本文主要是介绍Android输入系统之InputChannel(上),希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
前面的“锤子快捷键”相关文章已经分析了输入事件的读取,处理,分发。我们知道事件的传递是以window为单位传递的,即server只负责将事件传递给某一个或者多个window,window然后再将事件传递给某一个具体的view。一个activity或者dialog对应一个window,但是事件只传递给合适的window,比如对于按键事件,就必须是获得焦点的window,也就是说只能传递给一个window,通常是最上面的程序。找到了合适的window,然后就是将事件添加到window的Connection的事件队列上。其实,到这为止输入事件还只是在server端,即system_server这个进程里,要想让程序获取到事件,肯定必须将事件信息传递到程序端的进程里。这个就是Connection的实现问题了,这个connection的真正逻辑是InputChannel, InputChannel其实就是linux unix socket的一种封装, unixsocket是linux的一种跨进程通信方式。系统创建InputChannel对即unix socket对,系统server端和程序client各只有其中一个,这样通过unix socket就可以给对方发送消息,而这里的事件就是通过这种方式从系统进程传递到程序进程的。整个系统框架图如下:
系统server端的InputChannel
系统InputChannel的整个处理逻辑如下:
Server端 InputChannel的创建
Server端 InputChannel是在window被创建的时候创建的:
//addWindow会创建一个channel对,其实上就是unix socket对,其中一个unix socket//通过传入参数outInputChannel被传递到程序端,//另外一个unix socket保存在server的window中并注册到native的InputManagerpublic int addWindow(Session session, IWindow client, int seq,WindowManager.LayoutParams attrs, int viewVisibility, int displayId,Rect outContentInsets, InputChannel outInputChannel) {//创建window的数据对象WindowStatewin = new WindowState(this, session, client, token,attachedWindow, appOp[0], seq, attrs, viewVisibility, displayContent);if (outInputChannel != null && (attrs.inputFeatures & WindowManager.LayoutParams.INPUT_FEATURE_NO_INPUT_CHANNEL) == 0) {String name = win.makeInputChannelName();//创建channel对,即会返回两个InputChannelInputChannel[] inputChannels = InputChannel.openInputChannelPair(name);//一个unix socket保存到window里win.setInputChannel(inputChannels[0]);//另外一个unix socket传递到程序端inputChannels[1].transferTo(outInputChannel);//这个函数很重要,这个会将server端的unix socket注册到native层//的InputManager, win.mInputChannel就是上面的inputChannels[0]mInputManager.registerInputChannel(win.mInputChannel, win.mInputWindowHandle);}}return res; }public static InputChannel[] openInputChannelPair(String name) {return nativeOpenInputChannelPair(name); }static jobjectArray android_view_InputChannel_nativeOpenInputChannelPair(JNIEnv* env,jclass clazz, jstring nameObj) {sp<InputChannel> serverChannel;sp<InputChannel> clientChannel;//创建input channel对status_t result = InputChannel::openInputChannelPair(name, serverChannel, clientChannel);jobjectArray channelPair = env->NewObjectArray(2, gInputChannelClassInfo.clazz, NULL);//创建inputChannel对应的java对象jobject serverChannelObj = android_view_InputChannel_createInputChannel(env,new NativeInputChannel(serverChannel));jobject clientChannelObj = android_view_InputChannel_createInputChannel(env,new NativeInputChannel(clientChannel));//将两个channel放到channel数组中env->SetObjectArrayElement(channelPair, 0, serverChannelObj);env->SetObjectArrayElement(channelPair, 1, clientChannelObj);return channelPair; } //InputTransport.cpp status_t InputChannel::openInputChannelPair(const String8& name,sp<InputChannel>& outServerChannel, sp<InputChannel>& outClientChannel) {int sockets[2];//很早的android 版本是使用双向管道实现的,而是现在是使用unix socket双通道//来通信if (socketpair(AF_UNIX, SOCK_SEQPACKET, 0, sockets)) {return result;}int bufferSize = SOCKET_BUFFER_SIZE;setsockopt(sockets[0], SOL_SOCKET, SO_SNDBUF, &bufferSize, sizeof(bufferSize));setsockopt(sockets[0], SOL_SOCKET, SO_RCVBUF, &bufferSize, sizeof(bufferSize));setsockopt(sockets[1], SOL_SOCKET, SO_SNDBUF, &bufferSize, sizeof(bufferSize));setsockopt(sockets[1], SOL_SOCKET, SO_RCVBUF, &bufferSize, sizeof(bufferSize));String8 serverChannelName = name;serverChannelName.append(" (server)");//创建InputChannel,并把通信文件句柄传入outServerChannel = new InputChannel(serverChannelName, sockets[0]);String8 clientChannelName = name;clientChannelName.append(" (client)");//创建InputChannel,并把通信文件句柄传入outClientChannel = new InputChannel(clientChannelName, sockets[1]);return OK; }
