google推出的carboard、daydream是没有usb接口的,调节全靠手机自身的sensor。而想gear vr这类VR眼镜是有USB接口的,眼镜内部是有sensor用户调节眼镜的,而且有触屏、返回键和音量调节键。是不是很像一个鼠标。
add device 1: /dev/input/event19
name: "XXXX VR, Inc. x HID"
could not get driver version for /dev/input/mouse1, Not a typewriter
shell状态下输入getevent -l,/dev/input/mouse1确实是一个鼠标,证明了我们的猜想。
下面我们从设备输入的源头InputReader.cpp进行分析。
InputManager::InputManager(
const sp& eventHub,
const sp& readerPolicy,
const sp& dispatcherPolicy) {
mDispatcher = new InputDispatcher(dispatcherPolicy);
mReader = new InputReader(eventHub, readerPolicy, mDispatcher);
initialize();
}
void InputManager::initialize() {
mReaderThread = new InputReaderThread(mReader);
mDispatcherThread = new InputDispatcherThread(mDispatcher);
}
status_t InputManager::start() {
status_t result = mDispatcherThread->run("InputDispatcher", PRIORITY_URGENT_DISPLAY);
if (result) {
ALOGE("Could not start InputDispatcher thread due to error %d.", result);
return result;
}
result = mReaderThread->run("InputReader", PRIORITY_URGENT_DISPLAY);
if (result) {
ALOGE("Could not start InputReader thread due to error %d.", result);
mDispatcherThread->requestExit();
return result;
}
return OK;
}
InputReader是由InputManager生成,同时还生成了两个线程,一个用于取InputDevice输入的信息,一个负责分发事件
void CursorInputMapper::process(const RawEvent* rawEvent) {
mCursorButtonAccumulator.process(rawEvent);
mCursorMotionAccumulator.process(rawEvent);
mCursorScrollAccumulator.process(rawEvent);
if (rawEvent->type == EV_SYN && rawEvent->code == SYN_REPORT) {
sync(rawEvent->when);
}
}
void CursorInputMapper::sync(nsecs_t when) {
......
// Synthesize key down from buttons if needed.
synthesizeButtonKeys(getContext(), AKEY_EVENT_ACTION_DOWN, when, getDeviceId(), mSource,
policyFlags, lastButtonState, currentButtonState);
// Send motion event.
if (downChanged || moved || scrolled || buttonsChanged) {
int32_t metaState = mContext->getGlobalMetaState();
int32_t buttonState = lastButtonState;
int32_t motionEventAction;
if (downChanged) {
motionEventAction = down ? AMOTION_EVENT_ACTION_DOWN : AMOTION_EVENT_ACTION_UP;
} else if (down || mPointerController == NULL) {
motionEventAction = AMOTION_EVENT_ACTION_MOVE;
} else {
motionEventAction = AMOTION_EVENT_ACTION_HOVER_MOVE;
}
if (buttonsReleased) {
BitSet32 released(buttonsReleased);
while (!released.isEmpty()) {
int32_t actionButton = BitSet32::valueForBit(released.clearFirstMarkedBit());
buttonState &= ~actionButton;
NotifyMotionArgs releaseArgs(when, getDeviceId(), mSource, policyFlags,
AMOTION_EVENT_ACTION_BUTTON_RELEASE, actionButton, 0,
metaState, buttonState, AMOTION_EVENT_EDGE_FLAG_NONE,
displayId, 1, &pointerProperties, &pointerCoords,
mXPrecision, mYPrecision, downTime);
getListener()->notifyMotion(&releaseArgs);
}
}
NotifyMotionArgs args(when, getDeviceId(), mSource, policyFlags,
motionEventAction, 0, 0, metaState, currentButtonState,
AMOTION_EVENT_EDGE_FLAG_NONE,
displayId, 1, &pointerProperties, &pointerCoords,
mXPrecision, mYPrecision, downTime);
getListener()->notifyMotion(&args);
......
