Android 4.0 事件输入(Event Input)系统

1. TouchScreen功能在Android4.0下不工作

原来在Android2.3.5下能正常工作的TouchScreen功能,移植到Android 4.0就不能正常工作了。凭直觉,Android4.0肯定有鬼。真是不看不知道,一看吓一跳。在Android 4.0中,Event Input地位提高了,你看看,在Adroid2.3.5中,它在frameworks/base/libs/ui之下,在Android4.0中,它在frameworks/base/services/input之下,看到没有,它有了自己的地位,就像在Kernel中一样,有自己门户了。

再看看代码,变化也太大了,当然TouchScreen不能工作,首先自然会看接口部分代码。首先看它是如何打开设备的,查看函数EventHub::openDeviceLocked,看看其代码,大部分还是很熟悉的,但仔细一看多了一个下面的东东:

ioctl(fd, EVIOCGPROP(sizeof(device->propBitmask)), device->propBitmask);

由于升级到Android4.0时,Kernel还是2.6.35,并没有进行升级。既然需要EVIOCGPROP,就就看看evdev.c中的ioctl函数是否支持此功能。一看不支持,再看看Kernel3.0.8<这个Kernel版本与Android4.0是一伙的>,我的乖乖,它已经支持了此功能,详见evdev.c中函数evdev_do_ioctl,这个写得2.6.35中的友好多了,分别处理:固定长度命令、单个可变长度命令和多个可变长度命令。

对于为什么我的TouchScreen在Android4.0不工作,答案显而易见,我用的Kernel版本不对,当然移植到Android4.0对应的Kernel(Kernel3.0.8)时,TouchScreen驱动本身也需要修改,因为input_dev变化也比较大,比如增加了propbit字段,以供处理上面的ioctl时使用。

2. Android 4.0如何管理各种驱动设备

正是由于遇到上面的问题,才促使自己对Event Input进行深入了解。因为蜻蜓点水不是小弟的性格。

这个年代干啥都有什么经理,小弟之类的。比如去饭店吃饭,吃到小强了,总是会大吼一声,经理,过来看看,然后谈打折或赔偿的问题。可见经理是不可缺少的,要不然我们找谁来维权啊!

前面谈到的EventHub,这个一看就是一个做实事的,肯定不是领导,哪它的领导是谁呢? 哪我们就从以下几方面来分析此问题:

1)每个功能模块是怎么产生的?

2)读取设备输入流程?

3)事件分发流程?

3. 各个功能模块是怎么产生的?

先介绍一下每个模块的工作职责:EventHub, InputReader, InputManager...

3.1 模块功能3.1.1 EventHub

它是系统中所有事件的中央处理站。它管理所有系统中可以识别的输入设备的输入事件,此外,当设备增加或删除时,EventHub将产生相应的输入事件给系统。

EventHub通过getEvents函数,给系统提供一个输入事件流。它也支持查询输入设备当前的状态(如哪些键当前被按下)。而且EventHub还跟踪每个输入调入的能力,比如输入设备的类别,输入设备支持哪些按键。

3.1.2 InputReader

InputReader从EventHub中读取原始事件数据(RawEvent),并由各个InputMapper处理之后输入对应的input listener.

InputReader拥有一个InputMapper集合。它做的大部分工作在InputReader线程中完成,但是InputReader可以接受任意线程的查询。为了可管理性,InputReader使用一个简单的Mutex来保护它的状态。

InputReader拥有一个EventHub对象,但这个对象不是它创建的,而是在创建InputReader时作为参数传入的。

3.1.3 InputDispatcher

InputDispatcher负责把事件分发给输入目标,其中的一些功能(如识别输入目标)由独立的policy对象控制。

3.1.4 InputManager

InputManager是系统事件处理的核心,它虽然不做具体的事,但管理工作还是要做的,比如接受我们客户的投诉和索赔要求,或者老板的出所筒。

InputManager使用两个线程:

1)InputReaderThread叫做"InputReader"线程,它负责读取并预处理RawEvent,applies policy并且把消息送入DispatcherThead管理的队列中。

2)InputDispatcherThread叫做"InputDispatcher"线程,它在队列上等待新的输入事件,并且异步地把这些事件分发给应用程序。

InputReaderThread类与InputDispatcherThread类不共享内部状态,所有的通信都是单向的,从InputReaderThread到InputDispatcherThread。两个类可以通过InputDispatchPolicy进行交互。

InputManager类从不与Java交互,而InputDispatchPolicy负责执行所有与系统的外部交互,包括调用DVM业务。

3.2 创建流程

1)在android_server_InputManager_nativeInit中创建NativeInputManager对象,并保存到gNativeInputManager中;

2)在创建NativeInputManager对象时,它会创建EventHub对象<且创建是其成员mNeedToScanDevices的值为true>,然后把刚创建的EventHub对象作为参数创建InputManager对象;

3)在创建InputManager对象时,创建InputReader对象,然后把它作为参数创建InputReaderThread;创建InputDispatcher对象,然后把它作为参数创建InputDispatcherThread对象;(注:以上两个线程对象都有自己的threadLoop函数,它将在Thread::_threadLoop中被调用,这个Thread::_threadLoop是线程入口函数,线程在Thread::run中被真正地创建

4.1)创建InputReader对象

4.1.1)把EventHub、readerPolicy<实质为NativeInputManager对象>和创建的InputDispatcher对象作为参数创建InputReader对象:mReader = new InputReader(eventHub, readerPolicy, mDispatcher);

4.1.2)在创建InputReader时, 保存EventHub对象到mEventHub中,并创建QueuedInputListener对象并保存在mQueuedListener中

4.2)创建InputDispatcher对象

4.2.1)把传入的参数dispatcherPolicy<实质为NativeInputManager对象>作为参数创建InputDispatcher对象:mDispatcher = new InputDispatcher(dispatcherPolicy);

4.2.1)在创建InputDispatcher时,创建了一个looper对象:mLooper = new Looper(false);

3.3 启动流程

1)在android_server_InputManager_nativeStart中调用InputManager::start,代码如下:

result = gNativeInputManager->getInputManager()->start();

2)在InputManager::start中,调用mDispatcherThread->run和mReaderThread->run,代码如下:

result = mDispatcherThread->run("InputDispatcher", PRIORITY_URGENT_DISPLAY);
result = mReaderThread->run("InputReader", PRIORITY_URGENT_DISPLAY);

3)在上面的Thread::run中,调用createThreadEtc函数,并以Thread::_threadLoop作为入口函数,以上面的mDispatcherThread或mReaderThread作为userdata创建线程

