Android11 InputDispatcher 分发事件流程分析

Android11 InputReader分析 一文中分析到,InputReader将数据放入iq队列后,唤醒InputDispatcher线程,执行InputDispatcher的dispatchOnce方法

//frameworks\native\services\inputflinger\dispatcher\InputDispatcher.cpp
void InputDispatcher::dispatchOnce() {
    nsecs_t nextWakeupTime = LONG_LONG_MAX;
    { // acquire lock
        std::scoped_lock _l(mLock);
        mDispatcherIsAlive.notify_all();

        // Run a dispatch loop if there are no pending commands.
        // The dispatch loop might enqueue commands to run afterwards.
        if (!haveCommandsLocked()) {//此时mCommandQueue中没有命令
            dispatchOnceInnerLocked(&nextWakeupTime);//1
        }

        // Run all pending commands if there are any.
        // If any commands were run then force the next poll to wake up immediately.
        if (runCommandsLockedInterruptible()) {//执行mCommandQueue中的命令
            nextWakeupTime = LONG_LONG_MIN;
        }

      //省略
}

继续调用注释1处的dispatchOnceInnerLocked进行处理

//frameworks\native\services\inputflinger\dispatcher\InputDispatcher.cpp
void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) {
	//省略
	if (!mPendingEvent) {
		//省略
	}else {
		// Inbound queue has at least one entry.
  		mPendingEvent = mInboundQueue.front();//1
		mInboundQueue.pop_front();
		traceInboundQueueLengthLocked();
    }
    // Poke user activity for this event.
  	if (mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER) {
		pokeUserActivityLocked(*mPendingEvent);//这个方法会向mCommandQueue中放入命令,后面在dispatchOnce中,调用	runCommandsLockedInterruptible执行这个命令,通过JNI调用,调用PowerManagerService的userActivityFromNative方法	
	}
	
	ALOG_ASSERT(mPendingEvent != nullptr);
    bool done = false;
    DropReason dropReason = DropReason::NOT_DROPPED;//标记事件是否需要抛弃掉,不传给应用窗口
    if (!(mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER)) {
        dropReason = DropReason::POLICY;
    } else if (!mDispatchEnabled) {
        dropReason = DropReason::DISABLED;
    }

    if (mNextUnblockedEvent == mPendingEvent) {
        mNextUnblockedEvent = nullptr;
    }

    switch (mPendingEvent->type) {
		//省略
		case EventEntry::Type::MOTION: {
            MotionEntry* typedEntry = static_cast<MotionEntry*>(mPendingEvent);
            if (dropReason == DropReason::NOT_DROPPED && isAppSwitchDue) {
                dropReason = DropReason::APP_SWITCH;
            }
            if (dropReason == DropReason::NOT_DROPPED && isStaleEvent(currentTime, *typedEntry)) {
                dropReason = DropReason::STALE;
            }
            if (dropReason == DropReason::NOT_DROPPED && mNextUnblockedEvent) {
                dropReason = DropReason::BLOCKED;
            }
            done = dispatchMotionLocked(currentTime, typedEntry, &dropReason, nextWakeupTime);//2
            break;
        }
	//省略
|

注释1处,先从iq队列中取出事件,对于触摸事件,调用注释2处的dispatchMotionLocked继续处理

//frameworks\native\services\inputflinger\dispatcher\InputDispatcher.cpp
bool InputDispatcher::dispatchMotionLocked(nsecs_t currentTime, MotionEntry* entry,
                                           DropReason* dropReason, nsecs_t* nextWakeupTime) {
	//省略
	bool isPointerEvent = entry->source & AINPUT_SOURCE_CLASS_POINTER;
	if (isPointerEvent) {
        // Pointer event.  (eg. touchscreen)
        injectionResult =findTouchedWindowTargetsLocked(currentTime, *entry, inputTargets, nextWakeupTime,
                                               &conflictingPointerActions);//1
    }
    
	//省略
	
	dispatchEventLocked(currentTime, entry, inputTargets);//2
    return true;

