应用程序注册消息监听过程分析
CPP层InputManagerService启动后就需要监听按键输入了,当InputManagerService监听到键盘输入的事件后就需要分发键盘事件,但是分发给谁呢?这里首先应该是分发给当前激活的Window窗口,但是当前激活的window窗口怎么才能接受到消息呢,window窗口需要注册一个键盘消息接收通道到InputManagerService中,那么如何注册的呢?我们知道一个Activity对应一个ViewRootImpl对象,在Activity启动时会创建一个ViewRootImpl对象,并调用其setView函数把Activity的DecorView设置到ViewRootImpl中,而Activity正是在setView函数中注册键盘消息的接收通道的。
Step 1. ViewRootImpl.setView
该函数定义在frameworks/base/core/java/android/view/ViewRootImpl.java中
public void setView(View view, WindowManager.LayoutParams attrs, View panelParentView) {
//调用requestLayout来通知InputManagerService当前的窗口是激活的窗口
requestLayout();
if ((mWindowAttributes.inputFeatures
& WindowManager.LayoutParams.INPUT_FEATURE_NO_INPUT_CHANNEL) == 0) {
//如果该窗口没有指定INPUT_FEATURE_NO_INPUT_CHANNEL属性,则创建消息接收通道InputChannel
mInputChannel = new InputChannel();
}
try {
//通过binder调用,调用server端的Session对象来跟WindowManagerService通信,该函数最后会调
//用到WindowManagerService的addWindow函数,函数中会创建一对InputChannel(server/client),
//这样在函数调用结束后,mInputChannel就变成了client端的对象。在
//frameworks/base/core/java/android/view/IWindowSession.aidl的
//addToDisplay函数的声明中,InputChannel指定的数据流的流向是out,因此
//WindowManagerService修改了mInputChannel,客户端就能拿到这个对象的数据了。
res = mWindowSession.addToDisplay(mWindow, mSeq, mWindowAttributes,
getHostVisibility(), mDisplay.getDisplayId(),
mAttachInfo.mContentInsets, mAttachInfo.mStableInsets,
mAttachInfo.mOutsets, mInputChannel);
} catch (Exception e) {
...
}
if (mInputChannel != null) {
if (mInputQueueCallback != null) {
mInputQueue = new InputQueue();
mInputQueueCallback.onInputQueueCreated(mInputQueue);
//初始化WindowInputEventReceiver,按键消息会从native层传到该对象的onInputEvent函数
//中,onInputEvent函数是按键在应用端java层分发的起始端。
mInputEventReceiver = new WindowInputEventReceiver(mInputChannel,
Looper.myLooper());
}
}
}
这个函数与注册键盘消息通道的相关主要有三个功能:
一是调用requestLayout函数来通知InputManagerService,这个Activity窗口是当前被激活的窗口,同时将所有的窗口注册到InputDispatcher中
二是调用mWindowSession的add成员函数来把键盘消息接收通道的server端注册端注册到CPP层的InputManagerService中,client端注册到本应用程序的消息循环Looper中,这样当InputManagerService监控到有键盘消息的时候,就会找到当前被激活的窗口,然后找到其在InputManagerService中对应的键盘消息接收通道(InputChannel),通过这个通道在InputManagerService的server端来通知应用程序消息循环的client端,这样就把键盘消息分发给当前激活的Activity窗口了
三是应用程序这一侧注册消息接收通道
Step 2. ViewRootImpl.requestLayout
该函数定义在frameworks/base/core/java/android/view/ViewRootImpl.java中
@Override
public void requestLayout() {
if (!mHandlingLayoutInLayoutRequest) {
checkThread();
mLayoutRequested = true;
scheduleTraversals();
}
}
这里调用了scheduleTraversals函数来做进一步的操作,该函数调用mChoreographer来post一个Runnable到Looper中,之后会执行mTraversalRunnable中的run方法,即调用doTraversal函数
Step 3. ViewRootImpl.doTraversal
该函数定义在frameworks/base/core/java/android/view/ViewRootImpl.java中
void doTraversal() {
if (mTraversalScheduled) {
mTraversalScheduled = false;
mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);
performTraversals();
}
}
该函数主要是执行performTraversals()函数,进而调用relayoutWindow函数,在该函数中又会调用mWindowSession的relayout进入到java层的WindowManagerService的relayoutWindow函数,该函数会调用mInputMonitor.updateInputWindowsLw(true /force/);mInputMonitor是InputMonitor对象。
Step 4. InputMonitor.updateInputWindowsLw
该函数定义在frameworks/base/core/java/android/view/ViewRootImpl.java中
public void updateInputWindowsLw(boolean force) {
boolean addInputConsumerHandle = mService.mInputConsumer != null;
// Add all windows on the default display.