// Synthesize key up from buttons if needed.
synthesizeButtonKeys(getContext(), AKEY_EVENT_ACTION_UP, when, getDeviceId(), mSource,
policyFlags, lastButtonState, currentButtonState);
mCursorMotionAccumulator.finishSync();
mCursorScrollAccumulator.finishSync();
}
InputReader管理着所有的InputDevice,针对不同的输入设备类型,对应不同的InputMapper类,鼠标类型是CursorInputMapper类,Cursor取事件的方法是process,在sync方法中进行处理。
static void synthesizeButtonKey(InputReaderContext* context, int32_t action,
nsecs_t when, int32_t deviceId, uint32_t source,
uint32_t policyFlags, int32_t lastButtonState, int32_t currentButtonState,
int32_t buttonState, int32_t keyCode) {
if (
(action == AKEY_EVENT_ACTION_DOWN
&& !(lastButtonState & buttonState)
&& (currentButtonState & buttonState))
|| (action == AKEY_EVENT_ACTION_UP
&& (lastButtonState & buttonState)
&& !(currentButtonState & buttonState))) {
NotifyKeyArgs args(when, deviceId, source, policyFlags,
action, 0, keyCode, 0, context->getGlobalMetaState(), when);
context->getListener()->notifyKey(&args);
}
}
static void synthesizeButtonKeys(InputReaderContext* context, int32_t action,
nsecs_t when, int32_t deviceId, uint32_t source,
uint32_t policyFlags, int32_t lastButtonState, int32_t currentButtonState) {
synthesizeButtonKey(context, action, when, deviceId, source, policyFlags,
lastButtonState, currentButtonState,
AMOTION_EVENT_BUTTON_BACK, AKEYCODE_BACK);
synthesizeButtonKey(context, action, when, deviceId, source, policyFlags,
lastButtonState, currentButtonState,
AMOTION_EVENT_BUTTON_FORWARD, AKEYCODE_FORWARD);
}
synthesizeButtonKeys对key进行合成,我们看到了熟悉的BACK键,context->getListener()->notifyKey(&key)
InputManager::InputManager(
const sp& eventHub,
const sp& readerPolicy,
const sp& dispatcherPolicy) {
mDispatcher = new InputDispatcher(dispatcherPolicy);
void InputDispatcher::notifyKey(const NotifyKeyArgs* args) {
......
int32_t keyCode = args->keyCode;
if (metaState & AMETA_META_ON && args->action == AKEY_EVENT_ACTION_DOWN) {
int32_t newKeyCode = AKEYCODE_UNKNOWN;
if (keyCode == AKEYCODE_DEL) {
newKeyCode = AKEYCODE_BACK;
} else if (keyCode == AKEYCODE_ENTER) {
newKeyCode = AKEYCODE_HOME;
}
if (newKeyCode != AKEYCODE_UNKNOWN) {
AutoMutex _l(mLock);
struct KeyReplacement replacement = {keyCode, args->deviceId};
mReplacedKeys.add(replacement, newKeyCode);
keyCode = newKeyCode;
metaState &= ~AMETA_META_ON;
}
} else if (args->action == AKEY_EVENT_ACTION_UP) {
// In order to maintain a consistent stream of up and down events, check to see if the key
// going up is one we've replaced in a down event and haven't yet replaced in an up event,
// even if the modifier was released between the down and the up events.
AutoMutex _l(mLock);
struct KeyReplacement replacement = {keyCode, args->deviceId};
ssize_t index = mReplacedKeys.indexOfKey(replacement);
if (index >= 0) {
keyCode = mReplacedKeys.valueAt(index);
mReplacedKeys.removeItemsAt(index);
metaState &= ~AMETA_META_ON;
}
}
KeyEvent event;
event.initialize(args->deviceId, args->source, args->action,
flags, keyCode, args->scanCode, metaState, 0,
args->downTime, args->eventTime);
mPolicy->interceptKeyBeforeQueueing(&event, /*byref*/ policyFlags);
.......
