Event处理(四)

3.2.2 处理Event

void InputReader::processEventsForDeviceLocked(int32_t deviceId,
        const RawEvent* rawEvents, size_t count) {
    ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
    if (deviceIndex < 0) {
        ALOGW("Discarding event for unknown deviceId %d.", deviceId);
        return;
    }

    InputDevice* device = mDevices.valueAt(deviceIndex);
    if (device->isIgnored()) {
        //ALOGD("Discarding event for ignored deviceId %d.", deviceId);
        return;
    }

    device->process(rawEvents, count);
}

processEventsForDeviceLocked根据deviceIndex得到InputDevice对象,然后调用它的process方法,

void InputDevice::process(const RawEvent* rawEvents, size_t count) {
    // Process all of the events in order for each mapper.
    // We cannot simply ask each mapper to process them in bulk because mappers may
    // have side-effects that must be interleaved.  For example, joystick movement events and
    // gamepad button presses are handled by different mappers but they should be dispatched
    // in the order received.
    size_t numMappers = mMappers.size();
    for (const RawEvent* rawEvent = rawEvents; count--; rawEvent++) {
#if DEBUG_RAW_EVENTS
        ALOGD("Input event: device=%d type=0x%04x code=0x%04x value=0x%08x when=%lld",
                rawEvent->deviceId, rawEvent->type, rawEvent->code, rawEvent->value,
                rawEvent->when);
#endif

        if (mDropUntilNextSync) {
            if (rawEvent->type == EV_SYN && rawEvent->code == SYN_REPORT) {
                mDropUntilNextSync = false;
#if DEBUG_RAW_EVENTS
                ALOGD("Recovered from input event buffer overrun.");
#endif
            } else {
#if DEBUG_RAW_EVENTS
                ALOGD("Dropped input event while waiting for next input sync.");
#endif
            }
        } else if (rawEvent->type == EV_SYN && rawEvent->code == SYN_DROPPED) {
            ALOGI("Detected input event buffer overrun for device %s.", getName().string());
            mDropUntilNextSync = true;
            reset(rawEvent->when);
        } else {
            for (size_t i = 0; i < numMappers; i++) {
                InputMapper* mapper = mMappers[i];
                mapper->process(rawEvent);
            }
        }
    }
}

直接遍历mMappers中的所有InputMapper,逐个调用process方法。

下面以KeyboardInputMapper为例,来解析process方法,

void KeyboardInputMapper::process(const RawEvent* rawEvent) {
    switch (rawEvent->type) {
    case EV_KEY: {
        int32_t scanCode = rawEvent->code;
        int32_t usageCode = mCurrentHidUsage;
        mCurrentHidUsage = 0;

        if (isKeyboardOrGamepadKey(scanCode)) {
            processKey(rawEvent->when, rawEvent->value != 0, scanCode, usageCode);
        }
        break;
    }
    case EV_MSC: {
        if (rawEvent->code == MSC_SCAN) {
            mCurrentHidUsage = rawEvent->value;
        }
        break;
    }
    case EV_SYN: {
        if (rawEvent->code == SYN_REPORT) {
            mCurrentHidUsage = 0;
        }
    }
    }
}

函数中间的曲折过程就不多说了,无非是指针指来指去的,只看最后的notifyKey方法,

void QueuedInputListener::notifyKey(const NotifyKeyArgs* args) {
    mArgsQueue.push(new NotifyKeyArgs(*args));
}

放在数组里面,这就完了?肯定不是的.

NotifyArgs类图关系如下:


回头看看InputReader.cpp 中的loopOnce方法,最后还调用了QueuedInputListener的flush方法

void QueuedInputListener::flush() {
    size_t count = mArgsQueue.size();
    for (size_t i = 0; i < count; i++) {
        NotifyArgs* args = mArgsQueue[i];
        args->notify(mInnerListener);
        delete args;
    }
    mArgsQueue.clear();
}
以NotifyKeyArgs为例来论述notify方法的调用流程,
void NotifyKeyArgs::notify(const sp<InputListenerInterface>& listener) const {
    listener->notifyKey(this);
}

这个listener是啥?最后跟踪发现, listener是构造InputReader是传进去的InputDispatcher对象。

mDispatcher = new InputDispatcher(dispatcherPolicy);
mReader = new InputReader(eventHub, readerPolicy, mDispatcher);

这样终于将获取Event的类InputReader和分发Event的类InputDispatcher连接起来了。

notifyKey方法首先创建KeyEntry对象,然后调用enqueueInboundEventLocked方法将KeyEntry对象加入mInboundQueue队列中。

注意mInboundQueue这个队列。

bool InputDispatcher::enqueueInboundEventLocked(EventEntry* entry) {
    bool needWake = mInboundQueue.isEmpty();
    mInboundQueue.enqueueAtTail(entry);
•••
}
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