[Android 13]Input系列--获取触摸窗口,Android 13中Input系列的触摸窗口获取方法

马肤

温馨提示:这篇文章已超过479天没有更新,请注意相关的内容是否还可用!

摘要:本文将介绍Android 13中Input系列的获取触摸窗口功能。通过深入了解,读者将了解如何获取和处理触摸事件,包括触摸点的位置、速度和方向等信息。本文将提供有关如何在Android应用程序中实现触摸窗口交互的实用指南,帮助开发者更好地理解和利用这一功能。

[Android 13]Input系列–获取触摸窗口

hongxi.zhu 2023-7-25

[Android 13]Input系列--获取触摸窗口,Android 13中Input系列的触摸窗口获取方法 第1张
(图片来源网络,侵删)

Android 13

InputDispatcher::dispatchMotionLocked

bool InputDispatcher::dispatchMotionLocked(nsecs_t currentTime, std::shared_ptr entry,
                                           DropReason* dropReason, nsecs_t* nextWakeupTime) {
	...
    if (isPointerEvent) {
        // Pointer event.  (eg. touchscreen)
        // 获取触摸目标窗口
        injectionResult =
                findTouchedWindowTargetsLocked(currentTime, *entry, inputTargets, nextWakeupTime,
&conflictingPointerActions);
    } else {
        // Non touch event.  (eg. trackball)
		...
    }
    ...
    dispatchEventLocked(currentTime, entry, inputTargets);
    return true;
}

InputDispatcher::findTouchedWindowTargetsLocked

InputEventInjectionResult InputDispatcher::findTouchedWindowTargetsLocked(
        nsecs_t currentTime, const MotionEntry& entry, std::vector& inputTargets,
        nsecs_t* nextWakeupTime, bool* outConflictingPointerActions) {
	
	...
	
    if (newGesture) {  //如果是down事件(说明是一个新的触摸行为)
        bool down = maskedAction == AMOTION_EVENT_ACTION_DOWN;
		