}
context->getListener()取得的是针对InputDispatcher的一个封装,调用的是它的notifyKey,在InputManager构造方法中将InputDispatcher传给了InputReader。实际上调用的是
sp
void NativeInputManager::interceptKeyBeforeQueueing(const KeyEvent* keyEvent,
uint32_t& policyFlags) {
......
if (keyEventObj) {
wmActions = env->CallIntMethod(mServiceObj,
gServiceClassInfo.interceptKeyBeforeQueueing,
keyEventObj, policyFlags);
if (checkAndClearExceptionFromCallback(env, "interceptKeyBeforeQueueing")) {
wmActions = 0;
}
android_view_KeyEvent_recycle(env, keyEventObj);
env->DeleteLocalRef(keyEventObj);
} else {
ALOGE("Failed to obtain key event object for interceptKeyBeforeQueueing.");
wmActions = 0;
}
handleInterceptActions(wmActions, when, /*byref*/ policyFlags);
} else {
if (interactive) {
policyFlags |= POLICY_FLAG_PASS_TO_USER;
}
}
}
sp的interceptKeyBeforeQueueing。InputManagerService的jni部分实现了InputDispatcherPolicyInterface的接口,jni部分调用了InputManagerService.java的interceptKeyBeforeQueueing方法,这样key事件传递到了Java世界。
private int interceptKeyBeforeQueueing(KeyEvent event, int policyFlags) {
return mWindowManagerCallbacks.interceptKeyBeforeQueueing(event, policyFlags);
}public interface WindowManagerCallbacks {
public void notifyConfigurationChanged();
public void notifyLidSwitchChanged(long whenNanos, boolean lidOpen);
public void notifyCameraLensCoverSwitchChanged(long whenNanos, boolean lensCovered);
public void notifyInputChannelBroken(InputWindowHandle inputWindowHandle);
public long notifyANR(InputApplicationHandle inputApplicationHandle,
InputWindowHandle inputWindowHandle, String reason);
public int interceptKeyBeforeQueueing(KeyEvent event, int policyFlags);
public int interceptMotionBeforeQueueingNonInteractive(long whenNanos, int policyFlags);
public long interceptKeyBeforeDispatching(InputWindowHandle focus,
KeyEvent event, int policyFlags);
public KeyEvent dispatchUnhandledKey(InputWindowHandle focus,
KeyEvent event, int policyFlags);
public int getPointerLayer();
}
package com.android.server.wm;
final class InputMonitor implements InputManagerService.WindowManagerCallbacks
key事件通过mWindowManagerCallbacks.interceptKeyBeforeQueueing传递,mWindowManagerCallbacks是InputMonitor的对象,InputMonitor是wm包里的一个类,我们离windowManagerService已经很近了。
private final WindowManagerService mService;@Override
public int interceptKeyBeforeQueueing(KeyEvent event, int policyFlags) {
return mService.mPolicy.interceptKeyBeforeQueueing(event, policyFlags);
}
mService就是WindowManagerService,mPolicy 就是PhoneWindowManager,最终我们来到了key值的处理和分发枢纽。
@Override
public int interceptKeyBeforeQueueing(KeyEvent event, int policyFlags) {
if (!mSystemBooted) {
// If we have not yet booted, don't let key events do anything.
return 0;
}
final boolean interactive = (policyFlags & FLAG_INTERACTIVE) != 0;
final boolean down = event.getAction() == KeyEvent.ACTION_DOWN;
final boolean canceled = event.isCanceled();
final int keyCode = event.getKeyCode();
final boolean isInjected = (policyFlags & WindowManagerPolicy.FLAG_INJECTED) != 0;
......
switch (keyCode) {
case KeyEvent.KEYCODE_BACK: {
if (down) {
mBackKeyHandled = false;
if (hasLongPressOnBackBehavior()) {
Message msg = mHandler.obtainMessage(MSG_BACK_LONG_PRESS);
msg.setAsynchronous(true);
mHandler.sendMessageDelayed(msg,
ViewConfiguration.get(mContext).getDeviceGlobalActionKeyTimeout());
}
} else {
boolean handled = mBackKeyHandled;
// Reset back key state
cancelPendingBackKeyAction();
// Don't pass back press to app if we've already handled it
if (handled) {
result &= ~ACTION_PASS_TO_USER;
}
}
break;
}
......
if (useHapticFeedback) {
performHapticFeedbackLw(null, HapticFeedbackConstants.VIRTUAL_KEY, false);
}
if (isWakeKey) {
wakeUp(event.getEventTime(), mAllowTheaterModeWakeFromKey, "android.policy:KEY");
}
return result;
}
PhoneWindowManager对BACK按键的处理并没有什么特别的,PhoneWindowManager主要是对全局性的key进行处理,比如POWER、RECENT等,由于BACK按键对于View体系是非常重要的,事件肯定会分发到View层面进行进一步处理。把Key事件放进队列,我们回到InputDispatcher.cpp。
void InputDispatcher::notifyKey(const NotifyKeyArgs* args) {
......