}

注释1处,InputDispatcher需要知道,输入事件应该派发给哪个窗口,所以需要找到目标窗口,将其放入inputTargets中,这个流程在文章的后面再分析。注释2处,查找到目标窗口后,调用dispatchEventLocked继续处理

//frameworks\native\services\inputflinger\dispatcher\InputDispatcher.cpp
void InputDispatcher::dispatchEventLocked(nsecs_t currentTime, EventEntry* eventEntry,
                                          const std::vector<InputTarget>& inputTargets) {

    pokeUserActivityLocked(*eventEntry);

    for (const InputTarget& inputTarget : inputTargets) {//遍历
        sp<Connection> connection =
                getConnectionLocked(inputTarget.inputChannel->getConnectionToken());//根据token取出connection 
        if (connection != nullptr) {
            prepareDispatchCycleLocked(currentTime, connection, eventEntry, inputTarget);//继续处理
        } else {
            if (DEBUG_FOCUS) {
                ALOGD("Dropping event delivery to target with channel '%s' because it "
                      "is no longer registered with the input dispatcher.",
                      inputTarget.inputChannel->getName().c_str());
            }
        }
    }
}

遍历inputTargets查找到对应的connection ,然后使用prepareDispatchCycleLocked继续处理,在prepareDispatchCycleLocked方法中,对于支持触摸事件分离的窗口,则是直接调用enqueueDispatchEntriesLocked来处理

//frameworks\native\services\inputflinger\dispatcher\InputDispatcher.cpp
void InputDispatcher::enqueueDispatchEntriesLocked(nsecs_t currentTime,
                                                   const sp<Connection>& connection,
                                                   EventEntry* eventEntry,
 
    bool wasEmpty = connection->outboundQueue.empty();

    // Enqueue dispatch entries for the requested modes.
    enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
                               InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT);
    enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
                               InputTarget::FLAG_DISPATCH_AS_OUTSIDE);
    enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
                               InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER);
    enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
                               InputTarget::FLAG_DISPATCH_AS_IS);//放入队列
    enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
                               InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT);
    enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
                               InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER);

    // If the outbound queue was previously empty, start the dispatch cycle going.
    if (wasEmpty && !connection->outboundQueue.empty()) {
        startDispatchCycleLocked(currentTime, connection);//分发
    }
}

首先是将事件放入oq队列,然后调用startDispatchCycleLocked继续处理
放入队列:

//frameworks\native\services\inputflinger\dispatcher\InputDispatcher.cpp
void InputDispatcher::enqueueDispatchEntryLocked(const sp<Connection>& connection,
                                                 EventEntry* eventEntry,
                                                 const InputTarget& inputTarget,
                                                 int32_t dispatchMode) {
	//省略
	// Enqueue the dispatch entry.
    connection->outboundQueue.push_back(dispatchEntry.release());//放入队列
    traceOutboundQueueLength(connection);//这里就是能在trace中看到oq的原因

}

startDispatchCycleLocked

//frameworks\native\services\inputflinger\dispatcher\InputDispatcher.cpp
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
                                               const sp<Connection>& connection) {
    //省略
	while (connection->status == Connection::STATUS_NORMAL && !connection->outboundQueue.empty()) {
        DispatchEntry* dispatchEntry = connection->outboundQueue.front();//从oq中取出事件
        dispatchEntry->deliveryTime = currentTime;
        const nsecs_t timeout =
                getDispatchingTimeoutLocked(connection->inputChannel->getConnectionToken());
        dispatchEntry->timeoutTime = currentTime + timeout;

        // Publish the event.
        status_t status;
        EventEntry* eventEntry = dispatchEntry->eventEntry;
		switch (eventEntry->type) {
			//省略
			case EventEntry::Type::MOTION: {