4)至此InputReader线程和InputDispatcher线程都已经工作,详细信息见Thread::_threadLoop,在此函数中它将调用mDispatcherThread或mReaderThread的threadLoop函数来做真正的事

5.1)mReaderThread->threadLoop

bool InputReaderThread::threadLoop() {
mReader->loopOnce();
return true;
}

5.2)mDispatcherThread->threadLoop

bool InputDispatcherThread::threadLoop() {
mDispatcher->dispatchOnce();
return true;
}

3.4 EventInput对象关系图

4. 设备操作流程

从EventHub::getEvents读取的事件数据结构如下:

  1. struct RawEvent {
  2. nsecs_t when; //事件发生的时间
  3. int32_t deviceId; //产生此事件的设备,比如发送FINISHED_DEVICE_SCAN,不需要填此项
  4. int32_t type; //事件类型(如:DEVICE_ADDED,DEVICE_REMOVED,FINISHED_DEVICE_SCAN)
  5. int32_t scanCode;
  6. int32_t keyCode;
  7. int32_t value;
  8. uint32_t flags;
  9. };
struct RawEvent { nsecs_t when; //事件发生的时间 int32_t deviceId; //产生此事件的设备,比如发送FINISHED_DEVICE_SCAN,不需要填此项 int32_t type; //事件类型(如:DEVICE_ADDED,DEVICE_REMOVED,FINISHED_DEVICE_SCAN) int32_t scanCode; int32_t keyCode; int32_t value; uint32_t flags;};

读取事件时的调用流程为:

Thread::_threadLoop->

InputReaderThread::threadLoop->

InputReader::loopOnce->

EventHub::getEvents->

4.1 打开设备

在EventHub::getEvents中,当mNeedToScanDevices为true时<当创建EventHub对象时,它就为true>,它将从/dev/input目录下查找所有设备,并进行打开,获取其相关属性,最后加入mDevices列表中。

EventHub::scanDevicesLocked->

EventHub::scanDirLocked("/dev/input")->

EventHub::openDeviceLocked

4.1.1 打开事件输入设备

打开事件输入设备,在用户态调用open,则在kernel态中调用evdev_open函数,evdev_open处理流程如下:

1)首先从参数inode中获取在evdev_table中的索引,从而获取对应的evdev对象

2)创建evdev_client对象,创建此对象时同时为其buffer成员分配对应的内存

3)把新创建evdev_client对象添加到client_list链表中

4)把client保存在file的private_data中

5)调用evdev_open_device->input_open_device->input_dev.open函数打开设备。

4.2 读取输入事件

要说EventHub::getEvents如何获取输入事件,不得不先说说它的几个相关的成员变量:

1)mPendingEventCount:调用epoll_wait时的返回值,当然如果没有事件,则其值为0;

2)mPendingEventIndex:当前需要处理的事件索引

3)mEpollFd:epoll实例,在EventHub::EventHub中初始化此例,所有输入事件通过epoll_wait来获取,每一个事件的数据结构为:struct epoll_event,为了搞明白如何读取输入事件的原理,不得不对epoll相关的东东搞个清清楚楚,明明白白,见epoll kernel实现原理注:epoll_event只表明某个设备上有事件,并不包含事件内容,具体事件内容需要通过read来读取

struct epoll_event定义如下:

  1. typedef union epoll_data
  2. {
  3. void *ptr;
  4. int fd;
  5. unsigned int u32;
  6. unsigned long long u64;
  7. } epoll_data_t;

  8. struct epoll_event
  9. {
  10. unsigned int events;
  11. epoll_data_t data;
  12. };
typedef union epoll_data { void *ptr; int fd; unsigned int u32; unsigned long long u64;} epoll_data_t;struct epoll_event { unsigned int events; epoll_data_t data;};

每个设备被创建(在函数EventHub::openDeviceLocked中)时,都会向epoll注册,代码如下:

  1. // Register with epoll.
  2. struct epoll_event eventItem;
  3. memset(&eventItem, 0, sizeof(eventItem));
  4. eventItem.events = EPOLLIN;
  5. eventItem.data.u32 = deviceId;
  6. if (epoll_ctl(mEpollFd, EPOLL_CTL_ADD, fd, &eventItem)) {
  7. LOGE("Could not add device fd to epoll instance. errno=%d", errno);
  8. delete device;
  9. return -1;
  10. }
// Register with epoll. struct epoll_event eventItem; memset(&eventItem, 0, sizeof(eventItem)); eventItem.events = EPOLLIN; eventItem.data.u32 = deviceId; if (epoll_ctl(mEpollFd, EPOLL_CTL_ADD, fd, &eventItem)) { LOGE("Could not add device fd to epoll instance. errno=%d", errno); delete device; return -1; }4.2.1 查看设备上是否有事件


在调用epoll_wait(mEpollFd, mPendingEventItems, EPOLL_MAX_EVENTS, timeoutMillis)之后,读到的epoll_event事件保存在mPendingEventItems,总共的事件数保存在mPendingEventCount,当然,在调用epoll_event之前,mPendingEventIndex被清0,直正的事件处理在下面的代码中。

  1. // Grab the next input event.
  2. bool deviceChanged = false;
  3. while (mPendingEventIndex < mPendingEventCount) {
  4. const struct epoll_event& eventItem = mPendingEventItems[mPendingEventIndex++];
  5. if (eventItem.data.u32 == EPOLL_ID_INOTIFY) {
  6. if (eventItem.events & EPOLLIN) {
  7. mPendingINotify = true;
  8. } else {
  9. LOGW("Received unexpected epoll event 0x%08x for INotify.", eventItem.events);
  10. }
  11. continue;
  12. }

  13. if (eventItem.data.u32 == EPOLL_ID_WAKE) {
  14. if (eventItem.events & EPOLLIN) {
  15. LOGV("awoken after wake()");
  16. awoken = true;
  17. char buffer[16];
  18. ssize_t nRead;
  19. do {
  20. nRead = read(mWakeReadPipeFd, buffer, sizeof(buffer));
  21. } while ((nRead == -1 && errno == EINTR) || nRead == sizeof(buffer));
  22. } else {
  23. LOGW("Received unexpected epoll event 0x%08x for wake read pipe.",
  24. eventItem.events);
  25. }
  26. continue;
  27. }