mPolicy->interceptKeyBeforeQueueing(&event, /*byref*/ policyFlags);
bool needWake;
{ // acquire lock
mLock.lock();
if (shouldSendKeyToInputFilterLocked(args)) {
mLock.unlock();
policyFlags |= POLICY_FLAG_FILTERED;
if (!mPolicy->filterInputEvent(&event, policyFlags)) {
return; // event was consumed by the filter
}
mLock.lock();
}
int32_t repeatCount = 0;
KeyEntry* newEntry = new KeyEntry(args->eventTime,
args->deviceId, args->source, policyFlags,
args->action, flags, keyCode, args->scanCode,
metaState, repeatCount, args->downTime);
needWake = enqueueInboundEventLocked(newEntry);
mLock.unlock();
} // release lock
if (needWake) {
mLooper->wake();
}
}
将Key事件放进队列,然后呢?mLooper->wake()消费这个消息,不理解的可以看NativeMessageQueue
bool InputDispatcher::enqueueInboundEventLocked(EventEntry* entry) {
bool needWake = mInboundQueue.isEmpty();
mInboundQueue.enqueueAtTail(entry);
traceInboundQueueLengthLocked();
InputDispatcher的enqueueInboundEventLocked方法将事件放进队列。
void InputReader::loopOnce() {
......
// Send out a message that the describes the changed input devices.
if (inputDevicesChanged) {
mPolicy->notifyInputDevicesChanged(inputDevices);
}
// Flush queued events out to the listener.
// This must happen outside of the lock because the listener could potentially call
// back into the InputReader's methods, such as getScanCodeState, or become blocked
// on another thread similarly waiting to acquire the InputReader lock thereby
// resulting in a deadlock. This situation is actually quite plausible because the
// listener is actually the input dispatcher, which calls into the window manager,
// which occasionally calls into the input reader.
mQueuedListener->flush();
}
bool InputDispatcherThread::threadLoop() {
mDispatcher->dispatchOnce();
return true;
}
void InputDispatcher::dispatchOnce() {
nsecs_t nextWakeupTime = LONG_LONG_MAX;
{ // acquire lock
AutoMutex _l(mLock);
mDispatcherIsAliveCondition.broadcast();
// Run a dispatch loop if there are no pending commands.
// The dispatch loop might enqueue commands to run afterwards.
if (!haveCommandsLocked()) {
dispatchOnceInnerLocked(&nextWakeupTime);
}
// Run all pending commands if there are any.
// If any commands were run then force the next poll to wake up immediately.
if (runCommandsLockedInterruptible()) {
nextWakeupTime = LONG_LONG_MIN;
}
} // release lock
// Wait for callback or timeout or wake. (make sure we round up, not down)
nsecs_t currentTime = now();
int timeoutMillis = toMillisecondTimeoutDelay(currentTime, nextWakeupTime);
mLooper->pollOnce(timeoutMillis);
}
void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) {
......
// Inbound queue has at least one entry.
mPendingEvent = mInboundQueue.dequeueAtHead();
traceInboundQueueLengthLocked();
......
case EventEntry::TYPE_KEY: {
KeyEntry* typedEntry = static_cast(mPendingEvent);
if (isAppSwitchDue) {
if (isAppSwitchKeyEventLocked(typedEntry)) {
resetPendingAppSwitchLocked(true);
isAppSwitchDue = false;
} else if (dropReason == DROP_REASON_NOT_DROPPED) {
dropReason = DROP_REASON_APP_SWITCH;
}
}
if (dropReason == DROP_REASON_NOT_DROPPED
&& isStaleEventLocked(currentTime, typedEntry)) {
dropReason = DROP_REASON_STALE;
}
if (dropReason == DROP_REASON_NOT_DROPPED && mNextUnblockedEvent) {
dropReason = DROP_REASON_BLOCKED;
}
done = dispatchKeyLocked(currentTime, typedEntry, &dropReason, nextWakeupTime);
break;
}
......
}
void InputDispatcher::dispatchEventLocked(nsecs_t currentTime,
EventEntry* eventEntry, const Vector& inputTargets) {
......
