按键是如何知道分发给哪个应用进程

之前分析按键的博客,我们分析了按键的流程,但是对按键具体在InputFlinger中分发给哪个进程这块没有分析。

WMS设置焦点

我们先来看WMS的updateFocusedWindowLocked函数,当Window窗口或者焦点有变化都会调用这个函数,这个函数先调用findFocusedWindowLocked来获取当前有焦点的窗口,然后会调用InputMonitor的setInputFocusLw函数.

我们先来看findFocusedWindowLocked函数。这个函数把WindowList逆序遍历,把最前面的window放在前面遍历,然后找该window的mAppToken是否在各个Task中存在,存在就认为当前window就是有焦点的window。

 

    private WindowState findFocusedWindowLocked(DisplayContent displayContent) {
        final WindowList windows = displayContent.getWindowList();
        for (int i = windows.size() - 1; i >= 0; i--) {
            final WindowState win = windows.get(i);

            if (localLOGV || DEBUG_FOCUS) Slog.v(
                TAG, "Looking for focus: " + i
                + " = " + win
                + ", flags=" + win.mAttrs.flags
                + ", canReceive=" + win.canReceiveKeys());

            if (!win.canReceiveKeys()) {
                continue;
            }

            AppWindowToken wtoken = win.mAppToken;

            // If this window's application has been removed, just skip it.
            if (wtoken != null && (wtoken.removed || wtoken.sendingToBottom)) {
                if (DEBUG_FOCUS) Slog.v(TAG, "Skipping " + wtoken + " because "
                        + (wtoken.removed ? "removed" : "sendingToBottom"));
                continue;
            }

            // Descend through all of the app tokens and find the first that either matches
            // win.mAppToken (return win) or mFocusedApp (return null).
            if (wtoken != null && win.mAttrs.type != TYPE_APPLICATION_STARTING &&
                    mFocusedApp != null) {
                ArrayList<Task> tasks = displayContent.getTasks();
                for (int taskNdx = tasks.size() - 1; taskNdx >= 0; --taskNdx) {
                    AppTokenList tokens = tasks.get(taskNdx).mAppTokens;
                    int tokenNdx = tokens.size() - 1;
                    for ( ; tokenNdx >= 0; --tokenNdx) {
                        final AppWindowToken token = tokens.get(tokenNdx);
                        if (wtoken == token) {
                            break;
                        }
                        if (mFocusedApp == token) {
                            // Whoops, we are below the focused app...  no focus for you!
                            if (localLOGV || DEBUG_FOCUS_LIGHT) Slog.v(TAG,
                                    "findFocusedWindow: Reached focused app=" + mFocusedApp);
                            return null;
                        }
                    }
                    if (tokenNdx >= 0) {
                        // Early exit from loop, must have found the matching token.
                        break;
                    }
                }
            }

            if (DEBUG_FOCUS_LIGHT) Slog.v(TAG, "findFocusedWindow: Found new focus @ " + i +
                        " = " + win);
            return win;
        }

        if (DEBUG_FOCUS_LIGHT) Slog.v(TAG, "findFocusedWindow: No focusable windows.");
        return null;
    }

 

 

 

 

 

 

setInputFocusLw函数中,把当前有焦点的window保存在mInputFocus中,然后调用updateInputWindows函数。

 

    public void setInputFocusLw(WindowState newWindow, boolean updateInputWindows) {
        if (WindowManagerService.DEBUG_FOCUS_LIGHT || WindowManagerService.DEBUG_INPUT) {
            Slog.d(WindowManagerService.TAG, "Input focus has changed to " + newWindow);
        }

        if (newWindow != mInputFocus) {
            if (newWindow != null && newWindow.canReceiveKeys()) {
                // Displaying a window implicitly causes dispatching to be unpaused.
                // This is to protect against bugs if someone pauses dispatching but
                // forgets to resume.
                newWindow.mToken.paused = false;
            }

            mInputFocus = newWindow;
            setUpdateInputWindowsNeededLw();

            if (updateInputWindows) {
                updateInputWindowsLw(false /*force*/);
            }
        }
    }

我们再看看updateInputWindowsLw函数,遍历所有的窗口,把是当前有焦点的窗口hasFocus置为true,然后调用addInputWindowHandleLw函数把所有的InputWindowHandle放入mInputWindowHandles中,最后调用InputManagerService的setInputWindows,设置到InputFlinger中去。

    public void updateInputWindowsLw(boolean force) {
        if (!force && !mUpdateInputWindowsNeeded) {
            return;
        }
        ......