  28. ssize_t deviceIndex = mDevices.indexOfKey(eventItem.data.u32);
  29. if (deviceIndex < 0) {
  30. LOGW("Received unexpected epoll event 0x%08x for unknown device id %d.",
  31. eventItem.events, eventItem.data.u32);
  32. continue;
  33. }

  34. Device* device = mDevices.valueAt(deviceIndex);
  35. if (eventItem.events & EPOLLIN) {
  36. int32_t readSize = read(device->fd, readBuffer,
  37. sizeof(struct input_event) * capacity);
  38. if (readSize == 0 || (readSize < 0 && errno == ENODEV)) {
  39. // Device was removed before INotify noticed.
  40. LOGW("could not get event, removed? (fd: %d size: %d bufferSize: %d capacity: %d errno: %d)\n",
  41. device->fd, readSize, bufferSize, capacity, errno);
  42. deviceChanged = true;
  43. closeDeviceLocked(device);
  44. } else if (readSize < 0) {
  45. if (errno != EAGAIN && errno != EINTR) {
  46. LOGW("could not get event (errno=%d)", errno);
  47. }
  48. } else if ((readSize % sizeof(struct input_event)) != 0) {
  49. LOGE("could not get event (wrong size: %d)", readSize);
  50. } else {
  51. int32_t deviceId = device->id == mBuiltInKeyboardId ? 0 : device->id;

  52. size_t count = size_t(readSize) / sizeof(struct input_event);
  53. for (size_t i = 0; i < count; i++) {
  54. const struct input_event& iev = readBuffer[i];
  55. LOGV("%s got: t0=%d, t1=%d, type=%d, code=%d, value=%d",
  56. device->path.string(),
  57. (int) iev.time.tv_sec, (int) iev.time.tv_usec,
  58. iev.type, iev.code, iev.value);

  59. #ifdef HAVE_POSIX_CLOCKS
  60. // Use the time specified in the event instead of the current time
  61. // so that downstream code can get more accurate estimates of
  62. // event dispatch latency from the time the event is enqueued onto
  63. // the evdev client buffer.
  64. //
  65. // The event's timestamp fortuitously uses the same monotonic clock
  66. // time base as the rest of Android. The kernel event device driver
  67. // (drivers/input/evdev.c) obtains timestamps using ktime_get_ts().
  68. // The systemTime(SYSTEM_TIME_MONOTONIC) function we use everywhere
  69. // calls clock_gettime(CLOCK_MONOTONIC) which is implemented as a
  70. // system call that also queries ktime_get_ts().
  71. event->when = nsecs_t(iev.time.tv_sec) * 1000000000LL
  72. + nsecs_t(iev.time.tv_usec) * 1000LL;
  73. LOGV("event time %lld, now %lld", event->when, now);
  74. #else
  75. event->when = now;
  76. #endif
  77. event->deviceId = deviceId;
  78. event->type = iev.type;
  79. event->scanCode = iev.code;
  80. event->value = iev.value;
  81. event->keyCode = AKEYCODE_UNKNOWN;
  82. event->flags = 0;
  83. if (iev.type == EV_KEY && device->keyMap.haveKeyLayout()) {
  84. status_t err = device->keyMap.keyLayoutMap->mapKey(iev.code,
  85. &event->keyCode, &event->flags);
  86. LOGV("iev.code=%d keyCode=%d flags=0x%08x err=%d\n",
  87. iev.code, event->keyCode, event->flags, err);
  88. }
  89. event += 1;
  90. }
  91. capacity -= count;
  92. if (capacity == 0) {
  93. // The result buffer is full. Reset the pending event index
  94. // so we will try to read the device again on the next iteration.
  95. mPendingEventIndex -= 1;
  96. break;
  97. }
  98. }
  99. } else {
  100. LOGW("Received unexpected epoll event 0x%08x for device %s.",
  101. eventItem.events, device->identifier.name.string());
  102. }
  103. }
// Grab the next input event. bool deviceChanged = false; while (mPendingEventIndex < mPendingEventCount) { const struct epoll_event& eventItem = mPendingEventItems[mPendingEventIndex++]; if (eventItem.data.u32 == EPOLL_ID_INOTIFY) { if (eventItem.events & EPOLLIN) { mPendingINotify = true; } else { LOGW("Received unexpected epoll event 0x%08x for INotify.", eventItem.events); } continue; } if (eventItem.data.u32 == EPOLL_ID_WAKE) { if (eventItem.events & EPOLLIN) { LOGV("awoken after wake()"); awoken = true; char buffer[16]; ssize_t nRead; do { nRead = read(mWakeReadPipeFd, buffer, sizeof(buffer)); } while ((nRead == -1 && errno == EINTR) || nRead == sizeof(buffer)); } else { LOGW("Received unexpected epoll event 0x%08x for wake read pipe.", eventItem.events); } continue; } ssize_t deviceIndex = mDevices.indexOfKey(eventItem.data.u32); if (deviceIndex < 0) { LOGW("Received unexpected epoll event 0x%08x for unknown device id %d.", eventItem.events, eventItem.data.u32); continue; } Device* device = mDevices.valueAt(deviceIndex); if (eventItem.events & EPOLLIN) { int32_t readSize = read(device->fd, readBuffer, sizeof(struct input_event) * capacity); if (readSize == 0 || (readSize < 0 && errno == ENODEV)) { // Device was removed before INotify noticed. LOGW("could not get event, removed? (fd: %d size: %d bufferSize: %d capacity: %d errno: %d)\n", device->fd, readSize, bufferSize, capacity, errno); deviceChanged = true; closeDeviceLocked(device); } else if (readSize < 0) { if (errno != EAGAIN && errno != EINTR) { LOGW("could not get event (errno=%d)", errno); } } else if ((readSize % sizeof(struct input_event)) != 0) { LOGE("could not get event (wrong size: %d)", readSize); } else { int32_t deviceId = device->id == mBuiltInKeyboardId ? 0 : device->id; size_t count = size_t(readSize) / sizeof(struct input_event); for (size_t i = 0; i < count; i++) { const struct input_event& iev = readBuffer[i]; LOGV("%s got: t0=%d, t1=%d, type=%d, code=%d, value=%d", device->path.string(), (int) iev.time.tv_sec, (int) iev.time.tv_usec, iev.type, iev.code, iev.value);#ifdef HAVE_POSIX_CLOCKS // Use the time specified in the event instead of the current time // so that downstream code can get more accurate estimates of // event dispatch latency from the time the event is enqueued onto // the evdev client buffer. // // The event's timestamp fortuitously uses the same monotonic clock // time base as the rest of Android. The kernel event device driver // (drivers/input/evdev.c) obtains timestamps using ktime_get_ts(). // The systemTime(SYSTEM_TIME_MONOTONIC) function we use everywhere // calls clock_gettime(CLOCK_MONOTONIC) which is implemented as a // system call that also queries ktime_get_ts(). event->when = nsecs_t(iev.time.tv_sec) * 1000000000LL + nsecs_t(iev.time.tv_usec) * 1000LL; LOGV("event time %lld, now %lld", event->when, now);#else event->when = now;#endif event->deviceId = deviceId; event->type = iev.type; event->scanCode = iev.code; event->value = iev.value; event->keyCode = AKEYCODE_UNKNOWN; event->flags = 0; if (iev.type == EV_KEY && device->keyMap.haveKeyLayout()) { status_t err = device->keyMap.keyLayoutMap->mapKey(iev.code, &event->keyCode, &event->flags); LOGV("iev.code=%d keyCode=%d flags=0x%08x err=%d\n", iev.code, event->keyCode, event->flags, err); } event += 1; } capacity -= count; if (capacity == 0) { // The result buffer is full. Reset the pending event index // so we will try to read the device again on the next iteration. mPendingEventIndex -= 1; break; } } } else { LOGW("Received unexpected epoll event 0x%08x for device %s.", eventItem.events, device->identifier.name.string()); } }4.2.2 读取设备上真正的事件