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 = mConnectionsByFd.valueAt(connectionIndex);
prepareDispatchCycleLocked(currentTime, connection, eventEntry, &inputTarget);
......
}
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
const sp& connection) {
......
while (connection->status == Connection::STATUS_NORMAL
&& !connection->outboundQueue.isEmpty()) {
DispatchEntry* dispatchEntry = connection->outboundQueue.head;
dispatchEntry->deliveryTime = currentTime;
// Publish the event.
status_t status;
EventEntry* eventEntry = dispatchEntry->eventEntry;
switch (eventEntry->type) {
case EventEntry::TYPE_KEY: {
KeyEntry* keyEntry = static_cast(eventEntry);
// Publish the key event.
status = connection->inputPublisher.publishKeyEvent(dispatchEntry->seq,
keyEntry->deviceId, keyEntry->source,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags,
keyEntry->keyCode, keyEntry->scanCode,
keyEntry->metaState, keyEntry->repeatCount, keyEntry->downTime,
keyEntry->eventTime);
break;
}
之前我们介绍InputReader创建的时候,提到了InputManager创建了两个线程,一个是分发线程,一个是取事件的线程,在start中启动了他们,会调用到InputReader的loopOnce取得事件放入队列,放入队列的预处理之前已经分析,接下来是InputDispatcherThread循坏mDispatcher->dispatchOnce。dispatchOnce中dispatch一个消息
status_t InputPublisher::publishKeyEvent(
uint32_t seq,
int32_t deviceId,
int32_t source,
int32_t action,
int32_t flags,
int32_t keyCode,
int32_t scanCode,
int32_t metaState,
int32_t repeatCount,
nsecs_t downTime,
nsecs_t eventTime) {
.....
InputMessage msg;
msg.header.type = InputMessage::TYPE_KEY;
msg.body.key.seq = seq;
msg.body.key.deviceId = deviceId;
msg.body.key.source = source;
msg.body.key.action = action;
msg.body.key.flags = flags;
msg.body.key.keyCode = keyCode;
msg.body.key.scanCode = scanCode;
msg.body.key.metaState = metaState;
msg.body.key.repeatCount = repeatCount;
msg.body.key.downTime = downTime;
msg.body.key.eventTime = eventTime;
return mChannel->sendMessage(&msg);
}
最终在InputPublisher中由mChannel->sendMessage, mChannel是某个window和InputReader的一个桥梁,这里发消息应该是发给了一个window。
class Connection : public RefBase {
protected:
virtual ~Connection();
public:
enum Status {
// Everything is peachy.
STATUS_NORMAL,
// An unrecoverable communication error has occurred.
STATUS_BROKEN,
// The input channel has been unregistered.
STATUS_ZOMBIE
};
Status status;
sp inputChannel; // never null
sp inputWindowHandle; // may be null
bool monitor;
InputPublisher inputPublisher;
InputState inputState;
// True if the socket is full and no further events can be published until
// the application consumes some of the input.
bool inputPublisherBlocked;
// Queue of events that need to be published to the connection.
Queue outboundQueue;
// Queue of events that have been published to the connection but that have not
// yet received a "finished" response from the application.
Queue waitQueue;
explicit Connection(const sp& inputChannel,
const sp& inputWindowHandle, bool monitor);
inline const char* getInputChannelName() const { return inputChannel->getName().string(); }
const char* getWindowName() const;
const char* getStatusLabel() const;
DispatchEntry* findWaitQueueEntry(uint32_t seq);
};
Connection是InputDispatcher的一个内部类,通过registerInputChannel,那么在哪里建立了这种连接呢?
