近期在處理雙屏異顯雙觸摸屏的問題, 發現副屏上的事件處理區域只能和主屏一樣大,當副屏小於主屏時不會有問題,但是當副屏大於主屏時問題就比較明顯;跟代碼發現副屏在設置觸摸區域大小時是按照主屏大小設置的,看了很多代碼,還是總結下窗口接收按鍵和自更新的過程,這裏其實就是inputDispatcher和窗口的交互。
inputDispatcher和窗口是通過inputChannel來傳遞信息的,來看看inputChannel的本質:
status_t InputChannel::openInputChannelPair(const String8& name,
sp<InputChannel>& outServerChannel, sp<InputChannel>& outClientChannel) {
int sockets[2];
if (socketpair(AF_UNIX, SOCK_SEQPACKET, 0, sockets)) {
....
}
//配置緩衝區 ......
String8 serverChannelName = name;
serverChannelName.append(" (server)");//創建server
outServerChannel = new InputChannel(serverChannelName, sockets[0]);
String8 clientChannelName = name;
clientChannelName.append(" (client)");
//創建client對象
outClientChannel = new InputChannel(clientChannelName, sockets[1]);
return OK;
}
通過openInputChannelPair方法構造兩個inputChannel,而這兩個inputChannel是傳入了兩個socket,而這兩個socket是可以互相通信的。可以說inputChannel就是socket的封裝,而openInputChannelPair會生成inputChannel對來封裝socketpair。有了這個認識,接下來我們就進入流程。
在WMS中,apk端添加窗口時會新建windowstate,更新窗口列表,並同步到ims中,看看具體代碼:
public int addWindow(Session session, IWindow client, int seq,
WindowManager.LayoutParams attrs, int viewVisibility, int displayId,
Rect outContentInsets, Rect outStableInsets, InputChannel outInputChannel) {
//創建windowstate
win = 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();
//創建兩個inputChannel來相互通信
InputChannel[] inputChannels = InputChannel.openInputChannelPair(name);
win.setInputChannel(inputChannels[0]);//windowstate保存一個
inputChannels[1].transferTo(outInputChannel);//調用端保存一個,即app進程保存一個
//將inputChannel和inputwindowhandle保存到ims中
mInputManager.registerInputChannel(win.mInputChannel, win.mInputWindowHandle);
}
// 更新窗口列表到ims中
mInputMonitor.updateInputWindowsLw(false /*force*/);
}
}
一:openInputChannelPair
//InputChannel.java
public static InputChannel[] openInputChannelPair(String name) {
return nativeOpenInputChannelPair(name);
}
進入jni調用:
static jobjectArray android_view_InputChannel_nativeOpenInputChannelPair(JNIEnv* env,
jclass clazz, jstring nameObj) {
const char* nameChars = env->GetStringUTFChars(nameObj, NULL);
String8 name(nameChars);
env->ReleaseStringUTFChars(nameObj, nameChars);
sp<InputChannel> serverChannel;
sp<InputChannel> clientChannel;
//生成兩個channel並回傳給server和client
status_t result = InputChannel::openInputChannelPair(name, serverChannel, clientChannel);
//生成java數組,用來返回給上層java,要注意數組的元素是gInputChannelClassInfo,其實就是InputChannel
jobjectArray channelPair = env->NewObjectArray(2, gInputChannelClassInfo.clazz, NULL);
//生成元素
jobject serverChannelObj = android_view_InputChannel_createInputChannel(env,
new NativeInputChannel(serverChannel));
jobject clientChannelObj = android_view_InputChannel_createInputChannel(env,
new NativeInputChannel(clientChannel));
//設置數組元素
env->SetObjectArrayElement(channelPair, 0, serverChannelObj);
env->SetObjectArrayElement(channelPair, 1, clientChannelObj);
return channelPair;
}