epoll_wait只是告诉我们Device已经有事件了,让我们去读,真正读取设备输入事件的代码如上,其流程如下:
1)根据eventItem.data.u32获取设备索引,从而获取对应的Device

2)从device->fd中读取input_event事件。read(device->fd, readBuffer, sizeof(struct input_event) * capacity);这些input_event是由各个注册的input_device报告给input子系统的。具体读入流程参见Input Core和evdev基本知识 - Kernel3.0.8

至此,事件已经读取到用户态,哪我们就看看EventHub怎么处理这些事件了。 4.3 处理输入事件

在4.2中,首先通过epoll_wait查看哪些设备有事件,然后通过read从有事件的设备中读取事件,现在事件已经读取到用户态,且数据结构为input_event,保存在EventHub::getEvents的readBuffer中。下面就看看这些事件下一步的东家是谁?

1)首先把input_event的信息填入RawEvent中,其相关代码如下:

  1. #ifdef HAVE_POSIX_CLOCKS
  2. // Use the time specified in the event instead of the current time
  3. // so that downstream code can get more accurate estimates of
  4. // event dispatch latency from the time the event is enqueued onto
  5. // the evdev client buffer.
  6. //
  7. // The event's timestamp fortuitously uses the same monotonic clock
  8. // time base as the rest of Android. The kernel event device driver
  9. // (drivers/input/evdev.c) obtains timestamps using ktime_get_ts().
  10. // The systemTime(SYSTEM_TIME_MONOTONIC) function we use everywhere
  11. // calls clock_gettime(CLOCK_MONOTONIC) which is implemented as a
  12. // system call that also queries ktime_get_ts().
  13. event->when = nsecs_t(iev.time.tv_sec) * 1000000000LL
  14. + nsecs_t(iev.time.tv_usec) * 1000LL;
  15. LOGV("event time %lld, now %lld", event->when, now);
  16. #else
  17. event->when = now;
  18. #endif
  19. event->deviceId = deviceId;
  20. event->type = iev.type;
  21. event->scanCode = iev.code;
  22. event->value = iev.value;
  23. event->keyCode = AKEYCODE_UNKNOWN;
  24. event->flags = 0;
  25. if (iev.type == EV_KEY && device->keyMap.haveKeyLayout()) {
  26. status_t err = device->keyMap.keyLayoutMap->mapKey(iev.code,
  27. &event->keyCode, &event->flags);
  28. LOGV("iev.code=%d keyCode=%d flags=0x%08x err=%d\n",
  29. iev.code, event->keyCode, event->flags, err);
  30. }
#ifdef HAVE_POSIX_CLOCKS // Use the time specified in the event instead of the current time // so that downstream code can get more accurate estimates of // event dispatch latency from the time the event is enqueued onto // the evdev client buffer. // // The event's timestamp fortuitously uses the same monotonic clock // time base as the rest of Android. The kernel event device driver // (drivers/input/evdev.c) obtains timestamps using ktime_get_ts(). // The systemTime(SYSTEM_TIME_MONOTONIC) function we use everywhere // calls clock_gettime(CLOCK_MONOTONIC) which is implemented as a // system call that also queries ktime_get_ts(). event->when = nsecs_t(iev.time.tv_sec) * 1000000000LL + nsecs_t(iev.time.tv_usec) * 1000LL; LOGV("event time %lld, now %lld", event->when, now);#else event->when = now;#endif event->deviceId = deviceId; event->type = iev.type; event->scanCode = iev.code; event->value = iev.value; event->keyCode = AKEYCODE_UNKNOWN; event->flags = 0; if (iev.type == EV_KEY && device->keyMap.haveKeyLayout()) { status_t err = device->keyMap.keyLayoutMap->mapKey(iev.code, &event->keyCode, &event->flags); LOGV("iev.code=%d keyCode=%d flags=0x%08x err=%d\n", iev.code, event->keyCode, event->flags, err); }


2)如果是input_event的类型为EV_KEY,则需要调用device->keyMap.keyLayoutMap->mapKey函数把iput_event.code映射为RawEvent.keyCode。相关数据结构关系如下图所示:

至此,EventHub::getEvents读取事件的任务已经完成,下面看看这些RawEvent的命运如何呢?