status_t NativeInputManager::registerInputChannel(JNIEnv* /* env */,
const sp& inputChannel,
const sp& inputWindowHandle, bool monitor) {
return mInputManager->getDispatcher()->registerInputChannel(
inputChannel, inputWindowHandle, monitor);
}
public void registerInputChannel(InputChannel inputChannel,
InputWindowHandle inputWindowHandle) {
if (inputChannel == null) {
throw new IllegalArgumentException("inputChannel must not be null.");
}
nativeRegisterInputChannel(mPtr, inputChannel, inputWindowHandle, false);
}
我找找到了InputManagerService.java这个源头
void openInputChannel(InputChannel outInputChannel) {
if (mInputChannel != null) {
throw new IllegalStateException("Window already has an input channel.");
}
String name = makeInputChannelName();
InputChannel[] inputChannels = InputChannel.openInputChannelPair(name);
mInputChannel = inputChannels[0];
mClientChannel = inputChannels[1];
mInputWindowHandle.inputChannel = inputChannels[0];
if (outInputChannel != null) {
mClientChannel.transferTo(outInputChannel);
mClientChannel.dispose();
mClientChannel = null;
} else {
// If the window died visible, we setup a dummy input channel, so that taps
// can still detected by input monitor channel, and we can relaunch the app.
// Create dummy event receiver that simply reports all events as handled.
mDeadWindowEventReceiver = new DeadWindowEventReceiver(mClientChannel);
}
mService.mInputManager.registerInputChannel(mInputChannel, mInputWindowHandle);
}
WindowState中找到了有关调用,这个mService又是WindowsManagerService
public int addWindow(Session session, IWindow client, int seq,
WindowManager.LayoutParams attrs, int viewVisibility, int displayId,
Rect outContentInsets, Rect outStableInsets, Rect outOutsets,
InputChannel outInputChannel) {
......
final boolean openInputChannels = (outInputChannel != null
&& (attrs.inputFeatures & INPUT_FEATURE_NO_INPUT_CHANNEL) == 0);
if (openInputChannels) {
win.openInputChannel(outInputChannel);
}
public View addStartingWindow(IBinder appToken, String packageName, int theme,
CompatibilityInfo compatInfo, CharSequence nonLocalizedLabel, int labelRes,
int icon, int logo, int windowFlags, Configuration overrideConfig) {
......
WindowManager wm = null;
View view = null;
try {
Context context = mContext;
if (DEBUG_STARTING_WINDOW) Slog.d(TAG, "addStartingWindow " + packageName
+ ": nonLocalizedLabel=" + nonLocalizedLabel + " theme="
+ Integer.toHexString(theme));
if (theme != context.getThemeResId() || labelRes != 0) {
try {
context = context.createPackageContext(packageName, 0);
context.setTheme(theme);
} catch (PackageManager.NameNotFoundException e) {
// Ignore
}
}
......
final PhoneWindow win = new PhoneWindow(context);
......
wm = (WindowManager)context.getSystemService(Context.WINDOW_SERVICE);
view = win.getDecorView();
if (DEBUG_STARTING_WINDOW) Slog.d(TAG, "Adding starting window for "
+ packageName + " / " + appToken + ": " + (view.getParent() != null ? view : null));
wm.addView(view, params);
......
}
在每次addWindow的时候建立了一个连接,证实了我们的猜想。
InputPublisher如何与消息系统建立联系,看一下时序图。
public void addView(View view, ViewGroup.LayoutParams params,
Display display, Window parentWindow) {
......
ViewRootImpl root;
View panelParentView = null;
synchronized (mLock) {
......
root = new ViewRootImpl(view.getContext(), display);
view.setLayoutParams(wparams);
mViews.add(view);
mRoots.add(root);
mParams.add(wparams);
}
// do this last because it fires off messages to start doing things
try {
root.setView(view, wparams, panelParentView);
} catch (RuntimeException e) {
......
}
Android View体系中,Window包含了很多View, 包括一个DecorView和一个ViewGroup,之后添加进来的View,都会创建一个ViewRootImpl对应,让我们看看ViewRootImpl是干什么的?
/**
* The top of a view hierarchy, implementing the needed protocol between View
* and the WindowManager. This is for the most part an internal implementation
* detail of {@link WindowManagerGlobal}.
*
* {@hide}
*/
@SuppressWarnings({"EmptyCatchBlock", "PointlessBooleanExpression"})
public final class ViewRootImpl implements ViewParent,
View.AttachInfo.Callbacks, ThreadedRenderer.HardwareDrawCallbacks
ViewRootImpl是WindowManager和View之间的桥梁,管理着View除视图外其他的部分,它实际上是一个Handler,它可以向DecorView分发事件,当然,AccessibilityService的部分也在这里处理。
setView(View view...){
......
if (mInputChannel != null) {
if (mInputQueueCallback != null) {
mInputQueue = new InputQueue();
mInputQueueCallback.onInputQueueCreated(mInputQueue);
}
mInputEventReceiver = new WindowInputEventReceiver(mInputChannel,
Looper.myLooper());
}
......