上面的代碼邏輯很清楚,就是在native層先生成一個inputChannelPair即serverchannel和clientchannel,然後用這兩個channel構造NativeInputChannel,在用這個NativeInputChannel構造java層的InputChannel,然後返回給上層。InputChannel::openInputChannelPair的方法在文章開頭已經介紹了,就是生成兩個inputChannel。關於構造java數組的方式還是可以看一下,從這個方式可以看到native層和java層如何交互的:
//返回的靜態變量數組
static struct {
jclass clazz;
jfieldID mPtr; // native object attached to the DVM InputChannel
jmethodID ctor;
} gInputChannelClassInfo;
//通過如下代碼將native層和java層的元素對應
//gInputChannelClassInfo.clazz, ---> "android/view/InputChannel
//gInputChannelClassInfo.mPtr ----->InputChannel.mPtr
//gInputChannelClassInfo.ctor ----->InputChannel.init(猜測是構造函數)
#define FIND_CLASS(var, className) \
var = env->FindClass(className); \
LOG_FATAL_IF(! var, "Unable to find class " className); \
var = jclass(env->NewGlobalRef(var));
#define GET_METHOD_ID(var, clazz, methodName, methodDescriptor) \
var = env->GetMethodID(clazz, methodName, methodDescriptor); \
LOG_FATAL_IF(! var, "Unable to find method " methodName);
#define GET_FIELD_ID(var, clazz, fieldName, fieldDescriptor) \
var = env->GetFieldID(clazz, fieldName, fieldDescriptor); \
LOG_FATAL_IF(! var, "Unable to find field " fieldName);
int register_android_view_InputChannel(JNIEnv* env) {
int res = jniRegisterNativeMethods(env, "android/view/InputChannel",
gInputChannelMethods, NELEM(gInputChannelMethods));
LOG_FATAL_IF(res < 0, "Unable to register native methods.");
FIND_CLASS(gInputChannelClassInfo.clazz, "android/view/InputChannel");
GET_FIELD_ID(gInputChannelClassInfo.mPtr, gInputChannelClassInfo.clazz,
"mPtr", "J");
GET_METHOD_ID(gInputChannelClassInfo.ctor, gInputChannelClassInfo.clazz,
"<init>", "()V");
return 0;
}
從上面的代碼可知,系統把java層inputChannel中的一些變量保存在了native層gInputChannelClassInfo結構體成員中,方便使用。接下來看android_view_InputChannel_createInputChannel方法:
static jobject android_view_InputChannel_createInputChannel(JNIEnv* env,
NativeInputChannel* nativeInputChannel) {
jobject inputChannelObj = env->NewObject(gInputChannelClassInfo.clazz,
gInputChannelClassInfo.ctor);//構造方法,創建java層inputChannel對象
if (inputChannelObj) {//設置NativeInputChannel到java層inputChannel中
android_view_InputChannel_setNativeInputChannel(env, inputChannelObj, nativeInputChannel);
}
return inputChannelObj;
}
static void android_view_InputChannel_setNativeInputChannel(JNIEnv* env, jobject inputChannelObj,
NativeInputChannel* nativeInputChannel) {//設置到java層inputChannel對象的mPtr中
env->SetLongField(inputChannelObj, gInputChannelClassInfo.mPtr,
reinterpret_cast<jlong>(nativeInputChannel));
}
第一個方法openInputChannelPair分析完成,這個函數其實做的事情就是進入native層,創建兩個inputChannel,然後傳入inputChannel創建NativeInputChannel,最後在創建java層inputChannel對象,並將創建的NativeInputChannel對象地址設置到java層inputChannel對象的mPtr變量中,然後返回這兩個java層對象。二:setInputChannel
void setInputChannel(InputChannel inputChannel) {
mInputChannel = inputChannel;
mInputWindowHandle.inputChannel = inputChannel;
}
mInputChannel的創建在windowstate的構造方法:
WindowState(WindowManagerService service, Session s, IWindow c, WindowToken token,
WindowState attachedWindow, int appOp, int seq, WindowManager.LayoutParams a,
int viewVisibility, final DisplayContent displayContent) {
//.......