4.3.1 InputReader::loopOnce如何处理RawEvent?

为此,先温习一下读取事件时的调用流程为:

Thread::_threadLoop->

InputReaderThread::threadLoop->

InputReader::loopOnce->

EventHub::getEvents->

在InputReader::loopOnce中,当调用EventHub->getEvents获取到RawEvent之后,调用InputReader::processEventsLocked来处理这些事件,然后调用mQueuedListener->flush()把这些队列中的事件发送到Listener。

4.3.1.1 InputReader::processEventsLocked

在InputReader::processEventsLocked主要分两步处理:

1)处理来自于事件驱动设备的事件(processEventsForDeviceLocked)

2)处理设备增加、删除和修改事件

按照程序执行流程,应该是先有设备,然后才会有设备事件,所以先分析设备增加。 其代码如下:

  1. <span style="font-size:10px;">void InputReader::processEventsLocked(const RawEvent* rawEvents, size_t count)
  2. {
  3. for (const RawEvent* rawEvent = rawEvents; count;) {
  4. int32_t type = rawEvent->type;
  5. size_t batchSize = 1;

  6. //处理来自于事件驱动设备的事件
  7. if (type < EventHubInterface::FIRST_SYNTHETIC_EVENT) {

  8. int32_t deviceId = rawEvent->deviceId;
  9. while (batchSize < count) {
  10. if (rawEvent[batchSize].type >= EventHubInterface::FIRST_SYNTHETIC_EVENT
  11. || rawEvent[batchSize].deviceId != deviceId) {
  12. break;
  13. }
  14. batchSize += 1;
  15. }
  16. //处理来自于同一个事件驱动设备的1个或多个事件
  17. processEventsForDeviceLocked(deviceId, rawEvent, batchSize);
  18. }
  19. else
  20. {
  21. //处理增加或删除事件驱动设备的事件,在EventHub::getEvents中产生,
  22. //不是由事件驱动设备产生的。
  23. switch (rawEvent->type) {
  24. case EventHubInterface::DEVICE_ADDED:
  25. addDeviceLocked(rawEvent->when, rawEvent->deviceId);
  26. break;
  27. case EventHubInterface::DEVICE_REMOVED:
  28. removeDeviceLocked(rawEvent->when, rawEvent->deviceId);
  29. break;
  30. case EventHubInterface::FINISHED_DEVICE_SCAN:
  31. handleConfigurationChangedLocked(rawEvent->when);
  32. break;
  33. default:
  34. LOG_ASSERT(false); // can't happen
  35. break;
  36. }
  37. }
  38. count -= batchSize;
  39. rawEvent += batchSize;
  40. }
  41. }</span>
<span style="font-size:10px;">void InputReader::processEventsLocked(const RawEvent* rawEvents, size_t count) { for (const RawEvent* rawEvent = rawEvents; count;) { int32_t type = rawEvent->type; size_t batchSize = 1; //处理来自于事件驱动设备的事件 if (type < EventHubInterface::FIRST_SYNTHETIC_EVENT) { int32_t deviceId = rawEvent->deviceId; while (batchSize < count) { if (rawEvent[batchSize].type >= EventHubInterface::FIRST_SYNTHETIC_EVENT || rawEvent[batchSize].deviceId != deviceId) { break; } batchSize += 1; } //处理来自于同一个事件驱动设备的1个或多个事件 processEventsForDeviceLocked(deviceId, rawEvent, batchSize); } else { //处理增加或删除事件驱动设备的事件,在EventHub::getEvents中产生, //不是由事件驱动设备产生的。 switch (rawEvent->type) { case EventHubInterface::DEVICE_ADDED: addDeviceLocked(rawEvent->when, rawEvent->deviceId); break; case EventHubInterface::DEVICE_REMOVED: removeDeviceLocked(rawEvent->when, rawEvent->deviceId); break; case EventHubInterface::FINISHED_DEVICE_SCAN: handleConfigurationChangedLocked(rawEvent->when); break; default: LOG_ASSERT(false); // can't happen break; } } count -= batchSize; rawEvent += batchSize; }}</span>

4.3.1.1.1 设备增加事件处理 addDeviceLocked

它处理其中的EventHubInterface::DEVICE_ADDED, EventHubInterface:: DEVICE_REMOVED和EventHubInterface::FINISHED_DEVICE_SCAN事件,即与Device相关的事件,这些事件是在EventHub::getEvents中产生的,并不是Kernel态的事件输入设备产生的。

下面分析它如何处理EventHubInterface::DEVICE_ADDED事件。查看其它代码,它是调用InputReader::addDeviceLocked(nsecs_t when, int32_t deviceId)来处理此事件。

在InputReader::addDeviceLocked中的调用流程:

1)先根据mContext, deviceId, name, classes创建一个InputDevice对象,它用于表示单个输入设备的状态。其中的classes为对应Device的classes成员,它用于表示设备类型,其定义如下:

  1. /*
  2. * Input device classes.
  3. */
  4. enum {
  5. /* The input device is a keyboard or has buttons. */
  6. INPUT_DEVICE_CLASS_KEYBOARD = 0x00000001,

  7. /* The input device is an alpha-numeric keyboard (not just a dial pad). */
  8. INPUT_DEVICE_CLASS_ALPHAKEY = 0x00000002,

  9. /* The input device is a touchscreen or a touchpad (either single-touch or multi-touch). */
  10. INPUT_DEVICE_CLASS_TOUCH = 0x00000004,

  11. /* The input device is a cursor device such as a trackball or mouse. */
  12. INPUT_DEVICE_CLASS_CURSOR = 0x00000008,

  13. /* The input device is a multi-touch touchscreen. */
  14. INPUT_DEVICE_CLASS_TOUCH_MT = 0x00000010,

  15. /* The input device is a directional pad (implies keyboard, has DPAD keys). */
  16. INPUT_DEVICE_CLASS_DPAD = 0x00000020,

  17. /* The input device is a gamepad (implies keyboard, has BUTTON keys). */
  18. INPUT_DEVICE_CLASS_GAMEPAD = 0x00000040,

  19. /* The input device has switches. */
  20. INPUT_DEVICE_CLASS_SWITCH = 0x00000080,

  21. /* The input device is a joystick (implies gamepad, has joystick absolute axes). */
  22. INPUT_DEVICE_CLASS_JOYSTICK = 0x00000100,

  23. /* The input device is external (not built-in). */
  24. INPUT_DEVICE_CLASS_EXTERNAL = 0x80000000,
  25. }
/* * Input device classes. */enum { /* The input device is a keyboard or has buttons. */ INPUT_DEVICE_CLASS_KEYBOARD = 0x00000001, /* The input device is an alpha-numeric keyboard (not just a dial pad). */ INPUT_DEVICE_CLASS_ALPHAKEY = 0x00000002, /* The input device is a touchscreen or a touchpad (either single-touch or multi-touch). */ INPUT_DEVICE_CLASS_TOUCH = 0x00000004, /* The input device is a cursor device such as a trackball or mouse. */ INPUT_DEVICE_CLASS_CURSOR = 0x00000008, /* The input device is a multi-touch touchscreen. */ INPUT_DEVICE_CLASS_TOUCH_MT = 0x00000010, /* The input device is a directional pad (implies keyboard, has DPAD keys). */ INPUT_DEVICE_CLASS_DPAD = 0x00000020, /* The input device is a gamepad (implies keyboard, has BUTTON keys). */ INPUT_DEVICE_CLASS_GAMEPAD = 0x00000040, /* The input device has switches. */ INPUT_DEVICE_CLASS_SWITCH = 0x00000080, /* The input device is a joystick (implies gamepad, has joystick absolute axes). */ INPUT_DEVICE_CLASS_JOYSTICK = 0x00000100, /* The input device is external (not built-in). */ INPUT_DEVICE_CLASS_EXTERNAL = 0x80000000,}