}
ViewRootImpl setView的时候会建立一个InputReceiver,当有inputEvent时触发。
final class WindowInputEventReceiver extends InputEventReceiver {
public WindowInputEventReceiver(InputChannel inputChannel, Looper looper) {
super(inputChannel, looper);
}
@Override
public void onInputEvent(InputEvent event) {
enqueueInputEvent(event, this, 0, true);
}
@Override
public void onBatchedInputEventPending() {
if (mUnbufferedInputDispatch) {
super.onBatchedInputEventPending();
} else {
scheduleConsumeBatchedInput();
}
}
@Override
public void dispose() {
unscheduleConsumeBatchedInput();
super.dispose();
}
}
void enqueueInputEvent(InputEvent event,
InputEventReceiver receiver, int flags, boolean processImmediately) {
......
if (processImmediately) {
doProcessInputEvents();
} else {
scheduleProcessInputEvents();
}
}
void doProcessInputEvents() {
// Deliver all pending input events in the queue.
while (mPendingInputEventHead != null) {
QueuedInputEvent q = mPendingInputEventHead;
mPendingInputEventHead = q.mNext;
if (mPendingInputEventHead == null) {
mPendingInputEventTail = null;
}
q.mNext = null;
......
deliverInputEvent(q);
}
......
}private void deliverInputEvent(QueuedInputEvent q) {
Trace.asyncTraceBegin(Trace.TRACE_TAG_VIEW, "deliverInputEvent",
q.mEvent.getSequenceNumber());
if (mInputEventConsistencyVerifier != null) {
mInputEventConsistencyVerifier.onInputEvent(q.mEvent, 0);
}
InputStage stage;
if (q.shouldSendToSynthesizer()) {
stage = mSyntheticInputStage;
} else {
stage = q.shouldSkipIme() ? mFirstPostImeInputStage : mFirstInputStage;
}
if (stage != null) {
stage.deliver(q);
} else {
finishInputEvent(q);
}
}
public boolean shouldSkipIme() {
if ((mFlags & FLAG_DELIVER_POST_IME) != 0) {
return true;
}
return mEvent instanceof MotionEvent
&& mEvent.isFromSource(InputDevice.SOURCE_CLASS_POINTER);
}mFirstInputStage = earlyPostInputStage;
这个stage很关键,shouldSkipIme返回true,因为没有软键盘,所以stage = earlyPostInputStage。
注意next参数是ViewPostImeInputStage,earlyPostInputStage的主要作用是将Key事件传递到native层的Activity(现在很多的Activity是用NativeActivity开发的),所以我们不走这里,我们走next.deliver,也就是ViewPostImeInputStage。
final class ViewPostImeInputStage extends InputStage {
public ViewPostImeInputStage(InputStage next) {
super(next);
}
@Override
protected int onProcess(QueuedInputEvent q) {
if (q.mEvent instanceof KeyEvent) {
return processKeyEvent(q);
} else {
final int source = q.mEvent.getSource();
if ((source & InputDevice.SOURCE_CLASS_POINTER) != 0) {
return processPointerEvent(q);
} else if ((source & InputDevice.SOURCE_CLASS_TRACKBALL) != 0) {
return processTrackballEvent(q);
} else {
return processGenericMotionEvent(q);
}
}
}
@Override
protected void onDeliverToNext(QueuedInputEvent q) {
if (mUnbufferedInputDispatch
&& q.mEvent instanceof MotionEvent
&& ((MotionEvent)q.mEvent).isTouchEvent()
&& isTerminalInputEvent(q.mEvent)) {
mUnbufferedInputDispatch = false;
scheduleConsumeBatchedInput();
}
super.onDeliverToNext(q);
}
private int processKeyEvent(QueuedInputEvent q) {
final KeyEvent event = (KeyEvent)q.mEvent;
// Deliver the key to the view hierarchy.
if (mView.dispatchKeyEvent(event)) {
return FINISH_HANDLED;
}
key终于传递到了View hierarchy,也就是DecorView。