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draw
、onDraw
还有一个dispatchDraw
,下面我们分析一下这几个函数在View
和ViewGroup
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
mView
的draw
方法,之前我们分析过它其实就是类型为FrameLayout
的DecorView
,由于FrameLayout
和ViewGroup
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ViewGroup
的dispatchDraw
来绘制子View
,最终会调用到这些子View
的draw
方法。 - 当第一步的这些子
View
的draw
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View
的draw
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
。