从"Show tabs"了解Android Input系统
目录
- Input源码解读——从"Show tabs"开始
- Settings 写入设置
- InputManagerService监听设置
- 通过 InputReader 请求刷新配置
- EventHub 唤醒 InputReader 线程
- InputReader线程刷新配置
- InputDevice配置变化
- TouchInputMapper 进一步处理
- 创建和初始化 PointerController
- 初始化 PointerController
- 加载 Pointer 相关资源
- 显示Tap
- 总体流程
- 涉及的Input核心逻辑框图
Input源码解读——从"Show tabs"开始
本文基于android T版本源码,梳理当用户在开发者选项中开启Show tabs功能后显示第点按操作的视觉反馈的原理,来进一步了解Android Input系统
Settings 写入设置
首先是设置应用(Settings
)提供的开发者选项画面响应点击,将Show taps
选项对应的设置Key SHOW_TOUCHES
的 ON 值通过android.provder.Settings
接口写入到保存系统设置数据的SettingsProvier
中。
// packages/apps/Settings/src/com/android/settings/development/ShowTapsPreferenceController.Java public class ShowTapsPreferenceController extends DeveloperOptionsPreferenceController ... { ... @Override public boolean onPreferenceChange(Preference preference, Object newValue) { final boolean isEnabled = (Boolean) newValue; Settings.System.putInt(mContext.getContentResolver(), Settings.System.SHOW_TOUCHES, isEnabled ? SETTING_VALUE_ON : SETTING_VALUE_OFF); return true; } ... }
InputManagerService监听设置
负责管理输入的系统服务InputManagerService
在启动之际,会监听设置中的 SHOW_TOUCHES
字段的变化,在设置产生变化的时候调用native侧的代码进行处理。
// frameworks/base/services/core/java/com/android/server/input/InputManagerService.java public class InputManagerService extends IInputManager.Stub... { ... public void start() { ... registerShowTouchesSettingObserver(); ... } private void registerShowTouchesSettingObserver() { mContext.getContentResolver().registerContentObserver( Settings.System.getUriFor(Settings.System.SHOW_TOUCHES), true, new ContentObserver(mHandler) { @Override public void onChange(boolean selfChange) { updateShowTouchesFromSettings(); } }, UserHandle.USER_ALL); } private void updateShowTouchesFromSettings() { int setting = getShowTouchesSetting(0); mNative.suCPMeetShowTouches(setting != 0); } ... // frameworks/base/services/core/java/com/android/server/input/NativeInputManagerService.java public interface NativeInputManagerService { ... void setShowTouches(boolean enabled); ... }
// frameworks/base/services/core/jni/com_android_server_input_InputManagerService.cpp class NativeInputManager : public virtual RefBase, ...{ ... void setShowTouches(bool enabled); ... } void NativeInputManager::setShowTouches(bool enabled) { { // acquire lock AutoMutex _l(mLock); if (mLocked.showTouches == enabled) { return; } ALOGI("Setting show touches feature to %s.", enabled ? "enabled" : "disabled"); mLocked.showTouches = enabled; } // release lock mInputManager->getReader().requestRefreshConfiguration( InputReaderConfiguration::CHANGE_SHOW_TOUCHES); }
这里的mInputManager
是InputManagerInterface
对象实例,InputManager
是InputManagerInterface
和子类,所以通过mInputManager
可以连接NativeInputManager
和InputReader
。
这里向负责读取事件的InputReader
发出更新配置的请求,配置变更的Type
为 CHANGE_SHOW_TOUCHES
。
通过 InputReader 请求刷新配置
InputReader
接收到配置变化的Type
之后,会根据记录待刷新配置的变量 mConfigurationChangesToRefresh
判断当前是否已经在刷新过程中。
mConfigurationChangesToRefresh
的值,并唤醒EventHub
进行配置刷新。
// frameworks/native/services/inputflinger/reader/InputReader.cpp void InputReader::requestRefreshConfiguration(uint32_t changes) { std::scoped_lock _l(mLock); if (changes) { bool needwake = !mConfigurationChangesToRefresh; mConfigurationChangesToRefresh |= changes; if (needWake) { mEventHub->wake(); } } }
EventHub 唤醒 InputReader 线程
InputManagerService
过来的刷新请求最终需要InputReader
线程来处理。
EventHub
中读取事件和没有事件时便调用epoll_wait
进入等待状态的循环当中。所以为了让其立即处理配置变化,需要EventHub
的手动唤醒。