        tempTouchState.reset();
        tempTouchState.down = down;
        tempTouchState.deviceId = entry.deviceId;
        tempTouchState.source = entry.source;
        tempTouchState.displayId = displayId;
        isSplit = false;
    } else if (switchedDevice && maskedAction == AMOTION_EVENT_ACTION_MOVE) {
		...
    }
    if (newGesture || (isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN)) {
    	// 如果是down事件
        /* Case 1: New splittable pointer going down, or need target for hover or scroll. */
        int32_t x;
        int32_t y;
        const int32_t pointerIndex = getMotionEventActionPointerIndex(action);
        // Always dispatch mouse events to cursor position.
        if (isFromMouse) {
            x = int32_t(entry.xCursorPosition);
            y = int32_t(entry.yCursorPosition);
        } else {
            x = int32_t(entry.pointerCoords[pointerIndex].getAxisValue(AMOTION_EVENT_AXIS_X));
            y = int32_t(entry.pointerCoords[pointerIndex].getAxisValue(AMOTION_EVENT_AXIS_Y));
        }
        const bool isDown = maskedAction == AMOTION_EVENT_ACTION_DOWN;
        const bool isStylus = isPointerFromStylus(entry, pointerIndex);
        newTouchedWindowHandle = findTouchedWindowAtLocked(displayId, x, y, &tempTouchState,
            isStylus, isDown /*addOutsideTargets*/);
        // Handle the case where we did not find a window.
        if (newTouchedWindowHandle == nullptr) {
            ALOGD("No new touched window at (%" PRId32 ", %" PRId32 ") in display %" PRId32, x, y,
                  displayId);
            // Try to assign the pointer to the first foreground window we find, if there is one.
            newTouchedWindowHandle = tempTouchState.getFirstForegroundWindowHandle();
        }
        // Verify targeted injection.
        if (const auto err = verifyTargetedInjection(newTouchedWindowHandle, entry); err) {
            ALOGW("Dropping injected touch event: %s", (*err).c_str());
            injectionResult = os::InputEventInjectionResult::TARGET_MISMATCH;
            newTouchedWindowHandle = nullptr;
            goto Failed;
        }
        // Figure out whether splitting will be allowed for this window.
        if (newTouchedWindowHandle != nullptr) {
            if (newTouchedWindowHandle->getInfo()->supportsSplitTouch()) {
                // New window supports splitting, but we should never split mouse events.
                isSplit = !isFromMouse;
            } else if (isSplit) {
                // New window does not support splitting but we have already split events.
                // Ignore the new window.
                newTouchedWindowHandle = nullptr;
            }
        } else {
            // No window is touched, so set split to true. This will allow the next pointer down to
            // be delivered to a new window which supports split touch. Pointers from a mouse device
            // should never be split.
            tempTouchState.split = isSplit = !isFromMouse;
        }
        // Update hover state.
        if (newTouchedWindowHandle != nullptr) {
            if (maskedAction == AMOTION_EVENT_ACTION_HOVER_EXIT) {
                newHoverWindowHandle = nullptr;
            } else if (isHoverAction) {
                newHoverWindowHandle = newTouchedWindowHandle;
            }
        }
        std::vector newTouchedWindows =
                findTouchedSpyWindowsAtLocked(displayId, x, y, isStylus);
        if (newTouchedWindowHandle != nullptr) {
            // Process the foreground window first so that it is the first to receive the event.
            newTouchedWindows.insert(newTouchedWindows.begin(), newTouchedWindowHandle);
        }
        if (newTouchedWindows.empty()) {
            ALOGI("Dropping event because there is no touchable window at (%d, %d) on display %d.",
                  x, y, displayId);
            injectionResult = InputEventInjectionResult::FAILED;
            goto Failed;
        }
        for (const sp& windowHandle : newTouchedWindows) {
            const WindowInfo& info = *windowHandle->getInfo();
            // Skip spy window targets that are not valid for targeted injection.
            if (const auto err = verifyTargetedInjection(windowHandle, entry); err) {
                continue;
            }
            if (info.inputConfig.test(WindowInfo::InputConfig::PAUSE_DISPATCHING)) {
                ALOGI("Not sending touch event to %s because it is paused",
                      windowHandle->getName().c_str());
                continue;
            }
            // Ensure the window has a connection and the connection is responsive
            const bool isResponsive = hasResponsiveConnectionLocked(*windowHandle);
            if (!isResponsive) {
                ALOGW("Not sending touch gesture to %s because it is not responsive",
                      windowHandle->getName().c_str());
                continue;
            }
            // Drop events that can't be trusted due to occlusion
            if (mBlockUntrustedTouchesMode != BlockUntrustedTouchesMode::DISABLED) {
                TouchOcclusionInfo occlusionInfo =
                        computeTouchOcclusionInfoLocked(windowHandle, x, y);
                if (!isTouchTrustedLocked(occlusionInfo)) {
                    if (DEBUG_TOUCH_OCCLUSION) {
                        ALOGD("Stack of obscuring windows during untrusted touch (%d, %d):", x, y);
                        for (const auto& log : occlusionInfo.debugInfo) {
                            ALOGD("%s", log.c_str());
                        }
                    }
                    sendUntrustedTouchCommandLocked(occlusionInfo.obscuringPackage);
                    if (mBlockUntrustedTouchesMode == BlockUntrustedTouchesMode::BLOCK) {
                        ALOGW("Dropping untrusted touch event due to %s/%d",
                              occlusionInfo.obscuringPackage.c_str(), occlusionInfo.obscuringUid);
                        continue;
                    }
                }
            }
            // Drop touch events if requested by input feature
            if (shouldDropInput(entry, windowHandle)) {
                continue;
            }
            // Set target flags.
            int32_t targetFlags = InputTarget::FLAG_DISPATCH_AS_IS;
            if (canReceiveForegroundTouches(*windowHandle->getInfo())) {
                // There should only be one touched window that can be "foreground" for the pointer.
                targetFlags |= InputTarget::FLAG_FOREGROUND;
            }
            if (isSplit) {
                targetFlags |= InputTarget::FLAG_SPLIT;
            }
            if (isWindowObscuredAtPointLocked(windowHandle, x, y)) {
                targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
            } else if (isWindowObscuredLocked(windowHandle)) {
                targetFlags |= InputTarget::FLAG_WINDOW_IS_PARTIALLY_OBSCURED;
            }
            // Update the temporary touch state.
            BitSet32 pointerIds;
            if (isSplit) {
                uint32_t pointerId = entry.pointerProperties[pointerIndex].id;
                pointerIds.markBit(pointerId);
            }
            tempTouchState.addOrUpdateWindow(windowHandle, targetFlags, pointerIds);
        }
    } else {
        /* Case 2: Pointer move, up, cancel or non-splittable pointer down. */
        // If the pointer is not currently down, then ignore the event.
        if (!tempTouchState.down) {
            if (DEBUG_FOCUS) {
                ALOGD("Dropping event because the pointer is not down or we previously "
                      "dropped the pointer down event in display %" PRId32,
                      displayId);
            }
            injectionResult = InputEventInjectionResult::FAILED;
            goto Failed;
        }
        addDragEventLocked(entry);
        // Check whether touches should slip outside of the current foreground window.
        if (maskedAction == AMOTION_EVENT_ACTION_MOVE && entry.pointerCount == 1 &&
            tempTouchState.isSlippery()) {
            const int32_t x = int32_t(entry.pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_X));
            const int32_t y = int32_t(entry.pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_Y));
            const bool isStylus = isPointerFromStylus(entry, 0 /*pointerIndex*/);
            sp oldTouchedWindowHandle =
                    tempTouchState.getFirstForegroundWindowHandle();
            newTouchedWindowHandle =
                    findTouchedWindowAtLocked(displayId, x, y, &tempTouchState, isStylus);
            // Verify targeted injection.
            if (const auto err = verifyTargetedInjection(newTouchedWindowHandle, entry); err) {
                ALOGW("Dropping injected event: %s", (*err).c_str());
                injectionResult = os::InputEventInjectionResult::TARGET_MISMATCH;
                newTouchedWindowHandle = nullptr;
                goto Failed;
            }
            // Drop touch events if requested by input feature
            if (newTouchedWindowHandle != nullptr &&
                shouldDropInput(entry, newTouchedWindowHandle)) {
                newTouchedWindowHandle = nullptr;
            }
            if (oldTouchedWindowHandle != newTouchedWindowHandle &&
                oldTouchedWindowHandle != nullptr && newTouchedWindowHandle != nullptr) {
                if (DEBUG_FOCUS) {
                    ALOGD("Touch is slipping out of window %s into window %s in display %" PRId32,
                          oldTouchedWindowHandle->getName().c_str(),
                          newTouchedWindowHandle->getName().c_str(), displayId);
                }
                // Make a slippery exit from the old window.
                tempTouchState.addOrUpdateWindow(oldTouchedWindowHandle,
  InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT,
  BitSet32(0));
                // Make a slippery entrance into the new window.
