当手指触摸屏幕的时候,系统就会接收到触摸事件,经过一些列调用以后最终触摸事件会被消费掉。
Motion Event
从触摸屏到应用程序的每个触摸动作都会包装成MotionEvent。MotionEvent提供了每个触摸事件的信息:触摸动作和相关的元数据(触摸位置,触摸点的手指数以及触摸事件时间)。
MotionEvent根据动作代码和一组坐标轴的值来描述动作。动作代码指定发生的状态更改,比如手指按下或抬起。坐标轴值描述了位置和其他动作属性。
Pointers
多点触控屏幕会为每一个手指发出一个动作跟踪。产生动作的每个手指或其他对象(鼠标,触摸笔,轨迹球)称为指针。MotionEvent包含了当前处于活动状态的所有指针的信息,即使自上一个事件传递以来其中一些指针未移动也是如此。当用手指触摸屏幕的特定点时,生成的信息由X,Y坐标以及其他信息(如索引,ID等)组成。由于Android支持多点触控,因此指针用于标识在同一时间产生动作的所有对象。
ACTIONS
动作类型及其名称表示作用。可用的动作有:
- ACTION_DOWN:对象(鼠标,触摸笔,轨迹球)或手指与屏幕接触的第一个点。当手指触摸到屏幕时,触发ACTION_DOWN事件
- ACTION_UP:对象(鼠标,触摸笔,轨迹球)或手指释放屏幕的点。当手指从屏幕上拿开时,触发ACTION_UP事件
- ACTION_MOVE:指针在屏幕上拖动时产生的事件。可以将其定义为在ACTION_DOWN事件和ACTION_UP事件之间发生的事件
- ACTION_POINTER_DOWN:类似于ACTION_DOWN,但在支持多点触控的情况下,非主指针之外的其他对象与屏幕接触时会调用它。
- ACTION_CANCEL:当原来的视图正在处理触摸事件,此时触摸点转移到了另外的视图上的时候,会触发ACTION_CANCEL。当前手势会被中止。不会再收到后续的任何点。
手势定义为以ACTION_DOWN开始,以ACTION_UP结尾。在交互过程中,此循环重复多次。每个指针都有一个唯一的ID,该ID在首次按下(表示为ACTION_DOWN或ACTION_UP)时分配。针ID保持有效,直到指针最后抬起(表示为ACTION_UP或ACTION_POINTER_UP)或取消手势(表示为ACTION_CANCEL)为止。
源码分析
当手指触摸屏幕时,Linux就会收到相应的硬件中断,然后将中断加工成原始的输入事件并进行派发。派发过程中NativeInputEventReceiver的handleEvent会被调用:
int NativeInputEventReceiver::handleEvent(int receiveFd, int events, void* data) {
if (events & ALOOPER_EVENT_INPUT) {
JNIEnv* env = AndroidRuntime::getJNIEnv();
status_t status = consumeEvents(env, false /*consumeBatches*/, -1, NULL); //consumeEvents consumption events
return status == OK || status == NO_MEMORY ? 1 : 0;
}
...
}
再来看看NativeInputEventReceiver ::consumeEvents方法:
status_t NativeInputEventReceiver::consumeEvents(JNIEnv* env,
bool consumeBatches, nsecs_t frameTime, bool* outConsumedBatch) {
bool skipCallbacks = false;
for (;;) {
...
if (inputEventObj) {
env->CallVoidMethod(receiverObj.get(),
gInputEventReceiverClassInfo.dispatchInputEvent, seq, inputEventObj, //gInputEventReceiverClassInfo.dispatchInputEvent
displayId);
...
}
}
}
可以看到通过jni调用了Java对象gInputEventReceiverClassInfo的dispatchInputEvent方法:
private void dispatchInputEvent(int seq, InputEvent event, int displayId) {
mSeqMap.put(event.getSequenceNumber(), seq);
onInputEvent(event, displayId);
}
这里的onInputEvent方法就是ViewRootImpl#WindowInputEventReceiver的onInputEvent方法:
final class WindowInputEventReceiver extends InputEventReceiver {
public WindowInputEventReceiver(InputChannel inputChannel, Looper looper) {
super(inputChannel, looper);
}
@Override
public void onInputEvent(InputEvent event, int displayId) {
enqueueInputEvent(event, this, 0, true);
}
@Override
public void onBatchedInputEventPending() {
if (mUnbufferedInputDispatch) {
super.onBatchedInputEventPending();
} else {
scheduleConsumeBatchedInput();
}
}
@Override
public void dispose() {
unscheduleConsumeBatchedInput();
super.dispose();
}
}
而WindowInputEventReceiver#onInputEvent方法中又调用了enqueueInputEvent方法:
void enqueueInputEvent(InputEvent event, InputEventReceiver receiver, int flags, boolean processImmediately) {
...
if (processImmediately) {
doProcessInputEvents();
} else {
scheduleProcessInputEvents();
}
}
接着会调用doProcessInputEvents方法:
void doProcessInputEvents() {
// Deliver all pending input events in the queue.
while (mPendingInputEventHead != null) {
QueuedInputEvent q = mPendingInputEventHead;
mPendingInputEventHead = q.mNext;
if (mPendingInputEventHead == null) {
mPendingInputEventTail = null;
}
q.mNext = null;
...
deliverInputEvent(q);
}
...
