View 绘制体系知识梳理(5) 绘制过程之 Draw 详解

一、绘制的起点 - performTraversals

和测量、布局的过程类似,绘制的起点也是从performTraversals开始的:

private void performTraversals() {
    ......
    final Rect dirty = mDirty;
    ......
    canvas = mSurface.lockCanvas(dirty);
    ......
    mView.draw(canvas);
    ......
}
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二、绘制的关键方法:draw(Canvas canvas) onDraw(Canvas canvas) dispatchDraw()

和绘制过程的前两个阶段不同的是,与draw过程相关的函数,不仅有drawonDraw还有一个dispatchDraw,下面我们分析一下这几个函数在ViewViewGroup中的定义

  • View
  • 首先是draw(Canvas)方法,它是public的,我们通过注释可以看到它最多会执行6步操作,分别是:绘制背景、保存canvas,绘制View本身内容,绘制子View,恢复canvas,绘制装饰类(如滚动条)。其中第二、五步不是必要的。 对于整个绘制事件的分发,我们需要关注的是第三、四步:调用onDraw(Canvas)绘制View本身的的内容,调用dispatchDraw(Canvas)绘制子View,也就是我们上面说的其它两个方法。
@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;
        }

        /*
         * Here we do the full fledged routine...
         * (this is an uncommon case where speed matters less,
         * this is why we repeat some of the tests that have been
         * done above)
         */

        boolean drawTop = false;
        boolean drawBottom = false;
        boolean drawLeft = false;
        boolean drawRight = false;

        float topFadeStrength = 0.0f;
        float bottomFadeStrength = 0.0f;
        float leftFadeStrength = 0.0f;
        float rightFadeStrength = 0.0f;

        // Step 2, save the canvas' layers
        int paddingLeft = mPaddingLeft;

        final boolean offsetRequired = isPaddingOffsetRequired();
        if (offsetRequired) {
            paddingLeft += getLeftPaddingOffset();
        }

        int left = mScrollX + paddingLeft;
        int right = left + mRight - mLeft - mPaddingRight - paddingLeft;
        int top = mScrollY + getFadeTop(offsetRequired);
        int bottom = top + getFadeHeight(offsetRequired);

        if (offsetRequired) {
            right += getRightPaddingOffset();
            bottom += getBottomPaddingOffset();
        }

        final ScrollabilityCache scrollabilityCache = mScrollCache;
        final float fadeHeight = scrollabilityCache.fadingEdgeLength;
        int length = (int) fadeHeight;

        // clip the fade length if top and bottom fades overlap
        // overlapping fades produce odd-looking artifacts
        if (verticalEdges && (top + length > bottom - length)) {
            length = (bottom - top) / 2;
        }

        // also clip horizontal fades if necessary
        if (horizontalEdges && (left + length > right - length)) {
            length = (right - left) / 2;
        }

        if (verticalEdges) {
            topFadeStrength = Math.max(0.0f, Math.min(1.0f, getTopFadingEdgeStrength()));
            drawTop = topFadeStrength * fadeHeight > 1.0f;
            bottomFadeStrength = Math.max(0.0f, Math.min(1.0f, getBottomFadingEdgeStrength()));
            drawBottom = bottomFadeStrength * fadeHeight > 1.0f;
        }

        if (horizontalEdges) {
            leftFadeStrength = Math.max(0.0f, Math.min(1.0f, getLeftFadingEdgeStrength()));
            drawLeft = leftFadeStrength * fadeHeight > 1.0f;
            rightFadeStrength = Math.max(0.0f, Math.min(1.0f, getRightFadingEdgeStrength()));
            drawRight = rightFadeStrength * fadeHeight > 1.0f;
        }

        saveCount = canvas.getSaveCount();

        int solidColor = getSolidColor();
        if (solidColor == 0) {
            final int flags = Canvas.HAS_ALPHA_LAYER_SAVE_FLAG;

            if (drawTop) {
                canvas.saveLayer(left, top, right, top + length, null, flags);
            }

            if (drawBottom) {
                canvas.saveLayer(left, bottom - length, right, bottom, null, flags);
            }

            if (drawLeft) {
                canvas.saveLayer(left, top, left + length, bottom, null, flags);
            }

            if (drawRight) {
                canvas.saveLayer(right - length, top, right, bottom, null, flags);
            }
        } else {
            scrollabilityCache.setFadeColor(solidColor);
        }