final int numDisplays = mService.mDisplayContents.size();
for (int displayNdx = 0; displayNdx < numDisplays; ++displayNdx) {
WindowList windows = mService.mDisplayContents.valueAt(displayNdx).getWindowList();
for (int winNdx = windows.size() - 1; winNdx >= 0; --winNdx) {
final WindowState child = windows.get(winNdx);
final InputChannel inputChannel = child.mInputChannel;
final InputWindowHandle inputWindowHandle = child.mInputWindowHandle;
if (inputChannel == null || inputWindowHandle == null || child.mRemoved) {
// Skip this window because it cannot possibly receive input.
continue;
}
if (addInputConsumerHandle
&& inputWindowHandle.layer <= mService.mInputConsumer.mWindowHandle.layer) {
addInputWindowHandleLw(mService.mInputConsumer.mWindowHandle);
addInputConsumerHandle = false;
}
final int flags = child.mAttrs.flags;
final int privateFlags = child.mAttrs.privateFlags;
final int type = child.mAttrs.type;
final boolean hasFocus = (child == mInputFocus);
final boolean isVisible = child.isVisibleLw();
if ((privateFlags
& WindowManager.LayoutParams.PRIVATE_FLAG_DISABLE_WALLPAPER_TOUCH_EVENTS)
!= 0) {
disableWallpaperTouchEvents = true;
}
final boolean hasWallpaper = (child == mService.mWallpaperTarget)
&& (privateFlags & WindowManager.LayoutParams.PRIVATE_FLAG_KEYGUARD) == 0
&& !disableWallpaperTouchEvents;
final boolean onDefaultDisplay = (child.getDisplayId() == Display.DEFAULT_DISPLAY);
// If there's a drag in progress and 'child' is a potential drop target,
// make sure it's been told about the drag
if (inDrag && isVisible && onDefaultDisplay) {
mService.mDragState.sendDragStartedIfNeededLw(child);
}
addInputWindowHandleLw(inputWindowHandle, child, flags, type, isVisible, hasFocus,
hasWallpaper);
}
}
// Send windows to native code.