Server端 InputChannel事件监听器安装
InputDispatcher要能够发送事件数据,必须的要让其知道对应的window的InputChannel,这个通过注册实现的。
public void registerInputChannel(InputChannel inputChannel,InputWindowHandle inputWindowHandle) { nativeRegisterInputChannel(mPtr, inputChannel, inputWindowHandle, false);
}status_t NativeInputManager::registerInputChannel(JNIEnv* env,const sp<InputChannel>& inputChannel,const sp<InputWindowHandle>& inputWindowHandle, bool monitor) {//调用InputDispatcher的函数return mInputManager->getDispatcher()->registerInputChannel(inputChannel, inputWindowHandle, monitor);
}status_t InputDispatcher::registerInputChannel(const sp<InputChannel>& inputChannel,const sp<InputWindowHandle>& inputWindowHandle, bool monitor) {{ // acquire lockAutoMutex _l(mLock);//这个将inputChannel封装为Connectionsp<Connection> connection = new Connection(inputChannel,
inputWindowHandle, monitor);//这个就是unix socket文件句柄int fd = inputChannel->getFd();//将connection保存到映射表中mConnectionsByFd.add(fd, connection);//监听该unix socket文件,当unix socket有数据时即client发送消息过来了,//函数handleReceiveCallback就会被执行mLooper->addFd(fd, 0, ALOOPER_EVENT_INPUT, handleReceiveCallback, this);} // release lock// Wake the looper because some connections have changed.mLooper->wake();return OK;
}
Server端的InputChannel事件数据发送
void InputDispatcher::enqueueDispatchEntriesLocked(nsecs_t currentTime,const sp<Connection>& connection, EventEntry* eventEntry, const InputTarget* inputTarget) {bool wasEmpty = connection->outboundQueue.isEmpty();// Enqueue dispatch entries for the requested modes.enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT);enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,InputTarget::FLAG_DISPATCH_AS_OUTSIDE);enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER);enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,InputTarget::FLAG_DISPATCH_AS_IS);enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT);enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER);// 原来是空,现在不空,则立刻分发事件if (wasEmpty && !connection->outboundQueue.isEmpty()) {startDispatchCycleLocked(currentTime, connection);}
} void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,const sp<Connection>& connection) {//遍历所有发送队列中的事件while (connection->status == Connection::STATUS_NORMAL&& !connection->outboundQueue.isEmpty()) {//获取最早的需要发送的事件DispatchEntry* dispatchEntry = connection->outboundQueue.head;EventEntry* eventEntry = dispatchEntry->eventEntry;switch (eventEntry->type) {case EventEntry::TYPE_KEY: {KeyEntry* keyEntry = static_cast<KeyEntry*>(eventEntry);//真正发送事件.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;}// Check the result.if (status) {if (status == WOULD_BLOCK) {if (connection->waitQueue.isEmpty()) {} else {connection->inputPublisherBlocked = true;}}//发送成功,返回执行下一次循环return;}// 事件发送失败,重新放进待发送队列connection->outboundQueue.dequeue(dispatchEntry);connection->waitQueue.enqueueAtTail(dispatchEntry);}