                if (newTouchedWindowHandle->getInfo()->supportsSplitTouch()) {
                    isSplit = !isFromMouse;
                }
                int32_t targetFlags = InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER;
                if (canReceiveForegroundTouches(*newTouchedWindowHandle->getInfo())) {
                    targetFlags |= InputTarget::FLAG_FOREGROUND;
                }
                if (isSplit) {
                    targetFlags |= InputTarget::FLAG_SPLIT;
                }
                if (isWindowObscuredAtPointLocked(newTouchedWindowHandle, x, y)) {
                    targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
                } else if (isWindowObscuredLocked(newTouchedWindowHandle)) {
                    targetFlags |= InputTarget::FLAG_WINDOW_IS_PARTIALLY_OBSCURED;
                }
                BitSet32 pointerIds;
                if (isSplit) {
                    pointerIds.markBit(entry.pointerProperties[0].id);
                }
                tempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
            }
        }
    }
    // Update dispatching for hover enter and exit.
    if (newHoverWindowHandle != mLastHoverWindowHandle) {
        // Let the previous window know that the hover sequence is over, unless we already did
        // it when dispatching it as is to newTouchedWindowHandle.
        if (mLastHoverWindowHandle != nullptr &&
            (maskedAction != AMOTION_EVENT_ACTION_HOVER_EXIT ||
             mLastHoverWindowHandle != newTouchedWindowHandle)) {
            if (DEBUG_HOVER) {
                ALOGD("Sending hover exit event to window %s.",
                      mLastHoverWindowHandle->getName().c_str());
            }
            tempTouchState.addOrUpdateWindow(mLastHoverWindowHandle,
                                             InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT, BitSet32(0));
        }
        // Let the new window know that the hover sequence is starting, unless we already did it
        // when dispatching it as is to newTouchedWindowHandle.
        if (newHoverWindowHandle != nullptr &&
            (maskedAction != AMOTION_EVENT_ACTION_HOVER_ENTER ||
             newHoverWindowHandle != newTouchedWindowHandle)) {
            if (DEBUG_HOVER) {
                ALOGD("Sending hover enter event to window %s.",
                      newHoverWindowHandle->getName().c_str());
            }
            tempTouchState.addOrUpdateWindow(newHoverWindowHandle,
                                             InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER,
                                             BitSet32(0));
        }
    }
    // Ensure that we have at least one foreground window or at least one window that cannot be a
    // foreground target. If we only have windows that are not receiving foreground touches (e.g. we
    // only have windows getting ACTION_OUTSIDE), then drop the event, because there is no window
    // that is actually receiving the entire gesture.
    if (std::none_of(tempTouchState.windows.begin(), tempTouchState.windows.end(),
                     [](const TouchedWindow& touchedWindow) {
                         return !canReceiveForegroundTouches(
                                        *touchedWindow.windowHandle->getInfo()) ||
                                 (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) != 0;
                     })) {
        ALOGI("Dropping event because there is no touched window on display %d to receive it: %s",
              displayId, entry.getDescription().c_str());
        injectionResult = InputEventInjectionResult::FAILED;
        goto Failed;
    }
    // Ensure that all touched windows are valid for injection.
    if (entry.injectionState != nullptr) {
        std::string errs;
        for (const TouchedWindow& touchedWindow : tempTouchState.windows) {
            if (touchedWindow.targetFlags & InputTarget::FLAG_DISPATCH_AS_OUTSIDE) {
                // Allow ACTION_OUTSIDE events generated by targeted injection to be
                // dispatched to any uid, since the coords will be zeroed out later.
                continue;
            }
            const auto err = verifyTargetedInjection(touchedWindow.windowHandle, entry);
            if (err) errs += "\n  - " + *err;
        }
        if (!errs.empty()) {
            ALOGW("Dropping targeted injection: At least one touched window is not owned by uid "
                  "%d:%s",
                  *entry.injectionState->targetUid, errs.c_str());
            injectionResult = InputEventInjectionResult::TARGET_MISMATCH;
            goto Failed;
        }
    }
    // Check whether windows listening for outside touches are owned by the same UID. If it is
    // set the policy flag that we will not reveal coordinate information to this window.
    if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
        sp foregroundWindowHandle =
                tempTouchState.getFirstForegroundWindowHandle();
        if (foregroundWindowHandle) {
            const int32_t foregroundWindowUid = foregroundWindowHandle->getInfo()->ownerUid;
            for (const TouchedWindow& touchedWindow : tempTouchState.windows) {
                if (touchedWindow.targetFlags & InputTarget::FLAG_DISPATCH_AS_OUTSIDE) {
                    sp windowInfoHandle = touchedWindow.windowHandle;
                    if (windowInfoHandle->getInfo()->ownerUid != foregroundWindowUid) {
                        tempTouchState.addOrUpdateWindow(windowInfoHandle,
          InputTarget::FLAG_ZERO_COORDS,
          BitSet32(0));
                    }
                }
            }
        }
    }
    // If this is the first pointer going down and the touched window has a wallpaper
    // then also add the touched wallpaper windows so they are locked in for the duration
    // of the touch gesture.
    // We do not collect wallpapers during HOVER_MOVE or SCROLL because the wallpaper
    // engine only supports touch events.  We would need to add a mechanism similar
    // to View.onGenericMotionEvent to enable wallpapers to handle these events.
    if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
        sp foregroundWindowHandle =
                tempTouchState.getFirstForegroundWindowHandle();
        if (foregroundWindowHandle &&
            foregroundWindowHandle->getInfo()->inputConfig.test(
                    WindowInfo::InputConfig::DUPLICATE_TOUCH_TO_WALLPAPER)) {
            const std::vector& windowHandles =
                    getWindowHandlesLocked(displayId);
            for (const sp& windowHandle : windowHandles) {
                const WindowInfo* info = windowHandle->getInfo();
                if (info->displayId == displayId &&
                    windowHandle->getInfo()->inputConfig.test(
                            WindowInfo::InputConfig::IS_WALLPAPER)) {
                    tempTouchState
                            .addOrUpdateWindow(windowHandle,
InputTarget::FLAG_WINDOW_IS_OBSCURED |
        InputTarget::
                FLAG_WINDOW_IS_PARTIALLY_OBSCURED |
        InputTarget::FLAG_DISPATCH_AS_IS,
BitSet32(0));
                }
            }
        }
    }
    // Success!  Output targets.
    injectionResult = InputEventInjectionResult::SUCCEEDED;
    for (const TouchedWindow& touchedWindow : tempTouchState.windows) {
        addWindowTargetLocked(touchedWindow.windowHandle, touchedWindow.targetFlags,
                              touchedWindow.pointerIds, inputTargets);
    }
    // Drop the outside or hover touch windows since we will not care about them
    // in the next iteration.
    tempTouchState.filterNonAsIsTouchWindows();
Failed:
    // Update final pieces of touch state if the injector had permission.
    if (!wrongDevice) {
        if (switchedDevice) {
            if (DEBUG_FOCUS) {
                ALOGD("Conflicting pointer actions: Switched to a different device.");
            }
            *outConflictingPointerActions = true;
        }
        if (isHoverAction) {
            // Started hovering, therefore no longer down.
            if (oldState && oldState->down) {
                if (DEBUG_FOCUS) {
                    ALOGD("Conflicting pointer actions: Hover received while pointer was "
                          "down.");
                }
                *outConflictingPointerActions = true;
            }
            tempTouchState.reset();
            if (maskedAction == AMOTION_EVENT_ACTION_HOVER_ENTER ||
                maskedAction == AMOTION_EVENT_ACTION_HOVER_MOVE) {
                tempTouchState.deviceId = entry.deviceId;
                tempTouchState.source = entry.source;
                tempTouchState.displayId = displayId;
            }
        } else if (maskedAction == AMOTION_EVENT_ACTION_UP ||
                   maskedAction == AMOTION_EVENT_ACTION_CANCEL) {
            // All pointers up or canceled.
            tempTouchState.reset();
        } else if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
            // First pointer went down.
            if (oldState && oldState->down) {
                if (DEBUG_FOCUS) {
                    ALOGD("Conflicting pointer actions: Down received while already down.");
                }
                *outConflictingPointerActions = true;
            }
        } else if (maskedAction == AMOTION_EVENT_ACTION_POINTER_UP) {
            // One pointer went up.
            if (isSplit) {
                int32_t pointerIndex = getMotionEventActionPointerIndex(action);
                uint32_t pointerId = entry.pointerProperties[pointerIndex].id;
                for (size_t i = 0; i = 0) {
                mTouchStatesByDisplay[displayId] = tempTouchState;
            } else {
                mTouchStatesByDisplay.erase(displayId);
            }
        }
        // Update hover state.
        mLastHoverWindowHandle = newHoverWindowHandle;
    }
    return injectionResult;
}