mInputWindowHandle = new InputWindowHandle(
mAppToken != null ? mAppToken.mInputApplicationHandle : null, this,
displayContent.getDisplayId());
}
public InputWindowHandle(InputApplicationHandle inputApplicationHandle,
Object windowState, int displayId) {
this.inputApplicationHandle = inputApplicationHandle;
this.windowState = windowState;
this.displayId = displayId;
}
可以看到構造函數也很簡單,推測大部分工作都是在native層做的。
三:registerInputChannel
public void registerInputChannel(InputChannel inputChannel,
InputWindowHandle inputWindowHandle) {
nativeRegisterInputChannel(mPtr, inputChannel, inputWindowHandle, false);
}
static void nativeRegisterInputChannel(JNIEnv* env, jclass clazz,
jlong ptr, jobject inputChannelObj, jobject inputWindowHandleObj, jboolean monitor) {
NativeInputManager* im = reinterpret_cast<NativeInputManager*>(ptr);
//先從java層的inputChannel中獲取mPtr轉化爲NativeInputChannel,在從中取出指向的InputChannel
sp<InputChannel> inputChannel = android_view_InputChannel_getInputChannel(env,
inputChannelObj);
sp<InputWindowHandle> inputWindowHandle =
android_server_InputWindowHandle_getHandle(env, inputWindowHandleObj);
status_t status = im->registerInputChannel(
env, inputChannel, inputWindowHandle, monitor);
if (! monitor) {
android_view_InputChannel_setDisposeCallback(env, inputChannelObj,
handleInputChannelDisposed, im);
}
}
sp<InputChannel> android_view_InputChannel_getInputChannel(JNIEnv* env, jobject inputChannelObj) {
NativeInputChannel* nativeInputChannel =
android_view_InputChannel_getNativeInputChannel(env, inputChannelObj);
return nativeInputChannel != NULL ? nativeInputChannel->getInputChannel() : NULL;
}
static NativeInputChannel* android_view_InputChannel_getNativeInputChannel(JNIEnv* env,
jobject inputChannelObj) {//取出InputChannel中的mPtr,強制轉化爲NativeInputChannel
jlong longPtr = env->GetLongField(inputChannelObj, gInputChannelClassInfo.mPtr);
return reinterpret_cast<NativeInputChannel*>(longPtr);
}
接下來看android_server_InputWindowHandle_getHandle
sp<NativeInputWindowHandle> android_server_InputWindowHandle_getHandle(
JNIEnv* env, jobject inputWindowHandleObj) {
jlong ptr = env->GetLongField(inputWindowHandleObj, gInputWindowHandleClassInfo.ptr);
NativeInputWindowHandle* handle;
if (ptr) {
handle = reinterpret_cast<NativeInputWindowHandle*>(ptr);
} else {
jobject inputApplicationHandleObj = env->GetObjectField(inputWindowHandleObj,
gInputWindowHandleClassInfo.inputApplicationHandle);
sp<InputApplicationHandle> inputApplicationHandle =
android_server_InputApplicationHandle_getHandle(env, inputApplicationHandleObj);
env->DeleteLocalRef(inputApplicationHandleObj);
jweak objWeak = env->NewWeakGlobalRef(inputWindowHandleObj);
//native層新建一個NativeInputWindowHandle
handle = new NativeInputWindowHandle(inputApplicationHandle, objWeak);
handle->incStrong((void*)android_server_InputWindowHandle_getHandle);
//將native層的NativeInputWindowHandle設置到java層inputwindowhandle的ptr變量中
env->SetLongField(inputWindowHandleObj, gInputWindowHandleClassInfo.ptr,
reinterpret_cast<jlong>(handle));
}
return handle;
}
接下來看registerInputChannel:
status_t NativeInputManager::registerInputChannel(JNIEnv* env,
const sp<InputChannel>& inputChannel,
const sp<InputWindowHandle>& inputWindowHandle, bool monitor) {
return mInputManager->getDispatcher()->registerInputChannel(
inputChannel, inputWindowHandle, monitor);//調用InputDispatcher中的方法
}
status_t InputDispatcher::registerInputChannel(const sp<InputChannel>& inputChannel,
const sp<InputWindowHandle>& inputWindowHandle, bool monitor) {
{ //創建Connection類,封裝inputChannel和inputwindowhandle
sp<Connection> connection = new Connection(inputChannel, inputWindowHandle, monitor);
//獲取inputChannel中的fd,監控事件
int fd = inputChannel->getFd();
mConnectionsByFd.add(fd, connection);
mLooper->addFd(fd, 0, ALOOPER_EVENT_INPUT, handleReceiveCallback, this);
}
mLooper->wake();
return OK;
}
至此,registerInputChannel分析結束:
1.取出在第一步創建的native層的inputChannel
2.新建native層nativeinputwindowhandle,並設置到java層inputwindowhandle對象中的ptr變量中
3.將native層的inputwindowhandle和inputChannel註冊到inputdispatcher中,並創建Connection類封裝上面兩個類,用來和app端交互
四:mInputMonitor.updateInputWindowsLw(false /*force*/);
public void updateInputWindowsLw(boolean force) {
if (false) Slog.d(WindowManagerService.TAG, ">>>>>> ENTERED updateInputWindowsLw");
//.....