}
遍历并传递所有待处理的输入事件:
private void deliverInputEvent(QueuedInputEvent q) {
Trace.asyncTraceBegin(Trace.TRACE_TAG_VIEW, "deliverInputEvent",
q.mEvent.getSequenceNumber());
if (mInputEventConsistencyVerifier != null) {
mInputEventConsistencyVerifier.onInputEvent(q.mEvent, 0);
}
InputStage stage;
if (q.shouldSendToSynthesizer()) {
stage = mSyntheticInputStage;
} else {
stage = q.shouldSkipIme() ? mFirstPostImeInputStage : mFirstInputStage;
}
if (q.mEvent instanceof KeyEvent) {
mUnhandledKeyManager.preDispatch((KeyEvent) q.mEvent);
}
if (stage != null) {
handleWindowFocusChanged();
stage.deliver(q);
} else {
finishInputEvent(q);
}
}
然后将QueuedInputEvent传递给InputStage链表进行处理,中间会传递给ViewPostImeInputStage类:
final class ViewPostImeInputStage extends InputStage {
public ViewPostImeInputStage(InputStage next) {
super(next);
}
@Override
protected int onProcess(QueuedInputEvent q) {
if (q.mEvent instanceof KeyEvent) {
return processKeyEvent(q);
} else {
final int source = q.mEvent.getSource();
if ((source & InputDevice.SOURCE_CLASS_POINTER) != 0) {
return processPointerEvent(q);
} else if ((source & InputDevice.SOURCE_CLASS_TRACKBALL) != 0) {
return processTrackballEvent(q);
} else {
return processGenericMotionEvent(q);
}
}
}
...
}
再来看看processPointerEvent方法的实现:
private int processPointerEvent(QueuedInputEvent q) {
final MotionEvent event = (MotionEvent)q.mEvent;
mAttachInfo.mUnbufferedDispatchRequested = false;
mAttachInfo.mHandlingPointerEvent = true;
boolean handled = mView.dispatchPointerEvent(event);
maybeUpdatePointerIcon(event);
maybeUpdateTooltip(event);
mAttachInfo.mHandlingPointerEvent = false;
if (mAttachInfo.mUnbufferedDispatchRequested && !mUnbufferedInputDispatch) {
mUnbufferedInputDispatch = true;
if (mConsumeBatchedInputScheduled) {
scheduleConsumeBatchedInputImmediately();
}
}
return handled ? FINISH_HANDLED : FORWARD;
}
最关键的代码就是mView.dispatchPointerEvent(event)这里的mView其实是ViewRootImpl在WindowManagerGlobal的addView方法中调用setView方法传进来的,而这个传进来的View就是DecorView,所以就来看看DecorView的dispatchPointerEvent方法,其实就是View的dispatchPointerEvent方法:
public final boolean dispatchPointerEvent(MotionEvent event) {
if (event.isTouchEvent()) {
return dispatchTouchEvent(event);
} else {
return dispatchGenericMotionEvent(event);
}
}
可以看到最终还是调用了DecorView的dispatchTouchEvent方法:
public boolean dispatchTouchEvent(MotionEvent ev) {
final Window.Callback cb = mWindow.getCallback();
return cb != null && !mWindow.isDestroyed() && mFeatureId < 0
? cb.dispatchTouchEvent(ev) : super.dispatchTouchEvent(ev);
}
这里的Window.Callback其实就是Activity,那么就会去调用Activity#dispatchTouchEvent方法:
public boolean dispatchTouchEvent(MotionEvent ev) {
if (ev.getAction() == MotionEvent.ACTION_DOWN) {
onUserInteraction();
}
if (getWindow().superDispatchTouchEvent(ev)) {
return true;
}
return onTouchEvent(ev);
}
然后会调用PhoneWindow的superDispatchTouchEvent方法:
@Override
public boolean superDispatchTouchEvent(MotionEvent event) {
return mDecor.superDispatchTouchEvent(event);
}
又回到了DecorView的superDispatchTouchEvent方法中了。
为什么事件要从DecorView中传到Activity,然后又传回DecorView中呢?主要是为了方便在Activity中通过控制dispatchTouchEvent 来控制当前Activity 事件的分发
接下来看看DecorView#superDispatchTouchEvent方法实现:
public boolean superDispatchTouchEvent(MotionEvent event) {
return super.dispatchTouchEvent(event);
}
而DecorView继承自FrameLayout,FrameLayout又继承自ViewGroup,那么super.dispatchTouchEvent最终调用到了ViewGroup#dispatchTouchEvent方法中:
@Override
public boolean dispatchTouchEvent(MotionEvent ev) {
...
