你对android的view的Touch事件足够理解吗?从源码角度来看问题
KasBodnar
8年前
<h2><strong>前言</strong></h2> <p>在android应用开发过程中,总避免不了各种Touch 事件的处理,网上也有各种各样的示例,更有甚者,还画了各种各样的分析图来显示的表述Touch事件的处理流程,但是呢,相信大多数的读者也就是当时看着明白,但过了几天,就全部忘得一干二净了。所以才有了这篇博客的出现,第一是方便你学习,第二是即便以后找不到这篇博客,你直接看源码便会了然一切。</p> <p>ps: 请大家注意源码中的注释,一般注释是最重要的</p> <h2><strong>ViewGroup的分发</strong></h2> <pre> <code class="language-java">@Override public boolean dispatchTouchEvent(MotionEvent ev) { //为了debuging的一致性验证 属性 ,神马东东,不管了 if (mInputEventConsistencyVerifier != null) { mInputEventConsistencyVerifier.onTouchEvent(ev, 1); } boolean handled = false; //经过filter 顾虑器,然后将可被处理的touchEvent 往下行进 if (onFilterTouchEventForSecurity(ev)) { final int action = ev.getAction(); final int actionMasked = action & MotionEvent.ACTION_MASK; // Handle an initial down. // 看这里,所有的 Touch事件都是从一个Down开始 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) { //这里是不是很熟悉 ,注意 Down的时候去判断, //如果onInterceptTouchEvent 返回 true 和返回 false的情况 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,看这里 ,判断语句里有child ,很明显这里要进行touch 事件的分发了吧,哈哈哈。 //所以联系上面的onInterceptTouchEvent,是不是很熟悉,哈哈哈,如果返回true,则不传递给子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. //这里这里 父view的touch 事件传递给子view的顺序是不是一目了然 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); //这里这里 当子view dispatchTouchEvent 返回true,进入以下逻辑, //该view会消费掉这个Touch事件,并生成一个新的Touch事件的包装( //TouchTarget 包含接收事件的view以及touch事件的类型等信息) 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(); //这里便是生成新的TouchTarget的逻辑 newTouchTarget = addTouchTarget(child, idBitsToAssign); alreadyDispatchedToNewTouchTarget = true; break; } } if (preorderedList != null) preorderedList.clear(); } //这里呢 ,如果没有新的TouchTarget ,辣么就是上面 注释返回 false的情况, //可以清楚的知道注释里会把Touch事件传递给最新最近添加到view //(举个栗子,一个RelativeLayout 依次添加view A,view B , //View B 在 view A 之上,辣么当view B 的dispatchTouchEvent 返回 false时, //则touch事件一定会传递给 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; //这里面则是一个递归给子view 的子view 的过程,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; }</code></pre> <p>辣么我们来看看如何 buildOrderedChildList,哈哈,只看注释就可以啦 ,z越大,插得就越靠前</p> <pre> <code class="language-java">/** * 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; }</code></pre> <p>然后我们看看这个</p> <pre> <code class="language-java">/** * 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,这里是Touch 事件的传递时的坐标转换 if (! child.hasIdentityMatrix()) { transformedEvent.transform(child.getInverseMatrix()); } //这里这里 ,当view 的dispatchTouchEvent为 true ,为false? handled = child.dispatchTouchEvent(transformedEvent); } // Done. transformedEvent.recycle(); return handled; }</code></pre> <h2><strong>View 的分发Touch事件</strong></h2> <p>代码如下,可以看到相较于ViewGroup的 dispatchTouchEvent而言,要简单的多,毕竟没有牵扯到子view的Touch事件的分发。</p> <pre> <code class="language-java">/** * 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; }</code></pre> <p>直接说吧 ,有一个 mOnTouchListener.onTouch(this, event) 和 onTouchEvent(event) 没有 onInterceptTouchEvent 。各位看官,大致的传递顺序应该不用我讲了吧,一目了然。</p> <h2><strong>总结</strong></h2> <p>我们在处理应用开发过程中的一些复杂的交互过程时,TouchEvent是避不开的,网上也有详细介绍各种return false ,return true .然而,其实对于这些来讲,所有的所有,一切的触发点是linux层根据你的触摸发送出事件信号,传递到最底层的view,并由该view去dispatch的。所以只要清晰dispatch的机制,这些处理将不是一个难点。</p> <h2><strong>参考</strong></h2> <ul> <li>android 应用层源码</li> </ul> <p> </p> <p>来自:http://www.jianshu.com/p/c1d184032ae1</p> <p> </p>