InputDispatcher::findTouchedWindowAtLocked

sp InputDispatcher::findTouchedWindowAtLocked(int32_t displayId, int32_t x,
                 int32_t y, TouchState* touchState,
                 bool isStylus,
                 bool addOutsideTargets,
                 bool ignoreDragWindow) {
    if (addOutsideTargets && touchState == nullptr) {
        LOG_ALWAYS_FATAL("Must provide a valid touch state if adding outside targets");
    }
    // Traverse windows from front to back to find touched window.
    const auto& windowHandles = getWindowHandlesLocked(displayId);
    for (const sp& windowHandle : windowHandles) {
        if (ignoreDragWindow && haveSameToken(windowHandle, mDragState->dragWindow)) {
            continue;
        }
        const WindowInfo& info = *windowHandle->getInfo();
        if (!info.isSpy() && windowAcceptsTouchAt(info, displayId, x, y, isStylus)) {
            return windowHandle;
        }
        if (addOutsideTargets &&
            info.inputConfig.test(WindowInfo::InputConfig::WATCH_OUTSIDE_TOUCH)) {
            touchState->addOrUpdateWindow(windowHandle, InputTarget::FLAG_DISPATCH_AS_OUTSIDE,
                                          BitSet32(0));
        }
    }
    return nullptr;
}

