【Android Framework】InputManagerService—inputDispatcher_android setinputmethodwindowlocked

尾声

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    mDispatcherIsAliveCondition.broadcast();
    
    // 当mInboundQueue中有事件产生时,获得锁并处理相关事件
    if (!haveCommandsLocked()) {
        dispatchOnceInnerLocked(&nextWakeupTime);
    }

} // release lock
...

 //inputReader读取事件最后把事件放入minBoundQueue后,调用loop::wake唤醒inputDispatcher
mLooper->pollOnce(timeoutMillis);  

}

bool InputDispatcher::haveCommandsLocked() const {
return !mCommandQueue.isEmpty();
}


线程执行Looper->pollOnce,进入epoll\_wait等待状态,当发生以下任一情况则退出等待状态:


* **callback**:通过回调方法来唤醒;
* **timeout**:到达nextWakeupTime时间,超时唤醒;
* **wake**: 主动调用Looper的wake()方法;


### 1.1 dispatchOnceInnerLocked


`dispatchOnceInnerLocked`会从`mInboundQueue`队头取出`EntryEvent`赋值给`mPendingEvent`,并根据输入事件的类型作不同的处理,处理完成之后再释放`mPendingEvent`,相关代码位于`frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp`:



void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) {
// 获取当前时间
nsecs_t currentTime = now();

// 优化app切换延迟,当切换超时,则抢占分发,丢弃其他所有即将要处理的事件。
bool isAppSwitchDue = mAppSwitchDueTime <= currentTime;
if (mAppSwitchDueTime < *nextWakeupTime) {
    *nextWakeupTime = mAppSwitchDueTime;
}
...

// mPendingEvent初始化为空
if (!mPendingEvent) {
    if (mInboundQueue.empty()) {
        if (isAppSwitchDue) {
            // The inbound queue is empty so the app switch key we were waiting
            // for will never arrive.  Stop waiting for it.
            resetPendingAppSwitchLocked(false);
            isAppSwitchDue = false;
        }
        ...
        
        if (!mPendingEvent) {
            // 如果mInboundQueue队列为空,没有事件需要处理时直接返回
            return;
        }
    } else {
        // 从mInboundQueue取出头部的事件
        mPendingEvent = mInboundQueue.front();
        mInboundQueue.pop_front();
        traceInboundQueueLengthLocked();
    }
    ...
    
}
...

// 事件分发
switch (mPendingEvent->type) {
    // 分发配置改变事件
    case EventEntry::Type::CONFIGURATION_CHANGED: {
        ...
        
    }

    // 分发输入设备重置事件
    case EventEntry::Type::DEVICE_RESET: {
        ...
        
    }

    // 分发焦点事件
    case EventEntry::Type::FOCUS: {
        ...
        
    }

    // 分发多点触控时,触控点改变事件
    case EventEntry::Type::POINTER_CAPTURE_CHANGED: {
        ...
        
    }

    // 分发拖拽事件
    case EventEntry::Type::DRAG: {
        ...
        
    }

    // 分发按键事件
    case EventEntry::Type::KEY: {
        ...
        
    }

    // 分发触控事件
    case EventEntry::Type::MOTION: {
        // 将mPendingEvent强转为MotionEntry
        std::shared_ptr<MotionEntry> motionEntry =
                std::static_pointer_cast<MotionEntry>(mPendingEvent);
        if (dropReason == DropReason::NOT_DROPPED && isAppSwitchDue) {
            dropReason = DropReason::APP_SWITCH;
        }
        if (dropReason == DropReason::NOT_DROPPED && isStaleEvent(currentTime, *motionEntry)) {
            dropReason = DropReason::STALE;
        }
        if (dropReason == DropReason::NOT_DROPPED && mNextUnblockedEvent) {
            dropReason = DropReason::BLOCKED;
        }
        // 如果是Motion Event则会走dispatchMotionLocked分支
        done = dispatchMotionLocked(currentTime, motionEntry, &dropReason, nextWakeupTime);
        break;
    }
    
    // 分发传感器事件
    case EventEntry::Type::SENSOR: {
       ...
       
