前言
在android應用開發過程中,總避免不了各種Touch 事件的處理,網上也有各種各樣的示例,更有甚者,還畫了各種各樣的分析圖來顯示的表述Touch事件的處理流程,但是呢,相信大多數的讀者也就是當時看著明白,但過了幾天,就全部忘得一干二凈了。所以才有了這篇博客的出現,第一是方便你學習,第二是即便以后找不到這篇博客,你直接看源碼便會了然一切。
ps: 請大家注意源碼中的注釋,一般注釋是最重要的
ViewGroup的分發
@Override
public boolean dispatchTouchEvent(MotionEvent ev) {
//為了debuging的一致性驗證 屬性 ,神馬東東,不管了
if (mInputEventConsistencyVerifier != null) {
mInputEventConsistencyVerifier.onTouchEvent(ev, 1);
}
boolean handled = false;
//經過filter 顧慮器,然后將可被處理的touchEvent 往下行進
if (onFilterTouchEventForSecurity(ev)) {
final int action = ev.getAction();
final int actionMasked = action & MotionEvent.ACTION_MASK;
// Handle an initial down.
// 看這里,所有的 Touch事件都是從一個Down開始
if (actionMasked == MotionEvent.ACTION_DOWN) {
// Throw away all previous state when starting a new touch gesture.
// The framework may have dropped the up or cancel event for the previous gesture
// due to an app switch, ANR, or some other state change.
cancelAndClearTouchTargets(ev);
resetTouchState();
}
// Check for interception.
final boolean intercepted;
if (actionMasked == MotionEvent.ACTION_DOWN
|| mFirstTouchTarget != null) {
final boolean disallowIntercept = (mGroupFlags & FLAG_DISALLOW_INTERCEPT) != 0;
if (!disallowIntercept) {
//這里是不是很熟悉 ,注意 Down的時候去判斷,
//如果onInterceptTouchEvent 返回 true 和返回 false的情況
intercepted = onInterceptTouchEvent(ev);
ev.setAction(action); // restore action in case it was changed
} else {
intercepted = false;
}
} else {
// There are no touch targets and this action is not an initial down
// so this view group continues to intercept touches.
intercepted = true;
}
// Check for cancelation.
final boolean canceled = resetCancelNextUpFlag(this)
|| actionMasked == MotionEvent.ACTION_CANCEL;
// Update list of touch targets for pointer down, if needed.
final boolean split = (mGroupFlags & FLAG_SPLIT_MOTION_EVENTS) != 0;
TouchTarget newTouchTarget = null;
boolean alreadyDispatchedToNewTouchTarget = false;
//ok,看這里 ,判斷語句里有child ,很明顯這里要進行touch 事件的分發了吧,哈哈哈。
//所以聯系上面的onInterceptTouchEvent,是不是很熟悉,哈哈哈,如果返回true,則不傳遞給子view。。。
if (!canceled && !intercepted) {
if (actionMasked == MotionEvent.ACTION_DOWN
|| (split && actionMasked == MotionEvent.ACTION_POINTER_DOWN)
|| actionMasked == MotionEvent.ACTION_HOVER_MOVE) {
final int actionIndex = ev.getActionIndex(); // always 0 for down
final int idBitsToAssign = split ? 1 << ev.getPointerId(actionIndex)
: TouchTarget.ALL_POINTER_IDS;
// Clean up earlier touch targets for this pointer id in case they
// have become out of sync.
removePointersFromTouchTargets(idBitsToAssign);
final int childrenCount = mChildrenCount;
if (newTouchTarget == null && childrenCount != 0) {
final float x = ev.getX(actionIndex);
final float y = ev.getY(actionIndex);
// Find a child that can receive the event.
// Scan children from front to back.
//這里這里 父view的touch 事件傳遞給子view的順序是不是一目了然
final ArrayList<View> preorderedList = buildOrderedChildList();
final boolean customOrder = preorderedList == null
&& isChildrenDrawingOrderEnabled();
final View[] children = mChildren;
for (int i = childrenCount - 1; i >= 0; i--) {
final int childIndex = customOrder
? getChildDrawingOrder(childrenCount, i) : i;
final View child = (preorderedList == null)
? children[childIndex] : preorderedList.get(childIndex);
if (!canViewReceivePointerEvents(child)
|| !isTransformedTouchPointInView(x, y, child, null)) {
continue;
}
newTouchTarget = getTouchTarget(child);
if (newTouchTarget != null) {
// Child is already receiving touch within its bounds.