// Add all windows on the default display.
final int numDisplays = mService.mDisplayContents.size();
//遍歷主副屏
for (int displayNdx = 0; displayNdx < numDisplays; ++displayNdx) {
WindowList windows = mService.mDisplayContents.valueAt(displayNdx).getWindowList();
//遍歷每個窗口
for (int winNdx = windows.size() - 1; winNdx >= 0; --winNdx) {
final WindowState child = windows.get(winNdx);
final InputChannel inputChannel = child.mInputChannel;
final InputWindowHandle inputWindowHandle = child.mInputWindowHandle;
//將窗口放到窗口列表中
addInputWindowHandleLw(inputWindowHandle, child, flags, type, isVisible,
hasFocus, hasWallpaper);
}
}
// Send windows to native code.將列表設置到ims中,注意不是窗口列表,而是inputwindowhandles列表,即窗口在ims中的化身
mService.mInputManager.setInputWindows(mInputWindowHandles);
if (false) Slog.d(WindowManagerService.TAG, "<<<<<<< EXITED updateInputWindowsLw");
}
private void addInputWindowHandleLw(final InputWindowHandle inputWindowHandle,
final WindowState child, int flags, final int type, final boolean isVisible,
final boolean hasFocus, final boolean hasWallpaper) {
// Add a window to our list of input windows.
inputWindowHandle.name = child.toString();
final boolean modal = (flags & (WindowManager.LayoutParams.FLAG_NOT_TOUCH_MODAL
| WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE)) == 0;
//根據條件從窗口獲得觸摸區域的大小,並將設置觸摸區域的大小設置到inputWindowHandle.touchableRegion中
if (modal && child.mAppToken != null ) {
// Limit the outer touch to the activity stack region.
flags |= WindowManager.LayoutParams.FLAG_NOT_TOUCH_MODAL;
child.getStackBounds(mTmpRect);
inputWindowHandle.touchableRegion.set(mTmpRect);
} else {
// Not modal or full screen modal
child.getTouchableRegion(inputWindowHandle.touchableRegion);
}
inputWindowHandle.layoutParamsFlags = flags;
//從窗口讀取其屬性,設置到inputWindowHandle中
inputWindowHandle.frameBottom = frame.bottom;
if (child.mGlobalScale != 1) {
inputWindowHandle.scaleFactor = 1.0f/child.mGlobalScale;
} else {
inputWindowHandle.scaleFactor = 1;
}//添加到mInputWindowHandles中
addInputWindowHandleLw(inputWindowHandle);
}
private void addInputWindowHandleLw(final InputWindowHandle windowHandle) {
if (mInputWindowHandles == null) {
mInputWindowHandles = new InputWindowHandle[16];
}
if (mInputWindowHandleCount >= mInputWindowHandles.length) {
mInputWindowHandles = Arrays.copyOf(mInputWindowHandles,
mInputWindowHandleCount * 2);
}
mInputWindowHandles[mInputWindowHandleCount++] = windowHandle;
}
上面的代碼邏輯比較清晰,就是將遍歷每個窗口,搞一個inputwindowhandles列表出來,然後同步到ims中去,這樣ims就保存了當前所有窗口的信息,然後就可以根據窗口觸摸區域大小等信息發送事件。所以inputwindowhandle就是窗口在ims中的化身,即其相應輸入相關事件的一面。
接下來看看ims如何處理要同步的inputwindowhandles
public void setInputWindows(InputWindowHandle[] windowHandles) {
nativeSetInputWindows(mPtr, windowHandles);
}
不出所料,進入native層,其實可以看出,對於輸入事件,其實窗口的各種屬性如inputwindowhandle和inputChannel之類的都是一個空殼,只是一個保存信息的作用,真正要幹活的還是在native層,從java層的對象中獲取native等的對象。
static void nativeSetInputWindows(JNIEnv* env, jclass clazz,
jlong ptr, jobjectArray windowHandleObjArray) {
//強制轉化爲NativeInputManager,並調用其setInputWindows方法
NativeInputManager* im = reinterpret_cast<NativeInputManager*>(ptr);
im->setInputWindows(env, windowHandleObjArray);
}
void NativeInputManager::setInputWindows(JNIEnv* env, jobjectArray windowHandleObjArray) {
Vector<sp<InputWindowHandle> > windowHandles;
if (windowHandleObjArray) {
jsize length = env->GetArrayLength(windowHandleObjArray);
for (jsize i = 0; i < length; i++) {
jobject windowHandleObj = env->GetObjectArrayElement(windowHandleObjArray, i);
sp<InputWindowHandle> windowHandle =//從java層獲取到ptr然後強制轉化爲NativeInputWindowHandle
android_server_InputWindowHandle_getHandle(env, windowHandleObj);
if (windowHandle != NULL) {
windowHandles.push(windowHandle);
}
env->DeleteLocalRef(windowHandleObj);
}
}
//設置到inputdispatcher中
mInputManager->getDispatcher()->setInputWindows(windowHandles);
// Do this after the dispatcher has updated the window handle state.
