Android 系統服務 - Input 事件的分發過程

相關文章鏈接:

1. Android Framework - 學習啓動篇
2. Android FrameWork - 開機啓動 SystemServer 進程

相關源碼文件:

/frameworks/base/services/java/com/android/server/SystemServer.java
/frameworks/base/services/core/java/com/android/server/input/InputManagerService.java

/frameworks/base/services/core/jni/com_android_server_input_InputManagerService.cpp
/frameworks/native/services/inputflinger/InputDispatcher.cpp
/frameworks/native/services/inputflinger/InputReader.cpp
/frameworks/native/services/inputflinger/InputManager.cpp
/frameworks/native/services/inputflinger/EventHub.cpp

1. 梳理概述

對於 Android 上層事件分發的過程,大家應該都是比較熟悉的,因爲這是自定義 View 的一個知識點,也是前幾年面試常問的一個問題。但只是知道上層的事件分發過程可能還不夠,因爲很多高級功能開發需要依賴底層的一些知識。我們應該都知道事件一般會傳遞到 activity 根佈局 view 的 dispatchTouchEvent 方法,那麼我們有沒有思考過事件的源頭在哪裏?這個事件最初到底是從哪裏發出來的?

這裏我們先梳理做一個整體的總結,手機點擊屏幕首先從硬件傳遞到驅動,我們之前提到過在 linux 內核系統中一切皆文件,因此我們只需要監聽 /dev/input 驅動文件的變化就能讀取到事件;所以在 Android 系統中會有一個 InputReader 專門來負責讀取 Input 事件,還有一個 InputDispatcher 專門把讀取到的 Input 事件分發出來。

2. IMS 的啓動過程

  /**
  * Starts a miscellaneous grab bag of stuff that has yet to be refactored
  * and organized.
  */
  private void startOtherServices() {
    final Context context = mSystemContext;
    ...
     
    // 創建 InputManagerService
    InputManagerService  inputManager = new InputManagerService(context);

    // 創建 WindowManagerService
    wm = WindowManagerService.main(context, inputManager,
                mFactoryTestMode != FactoryTest.FACTORY_TEST_LOW_LEVEL,
                !mFirstBoot, mOnlyCore);
    // 註冊系統服務
    ServiceManager.addService(Context.WINDOW_SERVICE, wm);
    ServiceManager.addService(Context.INPUT_SERVICE, inputManager);
    // 設置管理的 callback
    inputManager.setWindowManagerCallbacks(wm.getInputMonitor());
    inputManager.start();
  }

  public InputManagerService(Context context) {
    this.mContext = context;
    // 創建 InputManagerHandler
    this.mHandler = new InputManagerHandler(DisplayThread.get().getLooper());
    ...
    // native 層初始化,這裏會用到 handler 的 looper 的底層通信機制,handler 也是可以跨進程通信的
    mPtr = nativeInit(this, mContext, mHandler.getLooper().getQueue());
  }

  static jlong nativeInit(JNIEnv* env, jclass /* clazz */,
        jobject serviceObj, jobject contextObj, jobject messageQueueObj) {
    // 拿到 native 層的 MessageQueue 對象
    sp<MessageQueue> messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj);
    if (messageQueue == NULL) {
        jniThrowRuntimeException(env, "MessageQueue is not initialized.");
        return 0;
    }
    // 創建 native 層的 NativeInputManager
    NativeInputManager* im = new NativeInputManager(contextObj, serviceObj,
            messageQueue->getLooper());

    return reinterpret_cast<jlong>(im);
  }

  NativeInputManager::NativeInputManager(jobject contextObj,
        jobject serviceObj, const sp<Looper>& looper) :
        mLooper(looper), mInteractive(true) {
    ...
    // 創建 EventHub 與 InputManager
    sp<EventHub> eventHub = new EventHub();
    mInputManager = new InputManager(eventHub, this, this);
  }

