,mButtom)。如果有数值的变化那么会调用invalidate()重绘那些区域。

2,回调onLayout(),View中定义的onLayout()函数默认什么都不做,View系统提供onLayout函数的目的是为了使系统包含有子视图的父视图能够在onLayout()函数对子视图进行位置分配,正因为这样,如果是viewGroup类型,就必须重载onLayout(),由此ViewGroup的onLayout为abstract也就很好解释了。

3,清楚mPrivateFlags中的LAYOUT_REQUIRED标记,因为layout的操作已经完成了。

为了对layout过程有更深的体会,有必要针对特定的一种viewGroup进行分析,我们还是把魔爪伸向linearLayout,看看它的onMeasure,onMeasure中会根据mOrientation变量,进行不同的layout,我们看一种就行了:

   

 void layoutVertical() {        final int paddingLeft = mPaddingLeft;        int childTop;        int childLeft;               // 获得子视图可以用的宽度,顺便也把子视图左边沿的位置计算出来。        final int width = mRight - mLeft;        int childRight = width - mPaddingRight;             // Space available for child        int childSpace = width - paddingLeft - mPaddingRight;                final int count = getVirtualChildCount();//根据父视图中的gravity属性,决定子视图的起始位置。        final int majorGravity = mGravity & Gravity.VERTICAL_GRAVITY_MASK;        final int minorGravity = mGravity & Gravity.RELATIVE_HORIZONTAL_GRAVITY_MASK;        switch (majorGravity) {           case Gravity.BOTTOM:               // mTotalLength contains the padding already               childTop = mPaddingTop + mBottom - mTop - mTotalLength;               break;               // mTotalLength contains the padding already           case Gravity.CENTER_VERTICAL:               childTop = mPaddingTop + (mBottom - mTop - mTotalLength) / 2;               break;           case Gravity.TOP:           default:               childTop = mPaddingTop;               break;        }//遍历所有子视图,为它们分配位置.setChildFrame()结果还是会调用child.layout()为子视图设置布局位置.        for (int i = 0; i < count; i++) {            final View child = getVirtualChildAt(i);            if (child == null) {                childTop += measureNullChild(i);    ......                childTop += lp.topMargin;                setChildFrame(child, childLeft, childTop + getLocationOffset(child),                        childWidth, childHeight);                childTop += childHeight + lp.bottomMargin + getNextLocationOffset(child);                i += getChildrenSkipCount(child, i);            }        }    }

绘制(draw)过程

这是见证奇迹的时刻,draw过程就是要把view对象绘制到屏幕上,如果它是一个viewGroup,则需要递归绘制它所有的子视图。视图中有哪些元素是需要绘制的呢?

1,view背景。所有view都会有一个背景,可以是一个颜色值,也可以是一张背景图片

2,视图本身内容。比如TextView的文字

3,渐变边框。就是一个shader对象,让视图看起来更具有层次感

4,滚动条。

按照惯例,还是先看一下绘制的总体流程吧:


眼尖的同学应该发现了,上面这张图比前面的measure和layout多了一步:draw()。在performTraversals()函数中调用的是viewRoot的draw()函数,在该函数中进行一系列的前端处理后,再调用host.draw()。

一般情况下,View对象不应该重载draw()函数,因此,host.draw()就是view.draw()。该函数内部过程也就是View系统绘制过程的核心过程,该函数中会依次绘制前面所说哦四种元素,其中绘制视图本身的具体实现就是回调onDraw()函数,应用程序一般也会重载onDraw()函数以绘制所设计的View的真正界面内容。