InputDispatcher::getWindowHandlesLocked

const std::vector& InputDispatcher::getWindowHandlesLocked(
        int32_t displayId) const {
    static const std::vector EMPTY_WINDOW_HANDLES;
    auto it = mWindowHandlesByDisplay.find(displayId);
    return it != mWindowHandlesByDisplay.end() ? it->second : EMPTY_WINDOW_HANDLES;
}

那mWindowHandlesByDisplay又是谁来添加插入数据的

[Android 13]Input系列--获取触摸窗口,Android 13中Input系列的触摸窗口获取方法 第2张
(图片来源网络,侵删)

void InputDispatcher::updateWindowHandlesForDisplayLocked(
        const std::vector& windowInfoHandles, int32_t displayId) {
    if (windowInfoHandles.empty()) {
        // Remove all handles on a display if there are no windows left.
        mWindowHandlesByDisplay.erase(displayId);
        return;
    }
    // Since we compare the pointer of input window handles across window updates, we need
    // to make sure the handle object for the same window stays unchanged across updates.
    const std::vector& oldHandles = getWindowHandlesLocked(displayId);
    std::unordered_map oldHandlesById;
    for (const sp& handle : oldHandles) {
        oldHandlesById[handle->getId()] = handle;
    }
    std::vector newHandles;
    for (const sp& handle : windowInfoHandles) {
        const WindowInfo* info = handle->getInfo();
        if (getInputChannelLocked(handle->getToken()) == nullptr) {
            const bool noInputChannel =
                    info->inputConfig.test(WindowInfo::InputConfig::NO_INPUT_CHANNEL);
            const bool canReceiveInput =
                    !info->inputConfig.test(WindowInfo::InputConfig::NOT_TOUCHABLE) ||
                    !info->inputConfig.test(WindowInfo::InputConfig::NOT_FOCUSABLE);
            if (canReceiveInput && !noInputChannel) {
                ALOGV("Window handle %s has no registered input channel",
                      handle->getName().c_str());
                continue;
            }
        }
        if (info->displayId != displayId) {
            ALOGE("Window %s updated by wrong display %d, should belong to display %d",
                  handle->getName().c_str(), displayId, info->displayId);
            continue;
        }
        if ((oldHandlesById.find(handle->getId()) != oldHandlesById.end()) &&
                (oldHandlesById.at(handle->getId())->getToken() == handle->getToken())) {
            const sp& oldHandle = oldHandlesById.at(handle->getId());
            oldHandle->updateFrom(handle);
            newHandles.push_back(oldHandle);
        } else {
            newHandles.push_back(handle);
        }
    }
    // Insert or replace
    // 将插入mWindowHandlesByDisplay
    mWindowHandlesByDisplay[displayId] = newHandles;
}