  InputManager::InputManager(
        const sp<EventHubInterface>& eventHub,
        const sp<InputReaderPolicyInterface>& readerPolicy,
        const sp<InputDispatcherPolicyInterface>& dispatcherPolicy) {
    // 創建 InputDispatcher 與 InputReader 
    mDispatcher = new InputDispatcher(dispatcherPolicy);
    mReader = new InputReader(eventHub, readerPolicy, mDispatcher);
    initialize();
  }

  void InputManager::initialize() {
    // 創建 InputDispatcher 與 InputReader 線程
    mReaderThread = new InputReaderThread(mReader);
    mDispatcherThread = new InputDispatcherThread(mDispatcher);
  }

  status_t InputManager::start() {
    // 分別啓動 InputDispatcher 與 InputReader 線程
    status_t result = mDispatcherThread->run("InputDispatcher", PRIORITY_URGENT_DISPLAY);
    ...
    result = mReaderThread->run("InputReader", PRIORITY_URGENT_DISPLAY);
    ...
    return OK;
  }

IMS 的啓動入口在 SystemServer 進程中,InputManagerService 在構建對象的時候會創建 native 層的 NativeInputManager 對象,NativeInputManager 中又會構建 EventHub 與 InputManager 對象,最後 InputManager 會分別創建和啓動 InputDispatcher 與 InputReader 線程。

2. Input 事件讀取

  EventHub::EventHub(void) :
        mBuiltInKeyboardId(NO_BUILT_IN_KEYBOARD), mNextDeviceId(1), mControllerNumbers(),
        mOpeningDevices(0), mClosingDevices(0),
        mNeedToSendFinishedDeviceScan(false),
        mNeedToReopenDevices(false), mNeedToScanDevices(true),
        mPendingEventCount(0), mPendingEventIndex(0), mPendingINotify(false) {
    acquire_wake_lock(PARTIAL_WAKE_LOCK, WAKE_LOCK_ID);
    // 創建 epoll
    mEpollFd = epoll_create(EPOLL_SIZE_HINT);

    mINotifyFd = inotify_init();
    // 此處 DEVICE_PATH 爲"/dev/input",監聽該設備路徑,這個代碼在驅動層,感興趣大家自己跟一下
    int result = inotify_add_watch(mINotifyFd, DEVICE_PATH, IN_DELETE | IN_CREATE);

    struct epoll_event eventItem;
    memset(&eventItem, 0, sizeof(eventItem));
    eventItem.events = EPOLLIN;
    eventItem.data.u32 = EPOLL_ID_INOTIFY;
    // 添加 INotify 到 epoll 實例
    result = epoll_ctl(mEpollFd, EPOLL_CTL_ADD, mINotifyFd, &eventItem);

    int wakeFds[2];
    result = pipe(wakeFds); // 創建管道

    mWakeReadPipeFd = wakeFds[0];
    mWakeWritePipeFd = wakeFds[1];

    // 將 pipe 的讀和寫都設置爲非阻塞方式
    result = fcntl(mWakeReadPipeFd, F_SETFL, O_NONBLOCK);
    result = fcntl(mWakeWritePipeFd, F_SETFL, O_NONBLOCK);

    eventItem.data.u32 = EPOLL_ID_WAKE;
    // 添加管道的讀端到 epoll 實例
    result = epoll_ctl(mEpollFd, EPOLL_CTL_ADD, mWakeReadPipeFd, &eventItem);
    ...
  }

  InputReader::InputReader(const sp<EventHubInterface>& eventHub,
        const sp<InputReaderPolicyInterface>& policy,
        const sp<InputListenerInterface>& listener) :
        mContext(this), mEventHub(eventHub), mPolicy(policy),
        mGlobalMetaState(0), mGeneration(1),
        mDisableVirtualKeysTimeout(LLONG_MIN), mNextTimeout(LLONG_MAX),
        mConfigurationChangesToRefresh(0) {
    // 創建輸入監聽對象 QueuedInputListener 就是 InputDispatcher 
    mQueuedListener = new QueuedInputListener(listener);
    ...
  }

  void InputReader::loopOnce() {
    int32_t oldGeneration;
    int32_t timeoutMillis;
    ...
    // 從 mEventHub 中獲取 Events 事件 ,EVENT_BUFFER_SIZE = 256
    size_t count = mEventHub->getEvents(timeoutMillis, mEventBuffer, EVENT_BUFFER_SIZE);