Google源码的注释太nice了,我加任何说辞都显得多余,就不画蛇添足了:

public void draw(Canvas canvas) {        if (ViewDebug.TRACE_HIERARCHY) {            ViewDebug.trace(this, ViewDebug.HierarchyTraceType.DRAW);        }        final int privateFlags = mPrivateFlags;        final boolean dirtyOpaque = (privateFlags & DIRTY_MASK) == DIRTY_OPAQUE &&                (mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);        mPrivateFlags = (privateFlags & ~DIRTY_MASK) | DRAWN;        /*         * Draw traversal performs several drawing steps which must be executed         * in the appropriate order:         *         *      1. Draw the background         *      2. If necessary, save the canvas' layers to prepare for fading         *      3. Draw view's content         *      4. Draw children         *      5. If necessary, draw the fading edges and restore layers         *      6. Draw decorations (scrollbars for instance)         */        // Step 1, draw the background, if needed        int saveCount;        if (!dirtyOpaque) {            final Drawable background = mBGDrawable;            if (background != null) {                final int scrollX = mScrollX;                final int scrollY = mScrollY;                if (mBackgroundSizeChanged) {                    background.setBounds(0, 0,  mRight - mLeft, mBottom - mTop);                    mBackgroundSizeChanged = false;                }                if ((scrollX | scrollY) == 0) {                    background.draw(canvas);                } else {                    canvas.translate(scrollX, scrollY);                    background.draw(canvas);                    canvas.translate(-scrollX, -scrollY);                }            }        }        // skip step 2 & 5 if possible (common case)        final int viewFlags = mViewFlags;        boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;        boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;        if (!verticalEdges && !horizontalEdges) {            // Step 3, draw the content            if (!dirtyOpaque) onDraw(canvas);            // Step 4, draw the children            dispatchDraw(canvas);            // Step 6, draw decorations (scrollbars)            onDrawScrollBars(canvas);            // we're done...            return;        }        /*         * Here we do the full fledged routine...         * (this is an uncommon case where speed matters less,         * this is why we repeat some of the tests that have been         * done above)         */        boolean drawTop = false;        boolean drawBottom = false;        boolean drawLeft = false;        boolean drawRight = false;        float topFadeStrength = 0.0f;        float bottomFadeStrength = 0.0f;        float leftFadeStrength = 0.0f;        float rightFadeStrength = 0.0f;        // Step 2, save the canvas' layers        int paddingLeft = mPaddingLeft;        final boolean offsetRequired = isPaddingOffsetRequired();        if (offsetRequired) {            paddingLeft += getLeftPaddingOffset();        }        int left = mScrollX + paddingLeft;        int right = left + mRight - mLeft - mPaddingRight - paddingLeft;        int top = mScrollY + getFadeTop(offsetRequired);        int bottom = top + getFadeHeight(offsetRequired);        if (offsetRequired) {            right += getRightPaddingOffset();            bottom += getBottomPaddingOffset();        }        final ScrollabilityCache scrollabilityCache = mScrollCache;        final float fadeHeight = scrollabilityCache.fadingEdgeLength;                int length = (int) fadeHeight;        // clip the fade length if top and bottom fades overlap        // overlapping fades produce odd-looking artifacts        if (verticalEdges && (top + length > bottom - length)) {            length = (bottom - top) / 2;        }        // also clip horizontal fades if necessary        if (horizontalEdges && (left + length > right - length)) {            length = (right - left) / 2;        }        if (verticalEdges) {            topFadeStrength = Math.max(0.0f, Math.min(1.0f, getTopFadingEdgeStrength()));            drawTop = topFadeStrength * fadeHeight > 1.0f;            bottomFadeStrength = Math.max(0.0f, Math.min(1.0f, getBottomFadingEdgeStrength()));            drawBottom = bottomFadeStrength * fadeHeight > 1.0f;        }        saveCount = canvas.getSaveCount();        int solidColor = getSolidColor();        if (solidColor == 0) {            final int flags = Canvas.HAS_ALPHA_LAYER_SAVE_FLAG;            if (drawTop) {                canvas.saveLayer(left, top, right, top + length, null, flags);            }            if (drawBottom) {                canvas.saveLayer(left, bottom - length, right, bottom, null, flags);            }        } else {            scrollabilityCache.setFadeColor(solidColor);        }        // Step 3, draw the content        if (!dirtyOpaque) onDraw(canvas);        // Step 4, draw the children        dispatchDraw(canvas);        // Step 5, draw the fade effect and restore layers        final Paint p = scrollabilityCache.paint;        final Matrix matrix = scrollabilityCache.matrix;        final Shader fade = scrollabilityCache.shader;        if (drawTop) {            matrix.setScale(1, fadeHeight * topFadeStrength);            matrix.postTranslate(left, top);            fade.setLocalMatrix(matrix);            canvas.drawRect(left, top, right, top + length, p);        }。。。。。        canvas.restoreToCount(saveCount);        // Step 6, draw decorations (scrollbars)        onDrawScrollBars(canvas);    }