创建InputDevice对象之后, 对于多点触摸设备(class为INPUT_DEVICE_CLASS_TOUCH_MT),创建MultiTouchInputMapper对象并增加到InputDevice的mMappers向量列表中。

对于单点触摸设备(class为INPUT_DEVICE_CLASS_TOUCH),创建SingleTouchInputMapper对象并增加到InputDevice的mMappers向量列表中。相关代码如下:

  1. InputDevice* InputReader::createDeviceLocked(int32_t deviceId,
  2. const String8& name, uint32_t classes) {
  3. InputDevice* device = new InputDevice(&mContext, deviceId, name, classes);

  4. ....

  5. if (keyboardSource != 0) {
  6. device->addMapper(new KeyboardInputMapper(device, keyboardSource, keyboardType));
  7. }

  8. // Cursor-like devices.
  9. if (classes & INPUT_DEVICE_CLASS_CURSOR) {
  10. device->addMapper(new CursorInputMapper(device));
  11. }

  12. // Touchscreens and touchpad devices.
  13. if (classes & INPUT_DEVICE_CLASS_TOUCH_MT) {
  14. device->addMapper(new MultiTouchInputMapper(device));
  15. } else if (classes & INPUT_DEVICE_CLASS_TOUCH) {
  16. device->addMapper(new SingleTouchInputMapper(device));
  17. }

  18. // Joystick-like devices.
  19. if (classes & INPUT_DEVICE_CLASS_JOYSTICK) {
  20. device->addMapper(new JoystickInputMapper(device));
  21. }

  22. return device;
  23. }
InputDevice* InputReader::createDeviceLocked(int32_t deviceId, const String8& name, uint32_t classes) { InputDevice* device = new InputDevice(&mContext, deviceId, name, classes); .... if (keyboardSource != 0) { device->addMapper(new KeyboardInputMapper(device, keyboardSource, keyboardType)); } // Cursor-like devices. if (classes & INPUT_DEVICE_CLASS_CURSOR) { device->addMapper(new CursorInputMapper(device)); } // Touchscreens and touchpad devices. if (classes & INPUT_DEVICE_CLASS_TOUCH_MT) { device->addMapper(new MultiTouchInputMapper(device)); } else if (classes & INPUT_DEVICE_CLASS_TOUCH) { device->addMapper(new SingleTouchInputMapper(device)); } // Joystick-like devices. if (classes & INPUT_DEVICE_CLASS_JOYSTICK) { device->addMapper(new JoystickInputMapper(device)); } return device;}


总之,它调用createDeviceLocked创建一个InputDevice设备,并根据class类别创建对应的事件转换器(InputMapper),然后把这些新那建的InputMapper增加到InputDevice::mMappers中。InputMapper关系如下图所示:


2)调用InputDevice::configure配置此InputDevice

3)调用InputDevice::reset重置此InputDevice

4)把新建的InputDevice增加到InputReader::mDevices中。

InputReader::processEventsLocked设备增加、删除处理总结:

它负责处理Device 增加、删除事件。增加事件的流程为:为一个新增的Device创建一个InputDevice,并增加到InputReader::mDevices中;根据新增加设备的class类别,创建对应的消息转换器(InputMapper),然后此消息转换器加入InputDevice::mMappers中。消息转换器负责把读取的RawEvent转换成特定的事件,以供应用程序使用。

EventHub与InputReader各自管理功能:

1)EventHub管理一堆Device,每一个Device与Kernel中一个事件输入设备对应

2)InputReader管理一堆InputDevice,每一个InputDevice与EventHub中的Device对应

3)InputDevice管理一些与之相关的InputMapper,每一个InputMapper与一个特定的应用事件相对应,如:SingleTouchInputMapper。

4.3.1.1.2 事件驱动设备事件处理processEventsForDeviceLocked

下面的分析处理以单点触摸为例,对于单点触摸Touch Down时,它将报告以下事件:

代码:

input_report_abs(myInputDev, ABS_X, event->x);
input_report_abs(myInputDev, ABS_Y, event->y);

产生的事件:*type, code, value
EV_ABS,ABS_X,event->x
EV_ABS,ABS_Y,event->y

代码:

input_report_key(myInputDev, BTN_TOUCH, 1);
产生的事件:*type, code, value
EV_KEY, BTN_TOUCH, 1

代码:

input_sync(myInputDev);
它调用input_event(dev, EV_SYN, SYN_REPORT, 0);
产生的事件:*type, code, value
EV_SYN, SYN_REPORT, 0

它负责处理来自于同一个设备且在mEventBuffer中连续的多个事件,其函数原型如下:

  1. void InputReader::processEventsForDeviceLocked(int32_t deviceId,
  2. const RawEvent* rawEvents, size_t count) {
  3. ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
  4. if (deviceIndex < 0) {
  5. LOGW("Discarding event for unknown deviceId %d.", deviceId);
  6. return;
  7. }

  8. InputDevice* device = mDevices.valueAt(deviceIndex);
  9. if (device->isIgnored()) {
  10. //LOGD("Discarding event for ignored deviceId %d.", deviceId);
  11. return;
  12. }

  13. device->process(rawEvents, count);
  14. }
void InputReader::processEventsForDeviceLocked(int32_t deviceId, const RawEvent* rawEvents, size_t count) { ssize_t deviceIndex = mDevices.indexOfKey(deviceId); if (deviceIndex < 0) { LOGW("Discarding event for unknown deviceId %d.", deviceId); return; } InputDevice* device = mDevices.valueAt(deviceIndex); if (device->isIgnored()) { //LOGD("Discarding event for ignored deviceId %d.", deviceId); return; } device->process(rawEvents, count);}

它其实很简单,根据输入的deviceId找到对应的InputDevice,然后调用InputDevice::process以对设备输入事件进行处理。InputDevice::process主要源码如下:

  1. void InputDevice::process(const RawEvent* rawEvents, size_t count) {
  2. // Process all of the events in order for each mapper.
  3. // We cannot simply ask each mapper to process them in bulk because mappers may
  4. // have side-effects that must be interleaved. For example, joystick movement events and
  5. // gamepad button presses are handled by different mappers but they should be dispatched
  6. // in the order received.