}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;//将输入事件转化为unix socket通信的格式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;//调用unix socket消息发送机制return mChannel->sendMessage(&msg);
}status_t InputChannel::sendMessage(const InputMessage* msg) {size_t msgLength = msg->size();ssize_t nWrite;
do {//通过unix socket将事件数据发送到程序端nWrite = ::send(mFd, msg, msgLength, MSG_DONTWAIT | MSG_NOSIGNAL);} while (nWrite == -1 && errno == EINTR);return OK;
}
程序client端的InputChannel
Client 端的InputChannel创建
Client接受事件,肯定必须先获得inputChannel,这个是在addWindow时系统返回回来的。
public void setView(View view, WindowManager.LayoutParams attrs,
View panelParentView) {synchronized (this) {if ((mWindowAttributes.inputFeatures&WindowManager.LayoutParams.INPUT_FEATURE_NO_INPUT_CHANNEL) == 0) {mInputChannel = new InputChannel();}try {//该函数会返回一个InputChannelres = mWindowSession.addToDisplay(mWindow, mSeq,mWindowAttributes,getHostVisibility(), mDisplay.getDisplayId(),mAttachInfo.mContentInsets, mInputChannel);}if (mInputChannel != null) {if (mInputQueueCallback != null) {mInputQueue = new InputQueue();mInputQueueCallback.onInputQueueCreated(mInputQueue);}//为InputChannel注册监听器mInputEventReceiver = new WindowInputEventReceiver(mInputChannel,Looper.myLooper());}<pre name="code" class="java" style="font-size: 14px;"> }
}
Client端的 InputChannel监听器安装
InputChannel监听器安装在WindowInputEventReceiver初始化的时候
final class WindowInputEventReceiver extends InputEventReceiver {public WindowInputEventReceiver(InputChannel inputChannel, Looper looper) {super(inputChannel, looper);}
}
public InputEventReceiver(InputChannel inputChannel, Looper looper) {mInputChannel = inputChannel;mMessageQueue = looper.getQueue();mReceiverPtr = nativeInit(new WeakReference<InputEventReceiver>(this),inputChannel, mMessageQueue);mCloseGuard.open("dispose");}static jint nativeInit(JNIEnv* env, jclass clazz, jobject receiverWeak,jobject inputChannelObj, jobject messageQueueObj) {//获取native层的InputChannelsp<InputChannel> inputChannel = android_view_InputChannel_getInputChannel(env,inputChannelObj);//获取java层InputEventReceiver对象的native层的消息队列sp<MessageQueue> messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj);//创建native对应的InputEventReceiver对象sp<NativeInputEventReceiver> receiver = new NativeInputEventReceiver(env,receiverWeak, inputChannel, messageQueue);//这个是真正安装监听的函数status_t status = receiver->initialize();return reinterpret_cast<jint>(receiver.get());
}status_t NativeInputEventReceiver::initialize() {//安装监听器setFdEvents(ALOOPER_EVENT_INPUT);return OK;
}void NativeInputEventReceiver::setFdEvents(int events) {if (mFdEvents != events) {mFdEvents = events;int fd = mInputConsumer.getChannel()->getFd();if (events) {//用looper监听inputChannel对应的unix socket文件句柄mMessageQueue->getLooper()->addFd(fd, 0, events, this, NULL);}}
}int Looper::addFd(int fd, int ident, int events, ALooper_callbackFunc callback, void* data) {return addFd(fd, ident, events, callback ? new SimpleLooperCallback(callback) : NULL, data);
}int Looper::addFd(int fd, int ident, int events, const sp<LooperCallback>& callback, void* data) {{ // acquire lockAutoMutex _l(mLock);//将监听参数封装Request request;request.fd = fd;request.ident = ident;//这个很重要,当被监听的文件发生变化时就会调用该callback函数request.callback = callback;request.data = data;ssize_t requestIndex = mRequests.indexOfKey(fd);if (requestIndex < 0) {//epoll该文件,也就是讲unix socket文件添加到监听文件列表中int epollResult = epoll_ctl(mEpollFd, EPOLL_CTL_ADD, fd, & eventItem);mRequests.add(fd, request);}} // release lockreturn 1;