bool newPointerGesturesEnabled = true;
size_t numWindows = windowHandles.size();
for (size_t i = 0; i < numWindows; i++) {
const sp<InputWindowHandle>& windowHandle = windowHandles.itemAt(i);
const InputWindowInfo* windowInfo = windowHandle->getInfo();
if (windowInfo && windowInfo->hasFocus && (windowInfo->inputFeatures
& InputWindowInfo::INPUT_FEATURE_DISABLE_TOUCH_PAD_GESTURES)) {
newPointerGesturesEnabled = false;
}
}
uint32_t changes = 0;
{ // acquire lock
AutoMutex _l(mLock);
if (mLocked.pointerGesturesEnabled != newPointerGesturesEnabled) {
mLocked.pointerGesturesEnabled = newPointerGesturesEnabled;
changes |= InputReaderConfiguration::CHANGE_POINTER_GESTURE_ENABLEMENT;
}
} // release lock
if (changes) {
mInputManager->getReader()->requestRefreshConfiguration(changes);
}
}
進入inputdispatcher中看看是什麼動作:
void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles) {
{ // acquire lock
AutoMutex _l(mLock);
Vector<sp<InputWindowHandle> > oldWindowHandles = mWindowHandles;
mWindowHandles = inputWindowHandles;
sp<InputWindowHandle> newFocusedWindowHandle;
bool foundHoveredWindow = false;
for (size_t i = 0; i < mWindowHandles.size(); i++) {
const sp<InputWindowHandle>& windowHandle = mWindowHandles.itemAt(i);
//更新底層和ims相關的窗口信息
if (!windowHandle->updateInfo() || windowHandle->getInputChannel() == NULL) {
mWindowHandles.removeAt(i--);
continue;
}
if (windowHandle->getInfo()->hasFocus) {
newFocusedWindowHandle = windowHandle;
}
if (windowHandle == mLastHoverWindowHandle) {
foundHoveredWindow = true;
}
}
if (!foundHoveredWindow) {
mLastHoverWindowHandle = NULL;
}
if (mFocusedWindowHandle != newFocusedWindowHandle) {
if (mFocusedWindowHandle != NULL) {
sp<InputChannel> focusedInputChannel = mFocusedWindowHandle->getInputChannel();
if (focusedInputChannel != NULL) {
CancelationOptions options(CancelationOptions::CANCEL_NON_POINTER_EVENTS,
"focus left window");
synthesizeCancelationEventsForInputChannelLocked(
focusedInputChannel, options);
}
}
if (newFocusedWindowHandle != NULL) {
}
mFocusedWindowHandle = newFocusedWindowHandle;
}
for (size_t d = 0; d < mTouchStatesByDisplay.size(); d++) {
TouchState& state = mTouchStatesByDisplay.editValueAt(d);
for (size_t i = 0; i < state.windows.size(); i++) {
TouchedWindow& touchedWindow = state.windows.editItemAt(i);
if (!hasWindowHandleLocked(touchedWindow.windowHandle)) {
sp<InputChannel> touchedInputChannel =
touchedWindow.windowHandle->getInputChannel();
if (touchedInputChannel != NULL) {
CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
"touched window was removed");
synthesizeCancelationEventsForInputChannelLocked(
touchedInputChannel, options);
}
state.windows.removeAt(i--);
}
}
}
// 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 (size_t i = 0; i < oldWindowHandles.size(); i++) {
const sp<InputWindowHandle>& oldWindowHandle = oldWindowHandles.itemAt(i);
if (!hasWindowHandleLocked(oldWindowHandle)) {
oldWindowHandle->releaseInfo();
}
}
} // release lock
// Wake up poll loop since it may need to make new input dispatching choices.