mService.mInputManager.setInputWindows(mInputWindowHandles);
}
这个函数将当前系统中带有InputChannel的Activity窗口都设置为InputManagerService的输入窗口,但是后面我们会看到,只有当前激活的窗口才会响应键盘消息。
Step 5. InputManagerService.setInputWindows
该函数定义在frameworks/base/services/core/java/com/android/server/input/InputManagerService.java
public void setInputWindows(InputWindowHandle[] windowHandles) {
nativeSetInputWindows(mPtr, windowHandles);
}
这个函数调用了本地方法nativeSetInputWindows来进一步执行操作,mPtr是native层NativeInputManager实例,在调用InputManagerService.nativeInit函数时会在native层构造NativeInputManager对象并将其保存在mPtr中。nativeSetInputWindows会调用NativeInputManager的setInputWindows函数
Step 6. NativeInputManager.setInputWindows
这个函数定义在frameworks/base/services/core/jni/com_android_server_input_InputManagerService.cpp
void NativeInputManager::setInputWindows(JNIEnv* env, jobjectArray windowHandleObjArray) {
Vector<sp<InputWindowHandle> > windowHandles;
if (windowHandleObjArray) {
jsize length = env->GetArrayLength(windowHandleObjArray);
for (jsize i = 0; i < length; i++) {
jobject windowHandleObj = env->GetObjectArrayElement(windowHandleObjArray, i);
if (! windowHandleObj) {
break; // found null element indicating end of used portion of the array
}
sp<InputWindowHandle> windowHandle =
android_server_InputWindowHandle_getHandle(env, windowHandleObj);
if (windowHandle != NULL) {
windowHandles.push(windowHandle);
}
env->DeleteLocalRef(windowHandleObj);
}
}
mInputManager->getDispatcher()->setInputWindows(windowHandles);
// Do this after the dispatcher has updated the window handle state.
bool newPointerGesturesEnabled = true;
size_t numWindows = windowHandles.size();
for (size_t i = 0; i < numWindows; i++) {
const sp<InputWindowHandle>& windowHandle = windowHandles.itemAt(i);
const InputWindowInfo* windowInfo = windowHandle->getInfo();
if (windowInfo && windowInfo->hasFocus && (windowInfo->inputFeatures
& InputWindowInfo::INPUT_FEATURE_DISABLE_TOUCH_PAD_GESTURES)) {
newPointerGesturesEnabled = false;
}
}
}
这个函数首先将Java层的InputWindowHandle转换成C++层的NativeInputWindowHandle,然后放在windowHandles向量中,最后将这些输入窗口设置到InputDispatcher中去。
Step 7. InputDispatcher.setInputWindows
这个函数定义在frameworks/native/services/inputflinger/InputDispatcher.cpp 文件中:
void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles) {
{ // acquire lock
AutoMutex _l(mLock);
Vector<sp<InputWindowHandle> > oldWindowHandles = mWindowHandles;
mWindowHandles = inputWindowHandles;
sp<InputWindowHandle> newFocusedWindowHandle;
bool foundHoveredWindow = false;
for (size_t i = 0; i < mWindowHandles.size(); i++) {
const sp<InputWindowHandle>& windowHandle = mWindowHandles.itemAt(i);
if (!windowHandle->updateInfo() || windowHandle->getInputChannel() == NULL) {
mWindowHandles.removeAt(i--);
continue;
}
if (windowHandle->getInfo()->hasFocus) {
newFocusedWindowHandle = windowHandle;
}
}
if (mFocusedWindowHandle != newFocusedWindowHandle) {
mFocusedWindowHandle = newFocusedWindowHandle;
}
} // release lock
// Wake up poll loop since it may need to make new input dispatching choices.
mLooper->wake();
}
这里InputDispatcher的成员变量mFocusedWindowHandle 就代表当前激活的窗口的。这个函数遍历inputWindowHandles,获取获得焦点的窗口,并赋值给mFocusedWindowHandle 这样,InputManagerService就把当前激活的窗口保存在InputDispatcher中了,后面就可以把键盘消息分发给它来处理。
Step 8. 在前面的ViewRootImpl的setView中,下一步是server端注册接收通道
if ((mWindowAttributes.inputFeatures
& WindowManager.LayoutParams.INPUT_FEATURE_NO_INPUT_CHANNEL) == 0) {
mInputChannel = new InputChannel();
}
try {
res = mWindowSession.addToDisplay(mWindow, mSeq, mWindowAttributes,
getHostVisibility(), mDisplay.getDisplayId(),
mAttachInfo.mContentInsets, mAttachInfo.mStableInsets,
mAttachInfo.mOutsets, mInputChannel);
} catch (Exception e) {
...