    { // acquire lock
        AutoMutex _l(mLock);
        mReaderIsAliveCondition.broadcast();
        // 處理事件
        if (count) {
            processEventsLocked(mEventBuffer, count);
        }
       ...
    } // release lock

    // 發送事件到 InputDispatcher
    mQueuedListener->flush();
  }

  size_t EventHub::getEvents(int timeoutMillis, RawEvent* buffer, size_t bufferSize) {
    
    struct input_event readBuffer[bufferSize];
    // 原始事件
    RawEvent* event = buffer;
    // 容量大小
    size_t capacity = bufferSize;
    for (;;) {
        nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);
        ...
        if (mNeedToScanDevices) {
            mNeedToScanDevices = false;
            // 掃描設備
            scanDevicesLocked();
            mNeedToSendFinishedDeviceScan = true;
        }

        // Grab the next input event.
        bool deviceChanged = false;
        while (mPendingEventIndex < mPendingEventCount) {
            const struct epoll_event& eventItem = mPendingEventItems[mPendingEventIndex++];
            // 從設備不斷讀取事件,放入到 readBuffer
            // 獲取 readBuffer 的數據, 將 input_event 信息, 封裝成 RawEvent
        }
        // 等待input事件的到來
        int pollResult = epoll_wait(mEpollFd, mPendingEventItems, EPOLL_MAX_EVENTS, timeoutMillis);
    }

    // 返回所讀取的事件個數
    return event - buffer;
  }

  void InputReader::processEventsLocked(const RawEvent* rawEvents, size_t count) {
    for (const RawEvent* rawEvent = rawEvents; count;) {
        int32_t type = rawEvent->type;
        size_t batchSize = 1;
        if (type < EventHubInterface::FIRST_SYNTHETIC_EVENT) {
            int32_t deviceId = rawEvent->deviceId;
            while (batchSize < count) {
                if (rawEvent[batchSize].type >= EventHubInterface::FIRST_SYNTHETIC_EVENT
                        || rawEvent[batchSize].deviceId != deviceId) {
                    break;
                }
                batchSize += 1;
            }
            // 真正分發事件
            processEventsForDeviceLocked(deviceId, rawEvent, batchSize);
        } else {
            // 添加設備類型有:獲取鍵盤源類型,鍵盤類設備類型, 鼠標類設備類型,觸摸屏設備類型
            switch (rawEvent->type) {
            case EventHubInterface::DEVICE_ADDED:
                addDeviceLocked(rawEvent->when, rawEvent->deviceId);
                break;
            ...
            }
        }
        count -= batchSize;
        rawEvent += batchSize;
    }
  }

  void InputReader::processEventsForDeviceLocked(int32_t deviceId,
        const RawEvent* rawEvents, size_t count) {
    // 這裏主要分析觸摸事件
    ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
    InputDevice* device = mDevices.valueAt(deviceIndex);
    device->process(rawEvents, count);
  }

  void TouchInputMapper::dispatchMotion(nsecs_t when, uint32_t policyFlags, uint32_t source,
        int32_t action, int32_t actionButton, int32_t flags,
        int32_t metaState, int32_t buttonState, int32_t edgeFlags,
        const PointerProperties* properties, const PointerCoords* coords,
        const uint32_t* idToIndex, BitSet32 idBits, int32_t changedId,
        float xPrecision, float yPrecision, nsecs_t downTime) {
    ...
    // 封裝成 NotifyMotionArgs 通知給 InputDispatcher
    NotifyMotionArgs args(when, getDeviceId(), source, policyFlags,
            action, actionButton, flags, metaState, buttonState, edgeFlags,
            mViewport.displayId, pointerCount, pointerProperties, pointerCoords,
            xPrecision, yPrecision, downTime);
    getListener()->notifyMotion(&args);
}