			 // Publish the motion event.
            status = connection->inputPublisher
                                 .publishMotionEvent(dispatchEntry->seq,
                                                     dispatchEntry->resolvedEventId,
                                                     motionEntry->deviceId, motionEntry->source,
                                                     motionEntry->displayId, std::move(hmac),
                                                     dispatchEntry->resolvedAction,
                                                     motionEntry->actionButton,
                                                     dispatchEntry->resolvedFlags,
                                                     motionEntry->edgeFlags, motionEntry->metaState,
                                                     motionEntry->buttonState,
                                                     motionEntry->classification, xScale, yScale,
                                                     xOffset, yOffset, motionEntry->xPrecision,
                                                     motionEntry->yPrecision,
                                                     motionEntry->xCursorPosition,
                                                     motionEntry->yCursorPosition,
                                                     motionEntry->downTime, motionEntry->eventTime,
                                                     motionEntry->pointerCount,
                                                     motionEntry->pointerProperties, usingCoords);//1
                reportTouchEventForStatistics(*motionEntry);
                break;
            }
        //省略
        // Re-enqueue the event on the wait queue.
        connection->outboundQueue.erase(std::remove(connection->outboundQueue.begin(),
                                                    connection->outboundQueue.end(),
                                                    dispatchEntry));
        traceOutboundQueueLength(connection);
        connection->waitQueue.push_back(dispatchEntry);//放入wq队列
        
        traceWaitQueueLength(connection);//这就是trace中可以看到wq的原因
    }
}

可以看出,该方法主要是从oq队列中取出事件,然后调用connection->inputPublisher的publishMotionEvent方法继续处理,处理完成后,将事件从oq队列中删除,并又添加到wq队列中。
connection的inputPublisher成员指向的是inputChannel,在Android 11 输入系统之InputDispatcher和应用窗口建立联系一文中分析到,使用inputChannel构造connection对象

//frameworks\native\services\inputflinger\dispatcher\Connection.cpp
Connection::Connection(const sp<InputChannel>& inputChannel, bool monitor,
                       const IdGenerator& idGenerator)
      : status(STATUS_NORMAL),
        inputChannel(inputChannel),
        monitor(monitor),
        inputPublisher(inputChannel),//初始化inputPublisher
        inputState(idGenerator) {}

继续来看InputChannel的publishMotionEvent方法

//frameworks\native\libs\input\InputTransport.cpp
status_t InputPublisher::publishMotionEvent(
        uint32_t seq, int32_t eventId, int32_t deviceId, int32_t source, int32_t displayId,
        std::array<uint8_t, 32> hmac, int32_t action, int32_t actionButton, int32_t flags,
        int32_t edgeFlags, int32_t metaState, int32_t buttonState,
        MotionClassification classification, float xScale, float yScale, float xOffset,
        float yOffset, float xPrecision, float yPrecision, float xCursorPosition,
        float yCursorPosition, nsecs_t downTime, nsecs_t eventTime, uint32_t pointerCount,
        const PointerProperties* pointerProperties, const PointerCoords* pointerCoords) {
   	//省略

    InputMessage msg;
    msg.header.type = InputMessage::Type::MOTION;
    msg.body.motion.seq = seq;
    msg.body.motion.eventId = eventId;
    msg.body.motion.deviceId = deviceId;
    msg.body.motion.source = source;
    msg.body.motion.displayId = displayId;
    msg.body.motion.hmac = std::move(hmac);
    msg.body.motion.action = action;
    msg.body.motion.actionButton = actionButton;
    msg.body.motion.flags = flags;
    msg.body.motion.edgeFlags = edgeFlags;
    msg.body.motion.metaState = metaState;
    msg.body.motion.buttonState = buttonState;
    msg.body.motion.classification = classification;
    msg.body.motion.xScale = xScale;
    msg.body.motion.yScale = yScale;
    msg.body.motion.xOffset = xOffset;
    msg.body.motion.yOffset = yOffset;
    msg.body.motion.xPrecision = xPrecision;
    msg.body.motion.yPrecision = yPrecision;
    msg.body.motion.xCursorPosition = xCursorPosition;
    msg.body.motion.yCursorPosition = yCursorPosition;
    msg.body.motion.downTime = downTime;
    msg.body.motion.eventTime = eventTime;
    msg.body.motion.pointerCount = pointerCount;
    for (uint32_t i = 0; i < pointerCount; i++) {
        msg.body.motion.pointers[i].properties.copyFrom(pointerProperties[i]);
        msg.body.motion.pointers[i].coords.copyFrom(pointerCoords[i]);
    }