}
Client端的InputChannel中的事件接收
从上面可以看出,Java的InputEventReceiver层的native层的NativeInputEventReceiver负责监听事件,当有事件时,就会调用它。
int Looper::pollOnce(int timeoutMillis, int* outFd, int* outEvents, void** outData) {int result = 0;for (;;) {while (mResponseIndex < mResponses.size()) {const Response& response = mResponses.itemAt(mResponseIndex++);int ident = response.request.ident;if (ident >= 0) {int fd = response.request.fd;int events = response.events;void* data = response.request.data;if (outFd != NULL) *outFd = fd;if (outEvents != NULL) *outEvents = events;if (outData != NULL) *outData = data;return ident;}}result = pollInner(timeoutMillis);}
}int Looper::pollInner(int timeoutMillis) {struct epoll_event eventItems[EPOLL_MAX_EVENTS];//等待消息int eventCount = epoll_wait(mEpollFd, eventItems, EPOLL_MAX_EVENTS, timeoutMillis);for (int i = 0; i < eventCount; i++) {int fd = eventItems[i].data.fd;uint32_t epollEvents = eventItems[i].events;if (fd == mWakeReadPipeFd) {if (epollEvents & EPOLLIN) {awoken();}} else {ssize_t requestIndex = mRequests.indexOfKey(fd);if (requestIndex >= 0) {int events = 0;if (epollEvents & EPOLLIN) events |= ALOOPER_EVENT_INPUT;if (epollEvents & EPOLLOUT) events |= ALOOPER_EVENT_OUTPUT;if (epollEvents & EPOLLERR) events |= ALOOPER_EVENT_ERROR;if (epollEvents & EPOLLHUP) events |= ALOOPER_EVENT_HANGUP;//将事件放到事件队列上pushResponse(events, mRequests.valueAt(requestIndex));}}}
Done: ;//处理前面加入的response事件for (size_t i = 0; i < mResponses.size(); i++) {Response& response = mResponses.editItemAt(i);if (response.request.ident == ALOOPER_POLL_CALLBACK) {int fd = response.request.fd;int events = response.events;void* data = response.request.data;// 下面的callback就是 NativeInputEventRecieverdint callbackResult = response.request.callback->handleEvent(fd, events, data);if (callbackResult == 0) {removeFd(fd);}response.request.callback.clear();result = ALOOPER_POLL_CALLBACK;}}return result;
}int NativeInputEventReceiver::handleEvent(int receiveFd, int events, void* data) {if (events & ALOOPER_EVENT_INPUT) {JNIEnv* env = AndroidRuntime::getJNIEnv();//处理事件status_t status = consumeEvents(env, false /*consumeBatches*/, -1, NULL);mMessageQueue->raiseAndClearException(env, "handleReceiveCallback");return status == OK || status == NO_MEMORY ? 1 : 0;
}return 1;
}status_t NativeInputEventReceiver::consumeEvents(JNIEnv* env,bool consumeBatches, nsecs_t frameTime, bool* outConsumedBatch) {for (;;) {uint32_t seq;InputEvent* inputEvent;//从buffer中还原出事件status_t status = mInputConsumer.consume(&mInputEventFactory,consumeBatches, frameTime, &seq, &inputEvent);if (!skipCallbacks) {jobject inputEventObj;switch (inputEvent->getType()) {case AINPUT_EVENT_TYPE_KEY://转换为java层的InputEventinputEventObj = android_view_KeyEvent_fromNative(env,static_cast<KeyEvent*>(inputEvent));break;}if (inputEventObj) {//这个就会调用到java层的函数InputEventReceiver->dispatchInputEventenv->CallVoidMethod(receiverObj.get(),gInputEventReceiverClassInfo.dispatchInputEvent, seq,inputEventObj);}}}
}
Client端对输入事件的处理
到此为止,事件开始传递到了JAVA层了,然后就是JAVA层开始对事件进行处理,我们通常接触的事件处理也是在java层实现的,这个将在下一篇介绍。
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