layout的作用是viewgroup用来确定子元素的位置,当viewgroup的位置确定后,他在layout中会遍历所有子元素并调用其layout方法,在layout方法中onlayout方法又会被调用,layout过程和measure过程相比就简单多了,layout方法确定view本身的位置,先看view的layout方法:
@SuppressWarnings({"unchecked"})
public void layout(int l, int t, int r, int b) {
if ((mPrivateFlags3 & PFLAG3_MEASURE_NEEDED_BEFORE_LAYOUT) != 0) {
onMeasure(mOldWidthMeasureSpec, mOldHeightMeasureSpec);
mPrivateFlags3 &= ~PFLAG3_MEASURE_NEEDED_BEFORE_LAYOUT;
}
int oldL = mLeft;
int oldT = mTop;
int oldB = mBottom;
int oldR = mRight;
boolean changed = isLayoutModeOptical(mParent) ?
setOpticalFrame(l, t, r, b) : setFrame(l, t, r, b);
if (changed || (mPrivateFlags & PFLAG_LAYOUT_REQUIRED) == PFLAG_LAYOUT_REQUIRED) {
onLayout(changed, l, t, r, b);
mPrivateFlags &= ~PFLAG_LAYOUT_REQUIRED;
ListenerInfo li = mListenerInfo;
if (li != null && li.mOnLayoutChangeListeners != null) {
ArrayList<OnLayoutChangeListener> listenersCopy =
(ArrayList<OnLayoutChangeListener>)li.mOnLayoutChangeListeners.clone();
int numListeners = listenersCopy.size();
for (int i = 0; i < numListeners; ++i) {
listenersCopy.get(i).onLayoutChange(this, l, t, r, b, oldL, oldT, oldR, oldB);
}
}
}
mPrivateFlags &= ~PFLAG_FORCE_LAYOUT;
mPrivateFlags3 |= PFLAG3_IS_LAID_OUT;
}
他的大致逻辑是这样的 通过setOpticalFrame来设置view的四个顶点的位置,即初始化mleft,mright,mtop,mbottom,view的四个顶点一旦确定,那么view在父控件中的位置也就基本确定了,接着会调用onlayout方法,这个方法的用途是父容器确定子元素的位置,onlayout的实现同样是和具体的布局有关,所以view和viewgroup均没有实现layout方法,接下来我们看一下linearlayout的onlayout
@Override
protected void onLayout(boolean changed, int l, int t, int r, int b) {
if (mOrientation == VERTICAL) {
layoutVertical(l, t, r, b);
} else {
layoutHorizontal(l, t, r, b);
}
}
接下来看看vertival的代码
void layoutVertical(int left, int top, int right, int bottom) {
final int paddingLeft = mPaddingLeft;
int childTop;
int childLeft;
// Where right end of child should go
final int width = right - left;
int childRight = width - mPaddingRight;
// Space available for child
int childSpace = width - paddingLeft - mPaddingRight;
final int count = getVirtualChildCount();
final int majorGravity = mGravity & Gravity.VERTICAL_GRAVITY_MASK;
final int minorGravity = mGravity & Gravity.RELATIVE_HORIZONTAL_GRAVITY_MASK;
switch (majorGravity) {
case Gravity.BOTTOM:
// mTotalLength contains the padding already
childTop = mPaddingTop + bottom - top - mTotalLength;
break;
// mTotalLength contains the padding already
case Gravity.CENTER_VERTICAL:
childTop = mPaddingTop + (bottom - top - mTotalLength) / 2;
break;
case Gravity.TOP:
default:
childTop = mPaddingTop;
break;
}
for (int i = 0; i < count; i++) {
final View child = getVirtualChildAt(i);
if (child == null) {
childTop += measureNullChild(i);
} else if (child.getVisibility() != GONE) {
final int childWidth = child.getMeasuredWidth();
final int childHeight = child.getMeasuredHeight();
final LinearLayout.LayoutParams lp =
(LinearLayout.LayoutParams) child.getLayoutParams();
int gravity = lp.gravity;
if (gravity < 0) {
gravity = minorGravity;
}
final int layoutDirection = getLayoutDirection();
