- Sprite Surface 创建
鼠标在Android中被称为了Sprite,其Surface的创建是在SpriteController.cpp,目录/frameworks/base/services/input/SpriteController.cpp,那么Sprite对应的图片在哪儿呢,肯定有一个地方会去加载对应分辨率的cursor图片;由frameworks/base/core/java/android/view/PointerIcon.java中的getSystemIcon()导入,然后再由SpriteController::SpriteImpl::setIcon(),设置为Sprite这个精灵的资源。每次鼠标移动后,InputReader线程总会获取这个坐标值,然后InputDispatch会分发给WindowManagerService,而ViewRootImpl会读取等等
鼠标也是Pointer,在input目录下面还有一个PointerController,这个应该是控制鼠标的,继承自PointerControllerInterface
/**
* Interface for tracking a mouse / touch pad pointer and touch pad spots.
*
* The spots are sprites on screen that visually represent the positions of
* fingers
*
* The pointer controller is responsible for providing synchronization and for tracking
* display orientation changes if needed.
*/
class PointerControllerInterface : public virtual RefBase {
更新鼠标及创建Surface的地方是在SpriteController的SpriteController::doUpdateSprites()中
void SpriteController::doUpdateSprites() {
// Collect information about sprite updates.
// Each sprite update record includes a reference to its associated sprite so we can
// be certain the sprites will not be deleted while this function runs. Sprites
// may invalidate themselves again during this time but we will handle those changes
// in the next iteration.
Vector<SpriteUpdate> updates;
size_t numSprites;
{ // acquire lock
AutoMutex _l(mLock);
numSprites = mLocked.invalidatedSprites.size();
for (size_t i = 0; i < numSprites; i++) {
const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);
updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
sprite->resetDirtyLocked();
}
mLocked.invalidatedSprites.clear();
} // release lock
// Create missing surfaces.
bool surfaceChanged = false;
for (size_t i = 0; i < numSprites; i++) {
SpriteUpdate& update = updates.editItemAt(i);
if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
update.state.surfaceWidth = update.state.icon.bitmap.width();
update.state.surfaceHeight = update.state.icon.bitmap.height();
update.state.surfaceDrawn = false;
update.state.surfaceVisible = false;
update.state.surfaceControl = obtainSurface(
update.state.surfaceWidth, update.state.surfaceHeight);
if (update.state.surfaceControl != NULL) {
update.surfaceChanged = surfaceChanged = true;
}
}
}
// Resize sprites if needed, inside a global transaction.
bool haveGlobalTransaction = false;
for (size_t i = 0; i < numSprites; i++) {
SpriteUpdate& update = updates.editItemAt(i);
if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
int32_t desiredWidth = update.state.icon.bitmap.width();
int32_t desiredHeight = update.state.icon.bitmap.height();
if (update.state.surfaceWidth < desiredWidth
|| update.state.surfaceHeight < desiredHeight) {
if (!haveGlobalTransaction) {
SurfaceComposerClient::openGlobalTransaction();
haveGlobalTransaction = true;
}