    return mChannel->sendMessage(&msg);
}

构建InputMessage ,然后调用其sendMessage方法,将数据发送出去

//frameworks\native\libs\input\InputTransport.cpp
status_t InputChannel::sendMessage(const InputMessage* msg) {
    const size_t msgLength = msg->size();
    InputMessage cleanMsg;
    msg->getSanitizedCopy(&cleanMsg);
    ssize_t nWrite;
    do {
        nWrite = ::send(mFd.get(), &cleanMsg, msgLength, MSG_DONTWAIT | MSG_NOSIGNAL);//1
    } while (nWrite == -1 && errno == EINTR);

//省略

注释1处,向fd中写入数据,InputDispatcher就将数据分发出去了。

查找目标窗口的过程

前面提到,InputDispatcher通过findTouchedWindowTargetsLocked方法,来查找到目标窗口,从而决定事件应该分发给谁

//frameworks\native\services\inputflinger\dispatcher\InputDispatcher.cpp
int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
                                                        const MotionEntry& entry,
                                                        std::vector<InputTarget>& inputTargets,
                                                        nsecs_t* nextWakeupTime,
                                                        bool* outConflictingPointerActions) {
	//省略
	bool newGesture = (maskedAction == AMOTION_EVENT_ACTION_DOWN ||
                       maskedAction == AMOTION_EVENT_ACTION_SCROLL || isHoverAction);//有新手指触摸
    const bool isFromMouse = entry.source == AINPUT_SOURCE_MOUSE;
    bool wrongDevice = false;
    if (newGesture) {
        //省略
        tempTouchState.reset();//先清空tempTouchState,然后重新赋值
        tempTouchState.down = down;
        tempTouchState.deviceId = entry.deviceId;
        tempTouchState.source = entry.source;
        tempTouchState.displayId = displayId;
        isSplit = false;
     }
	//省略
	if (newGesture || (isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN)) {
		//省略
		sp<InputWindowHandle> newTouchedWindowHandle =
                findTouchedWindowAtLocked(displayId, x, y, &tempTouchState,
                                          isDown /*addOutsideTargets*/, true /*addPortalWindows*/);//1
		//省略
		if (newTouchedWindowHandle != nullptr) {
            // Set target flags.
            int32_t targetFlags = InputTarget::FLAG_FOREGROUND | InputTarget::FLAG_DISPATCH_AS_IS;
            if (isSplit) {
                targetFlags |= InputTarget::FLAG_SPLIT;
            }
            if (isWindowObscuredAtPointLocked(newTouchedWindowHandle, x, y)) {
                targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
            } else if (isWindowObscuredLocked(newTouchedWindowHandle)) {
                targetFlags |= InputTarget::FLAG_WINDOW_IS_PARTIALLY_OBSCURED;
            }

  			//省略
            tempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);//2
        }
		
		//省略
		for (const TouchedWindow& touchedWindow : tempTouchState.windows) {//3
        	addWindowTargetLocked(touchedWindow.windowHandle, touchedWindow.targetFlags,
                              touchedWindow.pointerIds, inputTargets);
    	}
	}
}

注释1处通过findTouchedWindowAtLocked方法查找到InputWindowHandle,注释2处将改InputWindowHandle添加到TouchedWindow中,并添加到tempTouchState的windows集合。上面省略了部分代码,还有其他的满足条件的InputWindowHandle,也会添加进来。注释3处遍历tempTouchState的windows,取出其中的TouchedWindow调用addWindowTargetLocked,来填充inputTargets集合。