}
这里会调用到WindowManagerService的addWindow接口
Step 9. WindowManagerService.addWindow
该函数定义在frameworks/base/services/core/java/com/android/server/wm/WindowManagerService.java
public int addWindow(Session session, IWindow client, int seq,
WindowManager.LayoutParams attrs, int viewVisibility, int displayId,
Rect outContentInsets, Rect outStableInsets, Rect outOutsets,
InputChannel outInputChannel) {
if (outInputChannel != null && (attrs.inputFeatures
& WindowManager.LayoutParams.INPUT_FEATURE_NO_INPUT_CHANNEL) == 0) {
String name = win.makeInputChannelName();
InputChannel[] inputChannels = InputChannel.openInputChannelPair(name);
win.setInputChannel(inputChannels[0]);
inputChannels[1].transferTo(outInputChannel);
mInputManager.registerInputChannel(win.mInputChannel, win.mInputWindowHandle);
}
}
这里的outInputChannel即为前面创建的InputChannel,它不为NULL,因此,这里会通过InputChannel.openInputChannelPair函数来创建一对输入通道,其中一个位于WindowManagerService中,另外一个通过outInputChannel参数返回到应用程序中。WindowManagerService会为每个窗口创建一个WindowState对象,然后将该InputChannel对的service端保存到WindowState中
Step 10. 下面看下InputChannel.openInputChannelPair的实现
函数定义在frameworks/base/core/java/android/view/InputChannel.java
public static InputChannel[] openInputChannelPair(String name) {
if (name == null) {
throw new IllegalArgumentException("name must not be null");
}
if (DEBUG) {
Slog.d(TAG, "Opening input channel pair '" + name + "'");
}
return nativeOpenInputChannelPair(name);
}
调用了nativeOpenInputChannelPair函数,在native创建一个InputChannel对
Step 11. InputChannel.nativeOpenInputChannelPair
函数定义在frameworks/base/core/jni/android_view_InputChannel.cpp
static jobjectArray android_view_InputChannel_nativeOpenInputChannelPair(JNIEnv* env,
jclass clazz, jstring nameObj) {
const char* nameChars = env->GetStringUTFChars(nameObj, NULL);
String8 name(nameChars);
env->ReleaseStringUTFChars(nameObj, nameChars);
sp<InputChannel> serverChannel;
sp<InputChannel> clientChannel;
status_t result = InputChannel::openInputChannelPair(name, serverChannel, clientChannel);
...
return channelPair;
}
nativeOpenInputChannelPair函数调用InputChannel的openInputChannelPair函数创建一对InputChannel,该对象是Native层的InputChannel,跟java层是一一对应的。
Step 12. InputChannel.openInputChannelPair
该函数定义在frameworks/native/libs/input/InputTransport.cpp中
status_t InputChannel::openInputChannelPair(const String8& name,
sp<InputChannel>& outServerChannel, sp<InputChannel>& outClientChannel) {
int sockets[2];
if (socketpair(AF_UNIX, SOCK_SEQPACKET, 0, sockets)) {
status_t result = -errno;
ALOGE("channel '%s' ~ Could not create socket pair. errno=%d",
name.string(), errno);
outServerChannel.clear();
outClientChannel.clear();
return result;
}
int bufferSize = SOCKET_BUFFER_SIZE;
//设置server端和client端的接收缓冲区和发送缓冲区
setsockopt(sockets[0], SOL_SOCKET, SO_SNDBUF, &bufferSize, sizeof(bufferSize));
setsockopt(sockets[0], SOL_SOCKET, SO_RCVBUF, &bufferSize, sizeof(bufferSize));