谁调用的updateWindowHandlesForDisplayLocked

InputDispatcher::setInputWindowsLocked

void InputDispatcher::setInputWindowsLocked(
        const std::vector& windowInfoHandles, int32_t displayId) {
    if (DEBUG_FOCUS) {
        std::string windowList;
        for (const sp& iwh : windowInfoHandles) {
            windowList += iwh->getName() + " ";
        }
        ALOGD("setInputWindows displayId=%" PRId32 " %s", displayId, windowList.c_str());
    }
    // Check preconditions for new input windows
    for (const sp& window : windowInfoHandles) {
        const WindowInfo& info = *window->getInfo();
        // Ensure all tokens are null if the window has feature NO_INPUT_CHANNEL
        const bool noInputWindow = info.inputConfig.test(WindowInfo::InputConfig::NO_INPUT_CHANNEL);
        if (noInputWindow && window->getToken() != nullptr) {
            ALOGE("%s has feature NO_INPUT_WINDOW, but a non-null token. Clearing",
                  window->getName().c_str());
            window->releaseChannel();
        }
        // Ensure all spy windows are trusted overlays
        LOG_ALWAYS_FATAL_IF(info.isSpy() &&
                                    !info.inputConfig.test(
                                            WindowInfo::InputConfig::TRUSTED_OVERLAY),
                            "%s has feature SPY, but is not a trusted overlay.",
                            window->getName().c_str());
        // Ensure all stylus interceptors are trusted overlays
        LOG_ALWAYS_FATAL_IF(info.interceptsStylus() &&
                                    !info.inputConfig.test(
                                            WindowInfo::InputConfig::TRUSTED_OVERLAY),
                            "%s has feature INTERCEPTS_STYLUS, but is not a trusted overlay.",
                            window->getName().c_str());
    }
    // Copy old handles for release if they are no longer present.
    const std::vector oldWindowHandles = getWindowHandlesLocked(displayId);
    // Save the old windows' orientation by ID before it gets updated.
    std::unordered_map oldWindowOrientations;
    for (const sp& handle : oldWindowHandles) {
        oldWindowOrientations.emplace(handle->getId(),
                                      handle->getInfo()->transform.getOrientation());
    }
    updateWindowHandlesForDisplayLocked(windowInfoHandles, displayId);  //更新并插入mWindowHandlesByDisplay
    const std::vector& windowHandles = getWindowHandlesLocked(displayId);
    if (mLastHoverWindowHandle &&
        std::find(windowHandles.begin(), windowHandles.end(), mLastHoverWindowHandle) ==
                windowHandles.end()) {
        mLastHoverWindowHandle = nullptr;
    }
    std::optional changes =
            mFocusResolver.setInputWindows(displayId, windowHandles);
    if (changes) {
        onFocusChangedLocked(*changes);
    }
    std::unordered_map::iterator stateIt =
            mTouchStatesByDisplay.find(displayId);
    if (stateIt != mTouchStatesByDisplay.end()) {
        TouchState& state = stateIt->second;
        for (size_t i = 0; i getName().c_str(), displayId);
                }
                std::shared_ptr touchedInputChannel =
                        getInputChannelLocked(touchedWindow.windowHandle->getToken());
                if (touchedInputChannel != nullptr) {
                    CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
"touched window was removed");
                    synthesizeCancelationEventsForInputChannelLocked(touchedInputChannel, options);
                    // Since we are about to drop the touch, cancel the events for the wallpaper as
                    // well.
                    if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND &&
                        touchedWindow.windowHandle->getInfo()->inputConfig.test(
                                gui::WindowInfo::InputConfig::DUPLICATE_TOUCH_TO_WALLPAPER)) {
                        sp wallpaper = state.getWallpaperWindow();
                        if (wallpaper != nullptr) {
                            sp wallpaperConnection =
                                    getConnectionLocked(wallpaper->getToken());
                            if (wallpaperConnection != nullptr) {
                                synthesizeCancelationEventsForConnectionLocked(wallpaperConnection,
                                options);
                            }
                        }
                    }
                }
                state.windows.erase(state.windows.begin() + i);
            } else {
                ++i;
            }
        }
        // If drag window is gone, it would receive a cancel event and broadcast the DRAG_END. We
        // could just clear the state here.
        if (mDragState && mDragState->dragWindow->getInfo()->displayId == displayId &&
            std::find(windowHandles.begin(), windowHandles.end(), mDragState->dragWindow) ==
                    windowHandles.end()) {
            ALOGI("Drag window went away: %s", mDragState->dragWindow->getName().c_str());
            sendDropWindowCommandLocked(nullptr, 0, 0);
            mDragState.reset();
        }
    }
    // Determine if the orientation of any of the input windows have changed, and cancel all
    // pointer events if necessary.
    for (const sp& oldWindowHandle : oldWindowHandles) {
        const sp newWindowHandle = getWindowHandleLocked(oldWindowHandle);
        if (newWindowHandle != nullptr &&
            newWindowHandle->getInfo()->transform.getOrientation() !=
                    oldWindowOrientations[oldWindowHandle->getId()]) {
            std::shared_ptr inputChannel =
                    getInputChannelLocked(newWindowHandle->getToken());
            if (inputChannel != nullptr) {
                CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
                                           "touched window's orientation changed");
                synthesizeCancelationEventsForInputChannelLocked(inputChannel, options);
            }
        }
    }
    // Release information for windows that are no longer present.
    // This ensures that unused input channels are released promptly.
    // Otherwise, they might stick around until the window handle is destroyed
    // which might not happen until the next GC.
    for (const sp& oldWindowHandle : oldWindowHandles) {
        if (getWindowHandleLocked(oldWindowHandle) == nullptr) {
            if (DEBUG_FOCUS) {
                ALOGD("Window went away: %s", oldWindowHandle->getName().c_str());
            }
            oldWindowHandle->releaseChannel();
        }
    }
}

谁来调用setInputWindowsLocked, 主要是两个地方:

  1. InputDispatcher::onWindowInfosChanged
  2. InputDispatcher::displayRemoved

途径一

InputDispatcher::onWindowInfosChanged
void InputDispatcher::onWindowInfosChanged(const std::vector& windowInfos,
                                           const std::vector& displayInfos) {
    // The listener sends the windows as a flattened array. Separate the windows by display for
    // more convenient parsing.
    std::unordered_map handlesPerDisplay;
    for (const auto& info : windowInfos) {
        handlesPerDisplay.emplace(info.displayId, std::vector());
        handlesPerDisplay[info.displayId].push_back(new WindowInfoHandle(info));
    }
    { // acquire lock
        std::scoped_lock _l(mLock);
        mDisplayInfos.clear();
        for (const auto& displayInfo : displayInfos) {
            mDisplayInfos.emplace(displayInfo.displayId, displayInfo);
        }
        for (const auto& [displayId, handles] : handlesPerDisplay) {
            setInputWindowsLocked(handles, displayId);
        }
    }
    // Wake up poll loop since it may need to make new input dispatching choices.
    // 唤醒dispatcher线程,处理窗口信息改变的相关事项
    mLooper->wake();
}

寻找onWindowInfosChanged的调用地方

InputDispatcher::DispatcherWindowListener::onWindowInfosChanged
void InputDispatcher::DispatcherWindowListener::onWindowInfosChanged(
        const std::vector& windowInfos,
        const std::vector& displayInfos) {
    mDispatcher.onWindowInfosChanged(windowInfos, displayInfos);
}