        // Step 3, draw the content
        if (!dirtyOpaque) onDraw(canvas);

        // Step 4, draw the children
        dispatchDraw(canvas);

        // Step 5, draw the fade effect and restore layers
        final Paint p = scrollabilityCache.paint;
        final Matrix matrix = scrollabilityCache.matrix;
        final Shader fade = scrollabilityCache.shader;

        if (drawTop) {
            matrix.setScale(1, fadeHeight * topFadeStrength);
            matrix.postTranslate(left, top);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(left, top, right, top + length, p);
        }

        if (drawBottom) {
            matrix.setScale(1, fadeHeight * bottomFadeStrength);
            matrix.postRotate(180);
            matrix.postTranslate(left, bottom);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(left, bottom - length, right, bottom, p);
        }

        if (drawLeft) {
            matrix.setScale(1, fadeHeight * leftFadeStrength);
            matrix.postRotate(-90);
            matrix.postTranslate(left, top);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(left, top, left + length, bottom, p);
        }

        if (drawRight) {
            matrix.setScale(1, fadeHeight * rightFadeStrength);
            matrix.postRotate(90);
            matrix.postTranslate(right, top);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(right - length, top, right, bottom, p);
        }

        canvas.restoreToCount(saveCount);

        // 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);
    }
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  • onDraw(Canvas canvas)方法是一个空实现,因为绘制应当由具体的控件来实现。
  • 由于单纯的View来说,它没有子View,因此dispatchDraw方法也是一个空实现。
  • ViewGroup
  • 没有重写draw(Canvas canvas)方法。
  • 没有重写onDraw(Canvas canvas)方法。
  • 由于ViewGroup要负责将绘制的消息通知子View,所以它重写了dispatchDraw方法,并在里面调用drawChild一级级把绘制的消息传递下去。
protected void dispatchDraw(Canvas canvas) {
       //....
       for (int i = 0; i < childrenCount; i++) {
           while (transientIndex >= 0 && mTransientIndices.get(transientIndex) == i) {
               final View transientChild = mTransientViews.get(transientIndex);
               if ((transientChild.mViewFlags & VISIBILITY_MASK) == VISIBLE ||
                       transientChild.getAnimation() != null) {
                   more |= drawChild(canvas, transientChild, drawingTime);
               }
               transientIndex++;
               if (transientIndex >= transientCount) {
                   transientIndex = -1;
               }
           }
           int childIndex = customOrder ? getChildDrawingOrder(childrenCount, i) : i;
           final View child = (preorderedList == null)
                   ? children[childIndex] : preorderedList.get(childIndex);
           if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
               more |= drawChild(canvas, child, drawingTime);
           }
       }
       //...
}
protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
       return child.draw(canvas, this, drawingTime);
}
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通过分析View/ViewGroup的这三个方法的定义,那么整个由DecorView到个叶节点View的绘制过程就很清楚了:

  • 首先调用了mViewdraw方法,之前我们分析过它其实就是类型为FrameLayoutDecorView,由于FrameLayoutViewGroup都没有重写draw方法,它其实是调用了View当中的draw执行前面分析过的那些步骤,首先是调用自己的onDraw方法来绘制自己,然后调用ViewGroupdispatchDraw来绘制子View,最终会调用到这些子Viewdraw方法。
  • 当第一步的这些子Viewdraw方法被调用时,都会先执行它的onDraw方法,这个大家都是一样的,但是注意到对于每个具体的子View,由于dispatchDraw方法决定了事件是否会被分发,所以我们会有以下几种情况:
  • 继承于ViewGroup的控件,但是没有下一级子View,虽然ViewGroup重写了dispatchDraw方法,但是此时childCount==0,因此drawChild不会被调用,整个传递过程终止。
  • 继承于View的控件,此时dispatchDraw方法是一个空实现,因此不会继续传递下去。
  • 继承于ViewGroup的控件,并且有子View,由于ViewGroup重写了dispatchDraw方法,因此会继续调用子Viewdraw方法传递下去。

三、小结

对于这三个关键的方法,简单的总结一下它们的作用:

  • draw:作为整个父容器和子View之间绘制事件传递的纽带。
  • onDraw:负责View本身的具体绘制。
  • dispatchDraw:负责将绘制分发给下一级的子View
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