绘制完界面内容后,如果该视图还包含子视图,则调用dispatchDraw()函数,实际上起作用的还是viewGroup的dispatchDraw()函数。需要说明的是应用程序不应该再重载ViewGroup中该方法,因为它已经有了默认而且标准的view系统流程。dispatchDraw()内部for循环调用drawChild()分别绘制每一个子视图,而drawChild()内部又会调用draw()函数完成子视图的内部绘制工作。

 protected void dispatchDraw(Canvas canvas) {        final int count = mChildrenCount;        final View[] children = mChildren;        int flags = mGroupFlags;//1 判断mGroupFlags是否设有FLAG_RUN_ANIMATION标识并且不为0.该layout动画指的是加载或移除子视图时候呈现的动画.        if ((flags & FLAG_RUN_ANIMATION) != 0 && canAnimate()) {            final boolean cache = (mGroupFlags & FLAG_ANIMATION_CACHE) == FLAG_ANIMATION_CACHE;            final boolean buildCache = !isHardwareAccelerated();//硬件加速,4.0加入.            for (int i = 0; i < count; i++) {                final View child = children[i];                if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE) {                    final LayoutParams params = child.getLayoutParams();                    attachLayoutAnimationParameters(child, params, i, count);                    bindLayoutAnimation(child);            }        }//2 处理padding属性,如果该viewGroup有设置.        int saveCount = 0;        final boolean clipToPadding = (flags & CLIP_TO_PADDING_MASK) == CLIP_TO_PADDING_MASK;        if (clipToPadding) {            saveCount = canvas.save();            canvas.clipRect(mScrollX + mPaddingLeft, mScrollY + mPaddingTop,                    mScrollX + mRight - mLeft - mPaddingRight,                    mScrollY + mBottom - mTop - mPaddingBottom);        }//3 开始绘制子视图动画之前先清除flag.        // We will draw our child's animation, let's reset the flag        mPrivateFlags &= ~DRAW_ANIMATION;        mGroupFlags &= ~FLAG_INVALIDATE_REQUIRED;        boolean more = false;        final long drawingTime = getDrawingTime();//4 使用佛如循环,使viewGroup的子视图逐个调用drawChild函数.        if ((flags & FLAG_USE_CHILD_DRAWING_ORDER) == 0) {            for (int i = 0; i < count; i++) {                final View child = children[i];                if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {                    more |= drawChild(canvas, child, drawingTime);                }            }        } else {            for (int i = 0; i < count; i++) {                final View child = children[getChildDrawingOrder(count, i)];                if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {                    more |= drawChild(canvas, child, drawingTime);                }            }        }//5 Draw any disappearing views that have animations        if (mDisappearingChildren != null) {            final ArrayList<View> disappearingChildren = mDisappearingChildren;            final int disappearingCount = disappearingChildren.size() - 1;            // Go backwards -- we may delete as animations finish            for (int i = disappearingCount; i >= 0; i--) {                final View child = disappearingChildren.get(i);                more |= drawChild(canvas, child, drawingTime);            }        }        if (clipToPadding) {            canvas.restoreToCount(saveCount);        }// mGroupFlags might have been updated by drawChild()        flags = mGroupFlags;        if ((flags & FLAG_INVALIDATE_REQUIRED) == FLAG_INVALIDATE_REQUIRED) {            invalidate(true);        }    }

整个view的工作流程那是相当复杂的,这需要静下心来,加以时日细细揣摩才能略有体会,本人写有小Demo一个,就当抛砖引玉:ClickMe!


  

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