// Give it the new pointer in addition to the ones it is handling.
newTouchTarget.pointerIdBits |= idBitsToAssign;
break;
}
resetCancelNextUpFlag(child);
//這里這里 當子view dispatchTouchEvent 返回true,進入以下邏輯,
//該view會消費掉這個Touch事件,并生成一個新的Touch事件的包裝(
//TouchTarget 包含接收事件的view以及touch事件的類型等信息)
if (dispatchTransformedTouchEvent(ev, false, child, idBitsToAssign)) {
// Child wants to receive touch within its bounds.
mLastTouchDownTime = ev.getDownTime();
if (preorderedList != null) {
// childIndex points into presorted list, find original index
for (int j = 0; j < childrenCount; j++) {
if (children[childIndex] == mChildren[j]) {
mLastTouchDownIndex = j;
break;
}
}
} else {
mLastTouchDownIndex = childIndex;
}
mLastTouchDownX = ev.getX();
mLastTouchDownY = ev.getY();
//這里便是生成新的TouchTarget的邏輯
newTouchTarget = addTouchTarget(child, idBitsToAssign);
alreadyDispatchedToNewTouchTarget = true;
break;
}
}
if (preorderedList != null) preorderedList.clear();
}
//這里呢 ,如果沒有新的TouchTarget ,辣么就是上面 注釋返回 false的情況,
//可以清楚的知道注釋里會把Touch事件傳遞給最新最近添加到view
//(舉個栗子,一個RelativeLayout 依次添加view A,view B ,
//View B 在 view A 之上,辣么當view B 的dispatchTouchEvent 返回 false時,
//則touch事件一定會傳遞給 view A)
if (newTouchTarget == null && mFirstTouchTarget != null) {
// Did not find a child to receive the event.
// Assign the pointer to the least recently added target.
newTouchTarget = mFirstTouchTarget;
while (newTouchTarget.next != null) {
newTouchTarget = newTouchTarget.next;
}
newTouchTarget.pointerIdBits |= idBitsToAssign;
}
}
}
// Dispatch to touch targets.
if (mFirstTouchTarget == null) {
// No touch targets so treat this as an ordinary view.
handled = dispatchTransformedTouchEvent(ev, canceled, null,
TouchTarget.ALL_POINTER_IDS);
} else {
// Dispatch to touch targets, excluding the new touch target if we already
// dispatched to it. Cancel touch targets if necessary.
TouchTarget predecessor = null;
TouchTarget target = mFirstTouchTarget;
//這里面則是一個遞歸給子view 的子view 的過程,哈哈哈
while (target != null) {
final TouchTarget next = target.next;
if (alreadyDispatchedToNewTouchTarget && target == newTouchTarget) {
handled = true;
} else {
final boolean cancelChild = resetCancelNextUpFlag(target.child)
|| intercepted;
if (dispatchTransformedTouchEvent(ev, cancelChild,
target.child, target.pointerIdBits)) {
handled = true;
}
if (cancelChild) {
if (predecessor == null) {
mFirstTouchTarget = next;
} else {
predecessor.next = next;
}
target.recycle();
target = next;
continue;
}
}
predecessor = target;
target = next;
}
}
// Update list of touch targets for pointer up or cancel, if needed.
if (canceled
|| actionMasked == MotionEvent.ACTION_UP
|| actionMasked == MotionEvent.ACTION_HOVER_MOVE) {
resetTouchState();
} else if (split && actionMasked == MotionEvent.ACTION_POINTER_UP) {
final int actionIndex = ev.getActionIndex();
final int idBitsToRemove = 1 << ev.getPointerId(actionIndex);
removePointersFromTouchTargets(idBitsToRemove);
}
}
if (!handled && mInputEventConsistencyVerifier != null) {
mInputEventConsistencyVerifier.onUnhandledEvent(ev, 1);
}
return handled;
}
辣么我們來看看如何 buildOrderedChildList,哈哈,只看注釋就可以啦 ,z越大,插得就越靠前
/**
* Populates (and returns) mPreSortedChildren with a pre-ordered list of the View's children,
* sorted first by Z, then by child drawing order (if applicable).
*
* Uses a stable, insertion sort which is commonly O(n) for ViewGroups with very few elevated
* children.
*/
ArrayList<View> buildOrderedChildList() {
final int count = mChildrenCount;
if (count <= 1 || !hasChildWithZ()) return null;
if (mPreSortedChildren == null) {
mPreSortedChildren = new ArrayList<View>(count);
} else {
mPreSortedChildren.ensureCapacity(count);
}
final boolean useCustomOrder = isChildrenDrawingOrderEnabled();
for (int i = 0; i < mChildrenCount; i++) {
// add next child (in child order) to end of list
int childIndex = useCustomOrder ? getChildDrawingOrder(mChildrenCount, i) : i;
View nextChild = mChildren[childIndex];
float currentZ = nextChild.getZ();
// insert ahead of any Views with greater Z
int insertIndex = i;
while (insertIndex > 0 && mPreSortedChildren.get(insertIndex - 1).getZ() > currentZ) {
insertIndex--;
}
mPreSortedChildren.add(insertIndex, nextChild);
}
return mPreSortedChildren;
}
然后我們看看這個
/**
* Transforms a motion event into the coordinate space of a particular child view,
* filters out irrelevant pointer ids, and overrides its action if necessary.