InputReader 線程啓動後會不斷的通過 EventHub 去讀取事件信息,然後再把事件信息解析封裝成不同的對象,最後再通過回掉的方式通知 InputDispatcher 。其中添加設備類型有:鍵盤類設備類型, 鼠標類設備類型,觸摸屏設備類型等。

3. Input 事件分發

  InputDispatcher::InputDispatcher(const sp<InputDispatcherPolicyInterface>& policy) :
    mPolicy(policy),
    mPendingEvent(NULL), mLastDropReason(DROP_REASON_NOT_DROPPED),
    mAppSwitchSawKeyDown(false), mAppSwitchDueTime(LONG_LONG_MAX),
    mNextUnblockedEvent(NULL),
    mDispatchEnabled(false), mDispatchFrozen(false), mInputFilterEnabled(false),
    mInputTargetWaitCause(INPUT_TARGET_WAIT_CAUSE_NONE) {
    // 創建 Looper 對象
    mLooper = new Looper(false);
    // 獲取分發超時參數
    policy->getDispatcherConfiguration(&mConfig);
  }

  void InputDispatcher::dispatchOnce() {
    nsecs_t nextWakeupTime = LONG_LONG_MAX;
    {
        AutoMutex _l(mLock);
        // 喚醒等待線程,monitor() 用於監控 dispatcher 是否發生死鎖
        mDispatcherIsAliveCondition.broadcast();

        if (!haveCommandsLocked()) {
            // 當 mCommandQueue 不爲空時處理
            dispatchOnceInnerLocked(&nextWakeupTime);
        }

        if (runCommandsLockedInterruptible()) {
            nextWakeupTime = LONG_LONG_MIN;
        }
    }

    nsecs_t currentTime = now();
    int timeoutMillis = toMillisecondTimeoutDelay(currentTime, nextWakeupTime);
    // 進入等待,需要調用 mLooper.wake 方法來喚醒
    mLooper->pollOnce(timeoutMillis);  
  }

  void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) {
    ...
    if (! mPendingEvent) {
        if (mInboundQueue.isEmpty()) {
            // Nothing to do if there is no pending event.
            if (!mPendingEvent) {
                // 沒有事件需要處理直接返回
                return;
            }
        } else {
            // Inbound queue has at least one entry.
            mPendingEvent = mInboundQueue.dequeueAtHead();
            traceInboundQueueLengthLocked();
        }
    }
    switch (mPendingEvent->type) {
      ...
      case EventEntry::TYPE_KEY: {
          ...
          // 分發 key 事件
          done = dispatchKeyLocked(currentTime, typedEntry, &dropReason, nextWakeupTime);
          break;
      }

      case EventEntry::TYPE_MOTION: {
        // 分發觸摸事件
        done = dispatchMotionLocked(currentTime, typedEntry,
                &dropReason, nextWakeupTime);
        break;
      }
    }
    ...
  }

  bool InputDispatcher::dispatchMotionLocked(
        nsecs_t currentTime, MotionEntry* entry, DropReason* dropReason, nsecs_t* nextWakeupTime) {
    ...
    if (isPointerEvent) {
        // Pointer event.  (eg. touchscreen)
        injectionResult = findTouchedWindowTargetsLocked(currentTime,
                entry, inputTargets, nextWakeupTime, &conflictingPointerActions);
    } else {
        // Non touch event.  (eg. trackball)
        injectionResult = findFocusedWindowTargetsLocked(currentTime,
                entry, inputTargets, nextWakeupTime);
    }
    if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
        return false;
    }