看起来是个监听器的回调,应该是给别的地方持有这个监听器,寻找下这个DispatcherWindowListener的实例化

InputDispatcher::InputDispatcher
InputDispatcher::InputDispatcher(const sp& policy,
                                 std::chrono::nanoseconds staleEventTimeout)
      : mPolicy(policy),
        mPendingEvent(nullptr),
        mLastDropReason(DropReason::NOT_DROPPED),
        mIdGenerator(IdGenerator::Source::INPUT_DISPATCHER),
        mAppSwitchSawKeyDown(false),
        mAppSwitchDueTime(LONG_LONG_MAX),
        mNextUnblockedEvent(nullptr),
        mMonitorDispatchingTimeout(DEFAULT_INPUT_DISPATCHING_TIMEOUT),
        mDispatchEnabled(false),
        mDispatchFrozen(false),
        mInputFilterEnabled(false),
        // mInTouchMode will be initialized by the WindowManager to the default device config.
        // To avoid leaking stack in case that call never comes, and for tests,
        // initialize it here anyways.
        mInTouchMode(kDefaultInTouchMode),
        mMaximumObscuringOpacityForTouch(1.0f),
        mFocusedDisplayId(ADISPLAY_ID_DEFAULT),
        mWindowTokenWithPointerCapture(nullptr),
        mStaleEventTimeout(staleEventTimeout),
        mLatencyAggregator(),
        mLatencyTracker(&mLatencyAggregator) {
    mLooper = new Looper(false);
    mReporter = createInputReporter();
	//实例化DispatcherWindowListener,并通过binder传给SurfaceComposerClient,也就是SurfaceFlinger
    mWindowInfoListener = new DispatcherWindowListener(*this);
    SurfaceComposerClient::getDefault()->addWindowInfosListener(mWindowInfoListener);
	...
}

到这里我们明白Android 13通过途径1(InputDispatcher::onWindowInfosChanged)来更新触摸窗口信息的发起者是SurfaceFlinger

SurfaceFlinger::addWindowInfosListener

frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

status_t SurfaceFlinger::addWindowInfosListener(
        const sp& windowInfosListener) const {
    mWindowInfosListenerInvoker->addWindowInfosListener(windowInfosListener);
    return NO_ERROR;
}
WindowInfosListenerInvoker::addWindowInfosListener
void WindowInfosListenerInvoker::addWindowInfosListener(sp listener) {
    sp asBinder = IInterface::asBinder(listener);
    asBinder->linkToDeath(this);
    std::scoped_lock lock(mListenersMutex);
    mWindowInfosListeners.try_emplace(asBinder, std::move(listener));
}

inputdispatcher实例化时调用上面流程跨进程向SurfaceFlinger注册了DispatcherWindowListener, 回到上面,我们找到回调这个监听器的onWindowInfosChanged的地方

WindowInfosListenerInvoker::windowInfosChanged

frameworks/native/services/surfaceflinger/WindowInfosListenerInvoker.cpp

void WindowInfosListenerInvoker::windowInfosChanged(const std::vector& windowInfos,
     const std::vector& displayInfos,
     bool shouldSync) {
    ftl::SmallVector windowInfosListeners;
    {
        std::scoped_lock lock(mListenersMutex);
        for (const auto& [_, listener] : mWindowInfosListeners) {
            windowInfosListeners.push_back(listener);
        }
    }
    mCallbacksPending = windowInfosListeners.size();
    for (const auto& listener : windowInfosListeners) {
    	//向所有向SurfaceFlinger注册了WindowInfosListener的进程回调onWindowInfosChanged
    	//其中包括inputDispatcher中的onWindowInfosChanged
        listener->onWindowInfosChanged(windowInfos, displayInfos,
                                       shouldSync ? mWindowInfosReportedListener : nullptr);
    }
}

到这里途径1(InputDispatcher::onWindowInfosChanged)来更新触摸窗口信息的流程就找到了。

途径二

InputDispatcher::displayRemoved
void InputDispatcher::displayRemoved(int32_t displayId) {
    { // acquire lock
        std::scoped_lock _l(mLock);
        // Set an empty list to remove all handles from the specific display.
        setInputWindowsLocked(/* window handles */ {}, displayId);
        setFocusedApplicationLocked(displayId, nullptr);
        // Call focus resolver to clean up stale requests. This must be called after input windows
        // have been removed for the removed display.
        mFocusResolver.displayRemoved(displayId);
        // Reset pointer capture eligibility, regardless of previous state.
        std::erase(mIneligibleDisplaysForPointerCapture, displayId);
    } // release lock
    // Wake up poll loop since it may need to make new input dispatching choices.
    mLooper->wake();
}
NativeInputManager::displayRemoved

frameworks/base/services/core/jni/com_android_server_input_InputManagerService.cpp

void NativeInputManager::displayRemoved(JNIEnv* env, int32_t displayId) {
    mInputManager->getDispatcher().displayRemoved(displayId);
}
nativeDisplayRemoved
static const JNINativeMethod gInputManagerMethods[] = {
        /* name, signature, funcPtr */
        ...
      {"displayRemoved", "(I)V", (void*)nativeDisplayRemoved},  //动态注册函数表
};
static void nativeDisplayRemoved(JNIEnv* env, jobject nativeImplObj, jint displayId) {
    NativeInputManager* im = getNativeInputManager(env, nativeImplObj);
    im->displayRemoved(env, displayId);
}