setsockopt(sockets[1], SOL_SOCKET, SO_SNDBUF, &bufferSize, sizeof(bufferSize));
setsockopt(sockets[1], SOL_SOCKET, SO_RCVBUF, &bufferSize, sizeof(bufferSize));
String8 serverChannelName = name;
serverChannelName.append(" (server)");
outServerChannel = new InputChannel(serverChannelName, sockets[0]);
String8 clientChannelName = name;
clientChannelName.append(" (client)");
outClientChannel = new InputChannel(clientChannelName, sockets[1]);
return OK;
}
这里调用了socketpair系统调用创建了一对已经连接的UNIX租socket,这里可以把这一对socket当成pipe返回的文件描述符一样使用,pipe返回的管道是单向管道,即只能从一端写入,一端读出,但是socketpair是创建的管道是全双工的,可读可写。
创建好了server端和client端通道后,在WindowManagerService.addWindow函数中,一方面它把刚才创建的Client端的输入通道通过outInputChannel参数返回到应用程序中:
inputChannels[1].transferTo(outInputChannel);
另外还需要把server端的InputChannel注册到InputManagerService中:
mInputManager.registerInputChannel(win.mInputChannel, win.mInputWindowHandle);
Step 13. InputManagerService.registerInputChannel
函数定义在frameworks/base/services/core/java/com/android/server/input/InputManagerService.java
public void registerInputChannel(InputChannel inputChannel,
InputWindowHandle inputWindowHandle) {
if (inputChannel == null) {
throw new IllegalArgumentException("inputChannel must not be null.");
}
nativeRegisterInputChannel(mPtr, inputChannel, inputWindowHandle, false);
}
通过调用nativeRegisterInputChannel来将InputChannel注册到native层
Step 14. InputManagerService.nativeRegisterInputChannel
这个函数定义在frameworks/base/services/core/jni/com_android_server_input_InputManagerService.cpp
static void nativeRegisterInputChannel(JNIEnv* env, jclass /* clazz */,
jlong ptr, jobject inputChannelObj, jobject inputWindowHandleObj, jboolean monitor) {
NativeInputManager* im = reinterpret_cast<NativeInputManager*>(ptr);
sp<InputChannel> inputChannel = android_view_InputChannel_getInputChannel(env,
inputChannelObj);
sp<InputWindowHandle> inputWindowHandle =
android_server_InputWindowHandle_getHandle(env, inputWindowHandleObj);
status_t status = im->registerInputChannel(
env, inputChannel, inputWindowHandle, monitor);
}
根据java层的InputWindowHandle获得native层的InputWindowHandle对象,根据java层的InputChannel获得native层的InputChannel对象,然后调用NativeInputManager的resgiterInputChannel,该函数又调用了InputDispatcher的registerInputChannel
Step 15. InputDispatcher.registerInputChannel
该函数定义在frameworks/native/services/inputflinger/InputDispatcher.cpp
status_t InputDispatcher::registerInputChannel(const sp<InputChannel>& inputChannel,
const sp<InputWindowHandle>& inputWindowHandle, bool monitor) {
{ // acquire lock
AutoMutex _l(mLock);
sp<Connection> connection = new Connection(inputChannel, inputWindowHandle, monitor);
int fd = inputChannel->getFd();
mConnectionsByFd.add(fd, connection);
if (monitor) {
mMonitoringChannels.push(inputChannel);
}
mLooper->addFd(fd, 0, ALOOPER_EVENT_INPUT, handleReceiveCallback, this);
} // release lock
// Wake the looper because some connections have changed.