        // 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) {//遍历所有设备上的窗口
                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);//是有焦点的窗口,把hasFocus置为true
                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);//调用InputManagerService的setInputWindows

        // Clear the list in preparation for the next round.
        clearInputWindowHandlesLw();
    }

这个函数就是对InputWindowHandle的变量进行赋值,然后调用了另一个addInputWindowHandleLw函数

    private void addInputWindowHandleLw(final InputWindowHandle inputWindowHandle,
            final WindowState child, int flags, final int type, final boolean isVisible,
            final boolean hasFocus, final boolean hasWallpaper) {
        // Add a window to our list of input windows.
        inputWindowHandle.name = child.toString();
        final boolean modal = (flags & (WindowManager.LayoutParams.FLAG_NOT_TOUCH_MODAL
                | WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE)) == 0;
        if (modal && child.mAppToken != null) {
            // Limit the outer touch to the activity stack region.
            flags |= WindowManager.LayoutParams.FLAG_NOT_TOUCH_MODAL;
            child.getStackBounds(mTmpRect);
            inputWindowHandle.touchableRegion.set(mTmpRect);
        } else {
            // Not modal or full screen modal
            child.getTouchableRegion(inputWindowHandle.touchableRegion);
        }
        inputWindowHandle.layoutParamsFlags = flags;
        inputWindowHandle.layoutParamsType = type;
        inputWindowHandle.dispatchingTimeoutNanos = child.getInputDispatchingTimeoutNanos();
        inputWindowHandle.visible = isVisible;
        inputWindowHandle.canReceiveKeys = child.canReceiveKeys();
        inputWindowHandle.hasFocus = hasFocus;
        inputWindowHandle.hasWallpaper = hasWallpaper;
        inputWindowHandle.paused = child.mAppToken != null ? child.mAppToken.paused : false;
        inputWindowHandle.layer = child.mLayer;
        inputWindowHandle.ownerPid = child.mSession.mPid;
        inputWindowHandle.ownerUid = child.mSession.mUid;
        inputWindowHandle.inputFeatures = child.mAttrs.inputFeatures;

        final Rect frame = child.mFrame;
        inputWindowHandle.frameLeft = frame.left;
        inputWindowHandle.frameTop = frame.top;
        inputWindowHandle.frameRight = frame.right;
        inputWindowHandle.frameBottom = frame.bottom;

        if (child.mGlobalScale != 1) {
            // If we are scaling the window, input coordinates need
            // to be inversely scaled to map from what is on screen
            // to what is actually being touched in the UI.
            inputWindowHandle.scaleFactor = 1.0f/child.mGlobalScale;
        } else {
            inputWindowHandle.scaleFactor = 1;
        }


        addInputWindowHandleLw(inputWindowHandle);
    }

这个addInputWindowHandleLw函数就是把所有的InputWindowHandle放入mInputWindowHandles中。

    private void addInputWindowHandleLw(final InputWindowHandle windowHandle) {
        if (mInputWindowHandles == null) {
            mInputWindowHandles = new InputWindowHandle[16];
        }
        if (mInputWindowHandleCount >= mInputWindowHandles.length) {
            mInputWindowHandles = Arrays.copyOf(mInputWindowHandles,
                    mInputWindowHandleCount * 2);
        }
        mInputWindowHandles[mInputWindowHandleCount++] = windowHandle;
    }

 