// frameworks/native/services/inputflinger/reader/EventHub.cpp void EventHub::wake() { ALOGV("wake() called"); ssize_t nWrite; do { nWrite = write(mWakeWritePipeFd, "W", 1); } while (nWrite == -1 && errno == EINTR); if (nWrite != 1 && errno != EAGAIN) { ALOGW("Could not write wake signal: %s", strerror(errno)); } } size_t EventHub::getEvents(int timeoutMillis, RawEvent* buffer, size_t bufferSize) { ... for (;;) { ... int pollResult = epoll_wait(mEpollFd, mPendingEventItems, EPOLL_MAX_EVENTS, timeoutMillis); ... } ... }
InputReader线程刷新配置
EventHub
唤醒后处于等待状态的getEvents
会结束,之后InputReader
线程会进入下次循环即loopOnce
。
refreshConfigurationLocked
让InputDevice
去重新适配变化。
// frameworks/native/services/inputflinger/reader/InputReader.cpp void InputReader::loopOnce() { ... std::vector<InputDeviceInfo> inputDevices; { // acquire lock ... uint32_t changes = mConfigurationChangesToRefresh; if (changes) { mConfigurationChangesToRefresh = 0; timeoutMillis = 0; refreshConfigurationLocked(changes); } else if (mNextTimeout != LLONG_MAX) { nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC); timeoutMillis = toMillisecondTimeoutDelay(now, mNextTimeout); } } // release lock size_t count = mEventHub->getEvents(timeoutMillis, mEventBuffer, EVENT_BUFFER_SIZE); ... }
需要留意,refreshConfigurationLocked
在调用InputDevice
进一步处理之前需要先获取配置的变化放入mConfig
中。
// frameworks/native/services/inputflinger/reader/InputReader.cpp void InputReader::refreshConfigurationLocked(uint32_t changes) { mPolicy->getReaderConfiguration(&mConfig); ... if (changes & InputReaderConfiguration::CHANGE_MUST_REOPEN) { mEventHub->requestReopenDevices(); } else { for (auto& devicePair : mDevices) { std::shared_ptr<InputDevice>& device = devicePair.second; device->configure(now, &mConfig, changes); } } ... }
InputDevice配置变化
InputDevice
的configure
需要处理很多配置变化,比如键盘布局、麦克风等。对于Show taps
的变化关注调用 InputMapper
的congfigure
即可。
// frameworks/native/services/inputflinger/reader/InputDevice.cpp void InputDevice::configure(nsecs_t when, const InputReaderConfiguration* config, uint32_t changes) { ... if (!isIgnored()) { ... for_each_mapper([this, when, config, changes](InputMapper& mapper) { mapper.configure(when, config, changes); mSources |= mapper.getSources(); }); ... } }
TouchInputMapper 进一步处理
众多输入事件的物理数据需要对应的InputMapper
来转化为上层能识别的事件类型。比如识别键盘输入的 KeyboardInputMapper
、识别震动的VibratorInputMapper
等等。
现在的触摸屏都支持多点触控,所以是MultiTouchInputMapper
来处理的。可MultiTouchInputMapper
没有复写 configure(),而是沿用由父类TouchInputMapper
的共通处理。
// frameworks/native/services/inputflinger/reader/mapper/TouchInputMapper.cpp void TouchInputMapper::configure(nsecs_t when, const InputReaderConfiguration* config, uint32_t changes) { ... bool resetNeeded = false; if (!changes || (changes & (InputReaderConfiguration::CHANGE_DISPLAY_INFO | InputReaderConfiguration::CHANGE_POINTER_CAPTURE | InputReaderConfiguration::CHANGE_POINTER_GESTURE_ENABLEMENT | InputReaderConfiguration::CHANGE_SHOW_TOUCHES | InputReaderConfiguration::CHANGE_EXTERNAL_STYLUS_PRESENCE))) { // Configure device sources, display dimensions, orientation and // scaling factors. configureInputDevice(when, &resetNeeded); } ... }
TouchInputMapper
会依据changes
的类型进行对应处理,对于SHOW_TOUCHES
的变化需要调用configureInputDevice
进一步处理。
创建和初始化 PointerController
configureInputDevice
进行多个参数的测量和配置,其中和Show taps
相关的是PointerController
的创建,该类是 Mouse、Taps、Pointer location 等系统 Touch 显示的专用类。
// frameworks/native/services/inputflinger/reader/mapper/TouchInputMapper.cpp void TouchInputMapper::configureInputDevice(nsecs_t when, bool* outResetNeeded) { ... // Create pointer controller if needed, and keep it around if Pointer Capture is enabled to // preserve the cursor position. if (mDeviceMode == DeviceMode::POINTER || (mDeviceMode == DeviceMode::DIRECT && mConfig.showTouches) || (mParameters.deviceType == Parameters::DeviceType::POINTER && mConfig.pointerCaptureRequest.enable)) { if (mPointerController == nullptr) { mPointerController = getContext()->getPointerController(getDeviceId()); } if (mConfig.pointerCaptureRequest.enable) { mPointerController->fade(PointerControllerInterface::Transition::IMMEDIATE); } } else { mPointerController.reset(); } ... }