mLooper->wake();
return OK;
}
将InputWindowHandle, InputChanel封装成Connection对象,然后fd作为key,Connection作为Value,保存在mConnectionsByFd中,如果传入的monitor是true,则需要将InputChannel放到mMonitoringChannels中,从上面的InputManagerService的registerInputChannel函数里传入的monitor是false,所以这里不加入到mMonitoringChannels。同时把fd加入到mLooper的监听中,并指定当该fd有内容可读时,Looper就会调用handleReceiveCallback函数。至此server端的InputChannel注册完成,InputDispatcher睡眠在监听的fds上,当有按键事件发生时,InputDispatcher就会往这些fd写入InputMessage对象,进而回调handleReceiveCallback函数。//TODO这里当客户端的进程读取完事件后会往InputChannel的client端写入????,而server端可以收到,这时InputDispatcher就会被唤醒,然后调用handleReceiveCallback来表明按键接收结束。
至此,server端的InputChannel就注册完成了,再回到前面的WindowManagerService.addWindow上的第二步inputChannels[1].transferTo(outInputChannel);,这个是将创建的一对InputChannel的client端复制到传入的参数InputChannel上,当addWindow返回时,就回到ViewRootImpl.setView函数中,执行应用程序这一侧的键盘消息接收通道。
if (mInputChannel != null) {
mInputEventReceiver = new WindowInputEventReceiver(mInputChannel,
Looper.myLooper());
}
WindowInputEventReceiver继承自InputEventReceiver类。
Step 16. InputEventReceiver.init
构造函数定义在frameworks/base/core/java/android/view/InputEventReceiver.java
public InputEventReceiver(InputChannel inputChannel, Looper looper) {
mInputChannel = inputChannel;
mMessageQueue = looper.getQueue();
mReceiverPtr = nativeInit(new WeakReference<InputEventReceiver>(this),
inputChannel, mMessageQueue);
mCloseGuard.open("dispose");
}
调用了nativeInit执行native层的初始化
Step 17. InputEventReceiver.nativeInit
定义在frameworks/base/core/jni/android_view_InputEventReceiver.cpp
static jlong nativeInit(JNIEnv* env, jclass clazz, jobject receiverWeak,
jobject inputChannelObj, jobject messageQueueObj) {
sp<InputChannel> inputChannel = android_view_InputChannel_getInputChannel(env,
inputChannelObj);
sp<MessageQueue> messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj);
sp<NativeInputEventReceiver> receiver = new NativeInputEventReceiver(env,
receiverWeak, inputChannel, messageQueue);
status_t status = receiver->initialize();
receiver->incStrong(gInputEventReceiverClassInfo.clazz); // retain a reference for the object
return reinterpret_cast<jlong>(receiver.get());
}
函数创建了一个NativeInputEventReceiver对象,并调用其initialize函数
Step 18. NativeInputEventReceiver.initialize
该函数定义在frameworks/base/core/jni/android_view_InputEventReceiver.cpp
status_t NativeInputEventReceiver::initialize() {
setFdEvents(ALOOPER_EVENT_INPUT);
return OK;
}
调用setFdEvents函数
Step 19. NativeInputEventReceiver.setFdEvents
该函数定义在frameworks/base/core/jni/android_view_InputEventReceiver.cpp
void NativeInputEventReceiver::setFdEvents(int events) {
if (mFdEvents != events) {
mFdEvents = events;
int fd = mInputConsumer.getChannel()->getFd();
if (events) {
mMessageQueue->getLooper()->addFd(fd, 0, events, this, NULL);
} else {
mMessageQueue->getLooper()->removeFd(fd);
}
}
}
这里调用传入的MessageQueue获取Looper对象,如果events是0,则表示要移除监听fd,如果events不为0,表示要监听fd,这个fd是前面WindowManagerService创建的一对InputChannel的client端,这样当Server端写入事件时,client端的looper就能被唤醒,并调用handleEvent函数(Looper::addFd函数可以指定LooperCallback对象,当fd可读时,会调用LooperCallback的handleEvent,而NativeInputEventReceiver继承自LooperCallback,所以这里会调用NativeInputEventReceiver的handleEvent函数)
Step 20. NativeInputEventReceiver.handleEvent
该函数定义在frameworks/base/core/jni/android_view_InputEventReceiver.cpp
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);
