Android JB 4.2 中InputManager 分发键盘消息给应用程序的过程分析--2 未完待续。。。。

Step 1. InputReader.pollOnce

Step 2. EventHub.getEvent

        这两个函数分别定义在InputReader.cpp和EventHub.cpp文件中,前面我们在分析InputManager的启动过程的时,已经看到过这两个函数了。InputReaderThread线程会不民地循环调用InputReader.pollOnce函数来读入键盘事 件,而实际的键盘事件读入操作是由EventHub.getEvent函数来进行的。如果当前没有键盘事件发生,InputReaderThread线程 就会睡眠在EventHub.getEvent函数上,而当键盘事件发生后,就会把这个事件封装成一个RawEvent对象,然后返回到pollOnce 函数中,执行processEventsLocked函数进一步处理:

void InputReader::processEventsLocked(const RawEvent* rawEvents, size_t count) {
    for (const RawEvent* rawEvent = rawEvents; count;) {
        int32_t type = rawEvent->type;
        size_t batchSize = 1;
        if (type < EventHubInterface::FIRST_SYNTHETIC_EVENT) {
            int32_t deviceId = rawEvent->deviceId;
            while (batchSize < count) {
                if (rawEvent[batchSize].type >= EventHubInterface::FIRST_SYNTHETIC_EVENT
                        || rawEvent[batchSize].deviceId != deviceId) {
                    break;
                }
                batchSize += 1;
            }
            processEventsForDeviceLocked(deviceId, rawEvent, batchSize);
        } else {
            switch (rawEvent->type) {
            case EventHubInterface::DEVICE_ADDED:
                addDeviceLocked(rawEvent->when, rawEvent->deviceId);
                break;
            case EventHubInterface::DEVICE_REMOVED:
                removeDeviceLocked(rawEvent->when, rawEvent->deviceId);
                break;
            case EventHubInterface::FINISHED_DEVICE_SCAN:
                handleConfigurationChangedLocked(rawEvent->when);
                break;
            default:
                ALOG_ASSERT(false); // can't happen
                break;
            }
        }
        count -= batchSize;
        rawEvent += batchSize;
    }
}
在processEventsForDeviceLocked(deviceId, rawEvent, batchSize);处理key事件。

void InputReader::processEventsForDeviceLocked(int32_t deviceId,
        const RawEvent* rawEvents, size_t count) {
    ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
    InputDevice* device = mDevices.valueAt(deviceIndex);
    device->process(rawEvents, count);
}
首先从rawEvent中取得触发键盘事件设备对象device,然后调用它的process函数进行处理。
void InputDevice::process(const RawEvent* rawEvents, size_t count) {
    size_t numMappers = mMappers.size();
    for (const RawEvent* rawEvent = rawEvents; count--; rawEvent++) {
        if (mDropUntilNextSync) {
        ...
        } else if (rawEvent->type == EV_SYN && rawEvent->code == SYN_DROPPED) {
          ...
        } else {
//处理rawevents
            for (size_t i = 0; i < numMappers; i++) {
                InputMapper* mapper = mMappers[i];
                mapper->process(rawEvent);
            }
        }
    }
}

这里的mMapper成员变量保存了一系列输入设备事件处理象,例如负责处理键盘事件的KeyboardKeyMapper对象、负责处理轨迹球事件的 TrackballInputMapper对象以及负责处理触摸屏事件的TouchInputMapper对象, 它们是在InputReader类的成员函数createDevice中创建的。这里查询每一个InputMapper对象是否要对当前发生的事件进行处 理。由于发生的是键盘事件,真正会对该事件进行处理的只有KeyboardKeyMapper对象。

void KeyboardInputMapper::process(const RawEvent* rawEvent) {
    switch (rawEvent->type) {
    case EV_KEY: {
        int32_t scanCode = rawEvent->code;
        int32_t usageCode = mCurrentHidUsage;
        mCurrentHidUsage = 0;
 //这个函数首先会检查一下键盘扫描码是否正确,如果正确的话,就会调用processKey函数进一步处理。
        if (isKeyboardOrGamepadKey(scanCode)) {
            int32_t keyCode;
            uint32_t flags; 
            if (getEventHub()->mapKey(getDeviceId(), scanCode, usageCode, &keyCode, &flags)) {
                keyCode = AKEYCODE_UNKNOWN;
                flags = 0;
            }
            processKey(rawEvent->when, rawEvent->value != 0, keyCode, scanCode, flags);
        }   
        break;  
    }           
    case EV_MSC: {
        if (rawEvent->code == MSC_SCAN) {
            mCurrentHidUsage = rawEvent->value;
        }
        break;  
    }
    case EV_SYN: {
        if (rawEvent->code == SYN_REPORT) {
            mCurrentHidUsage = 0;
        }
    }
    }
}

未完待续。。。。

评论
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