Android输入系统是人与机器交互最主要的手段。我们通过按键或者触碰屏幕,会先经由linux产生中断,进行统一的处理过后,转换成Android能识别的事件信息,然后Android的输入系统去获取事件,分发给上层用户程序进行处理。
下面在细分一下输入事件在Android系统中的流程:
从图上能看到,输入事件有四个处理的地方:
- InputReaderThread
- InputDispatcherThread
- WindowInputEventReceiver
- handleReceiverCallback
上面四个地方按功能来划分,其中:
- InputReaderThread负责从输入设备中获取事件,事件加入inboundQueue队列。
- InputDispatcherThread负责把inboundQueue中的事件信息取出,并且从系统中获取该事件所需要分发到的目标(窗口),把事件与目标分别整合成分发项,把分发项加入outboundQueue。另外,这里还是事件的分发端,负责把outboundQueue中的事件取出,通过InputChannel进行分发。分发完成后把该事件入waitQueue。
- WindowInputEventReceiver是事件的接收端。事件会在这里被onTouch这类回调函数处理
- handleReceiveCallback用于接收处理过后的反馈信息,事件在WindowInputEventReceiver端被处理成功或者失败,将会通过InputChannel返回Handled或者UNHandled消息。handleReceiveCallback接收到消息后将会对waitQueue中的事件进行出队列处理。
InputManager
InputManager用于启动InputReaderThread与InputDispatcherThread,会在system_server初始化的时候被创建并且调用InputManager的start方法启动这两个线程。
InputManager的构造函数如下:
InputManager::InputManager( const sp<EventHubInterface>& eventHub, const sp<InputReaderPolicyInterface>& readerPolicy, const sp<InputDispatcherPolicyInterface>& dispatcherPolicy) { mDispatcher = new InputDispatcher(dispatcherPolicy); mReader = new InputReader(eventHub, readerPolicy, mDispatcher); initialize(); }
可以看到构造了InputDispatcher与InputReader两个类,这两个类是功能类,分别为InputDispatcherThread与InputReaderThread提供功能。另外,在构建InputReader的时候,把mDispatcher传递了进去,用于构建QueueInputListener。在这里可以提前说明一下这个成员的作用:把输入事件添加到inboundQueue。
构造函数最后调用了initialize,构建InputReaderThread、InputDispatcherThread。
void InputManager::initialize() { mReaderThread = new InputReaderThread(mReader); mDispatcherThread = new InputDispatcherThread(mDispatcher); }
InputManager的start用于启动InputReaderThread与InputDispatcherThread这两个线程。
status_t InputManager::start() { status_t result = mDispatcherThread->run("InputDispatcher", PRIORITY_URGENT_DISPLAY); if (result) { ALOGE("Could not start InputDispatcher thread due to error %d.", result); return result; } result = mReaderThread->run("InputReader", PRIORITY_URGENT_DISPLAY); if (result) { ALOGE("Could not start InputReader thread due to error %d.", result); mDispatcherThread->requestExit(); return result; } return OK; }
InputReaderThread
InputReaderThread是用来从输入设备中读取输入事件的,首先看一下该线程的threadLoop函数
bool InputReaderThread::threadLoop() { mReader->loopOnce(); return true; }
mReader即在构建InputReaderThread时传进来的InputReader,负责实现读取输入事件所需要的各种功能。InputReader::loopOnce用于读取一次输入事件。其中,读取一次包含三个主要动作:
- 获取输入事件
- 处理输入事件
- 输入数据flush
void InputReader::loopOnce() { size_t count = mEventHub->getEvents(timeoutMillis, mEventBuffer, EVENT_BUFFER_SIZE); { // acquire lock processEventsLocked(mEventBuffer, count); } mQueuedListener->flush(); }
1. 获取输入事件getEvents
几乎所有与输入有关的事件都会从这里获得。其中包含:
- EPOLL_ID_INORIFY.输入设备打开或者删除的事件
- EPOLL_ID_WAKE.管道发送过来的模拟事件
- EPOLL_IN.按键,触摸这类实际操作事件
EPOLL_ID_INOTIFY,用于监控某个目录(子目录)下是否有新增或者删除文件,在这里用于监视/dev/input,这个是输入设备文件所在的目录,如果有新增设备,则会在该目录内创建新文件;如果删除设备,则该目录的相应文件会被删除。
if (eventItem.data.u32 == EPOLL_ID_INOTIFY) { if (eventItem.events & EPOLLIN) { mPendingINotify = true; } else { ALOGW("Received unexpected epoll event 0x%08x for INotify.", eventItem.events); } continue; } ...... if (mPendingINotify && mPendingEventIndex >= mPendingEventCount) { mPendingINotify = false; readNotifyLocked(); deviceChanged = true; } status_t EventHub::readNotifyLocked() { if(event->mask & IN_CREATE) { openDeviceLocked(devname); } else { ALOGI("Removing device '%s' due to inotify event\n", devname); closeDeviceByPathLocked(devname); } }
EPOLL_ID_WAKE,EventHub有维护一个pipe,当pipe的写入端按照适当格式写入时间后,getEvents可以通过pipe的读取端获取这个虚拟事件