    }
}

if (done) {
    if (dropReason != DropReason::NOT_DROPPED) {
        dropInboundEventLocked(*mPendingEvent, dropReason);
    }
    mLastDropReason = dropReason;

    // 处理完成之后释放mPendingEvent
    releasePendingEventLocked();
    *nextWakeupTime = LONG_LONG_MIN;
}

}


从上述代码中可以看出,当inputDispatcher获取到一个事件后,会根据事件类型不同进行分发,目前有以下几种事件会被分发:


* 配置改变事件[EventEntry::Type::CONFIGURATION\_CHANGED]
* 输入设备重置事件[EventEntry::Type::DEVICE\_RESET]
* 焦点事件[EventEntry::Type::FOCUS]
* 触控点改变事件[EventEntry::Type::POINTER\_CAPTURE\_CHANGED]
* 拖拽事件[EventEntry::Type::DRAG]
* 按键事件[EventEntry::Type::KEY]
* 触控事件[EventEntry::Type::MOTION]
* 传感器事件[EventEntry::Type::SENSOR]


下面以`MotionEvent`事件为例来分析输入事件的处理流程。


### 1.2 dispatchMotionLocked


`dispatchMotionLocked`被用来处理触控事件,相关代码位于`frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp`:



bool InputDispatcher::dispatchMotionLocked(nsecs_t currentTime, std::shared_ptr entry,
DropReason* dropReason, nsecs_t* nextWakeupTime) {

// 判断是否是Touch事件
bool isPointerEvent = entry->source & AINPUT_SOURCE_CLASS_POINTER;

// Identify targets.
std::vector<InputTarget> inputTargets;

bool conflictingPointerActions = false;
InputEventInjectionResult injectionResult;
if (isPointerEvent) {
    // 寻找Touch事件的焦点窗口
    injectionResult =
            findTouchedWindowTargetsLocked(currentTime, *entry, inputTargets, nextWakeupTime,
                                           &conflictingPointerActions);
} else {
    // 寻找非Touch事件的焦点窗口
    injectionResult =
            findFocusedWindowTargetsLocked(currentTime, *entry, inputTargets, nextWakeupTime);
}

// 对于MotionEvent有4种情况会返回INPUT_EVENT_INJECTION_PENDING状态
// 焦点窗口为空而焦点应用不为空时分两种情况:
// 1.未设置焦点窗口缺失的超时时间;
// 2.焦点窗口缺少的超时时间还未到;
// 3.焦点窗口和焦点应用都不为空时:
// 4.焦点窗口处于暂停状态;
if (injectionResult == InputEventInjectionResult::PENDING) {
    return false;
}
...

// 找到目标窗口之后开始分发事件
if (conflictingPointerActions) {
    CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
                               "conflicting pointer actions");
    synthesizeCancelationEventsForAllConnectionsLocked(options);
}
dispatchEventLocked(currentTime, entry, inputTargets);
return true;

}


针对`Touch事件`和`非Touch事件`,有两种不同的逻辑来寻找焦点窗口:`findTouchedWindowTargetsLocked`中有很多关于分屏和多`display id`的处理逻辑,相比`findFocusedWindowTargetsLocked`而言代码逻辑稍显复杂,为了聚焦事件分发的主线流程,我们以`findFocusedWindowTargetsLocked`为例来说明焦点窗口的寻找过程;


### 1.3 findFocusedWindowTargetsLocked


`findFocusedWindowTargetsLocked`用于寻找焦点窗口,相关代码位于`frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp`:



int32_t InputDispatcher::findFocusedWindowTargetsLocked(nsecs_t currentTime,
const EventEntry& entry,
std::vector& inputTargets,
nsecs_t* nextWakeupTime) {
std::string reason;
// 寻找输入事件的display id,由于Android支持多屏设备,所以可能会有多个display id,默认为0
int32_t displayId = getTargetDisplayId(entry);
// 根据display id查找InputWindowHandle
std::shared_ptr focusedApplicationHandle =
getValueByKey(mFocusedApplicationHandlesByDisplay, displayId);
// 根据display id查找InputApplicationHandle
sp focusedApplicationHandle =
getValueByKey(mFocusedApplicationHandlesByDisplay, displayId);

// 如果focusedWindowHandle和focusedApplicationHandle同时为空,代表当前即无焦点应用也无焦点窗口,所以直接将此事件丢弃
if (focusedWindowHandle == nullptr && focusedApplicationHandle == nullptr) {
    ALOGI("Dropping %s event because there is no focused window or focused application in "
          "display %" PRId32 ".",
          EventEntry::typeToString(entry.type), displayId);
    return INPUT_EVENT_INJECTION_FAILED;
}