  7. size_t numMappers = mMappers.size();
  8. for (const RawEvent* rawEvent = rawEvents; count--; rawEvent++)
  9. {
  10. for (size_t i = 0; i < numMappers; i++) {
  11. InputMapper* mapper = mMappers[i];
  12. mapper->process(rawEvent);
  13. }
  14. }
  15. }
void InputDevice::process(const RawEvent* rawEvents, size_t count) { // Process all of the events in order for each mapper. // We cannot simply ask each mapper to process them in bulk because mappers may // have side-effects that must be interleaved. For example, joystick movement events and // gamepad button presses are handled by different mappers but they should be dispatched // in the order received. size_t numMappers = mMappers.size(); for (const RawEvent* rawEvent = rawEvents; count--; rawEvent++) { for (size_t i = 0; i < numMappers; i++) { InputMapper* mapper = mMappers[i]; mapper->process(rawEvent); } }}

从上面的代码中可以看出,在InputDevice::process中,对于传入的每一个RawEvent,依次调用InputDevice中的每一个InputMapper来进行处理。前面提到过,InputDevice包含一组处理对应设备事件InputMapper,现在这些InputMapper开始干活了。
下面以处理一个单点触摸事件设备的事件为例,进行分析,其它的处理流程类似。对于mapper->process需要查看InputReader::createDeviceLocked中创建的具体的InputMapper的process函数。下面就看看SingleTouchInputMapper的process是如何处理的,其代码如下:

  1. void SingleTouchInputMapper::process(const RawEvent* rawEvent) {
  2. TouchInputMapper::process(rawEvent);

  3. mSingleTouchMotionAccumulator.process(rawEvent);
  4. }
void SingleTouchInputMapper::process(const RawEvent* rawEvent) { TouchInputMapper::process(rawEvent); mSingleTouchMotionAccumulator.process(rawEvent);}

1)TouchInputMapper::process

由此可见,它将首先调用TouchInputMaaper::process处理此事件,其处理代码如下:

  1. void TouchInputMapper::process(const RawEvent* rawEvent) {
  2. mCursorButtonAccumulator.process(rawEvent);
  3. mCursorScrollAccumulator.process(rawEvent);
  4. mTouchButtonAccumulator.process(rawEvent);

  5. if (rawEvent->type == EV_SYN && rawEvent->scanCode == SYN_REPORT) {
  6. sync(rawEvent->when);
  7. }
  8. }
void TouchInputMapper::process(const RawEvent* rawEvent) { mCursorButtonAccumulator.process(rawEvent); mCursorScrollAccumulator.process(rawEvent); mTouchButtonAccumulator.process(rawEvent); if (rawEvent->type == EV_SYN && rawEvent->scanCode == SYN_REPORT) { sync(rawEvent->when); }}


1.1) mCursorButtonAccumulator.process(rawEvent)

记录mouse或touch pad按键状态,记录rawEvent->type为EV_KEY,且rawEvent->scanCode为BTN_LEFT、BTN_RIGHT、BTN_MIDDLE、BTN_BACK、BTN_SIDE、BTN_FORWARD、BTN_EXTRA、BTN_TASK的事件。

1.2) mCursorScrollAccumulator.process(rawEvent)

记录cursor scrolling motions,记录rawEvent->type为EV_REL,且rawEvent->scanCode为REL_WHEEL、REL_HWHEEL的事件。

1.3) mTouchButtonAccumulator.process(rawEvent)

记录touch, stylus and tool buttons状态,记录rawEvent->type为EV_KEY,且rawEvent->scanCode为BTN_TOUCH、BTN_STYLUS、BTN_STYLUS2、BTN_TOOL_FINGER、BTN_TOOL_PEN、BTN_TOOL_RUBBER、BTN_TOOL_BRUSH、BTN_TOOL_PENCIL、BTN_TOOL_AIRBRUSH、BTN_TOOL_MOUSE、BTN_TOOL_LENS、BTN_TOOL_DOUBLETAP、BTN_TOOL_TRIPLETAP、BTN_TOOL_QUADTAP的事件。

看到了吧,我们的BTN_TOUCH在这儿被处理了,且其value被保存在mBtnTouch成员变量中。

1.4) sync(rawEvent->when)

处理EV_SYN:SYN_REPORT,我们的EV_SYN就在这儿被处理了,当然它是Touch Down时,所发事件的最后一个事件。这儿才是处理的重点。

TouchInputMapper::sync将调用SingleTouchInputMapper::syncTouch函数。

a)SingleTouchInputMapper::syncTouch

把mCurrentRawPointerData中的ABS_X和ABS_Y的值保存在TouchInputMapper::mCurrentRawPointerData->pointers中。

单点触摸的syncTouch一次处理一个RawEvent,在pointers中只有一个值;而多点触摸的syncTouch一次处理多个RawEvent,在pointers中有多个值,最多16个。

b)TouchInputMapper::cookPointerData

根据TouchInputMapper::mCurrentRawPointerData->pointers中的数据,通过计算,最后生成TouchInputMapper::mCurrentCookedPointerData.pointerCoords,mCurrentCookedPointerData.pointerProperties和mCurrentCookedPointerData.idToIndex的数据。把Raw进行cook,之后生成了cooked数据。

c)TouchInputMapper::dispatchHoverExit

d)TouchInputMapper::dispatchTouches

d.a)它调用dispatchMotion

d.b)在dispatchMotion中,根据cooked数据创建NotifyMotionArg对象,它描述了一个移动事件

d.c)调用TouchInputMapper::getListener()->notifyMotion(&args)

TouchInputMapper::getListener()调用mContext->getListener(),此mContext为InputReader::mContext,所以其getListener()返回的则为InputReader::mQueuedListener,则最后调用QueuedInputListener::notifyMotion

补充1) InputReader::mContext在构造时用自己的指针初始化了mContext,从而mContext::mReader则为此InputReader实例。
补充2) 在InputReader::createDeviceLocked中创建InputDevice时,把自己的mContext作为参数传入,从而把它保存在InputDevice::mContext中;在创建InputMapper时,以InputDevice作为参数,且InputMapper把它保存在mDevice中,然后从把InputDevice中的mContext也保存在InputMapper的mContext中。

d.d)把传递过来的NotifyMotionArg参数复制一份,然后加入QueuedInputListener::mArgsQueue例表中。

e)TouchInputMapper::dispatchHoverEnterAndMove

2)mSingleTouchMotionAccumulator.process


记录ABS相关的值,记录rawEvent->type为EV_ABS,且rawEvent->scanCode为ABS_X、ABS_Y、ABS_PRESSURE、ABS_TOOL_WIDTH、ABS_DISTANCE、ABS_TILT_X、ABS_TILT_Y的事件。我们发的ABS_X和ABS_Y在这儿被处理了。