这里调用InputReaderContext#getPointerController
,InputReader::ContextImpl
是InputReaderContext
的子类,所以会回调到InputReader
开启PointerController
的创建和初始化。
// frameworks/native/services/inputflinger/reader/InputReader.cpp std::shared_ptr<PointerControllerInterface> InputReader::ContextImpl::getPointerController( int32_t deviceId) { // lock is already held by the input loop return mReader->getPointerControllerLocked(deviceId); } std::shared_ptr<PointerControllerInterface> InputReader::getPointerControllerLocked( int32_t deviceId) { std::shared_ptr<PointerControllerInterface> controller = mPointerController.lock(); if (controller == nullptr) { controller = mPolicy->obtainPointerController(deviceId); mPointerController = controller; updatePointerDisplayLocked(); } return controller; }
这里调用InputReaderPolicyInterface#obtainPointerController
,而NativeInputManager
是InputReaderPolicyInterface
的子类。
// frameworks/base/services/core/jni/com_android_server_input_InputManagerService.cpp std::shared_ptr<PointerControllerInterface> NativeInputManager::obtainPointerController( int32_t /* deviceId */) { ... std::shared_ptr<PointerController> controller = mLocked.pointerController.lock(); if (controller == nullptr) { ensureSpriteControllerLocked(); controller = PointerController::create(this, mLooper, mLocked.spriteController); mLocked.pointerController = controller; updateInactivityTimeoutLocked(); } return controlljavascripter; }
PointerController 构建的同时需要构建持有的 MouseCursorController。
// frameworks/base/libs/input/PointerController.cpp std::shared_ptr<PointerController> PointerController::create( ... ) { std::shared_ptr<PointerController> controller = std::shared_ptr<PointerController>( new PointerController(policy, looper, spriteController)); ... return controller; } PointerController::PointerController( ... ) : mContext(policy, looper, spriteController, *this), mCursorController(mContext) { std::scoped_lock lock(mLock); mLocked.presenta编程客栈tion = Presentation::SPOT; ... }
obtainPointerController
执行完之后调用updatePointerDisplayLocked
执行PointerController
的初始化。
初始化 PointerController
调用PointerController
的setDisplayViewport
传入显示用的DisplayViewPort
。
// frameworks/native/services/inputflinger/reader/InputReader.cpp void InputReader::updatePointerDisplayLocked() { ... std::optional<DisplayViewport> viewport = mConfig.getDisplayViewportById(mConfig.defaultPointerDisplayId); if (!viewport) { ... viewport = mConfig.getDisplayViewportById(ADISPLAY_ID_DEFAULT); } ... controller->setDisplayViewport(*viewport); }
setDisplayViewport
需要持有的MouseCursorController
进一步初始化。
// frameworks/base/libs/input/PointerController.cpp void PointerController::setDisplayViewport(const DisplayViewport& viewport) { ... mCursorController.setDisplayViewport(viewport, getAdditionalMouseResources); }
MouseCursorController
需要获取Display相关的参数,并执行两个重要步骤:loadResourcesLocked
/updatePointerLocked
// frameworks/base/libs/input/MouseCursorController.cpp void MouseCursorController::setDisplayViewport(const DisplayViewport& viewport, bool getAdditionalMouseResources) { ... // Reset cursor position to center if size or display changed. if (oldViewport.displayId != viewport.displayId || oldDisplayWidth != newDisplayWidth || oldDisplayHeight != newDisplayHeight) { float minX, minY, maxX, maxY; if (getBoundsLocked(&minX, &minY, &maxX, &maxY)) { mLocked.pointerX = (minX + maxX) * 0.5f; mLocked.pointerY = (minY + maxY) * 0.5f; // Reload icon resources for density may be changed. loadResourcesLocked(getAdditionalMouseResources); ... } } else if (oldViewport.orientation != viewport.orientation) { ... } updatePointerLocked(); }