// 焦点应用不为空而焦点窗口为空
if (focusedWindowHandle == nullptr && focusedApplicationHandle != nullptr) {
    // 未设置焦点窗口缺失的超时时间
    if (!mNoFocusedWindowTimeoutTime.has_value()) {
        // We just discovered that there's no focused window. Start the ANR timer
        // 获取超时时间,默认为5s
        const nsecs_t timeout = focusedApplicationHandle->getDispatchingTimeout(
                DEFAULT_INPUT_DISPATCHING_TIMEOUT.count());
        // 记录超时时间
        mNoFocusedWindowTimeoutTime = currentTime + timeout;
        // 记录等待焦点窗口的焦点应用
        mAwaitedFocusedApplication = focusedApplicationHandle;
        ALOGW("Waiting because no window has focus but %s may eventually add a "
              "window when it finishes starting up. Will wait for %" PRId64 "ms",
              mAwaitedFocusedApplication->getName().c_str(), ns2ms(timeout));
        *nextWakeupTime = *mNoFocusedWindowTimeoutTime;
        return INPUT_EVENT_INJECTION_PENDING;
    } else if (currentTime > *mNoFocusedWindowTimeoutTime) {
        // 如果已经超时,则直接丢弃该事件
        ALOGE("Dropping %s event because there is no focused window",
              EventEntry::typeToString(entry.type));
        return INPUT_EVENT_INJECTION_FAILED;
    } else {
        // 还未到超时时间则继续等待
        return INPUT_EVENT_INJECTION_PENDING;
    }
}

// 重置超时时间和等待的焦点应用
resetNoFocusedWindowTimeoutLocked();

// Check permissions.
if (!checkInjectionPermission(focusedWindowHandle, entry.injectionState)) {
    return INPUT_EVENT_INJECTION_PERMISSION_DENIED;
}

// 焦点窗口已经paused
if (focusedWindowHandle->getInfo()->paused) {
    ALOGI("Waiting because %s is paused", focusedWindowHandle->getName().c_str());
    return INPUT_EVENT_INJECTION_PENDING;
}

// 成功找到焦点窗口后,将其添加到inputTargets
addWindowTargetLocked(focusedWindowHandle,
                      InputTarget::FLAG_FOREGROUND | InputTarget::FLAG_DISPATCH_AS_IS,
                      BitSet32(0), inputTargets);

// Done.
return INPUT_EVENT_INJECTION_SUCCEEDED;

}


这里有两个非常重要的map:`mFocusedWindowHandlesByDisplay`和`mFocusedApplicationHandlesByDisplay`,它们分别存储着当前每个`display`对应的焦点应用和焦点窗口,这些map在`frameworks/native/services/inputflinger/dispatcher/InputDispatcher.h`被声明:



// key为display id,value为InputWindowHandle即焦点窗口
std::unordered_map<int32_t, sp> mFocusedWindowHandlesByDisplay
GUARDED_BY(mLock);

// key为display id,value为InputApplicationHandle即焦点应用
std::unordered_map<int32_t, sp> mFocusedApplicationHandlesByDisplay
GUARDED_BY(mLock);


### 1.4 setInputWindowsLocked


`setInputWindowsLocked`用于设置焦点窗口,相关代码位于`frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp`:



void InputDispatcher::setInputWindowsLocked(
const std::vector<sp>& inputWindowHandles, int32_t displayId) {

// 根据displayId从mWindowHandlesByDisplay中查找出当前所有的InputWindowHandle,包括焦点窗口和非焦点窗口
const std::vector<sp<InputWindowHandle>> oldWindowHandles = getWindowHandlesLocked(displayId);
...