boolean handled = false; //是否处理事件
if (onFilterTouchEventForSecurity(ev)) {
final int action = ev.getAction();
final int actionMasked = action & MotionEvent.ACTION_MASK;
// 处理最开始的按下事件
if (actionMasked == MotionEvent.ACTION_DOWN) {
//开始新的触摸手势时,丢弃所有先前的状态
//框架可能由于应用程序切换,ANR或其他一些状态更改而丢弃上一个手势的抬起或取消事件
cancelAndClearTouchTargets(ev);
resetTouchState();
}
// Check for interception.
final boolean intercepted; //是否被拦截
if (actionMasked == MotionEvent.ACTION_DOWN
|| mFirstTouchTarget != null) {
final boolean disallowIntercept = (mGroupFlags & FLAG_DISALLOW_INTERCEPT) != 0;
if (!disallowIntercept) { //如果允许ViewGroup对事件进行拦截
intercepted = onInterceptTouchEvent(ev); //判断ViewGroup是否需要拦截事件
ev.setAction(action); // restore action in case it was changed
} else {
//如果不允许拦截
intercepted = false;
}
} else {
//如果事件最开始就不是按下事件,则直接拦截
intercepted = true;
}
...
// 如果设置了PFLAG_CANCEL_NEXT_UP_EVENT标识或者事件就是取消事件,则canceled为true
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) {
//如果不取消或者不拦截,则进行事件分发
...
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;
//清除此指针ID先前的触摸目标,防止它们变得不同步
removePointersFromTouchTargets(idBitsToAssign);
final int childrenCount = mChildrenCount; //子视图的个数
if (newTouchTarget == null && childrenCount != 0) {
final float x = ev.getX(actionIndex);
final float y = ev.getY(actionIndex);
// Find a child that can receive the event.
// Scan children from front to back.
final ArrayList<View> preorderedList = buildTouchDispatchChildList();
final boolean customOrder = preorderedList == null
&& isChildrenDrawingOrderEnabled();
final View[] children = mChildren;
for (int i = childrenCount - 1; i >= 0; i--) {
final int childIndex = getAndVerifyPreorderedIndex(
childrenCount, i, customOrder);
final View child = getAndVerifyPreorderedView(
preorderedList, children, childIndex);
...
//如果视图不可见并且无动画,或者触摸点不在视图范围内,则直接判断下一个视图
if (!canViewReceivePointerEvents(child)
|| !isTransformedTouchPointInView(x, y, child, null)) {
ev.setTargetAccessibilityFocus(false);
continue;
}
newTouchTarget = getTouchTarget(child); //判断触摸的视图是否在触摸目标链表中,如果不在则返回null
if (newTouchTarget != null) {
//如果不为空,说明在触摸目标链表中存在,即之前已经接受了触摸事件,则给其提供新的指针ID
newTouchTarget.pointerIdBits |= idBitsToAssign;
//结束事件分发
break;
}
resetCancelNextUpFlag(child); //重置取消下一个抬起事件标志
if (dispatchTransformedTouchEvent(ev, false, child, idBitsToAssign)) {
// 如果有子视图处理事件
mLastTouchDownTime = ev.getDownTime();
if (preorderedList != null) {
// childIndex points into presorted list, find original index
for (int j = 0; j < childrenCount; j++) {
if (children[childIndex] == mChildren[j]) {
mLastTouchDownIndex = j;
break;
}
}
} else {
mLastTouchDownIndex = childIndex;
}
mLastTouchDownX = ev.getX();
mLastTouchDownY = ev.getY();
newTouchTarget = addTouchTarget(child, idBitsToAssign); //将子视图添加到触摸目标链表
alreadyDispatchedToNewTouchTarget = true;
break;
}
}
if (preorderedList != null) preorderedList.clear();
}
if (newTouchTarget == null && mFirstTouchTarget != null) {
//如果没有找到接受事件的视图,则将指针赋值给最开始添加的触摸目标
newTouchTarget = mFirstTouchTarget;
while (newTouchTarget.next != null) {
//找到触摸目标链表的最后一个节点
newTouchTarget = newTouchTarget.next;
}
newTouchTarget.pointerIdBits |= idBitsToAssign;
}
}
}
// 将事件分发到触摸目标
if (mFirstTouchTarget == null) {
// 如果没有子视图接受触摸事件
handled = dispatchTransformedTouchEvent(ev, canceled, null,
TouchTarget.ALL_POINTER_IDS);
} else {
//如果有子视图接受触摸事件,则分发到触摸目标
TouchTarget predecessor = null;
TouchTarget target = mFirstTouchTarget;
while (target != null) { //遍历触摸目标链表
final TouchTarget next = target.next;
if (alreadyDispatchedToNewTouchTarget && target == newTouchTarget) {
//如果在按下的时候有子视图接受处理
handled = true;
} else {
final boolean cancelChild = resetCancelNextUpFlag(target.child)
|| intercepted;
if (dispatchTransformedTouchEvent(ev, cancelChild,
target.child, target.pointerIdBits)) {
//后续事件直接分发
handled = true;
}
if (cancelChild) {
if (predecessor == null) {
mFirstTouchTarget = next;
} else {
predecessor.next = next;
}
target.recycle();
target = next;
continue;
}
}
predecessor = target;
target = next;
}
}
...