加载 Pointer 相关资源
// frameworks/base/libs/input/MouseCursorController.cpp void MouseCursorController::loadResourcesLocked(bool getAdditionalMouseResources) REQUIRES(mLock) { ... policy->loadPointerResources(&mResources, mLocked.viewport.displayId); policy->loadPointerIcon(&mLocked.pointerIcon, mLocked.viewport.displayId); ... }
省略诸多细节,loadPointerResources
将通过InputManagerService
的JNI
端以及PointerIcon
的JNI
端创建PointerIcon
实例,并读取显示的资源。
getSystemIcon
则是负责的函数,其将读取系统资源里名为Pointer
的Style
,并读取指针对应的资源 ID。
// frameworks/base/core/java/android/view/PointerIcon.java public static PointerIcon getSystemIcon(@NonNull Context context, int type) { ... int typeIndex = getSystemIconTypeIndex(type); if (typeIndex == 0) { typeIndex = getSystemIconTypeIndex(TYPE_DEFAULT); } int defStyle = sUseLargeIcons ? com.android.internal.R.style.LargePointer : com.android.internal.R.style.Pointer; TypedArray a = context.obtainStyledAttributes(null, com.android.internal.R.styleable.Pointer, 0, defStyle); int resourceId = a.getResourceId(typeIndex, -1); ... icon = new PointerIcon(type); if ((resourceId & 0xff000000) == 0x01000000) { icon.mSystemIconResourceId = resourceId; } else { icon.loadResource(context, context.getResources(), resourceId); } systemIcons.append(type, icon); return icon; } private static int getSystemIconTypeIndex(int type) { switch (type) { ... case TYPE_SPOT_TOUCH: return com.android.internal.R.styleable.Pointer_pointerIconSpotTouch; ... default: return 0; } }
资源 ID 为 pointer_spot_touch_icon。
<!-- frameworks/base/core/res/res/drawable/pointer_spot_touch_icon.XML --> <?xml version="1.0" encoding="utf-8"?> <pointer-icon xmlns:android="http://schemas.android.com/apk/res/android" android:bitmap="@drawable/pointer_spot_touch" android:hotSpotX="16dp" android:hotSpotY="16dp" />
其指向的图片就是如下熟悉的 Spot png:pointer_spot_touch.png
。之后的loadPointerIcon
阶段会将该图片解析成 Bitmap 并被管理在SpriteIcon
中。
而SpriteIcon
在updatePointerLocked
阶段会被存放到SpriteController
中,等待显示的调度。
// frameworks/base/libs/input/MouseCursorController.cpp void MouseCursorController::updatePointerLocked() REQUIRES(mLock) { if (!mLocked.viewport.isValid()) { return; } sp<SpriteController> spriteController = mContext.getSpriteController(); spriteController->openTransaction(); ... if (mLocked.updatePointerIcon) { if (mLocked.requestedPointerType == mContext.getPolicy()->getDefaultPointerIconId()) { mLocked.pointerSprite->setIcon(mLocked.pointerIcon); ... } mLocked.updatePointerIcon = false; } spriteController->closeTransaction(); }
显示Tap
点击的时候EventHub#getEvents
会产生事件,InputReader#loopOnce
会调用processEventsLocked
处理事件。
// frameworks/native/services/inputflinger/reader/InputReader.cpp void InputReader::loopOnce() { ... size_t count = mEventHub->getEvents(timeoutMillis, mEventBuffer, EVENT_BUFFER_SIZE); { // acquire lock ... if (count) { processEventsLocked(mEventBuffer, count); } .... } // release lock ... }
之后调用InputMapper
开始加工事件,并在TouchInputMapper#cookAndDispatch
的时候调用updateTouchSpots
更新 PointerController
的一些参数。
// frameworks/native/services/inputflinger/reader/mapper/TouchInputMapper.cpp void TouchInputMapper::updateTouchSpots() { ... mPointerController->setPresentation(PointerControllerInterface::Presentation::SPOT); mPointerController->fade(PointerControllerInterface::Transition::GRADUAL); mPointerController->setButtonState(mCurrentRawState.buttonState); setTouchSpots(mCurrentCookedState.cookedPointerData.pointerCoords, mCurrentCookedState.cookedPointerData.idToIndex, mCurrentCookedState.cookedPointerData.touchingIdBits, mViewport.displayId); }