看这里就知道是java层调下来的, 那就到java层找找

NativeInputManagerService::displayRemoved

frameworks/base/services/core/java/com/android/server/input/NativeInputManagerService.java

public interface NativeInputManagerService {
	...
    void displayRemoved(int displayId);
	...
    class NativeImpl implements NativeInputManagerService {
    	...
        public native void displayRemoved(int displayId);
        ...
    }
}
InputManagerService::onDisplayRemoved

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

/** The system implementation of {@link IInputManager} that manages input devices. */
public class InputManagerService extends IInputManager.Stub
        implements Watchdog.Monitor {
	...
    /** Clean up input window handles of the given display. */
    public void onDisplayRemoved(int displayId) {
        if (mPointerIconDisplayContext != null
                && mPointerIconDisplayContext.getDisplay().getDisplayId() == displayId) {
            mPointerIconDisplayContext = null;
        }
        updateAdditionalDisplayInputProperties(displayId, AdditionalDisplayInputProperties::reset);
        mNative.displayRemoved(displayId);
    }
    ...
}
InputMonitor::onDisplayRemoved

frameworks/base/services/core/java/com/android/server/wm/InputMonitor.java

    void onDisplayRemoved() {
        mHandler.removeCallbacks(mUpdateInputWindows);
        mHandler.post(() -> {
            // Make sure any pending setInputWindowInfo transactions are completed. That prevents
            // the timing of updating input info of removed display after cleanup.
            mService.mTransactionFactory.get().syncInputWindows().apply();
            // It calls InputDispatcher::setInputWindows directly.
            //mService是WindowManagerService,构造时向它传入了java层InputManagerService对象
            mService.mInputManager.onDisplayRemoved(mDisplayId);
        });
        mDisplayRemoved = true;
    }
DisplayContent::removeImmediately

frameworks/base/services/core/java/com/android/server/wm/DisplayContent.java

    @Override
    void removeImmediately() {
        mDeferredRemoval = false;
        try {
            // Clear all transitions & screen frozen states when removing display.
			...
            mInputMonitor.onDisplayRemoved();
			...
        } finally {
            mDisplayReady = false;
        }
        // Apply the pending transaction here since we may not be able to reach the DisplayContent
        // on the next traversal if it's removed from RootWindowContainer child list.
        getPendingTransaction().apply();
        mWmService.mWindowPlacerLocked.requestTraversal();
    }

到这里差不多了,再往上查就是WMS对窗口管理的内容了,不是本次探索的目的,到这里就明白当事件分发前寻找的触摸目标窗口信息是谁来告知的。


0
收藏0
文章版权声明:除非注明,否则均为VPS857原创文章,转载或复制请以超链接形式并注明出处。

相关阅读

  • 【研发日记】Matlab/Simulink自动生成代码(二)——五种选择结构实现方法,Matlab/Simulink自动生成代码的五种选择结构实现方法(二),Matlab/Simulink自动生成代码的五种选择结构实现方法详解(二)
  • 超级好用的C++实用库之跨平台实用方法,跨平台实用方法的C++实用库超好用指南,C++跨平台实用库使用指南,超好用实用方法集合,C++跨平台实用库超好用指南,方法与技巧集合
  • 【动态规划】斐波那契数列模型(C++),斐波那契数列模型(C++实现与动态规划解析),斐波那契数列模型解析与C++实现(动态规划)
  • 【C++】,string类底层的模拟实现,C++中string类的模拟底层实现探究
  • uniapp 小程序实现微信授权登录(前端和后端),Uniapp小程序实现微信授权登录全流程(前端后端全攻略),Uniapp小程序微信授权登录全流程攻略,前端后端全指南
  • Vue脚手架的安装(保姆级教程),Vue脚手架保姆级安装教程,Vue脚手架保姆级安装指南,Vue脚手架保姆级安装指南,从零开始教你如何安装Vue脚手架
  • 如何在树莓派 Raspberry Pi中本地部署一个web站点并实现无公网IP远程访问,树莓派上本地部署Web站点及无公网IP远程访问指南,树莓派部署Web站点及无公网IP远程访问指南,本地部署与远程访问实践,树莓派部署Web站点及无公网IP远程访问实践指南,树莓派部署Web站点及无公网IP远程访问实践指南,本地部署与远程访问详解,树莓派部署Web站点及无公网IP远程访问实践详解,本地部署与远程访问指南,树莓派部署Web站点及无公网IP远程访问实践详解,本地部署与远程访问指南。
  • vue2技术栈实现AI问答机器人功能(流式与非流式两种接口方法),Vue2技术栈实现AI问答机器人功能,流式与非流式接口方法探究,Vue2技术栈实现AI问答机器人功能,流式与非流式接口方法详解
  • 发表评论

    快捷回复:表情:
    评论列表 (暂无评论,0人围观)

    还没有评论,来说两句吧...

    目录[+]

    取消
    微信二维码
    微信二维码
    支付宝二维码