}
...
return handled;
}
再来看看dispatchTransformedTouchEvent方法,这个方法负责分发事件:
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;
}
//如果指针的数量相同,并且不需要执行任何变换,那么只要还原更改,就可以重用motion事件,否则需要进行复制
final MotionEvent transformedEvent;
if (newPointerIdBits == oldPointerIdBits) { //如果是同一个指针
if (child == null || child.hasIdentityMatrix()) {
if (child == null) {
//如果没有子视图处理事件,则调用View的dispatchTouchEvent方法
handled = super.dispatchTouchEvent(event);
} else {
//如果有子视图处理事件
final float offsetX = mScrollX - child.mLeft;
final float offsetY = mScrollY - child.mTop;
event.offsetLocation(offsetX, offsetY);
//还原坐标并将事件分发给子视图
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());
}
//对坐标进行转换以后将事件分发给子视图
handled = child.dispatchTouchEvent(transformedEvent);
}
// Done.
transformedEvent.recycle();
return handled;
}
如果没有子视图对事件进行处理,那么负责分发的视图就会调用View#dispatchTouchEvent方法判断是否消费事件:
public boolean dispatchTouchEvent(MotionEvent event) {
...
boolean result = false;
...
if (onFilterTouchEventForSecurity(event)) {
if ((mViewFlags & ENABLED_MASK) == ENABLED && handleScrollBarDragging(event)) {
result = true;
}
//noinspection SimplifiableIfStatement
ListenerInfo li = mListenerInfo;
if (li != null && li.mOnTouchListener != null
&& (mViewFlags & ENABLED_MASK) == ENABLED
&& li.mOnTouchListener.onTouch(this, event)) {
//如果设置了OnTouchListener并且onTouch方法返回true则接受处理事件
result = true;
}
//如果没有设置OnTouchListener或者onTouch方法返回false则调用onTouchEvent方法
if (!result && onTouchEvent(event)) {
result = true;
}
}
...
return result;
}
总结下来就是:当触摸屏幕触发按下事件的时候,或者之前就已经有子视图接受处理触摸事件的时候,首先会判断ViewGroup是否不允许拦截(通过ViewGroup#requestDisallowInterceptTouchEvent方法设置)。如果ViewGroup不允许拦截,则ViewGroup的方法onInterceptTouchEvent不会执行。如果ViewGroup允许拦截,则会调用ViewGroup的方法onInterceptTouchEvent判断是否拦截事件,如果onInterceptTouchEvent返回true,则直接会调用View#dispatchTouchEvent方法,不会进行分发;如果onInterceptTouchEvent返回false,则会遍历所有子视图,如果触摸点在子视图内,则会调用子视图的dispatchTouchEvent方法判断是否接受处理触摸事件;如果有子视图接受处理事件,则直接跳出遍历,并且将接受事件的子视图添加到TouchTarget链表头部。如果没有子视图接受处理事件,则直接调用View#dispatchTouchEvent方法。如果是后续滑动/抬起事件并且有子视图接受处理事件,则后续事件直接交给接受处理事件的子视图处理。如果没有子视图接受处理事件,则将事件交还给父视图判断是否接受处理事件,如果所有视图都不处理,则最终Activity会在onTouchEvent中消费掉。
用一张图片来概括流程就是:
事件冲突
之所以会产生事件冲突,是因为本来应该被视图A处理的事件结果被视图B处理了。一般有两种方式解决事件冲突:
- 外部拦截法:重写onInterceptTouchEvent对事件进行拦截
- 内部拦截法:调用requestDisallowInterceptTouchEvent不允许拦截事件
感谢大家的支持,如有错误请指正,如需转载请标明原文出处!
来源:CSDN
作者:飛奔的小蝸牛
链接:https://blog.csdn.net/zp1455832805/article/details/103465794