sp<InputWindowHandle> newFocusedWindowHandle = nullptr;
bool foundHoveredWindow = false;
for (const sp<InputWindowHandle>& windowHandle : getWindowHandlesLocked(displayId)) {
    // Set newFocusedWindowHandle to the top most focused window instead of the last one
    // 遍历更新之后的所有窗口列表,并将可见并且获得焦点的窗口置为新的焦点窗口
    if (!newFocusedWindowHandle && windowHandle->getInfo()->hasFocus &&
        windowHandle->getInfo()->visible) {
        newFocusedWindowHandle = windowHandle;
    }
    if (windowHandle == mLastHoverWindowHandle) {
        foundHoveredWindow = true;
    }
}

if (!foundHoveredWindow) {
    mLastHoverWindowHandle = nullptr;
}

// 根据displayId从mFocusedWindowHandlesByDisplay中查找出当前的焦点窗口
sp<InputWindowHandle> oldFocusedWindowHandle =
        getValueByKey(mFocusedWindowHandlesByDisplay, displayId);

// 不同的InputWindowHandle有不同的token
if (!haveSameToken(oldFocusedWindowHandle, newFocusedWindowHandle)) {
    if (oldFocusedWindowHandle != nullptr) {
        if (DEBUG_FOCUS) {
            ALOGD("Focus left window: %s in display %" PRId32,
                  oldFocusedWindowHandle->getName().c_str(), displayId);
        }
        // 根据InputWindowHandle中的Token获取到对应的额InputChannel
        sp<InputChannel> focusedInputChannel =
                getInputChannelLocked(oldFocusedWindowHandle->getToken());
        if (focusedInputChannel != nullptr) {
            CancelationOptions options(CancelationOptions::CANCEL_NON_POINTER_EVENTS,
                                       "focus left window");
            synthesizeCancelationEventsForInputChannelLocked(focusedInputChannel, options);
            // 往mInboundQueue里添加失去焦点的FocusEntry
            enqueueFocusEventLocked(*oldFocusedWindowHandle, false /*hasFocus*/);
        }
        // 从mFocusedWindowHandlesByDisplay中移除历史的InputWindowHandle
        mFocusedWindowHandlesByDisplay.erase(displayId);
    }
    if (newFocusedWindowHandle != nullptr) {
        if (DEBUG_FOCUS) {
            ALOGD("Focus entered window: %s in display %" PRId32,
                  newFocusedWindowHandle->getName().c_str(), displayId);
        }
        // 更新mFocusedWindowHandlesByDisplay
        mFocusedWindowHandlesByDisplay[displayId] = newFocusedWindowHandle;
        // 往mInboundQueue里添加得到焦点的FocusEntry
        enqueueFocusEventLocked(*newFocusedWindowHandle, true /*hasFocus*/);
    }

    // 往mCommandQueue里添加焦点改变的CommandEntry,通知上层焦点窗口改变
    if (mFocusedDisplayId == displayId) {
        onFocusChangedLocked(oldFocusedWindowHandle, newFocusedWindowHandle);
    }
}

}


每个`display`都对应若干个`InputWindowHandle`和一个焦点`InputWindowHandle`,此方法会根据传入的`InputWindowHandle`列表来更新`mWindowHandlesByDisplay`和`mFocusedWindowHandlesByDisplay`,调用流程如下所示:



–>frameworks/native/services/surfaceflinger/SurfaceFlinger.onMessageInvalidate
–>frameworks/native/services/surfaceflinger/SurfaceFlinger.updateInputFlinger
–>frameworks/native/services/surfaceflinger/SurfaceFlinger.updateInputWindowInfo
–>frameworks/native/services/inputflinger/IInputFlinger.setInputWindows
–>frameworks/native/services/inputflinger/InputManager.setInputWindows
–>frameworks/native/services/inputflinger/InputDispatcher.setInputWindows
–>frameworks/native/services/inputflinger/InputDispatcher.setInputWindowsLocked


### 1.5 setFocusedApplication


`setFocusedApplication`用于设置焦点应用,相关代码位于`frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp`:



void InputDispatcher::setFocusedApplication(
int32_t displayId, const std::shared_ptr& inputApplicationHandle) {
if (DEBUG_FOCUS) {
ALOGD(“setFocusedApplication displayId=%” PRId32 " %s", displayId,
inputApplicationHandle ? inputApplicationHandle->getName().c_str() : “”);
}
{ // acquire lock
std::scoped_lock _l(mLock);
// 设置焦点应用
setFocusedApplicationLocked(displayId, inputApplicationHandle);
} // release lock

// Wake up poll loop since it may need to make new input dispatching choices.
mLooper->wake();

}


### 1.6 dispatchEventLocked



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