mMessageQueue->raiseAndClearException(env, "handleReceiveCallback");
return status == OK || status == NO_MEMORY ? 1 : 0;
}
}
该函数调用consumeEvents函数来处理接收一个按键事件
Step 21. NativeInputEventReceiver.consumeEvents
该函数定义在frameworks/base/core/jni/android_view_InputEventReceiver.cpp
status_t NativeInputEventReceiver::consumeEvents(JNIEnv* env,
bool consumeBatches, nsecs_t frameTime, bool* outConsumedBatch) {
if (kDebugDispatchCycle) {
ALOGD("channel '%s' ~ Consuming input events, consumeBatches=%s, frameTime=%lld.",
getInputChannelName(), consumeBatches ? "true" : "false", (long long)frameTime);
}
if (consumeBatches) {
mBatchedInputEventPending = false;
}
if (outConsumedBatch) {
*outConsumedBatch = false;
}
ScopedLocalRef<jobject> receiverObj(env, NULL);
bool skipCallbacks = false;
for (;;) {
uint32_t seq;
InputEvent* inputEvent;
status_t status = mInputConsumer.consume(&mInputEventFactory,
consumeBatches, frameTime, &seq, &inputEvent);
if (!skipCallbacks) {
jobject inputEventObj;
switch (inputEvent->getType()) {
case AINPUT_EVENT_TYPE_KEY:
inputEventObj = android_view_KeyEvent_fromNative(env,
static_cast<KeyEvent*>(inputEvent));
break;
}
if (inputEventObj) {
env->CallVoidMethod(receiverObj.get(),
gInputEventReceiverClassInfo.dispatchInputEvent, seq, inputEventObj);
env->DeleteLocalRef(inputEventObj);
}
}
if (skipCallbacks) {
mInputConsumer.sendFinishedSignal(seq, false);
}
}
}
函数首先调用mInputConsumer.consume接收一个InputEvent对象,mInputConsumer在NativeInputEventReceiver构造函数中初始化
Step 22. InputConsumer.consume
该函数定义在frameworks/native/libs/input/InputTransport.cpp
status_t InputConsumer::consume(InputEventFactoryInterface* factory,
bool consumeBatches, nsecs_t frameTime, uint32_t* outSeq, InputEvent** outEvent) {
*outSeq = 0;
*outEvent = NULL;
// Fetch the next input message.
// Loop until an event can be returned or no additional events are received.
while (!*outEvent) {
if (mMsgDeferred) {
// mMsg contains a valid input message from the previous call to consume
// that has not yet been processed.
mMsgDeferred = false;
} else {
// Receive a fresh message.
status_t result = mChannel->receiveMessage(&mMsg);
if (result) {
// Consume the next batched event unless batches are being held for later.
if (consumeBatches || result != WOULD_BLOCK) {
result = consumeBatch(factory, frameTime, outSeq, outEvent);
if (*outEvent) {
break;
}
}
return result;
}
}
switch (mMsg.header.type) {
case InputMessage::TYPE_KEY: {
KeyEvent* keyEvent = factory->createKeyEvent();
if (!keyEvent) return NO_MEMORY;
initializeKeyEvent(keyEvent, &mMsg);
*outSeq = mMsg.body.key.seq;
*outEvent = keyEvent;
break;
}
}
return OK;
}
函数首先调用InputChannel的receiveMessage函数接收InputMessage对象,然后根据InputMessage对象调用initializeKeyEvent来构造KeyEvent对象。拿到可KeyEvent对象后,再对到consumeEvents中调用java层的InputEventReceiver.java的dispatchInputEvent函数
env->CallVoidMethod(receiverObj.get(),
gInputEventReceiverClassInfo.dispatchInputEvent, seq, inputEventObj);
Step 23. InputEventReceiver.dispatchInputEvent
该函数定义在frameworks/base/core/java/android/view/InputEventReceiver.java
// Called from native code.
@SuppressWarnings("unused")
private void dispatchInputEvent(int seq, InputEvent event) {
mSeqMap.put(event.getSequenceNumber(), seq);
onInputEvent(event);
}
进而调用onInputEvent函数。至此按键就开始了java层的分发。