先来看看findTouchedWindowAtLocked方法是怎么查找到符合条件的InputWindowHandle

//frameworks\native\services\inputflinger\dispatcher\InputDispatcher.cpp
sp<InputWindowHandle> InputDispatcher::findTouchedWindowAtLocked(int32_t displayId, int32_t x,
                                                                 int32_t y, TouchState* touchState,
                                                                 bool addOutsideTargets,
                                                                 bool addPortalWindows) {
    //省略
    // Traverse windows from front to back to find touched window.
    const std::vector<sp<InputWindowHandle>> windowHandles = getWindowHandlesLocked(displayId);//1
    for (const sp<InputWindowHandle>& windowHandle : windowHandles) {//2
        const InputWindowInfo* windowInfo = windowHandle->getInfo();
        if (windowInfo->displayId == displayId) {
            int32_t flags = windowInfo->layoutParamsFlags;

            if (windowInfo->visible) {
                if (!(flags & InputWindowInfo::FLAG_NOT_TOUCHABLE)) {
                    bool isTouchModal = (flags &
                                         (InputWindowInfo::FLAG_NOT_FOCUSABLE |
                                          InputWindowInfo::FLAG_NOT_TOUCH_MODAL)) == 0;
                    if (isTouchModal || windowInfo->touchableRegionContainsPoint(x, y)) {
                        int32_t portalToDisplayId = windowInfo->portalToDisplayId;
                        //省略
                        return windowHandle;
         //省略
                                             

注释1处返回的InputWindowHandle集合是根据displayID从mWindowHandlesByDisplay中取出来的,mWindowHandlesByDisplay中的元素是SurfaceFlinger中,调用 updateInputWindowInfo方法,最后调用到InputDispatcher的updateWindowHandlesForDisplayLocked添加的。
注释2处遍历前面得到的InputWindowHandle集合,判断触摸的区域是否是在该InputWindowHandle,如果是,则返回该InputWindowHandle。

查找到InputWindowHandle后,就会将其加入到tempTouchState的windows集合中

//frameworks\native\services\inputflinger\dispatcher\TouchState.cpp
void TouchState::addOrUpdateWindow(const sp<InputWindowHandle>& windowHandle, int32_t targetFlags,
                                   BitSet32 pointerIds) {
    //省略
    TouchedWindow touchedWindow;//构建TouchedWindow
    touchedWindow.windowHandle = windowHandle;
    touchedWindow.targetFlags = targetFlags;
    touchedWindow.pointerIds = pointerIds;
    windows.push_back(touchedWindow);//添加进windows集合
}

最后就是遍历windows集合,根据InputWindowHandle信息来填充inputTargets集合了

//frameworks\native\services\inputflinger\dispatcher\InputDispatcher.cpp
void InputDispatcher::addWindowTargetLocked(const sp<InputWindowHandle>& windowHandle,
                                            int32_t targetFlags, BitSet32 pointerIds,
                                            std::vector<InputTarget>& inputTargets) {
   //省略

    if (it == inputTargets.end()) {
        InputTarget inputTarget;
        sp<InputChannel> inputChannel = getInputChannelLocked(windowHandle->getToken());//取出inputChannel 
        inputTarget.inputChannel = inputChannel;
        inputTarget.flags = targetFlags;
        inputTarget.globalScaleFactor = windowInfo->globalScaleFactor;
        inputTargets.push_back(inputTarget);//添加进集合
        it = inputTargets.end() - 1;
    }
	//省略
}

首先是根据windowHandle中的token,取出对应的inputChanel,然后根据inputChanel构造inputTarget并放入集合 中。这样inputTargets集合中就包含了一个个的inputTarget,而inputTarget就包含了窗口对应的inputChannel 信息。

总结

InputDispatcher所做的工作就是从iq队列中取出数据,然后找到目标窗口,进而找到目标窗口对应的connect,将数据放入connection的oq队列,后面取出oq队列的数据并将其通过fd发送出去。分发完成后,将数据移至wq队列。
流程图如下
在这里插入图片描述

  • 27
    点赞
  • 19
    收藏
    觉得还不错? 一键收藏
  • 1
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值