事件处理相关数据结构如下图所示:

4.3.1.2 InputReader::mQueuedListener->flush()

先温习一下,至此的消息结构变化流程:

processEventsLocked已经把来自于事件设备的事件煮熟之后放入到各种NotifyArgs(如NotifyMotionArgs)之中,然后把这些各种NotifyArgs加入InputReader::mQueuedListener::mArgsQueue链表中。本Flush函数就是要把mArgsQueue中的所有NotifyArgs进行处理。为描述方便,先看看其代码:

  1. void QueuedInputListener::flush() {
  2. size_t count = mArgsQueue.size();
  3. for (size_t i = 0; i < count; i++) {
  4. NotifyArgs* args = mArgsQueue[i];
  5. args->notify(mInnerListener);
  6. delete args;
  7. }
  8. mArgsQueue.clear();
  9. }
void QueuedInputListener::flush() { size_t count = mArgsQueue.size(); for (size_t i = 0; i < count; i++) { NotifyArgs* args = mArgsQueue[i]; args->notify(mInnerListener); delete args; } mArgsQueue.clear();}


看到了吧,确实很简单,调用链表中每个NotifyArgs的notify函数,且有一个有意思的参数 mInnerListener,这个参数在前面多次提到过,它是在创建mQueuedListener时提供的,它其实就是InputManager中的mDispatcher,前面一直在InputReader中打转转,现在终于看到InputDispatcher登场了,说明事件很快就可以谢幕了。

再向下看一下吧,这么多类NotifyArgs,为描述方便,下面以NotifyMotionArgs为例,其代码为:

  1. void NotifyMotionArgs::notify(const sp<InputListenerInterface>& listener) const {
  2. listener->notifyMotion(this);
  3. }
void NotifyMotionArgs::notify(const sp<InputListenerInterface>& listener) const { listener->notifyMotion(this);}

下面就看看InputDispatcher(mDispatcher)的notifyMotion函数做了些什么。这个InputDispatcher::notifyMotion(const NotifyMotionArgs* args)可就不简单了。

在InputDispatcher::notifyMotion中,
1)根据NotifyMotionArgs提供的信息,构造一个MotionEvent,再调用mPolicy->filterInputEvent看是否需要丢弃此事件,如果需要丢弃则马上返加。其中mPolicy为NativeInputManager实例,在构造InputDispatcher时提供的参数。

2)对于AMOTION_EVENT_ACTION_UP或AMOTION_EVENT_ACTION_DOWN事件,则直接根据NotifyMotionArgs提供的信息,构造一个MotionEntry。

3)调用InputDispatcher::enqueueInboundEventLocked把新构造的MotionEntry添加到InputDispatcher::mInboundQueue中,并返回是否需要唤醒mLooper<向pipe中写入数据>的标识。

以上操作都是在InputReader线程中完成的,现在应该InputDispatcher线程开始工作了。

4. 4 分发输入事件

InputDispatcherThread主循环如下:

Thread::_threadLoop->

InputDispatcherThread::threadLoop->

mDispatcher->dispatchOnce(InputDispatcher::dispatchOnce)->

dispatchOnceInnerLocked then

mLooper->pollOnce

下面先看看简单的mLooper->pollOnce

4.4.1 mLooper->pollOnce

其功能为等待超时或被pipe唤醒(InputReader线程调用InputDispatcher::notifyMotion时, InputDispatcher::notifyMotion根据情况调用mLooper->wake)。

其调用流程如下:

mLooper->pollOnce(int timeoutMillis)->

Looper::pollOnce(int timeoutMillis, int* outFd, int* outEvents, void** outData)->

4.4.2 dispatchOnceInnerLocked

1)从mInboundQueue从中依次取出EventEntry<MotionEntry的基类>

2)调用InputDispatcher::dispatchMotionLocked处理此MotionEntry

3)调用InputDispatcher::dispatchEventToCurrentInputTargetsLocked

对于InputDispatcher::mCurrentInputTargets中的每一个InputTarget,并获取对应的Connection,调用InputDispatcher::prepareDispatchCycleLocked,

其相关代码如下:

  1. <span style="font-size:10px;"> for (size_t i = 0; i < mCurrentInputTargets.size(); i++) {
  2. const InputTarget& inputTarget = mCurrentInputTargets.itemAt(i);

  3. ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
  4. if (connectionIndex >= 0) {
  5. sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
  6. prepareDispatchCycleLocked(currentTime, connection, eventEntry, & inputTarget,
  7. resumeWithAppendedMotionSample);
  8. } else {
  9. #if DEBUG_FOCUS
  10. LOGD("Dropping event delivery to target with channel '%s' because it "
  11. "is no longer registered with the input dispatcher.",
  12. inputTarget.inputChannel->getName().string());
  13. #endif
  14. }
  15. }</span>
<span style="font-size:10px;"> for (size_t i = 0; i < mCurrentInputTargets.size(); i++) { const InputTarget& inputTarget = mCurrentInputTargets.itemAt(i); ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel); if (connectionIndex >= 0) { sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex); prepareDispatchCycleLocked(currentTime, connection, eventEntry, & inputTarget, resumeWithAppendedMotionSample); } else {#if DEBUG_FOCUS LOGD("Dropping event delivery to target with channel '%s' because it " "is no longer registered with the input dispatcher.", inputTarget.inputChannel->getName().string());#endif } }</span>

4)InputDispatcher::prepareDispatchCycleLocked

4.1)调用enqueueDispatchEntryLocked创建DispatchEntry对象,并把它增加到Connection::outboundQueue队列中。

4.2)调用activateConnectionLocked把当前Connection增加到InputDispatcher::mActiveConnections链表中

4.3)调用InputDispatcher::startDispatchCycleLocked,接着它调用Connection::inputPublisher.publishMotionEvent来发布事件到ashmem buffer中,调用Connection::inputPublisher.sendDispatchSignal发送一个dispatch信号到InputConsumer通知它有一个新的消息到了,快来消费吧! 关于消费者如何注册和如何消息的流程在下一个专题中再写。本文到此结束!!!

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