* If child is null, assumes the MotionEvent will be sent to this ViewGroup instead.
*/
private boolean dispatchTransformedTouchEvent(MotionEvent event, boolean cancel,
View child, int desiredPointerIdBits) {
final boolean handled;
// Canceling motions is a special case. We don't need to perform any transformations
// or filtering. The important part is the action, not the contents.
final int oldAction = event.getAction();
if (cancel || oldAction == MotionEvent.ACTION_CANCEL) {
event.setAction(MotionEvent.ACTION_CANCEL);
if (child == null) {
handled = super.dispatchTouchEvent(event);
} else {
handled = child.dispatchTouchEvent(event);
}
event.setAction(oldAction);
return handled;
}
// Calculate the number of pointers to deliver.
final int oldPointerIdBits = event.getPointerIdBits();
final int newPointerIdBits = oldPointerIdBits & desiredPointerIdBits;
// If for some reason we ended up in an inconsistent state where it looks like we
// might produce a motion event with no pointers in it, then drop the event.
if (newPointerIdBits == 0) {
return false;
}
// If the number of pointers is the same and we don't need to perform any fancy
// irreversible transformations, then we can reuse the motion event for this
// dispatch as long as we are careful to revert any changes we make.
// Otherwise we need to make a copy.
final MotionEvent transformedEvent;
if (newPointerIdBits == oldPointerIdBits) {
if (child == null || child.hasIdentityMatrix()) {
if (child == null) {
handled = super.dispatchTouchEvent(event);
} else {
final float offsetX = mScrollX - child.mLeft;
final float offsetY = mScrollY - child.mTop;
event.offsetLocation(offsetX, offsetY);
handled = child.dispatchTouchEvent(event);
event.offsetLocation(-offsetX, -offsetY);
}
return handled;
}
transformedEvent = MotionEvent.obtain(event);
} else {
transformedEvent = event.split(newPointerIdBits);
}
// Perform any necessary transformations and dispatch.
if (child == null) {
handled = super.dispatchTouchEvent(transformedEvent);
} else {
final float offsetX = mScrollX - child.mLeft;
final float offsetY = mScrollY - child.mTop;
transformedEvent.offsetLocation(offsetX, offsetY);
//哈哈,這里是Touch 事件的傳遞時的坐標轉換
if (! child.hasIdentityMatrix()) {
transformedEvent.transform(child.getInverseMatrix());
}
//這里這里 ,當view 的dispatchTouchEvent為 true ,為false?
handled = child.dispatchTouchEvent(transformedEvent);
}
// Done.
transformedEvent.recycle();
return handled;
}
View 的分發Touch事件
代碼如下,可以看到相較于ViewGroup的 dispatchTouchEvent而言,要簡單的多,畢竟沒有牽扯到子view的Touch事件的分發。
/**
* Pass the touch screen motion event down to the target view, or this
* view if it is the target.
*
* @param event The motion event to be dispatched.
* @return True if the event was handled by the view, false otherwise.
*/
public boolean dispatchTouchEvent(MotionEvent event) {
boolean result = false;
if (mInputEventConsistencyVerifier != null) {
mInputEventConsistencyVerifier.onTouchEvent(event, 0);
}
final int actionMasked = event.getActionMasked();
if (actionMasked == MotionEvent.ACTION_DOWN) {
// Defensive cleanup for new gesture
stopNestedScroll();
}
if (onFilterTouchEventForSecurity(event)) {
//noinspection SimplifiableIfStatement
ListenerInfo li = mListenerInfo;
if (li != null && li.mOnTouchListener != null
&& (mViewFlags & ENABLED_MASK) == ENABLED
&& li.mOnTouchListener.onTouch(this, event)) {
result = true;
}
if (!result && onTouchEvent(event)) {
result = true;
}
}
if (!result && mInputEventConsistencyVerifier != null) {
mInputEventConsistencyVerifier.onUnhandledEvent(event, 0);
}
// Clean up after nested scrolls if this is the end of a gesture;
// also cancel it if we tried an ACTION_DOWN but we didn't want the rest
// of the gesture.
if (actionMasked == MotionEvent.ACTION_UP ||
actionMasked == MotionEvent.ACTION_CANCEL ||
(actionMasked == MotionEvent.ACTION_DOWN && !result)) {
stopNestedScroll();
}
return result;
}
直接說吧 ,有一個 mOnTouchListener.onTouch(this, event)
和onTouchEvent(event)
沒有 onInterceptTouchEvent
。各位看官,大致的傳遞順序應該不用我講了吧,一目了然。
總結
我們在處理應用開發過程中的一些復雜的交互過程時,TouchEvent是避不開的,網上也有詳細介紹各種return false ,return true .然而,其實對于這些來講,所有的所有,一切的觸發點是linux層根據你的觸摸發送出事件信號,傳遞到最底層的view,并由該view去dispatch的。所以只要清晰dispatch的機制,這些處理將不是一個難點。
參考
- android 應用層源碼