其中比较关键的setTouchSpots
是显示Taps的关键步骤,准备 x、y 坐标和压力值。
在 Reader 而不是 Dispatch、更不是 ViewRootImpl 的时候处理的原因在于:Read 到事件即显示可以更早地响,同时不用占用 App 进程。
// frameworks/native/services/inputflinger/reader/mapper/TouchInputMapper.cpp void TouchInputMapper::setTouchSpots(const PointerCoords* spotCoords, const uint32_t* spotIdToIndex, BitSet32 spotIdBits, int32_t displayId) { std::array<PointerCoords, MAX_POINTERS> outSpotCoords{}; for (BitSet32 idBits(spotIdBits); !idBits.isEmpty();) { const uint32_t index = spotIdToIndex[idBits.clearFirstMarkedBit()]; float x = spotCoords[index].getX(); float y = spotCoords[index].getY(); float pressure = spotCoords[index].getAxisValue(AMOTION_EVENT_AXIS_PRESSURE); ... } mPointerController->setSpots(outSpotCoords.data(), spotIdToIndex, spotIdBits, displayId); }
其后PointerController
会通过TouchSpotController
创建Spot
实例向其发送updateSprite
请求。最后回调 SpriteController
调用setIcon
处理。
// frameworks/base/libs/input/TouchSpotController.cpp void TouchSpotController::Spot::updateSprite(const SpriteIcon* icon, float x, float y, php int32_t displayId) { sprite->setLayer(Sprite::BASE_LAYER_SPOT + id); ... if (icon != mLastIcon) { mLastIcon = icon; if (icon) { sprite->setIcon(*icon); sprite->setVisible(true); } else { sprite->setVisible(false); } } }
// frameworks/base/libs/input/SpriteController.cpp void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) { AutoMutex _l(mController->mLock); ... invalidateLocked(dirty); } void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) { ... if (!wasDirty) { mController->invalidateSpriteLocked(this); } } void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) { bool wasEmpty = mLocked.invalidatedSprites.isEmpty(); mLocked.invalidatedSprites.push(sprite); if (wasEmpty) { if (mLocked.transactionNestingCount != 0) { mLocked.deferredSpriteUpdate = true; } else { mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES)); } } }
MSG_UPDATE_SPRITES
经过 Handler 回调doUpdateSprites
,将取出封装在SpriteUpdate
中的SpriteIcon
并执行 draw。
// frameworks/base/libs/input/SpriteController.cpp void SpriteController::doUpdateSprites() { ... for (size_t i = 0; i < numSprites; i++) { SpriteUpdate& update = updates.editItemAt(i); if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) { update.state.surfaceDrawn = false; update.surfaceChanged = surfaceChanged = true; } if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn 开发者_Python入门 && update.state.wantSurfaceVisible()) { sp<Surface> surface = update.state.surfaceControl->getSurface(); if (update.state.icon.draw(surface)) { update.state.surfaceDrawn = true; update.surfaceChanged = surfaceChanged = true; } } } ... updates.clear(); }
最后,SpriteIcon
将取出Bitmap
描画到Surface
的Canvas
上去。
// frameworks/base/libs/input/SpriteIcon.cpp bool SpriteIcon::draw(sp<Surface> surface) const { ... graphics::Paint paint; paint.setBlendMode(ABLEND_MODE_SRC); graphics::Canvas canvas(outBuffer, (int32_t)surface->getBuffersDatASPace()); canvas.drawBitmap(bitmap, 0, 0, &paint); ... status 编程= surface->unlockAndPost(); if (status) { ALOGE("Error %d unlocking and posting sprite surface after drawing.", status); } return !status; }
总体流程
通过一个框图简单回顾一下整个流程。
可以看到,简简单单的 Show taps 功能,从设置、配置、刷新再到显示,经历了多个进程、多个模块的协力。
涉及的Input核心逻辑框图
到此这篇关于从"Show tabs"了解Android Input系统的文章就介绍到这了,更多相关Android Input系统 Show tabs内容请搜索我们以前的文章或继续浏览下面的相关文章希望大家以后多多支持我们!
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