在之前博客我们分析过InputChannel是在addWIindow中创建的,创建了InputChannel之后直接把InputChannel[0]作为参数调用了WindowState的setInputChannel函数。

 

            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);
            }

WindowState的setInputChannel函数直接把InputWindowHandle的InputChannel对象设置为之前创建的InputChannel[0].

    void setInputChannel(InputChannel inputChannel) {
        if (mInputChannel != null) {
            throw new IllegalStateException("Window already has an input channel.");
        }

        mInputChannel = inputChannel;
        mInputWindowHandle.inputChannel = inputChannel;
    }

 

 

 

 

 

InputDispatcher的mFocusedWindowHandle

InputManagerService的setInputWindows函数直接调用了JNI函数。

    public void setInputWindows(InputWindowHandle[] windowHandles) {
        nativeSetInputWindows(mPtr, windowHandles);
    }

然后从NativeInputManager::setInputWindows函数中再调用了InputDispatcher的setInputWindows函数,这个函数就是遍历所有的InputWindowHandle看是谁的hasFocus为true,为true最后把mFocusedWindowHandle设置为这个InputWindowHandle。

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 (windowHandle == mLastHoverWindowHandle) {
                foundHoveredWindow = true;
            }
        }

        if (!foundHoveredWindow) {
            mLastHoverWindowHandle = NULL;
        }
        ......
}

 

分发按键

 

我们最后在InputDispatcher中分发按键时,会到dispatchKeyLocked函数,这个函数会调用函数findFocusedWindowTargetsLocked函数,这个函数又会调用addWindowTargetLocked函数,mFocusWindowHandle就是有焦点的那个window。inputTargets是个输出参数。

 

    addWindowTargetLocked(mFocusedWindowHandle,
            InputTarget::FLAG_FOREGROUND | InputTarget::FLAG_DISPATCH_AS_IS, BitSet32(0),
            inputTargets);

addWindowTargetLocked函数就是把InputWindowHandle的一个成员变量InputWindowInfo的值给InputTarget。

void InputDispatcher::addWindowTargetLocked(const sp<InputWindowHandle>& windowHandle,
        int32_t targetFlags, BitSet32 pointerIds, Vector<InputTarget>& inputTargets) {
    inputTargets.push();

    const InputWindowInfo* windowInfo = windowHandle->getInfo();
    InputTarget& target = inputTargets.editTop();
    target.inputChannel = windowInfo->inputChannel;
    target.flags = targetFlags;
    target.xOffset = - windowInfo->frameLeft;
    target.yOffset = - windowInfo->frameTop;
    target.scaleFactor = windowInfo->scaleFactor;
    target.pointerIds = pointerIds;
}

然后在dispatchEventLocked函数中调用getConnectionIndexLocked获取Connection,最后再和应用进行通信,把按键发到应用进程的ViewRootImpl中。

void InputDispatcher::dispatchEventLocked(nsecs_t currentTime,
        EventEntry* eventEntry, const Vector<InputTarget>& inputTargets) {

    pokeUserActivityLocked(eventEntry);

    for (size_t i = 0; i < inputTargets.size(); i++) {
        const InputTarget& inputTarget = inputTargets.itemAt(i);

        ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
        if (connectionIndex >= 0) {
            sp<Connection> connection = mConnectionsByFd.valueAt(connectionIndex);
            prepareDispatchCycleLocked(currentTime, connection, eventEntry, &inputTarget);
        }
    }
}

getConnectionIndexLocked就是获取Connection在mConnectionByFd的index。

 

 

ssize_t InputDispatcher::getConnectionIndexLocked(const sp<InputChannel>& inputChannel) {
    ssize_t connectionIndex = mConnectionsByFd.indexOfKey(inputChannel->getFd());
    if (connectionIndex >= 0) {
        sp<Connection> connection = mConnectionsByFd.valueAt(connectionIndex);
        if (connection->inputChannel.get() == inputChannel.get()) {
            return connectionIndex;
        }
    }

    return -1;
}

 

 

 

 

 

 

 

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