final int absoluteGravity = Gravity.getAbsoluteGravity(gravity, layoutDirection);
switch (absoluteGravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
case Gravity.CENTER_HORIZONTAL:
childLeft = paddingLeft + ((childSpace - childWidth) / 2)
+ lp.leftMargin - lp.rightMargin;
break;
case Gravity.RIGHT:
childLeft = childRight - childWidth - lp.rightMargin;
break;
case Gravity.LEFT:
default:
childLeft = paddingLeft + lp.leftMargin;
break;
}
if (hasDividerBeforeChildAt(i)) {
childTop += mDividerHeight;
}
childTop += lp.topMargin;
setChildFrame(child, childLeft, childTop + getLocationOffset(child),
childWidth, childHeight);
childTop += childHeight + lp.bottomMargin + getNextLocationOffset(child);
i += getChildrenSkipCount(child, i);
}
}
}
这个方法所有的子元素并调用setchildframe来确定子元素的位置,其中childtop会逐渐增大,这就意味着之后的view将会被放在靠下的位置,这刚好符合竖直方向linearlayout的属性,至于setchildframe,他仅仅调用了子元素的layout方法而已,这样父元素在layout方法中完成自己的定位后,就通过layout方法,去掉用子元素的layout方法,子元素又会通过自己的layout方法确定自己的位置,setchildframe方法如下所示:
private void setChildFrame(View child, int left, int top, int width, int height) {
child.layout(left, top, left + width, top + height);
}
其中得width和height实际上就是view的实际宽和高。
draw
他的作用是将view绘制到频幕上,要遵循以下步骤:
(1)绘制背景backgrounddraw(canvs);
(2) 绘制自己的ondraw();
(3) 绘制children(dispatchdraw)
(4)绘制装饰(ondrawscrollerbas)
通过draw的源码可以看出来:
@CallSuper
public void draw(Canvas canvas) {
final int privateFlags = mPrivateFlags;
final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE &&
(mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);
mPrivateFlags = (privateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_DRAWN;
/*
* Draw traversal performs several drawing steps which must be executed
* in the appropriate order:
*
* 1. Draw the background
* 2. If necessary, save the canvas' layers to prepare for fading
* 3. Draw view's content
* 4. Draw children
* 5. If necessary, draw the fading edges and restore layers
* 6. Draw decorations (scrollbars for instance)
*/
// Step 1, draw the background, if needed
int saveCount;
if (!dirtyOpaque) {
drawBackground(canvas);
}
// skip step 2 & 5 if possible (common case)
final int viewFlags = mViewFlags;
boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;
boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;
if (!verticalEdges && !horizontalEdges) {
// Step 3, draw the content
if (!dirtyOpaque) onDraw(canvas);
// Step 4, draw the children
dispatchDraw(canvas);
// Overlay is part of the content and draws beneath Foreground
if (mOverlay != null && !mOverlay.isEmpty()) {
mOverlay.getOverlayView().dispatchDraw(canvas);
}
// Step 6, draw decorations (foreground, scrollbars)
onDrawForeground(canvas);
// we're done...
return;
}
view绘制过程传递是通过dispatchdraw来实现的,他会遍历所有子元素方法,view有一个特殊的方法,setwillnotdraw,源码如下:
public void setWillNotDraw(boolean willNotDraw) {
setFlags(willNotDraw ? WILL_NOT_DRAW : 0, DRAW_MASK);
}
从上面的方法可以看出来,如果一个view不需要绘制任何内容,那么设置这个标记位为true的时候,系统会进行相应的优化,默认情况下,view没有启用这个标记位,这个标记位对于实际开发的意义是:我们的自定义view继承自viewgroup,并且本身不具备绘制功能时,就可以开启这个标记位对本身进行优化。当明确知道一个viewgroup需要经过ondraw来绘制是,我们需要显示关闭
WILL_NOT_DRAW 这个标记位。