    // 最後開始分發
    dispatchEventLocked(currentTime, entry, inputTargets);
    return true;
  }

  int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
        const MotionEntry* entry, Vector<InputTarget>& inputTargets, nsecs_t* nextWakeupTime,
        bool* outConflictingPointerActions) {

    if (newGesture || (isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN)) {
        // 遍歷所有的 mWindowHandles
        size_t numWindows = mWindowHandles.size();
        for (size_t i = 0; i < numWindows; i++) {
            sp<InputWindowHandle> windowHandle = mWindowHandles.itemAt(i);
            const InputWindowInfo* windowInfo = windowHandle->getInfo();
            if (windowInfo->displayId != displayId) {
                continue; // wrong display
            }
            int32_t flags = windowInfo->layoutParamsFlags;
            if (windowInfo->visible) {
                // 可見,並且 flags 屬性不是 InputWindowInfo::FLAG_NOT_TOUCHABLE
                if (! (flags & InputWindowInfo::FLAG_NOT_TOUCHABLE)) {
                    isTouchModal = (flags & (InputWindowInfo::FLAG_NOT_FOCUSABLE
                            | InputWindowInfo::FLAG_NOT_TOUCH_MODAL)) == 0;
                    // 點擊的是不是當前 window 的覆蓋
                    if (isTouchModal || windowInfo->touchableRegionContainsPoint(x, y)) {
                        // found touched window, exit window loop
                        // 找到了當前觸摸的 window 
                        newTouchedWindowHandle = windowHandle;
                        break;
                    }
                }
            }
        } 
        
        mTempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
    } else {
       ...
    }
    // 再把 mTempTouchState 收集到的 windows 添加到 inputTargets 中
    for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
        const TouchedWindow& touchedWindow = mTempTouchState.windows.itemAt(i);
        addWindowTargetLocked(touchedWindow.windowHandle, touchedWindow.targetFlags,
                touchedWindow.pointerIds, inputTargets);
    }
    ...
    return injectionResult;
  }

  void InputDispatcher::dispatchEventLocked(nsecs_t currentTime,
        EventEntry* eventEntry, const Vector<InputTarget>& inputTargets) {
    for (size_t i = 0; i < inputTargets.size(); i++) {
        const InputTarget& inputTarget = inputTargets.itemAt(i);
        // 根據 inputChannel 的 fd 從 mConnectionsByFd 隊列中查詢目標 connection.
        ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
        if (connectionIndex >= 0) {
            // 找到目標連接
            sp<Connection> connection = mConnectionsByFd.valueAt(connectionIndex);
            // 準備分發事件出去了
            prepareDispatchCycleLocked(currentTime, connection, eventEntry, &inputTarget);
        } else {
          ...
        }
    }
  }

  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);

    // If the outbound queue was previously empty, start the dispatch cycle going.
    if (wasEmpty && !connection->outboundQueue.isEmpty()) {
        startDispatchCycleLocked(currentTime, connection);
    }
  }

  void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
        const sp<Connection>& connection) {

    while (connection->status == Connection::STATUS_NORMAL
            && !connection->outboundQueue.isEmpty()) {
        ...
        switch (eventEntry->type) {
        case EventEntry::TYPE_KEY: {
            ...
            break;
        }

        case EventEntry::TYPE_MOTION: {
            MotionEntry* motionEntry = static_cast<MotionEntry*>(eventEntry);
            ...
            // 通過 connection 的 inputPublisher 發佈出去了
            // Publish the motion event.
            status = connection->inputPublisher.publishMotionEvent(dispatchEntry->seq,
                    motionEntry->deviceId, motionEntry->source,
                    dispatchEntry->resolvedAction, motionEntry->actionButton,
                    dispatchEntry->resolvedFlags, motionEntry->edgeFlags,
                    motionEntry->metaState, motionEntry->buttonState,
                    xOffset, yOffset, motionEntry->xPrecision, motionEntry->yPrecision,
                    motionEntry->downTime, motionEntry->eventTime,
                    motionEntry->pointerCount, motionEntry->pointerProperties,
                    usingCoords);
            break;
        }
        ...
    }
  }

InputDispatcher 採用的是 Looper 的喚醒與等待,這個跟之前分析 Handler 的底層原理是一樣的。收到事件後首先會找到分發的目標窗口信息,然後通過 inputTarget 的 inputChannel 找到通信連接,最後再把事件通過 connection 發佈出來,至於發到哪裏去了?我們需要熟悉後面的 WindowManagerService 的源碼。

視頻地址:https://pan.baidu.com/s/1vY_Vb3AaIB9UUWJdPMLOQQ
視頻密碼:566q

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