mLooper->wake();
}
bool NativeInputWindowHandle::updateInfo() {
JNIEnv* env = AndroidRuntime::getJNIEnv();
jobject obj = env->NewLocalRef(mObjWeak);
if (!obj) {
releaseInfo();
return false;
}
if (!mInfo) {
mInfo = new InputWindowInfo();
} else {
mInfo->touchableRegion.clear();
}
jobject inputChannelObj = env->GetObjectField(obj,
gInputWindowHandleClassInfo.inputChannel);
if (inputChannelObj) {//設置inputChannel
mInfo->inputChannel = android_view_InputChannel_getInputChannel(env, inputChannelObj);
env->DeleteLocalRef(inputChannelObj);
} else {
mInfo->inputChannel.clear();
}
jstring nameObj = jstring(env->GetObjectField(obj,
gInputWindowHandleClassInfo.name));
if (nameObj) {
const char* nameStr = env->GetStringUTFChars(nameObj, NULL);
mInfo->name.setTo(nameStr);
env->ReleaseStringUTFChars(nameObj, nameStr);
env->DeleteLocalRef(nameObj);
} else {
mInfo->name.setTo("<null>");
}
mInfo->layoutParamsFlags = env->GetIntField(obj,
gInputWindowHandleClassInfo.layoutParamsFlags);
mInfo->layoutParamsType = env->GetIntField(obj,
gInputWindowHandleClassInfo.layoutParamsType);
mInfo->dispatchingTimeout = env->GetLongField(obj,
gInputWindowHandleClassInfo.dispatchingTimeoutNanos);
mInfo->frameLeft = env->GetIntField(obj,
gInputWindowHandleClassInfo.frameLeft);
mInfo->frameTop = env->GetIntField(obj,
gInputWindowHandleClassInfo.frameTop);
mInfo->frameRight = env->GetIntField(obj,
gInputWindowHandleClassInfo.frameRight);
mInfo->frameBottom = env->GetIntField(obj,
gInputWindowHandleClassInfo.frameBottom);
mInfo->scaleFactor = env->GetFloatField(obj,
gInputWindowHandleClassInfo.scaleFactor);
//從java中拿到touchableregion,即java中的Region對象
jobject regionObj = env->GetObjectField(obj,
gInputWindowHandleClassInfo.touchableRegion);
if (regionObj) {//從java的region類中獲取mNativeRegion(從名字就知道是指向native層的對象的),然後強制轉化爲SkRegion
SkRegion* region = android_graphics_Region_getSkRegion(env, regionObj);
for (SkRegion::Iterator it(*region); !it.done(); it.next()) {
const SkIRect& rect = it.rect();
mInfo->addTouchableRegion(Rect(rect.fLeft, rect.fTop, rect.fRight, rect.fBottom));
}
env->DeleteLocalRef(regionObj);
}
mInfo->visible = env->GetBooleanField(obj,
gInputWindowHandleClassInfo.visible);
mInfo->canReceiveKeys = env->GetBooleanField(obj,
gInputWindowHandleClassInfo.canReceiveKeys);
mInfo->hasFocus = env->GetBooleanField(obj,
gInputWindowHandleClassInfo.hasFocus);
mInfo->hasWallpaper = env->GetBooleanField(obj,
gInputWindowHandleClassInfo.hasWallpaper);
mInfo->paused = env->GetBooleanField(obj,
gInputWindowHandleClassInfo.paused);
mInfo->layer = env->GetIntField(obj,
gInputWindowHandleClassInfo.layer);
mInfo->ownerPid = env->GetIntField(obj,
gInputWindowHandleClassInfo.ownerPid);
mInfo->ownerUid = env->GetIntField(obj,
gInputWindowHandleClassInfo.ownerUid);
mInfo->inputFeatures = env->GetIntField(obj,
gInputWindowHandleClassInfo.inputFeatures);
mInfo->displayId = env->GetIntField(obj,
gInputWindowHandleClassInfo.displayId);
env->DeleteLocalRef(obj);
return true;
}
總結下這個步驟:
1.上層更新窗口列表,並更新touchableregion的大小
2.將更新的窗口列表設置到ims,在ims,ims又將窗口信息設置到inputdispatcher中。
回到開頭提出的問題,猜測肯定是上層設置大小的時候出問題了,做如下修改即可
@@ -174,7 +174,7 @@ final class InputMonitor implements InputManagerService.WindowManagerCallbacks {
inputWindowHandle.name = child.toString();
final boolean modal = (flags & (WindowManager.LayoutParams.FLAG_NOT_TOUCH_MODAL
| WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE)) == 0;
- if (modal && child.mAppToken != null) {
+ if (modal && child.mAppToken != null && (child.getDisplayId() == Display.DEFAULT_DISPLAY)) {
// Limit the outer touch to the activity stack region.
flags |= WindowManager.LayoutParams.FLAG_NOT_TOUCH_MODAL;
child.getStackBounds(mTmpRect);