if (eventItem.data.u32 == EPOLL_ID_WAKE) { if (eventItem.events & EPOLLIN) { ALOGV("awoken after wake()"); awoken = true; char buffer[16]; ssize_t nRead; do { nRead = read(mWakeReadPipeFd, buffer, sizeof(buffer)); } while ((nRead == -1 && errno == EINTR) || nRead == sizeof(buffer)); } else { ALOGW("Received unexpected epoll event 0x%08x for wake read pipe.", eventItem.events); } continue; }
EPOLL_IN,用于监控设备文件的输入状态,当我们按键或者触摸设备时,我们就能获得EPOLL_IN状态,从而到该设备读取输入事件
if (eventItem.events & EPOLLIN) { int32_t readSize = read(device->fd, readBuffer, sizeof(struct input_event) * capacity); event->when = now; event->deviceId = deviceId; event->type = iev.type; event->code = iev.code; event->value = iev.value; event += 1; capacity -= 1; }
监听事件用的是epoll_wait,由于epoll_wait一次能获取的事件可能会有多个,所以一次的getEvents需要对所获得的每个事件都进行上述代码的打包操作,最后返回事件数组。
int pollResult = epoll_wait(mEpollFd, mPendingEventItems, EPOLL_MAX_EVENTS, timeoutMillis);
2. 处理输入事件processEventsLocked
由getEvents获得的事件数组会在这个函数内进行处理,其中事件数组中的事件大致可以分为两类,在这个函数将他们分开处理
- 按键、触摸事件
- 设备增加、删除事件
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; } #if DEBUG_RAW_EVENTS ALOGD("BatchSize: %d Count: %d", batchSize, count); #endif processEventsForDeviceLocked(deviceId, rawEvent, batchSize); } else { switch (rawEvent->type) { case EventHubInterface::DEVICE_ADDED: addDeviceLocked(rawEvent->when, rawEvent->deviceId); break; case EventHubInterface::DEVICE_REMOVED: removeDeviceLocked(rawEvent->when, rawEvent->deviceId); break; case EventHubInterface::FINISHED_DEVICE_SCAN: handleConfigurationChangedLocked(rawEvent->when); break; default: ALOG_ASSERT(false); // can't happen break; } } count -= batchSize; rawEvent += batchSize; } }
在处理按键、触摸事件时,会根据他们设备的类型调用不同的process函数进行处理。对于触摸事件,基本上只是进行赋值,而按键事件则需要通过映射,把从设备文件读取进来的值转换成Android上层能统一处理的按键事件。
void InputReader::processEventsForDeviceLocked(int32_t deviceId, const RawEvent* rawEvents, size_t count) { InputDevice* device = mDevices.valueAt(deviceIndex); device->process(rawEvents, count); } void KeyboardInputMapper::process(const RawEvent* rawEvent) { switch (rawEvent->type) { case EV_KEY: { if (getEventHub()->mapKey(getDeviceId(), scanCode, usageCode, &keyCode, &flags)) { keyCode = AKEYCODE_UNKNOWN; flags = 0; } processKey(rawEvent->when, rawEvent->value != 0, keyCode, scanCode, flags); } break; } }
上面的mapKey对按键进行了映射处理,processKey用于区分按键的按下或者松开。在processKey的最后,会把事件打包成NotifyKeyArgs,然后通过QueueInputListener把事件push进mArgQueue。由于这里是一个事件数组,所以mArgQueue是必须的。
void KeyboardInputMapper::processKey(nsecs_t when, bool down, int32_t keyCode, int32_t scanCode, uint32_t policyFlags) { if (down) { ... } else { ... } NotifyKeyArgs args(when, getDeviceId(), mSource, policyFlags, down ? AKEY_EVENT_ACTION_DOWN : AKEY_EVENT_ACTION_UP, AKEY_EVENT_FLAG_FROM_SYSTEM, keyCode, scanCode, newMetaState, downTime); getListener()->notifyKey(&args); } void QueuedInputListener::notifyKey(const NotifyKeyArgs* args) { mArgsQueue.push(new NotifyKeyArgs(*args)); }
3. 输入数据flush
在事件数组都push进mArgQueue之后,就需要把mArgQueue队列给推送出去进行下一步的操作,mQueuedListener->flush();就是负责进行队列的推送。还记得我们最开始说的”在构建InputReader的时候,把mDispatcher传递了进去,用于构建QueueInputListener”,我们这里的flush最终就是调用了InputDispatcher的notifyKey
void QueuedInputListener::flush() { size_t count = mArgsQueue.size(); for (size_t i = 0; i < count; i++) { NotifyArgs* args = mArgsQueue[i]; args->notify(mInnerListener); delete args; } mArgsQueue.clear(); } void NotifyKeyArgs::notify(const sp<InputListenerInterface>& listener) const { listener->notifyKey(this); }
以notifyKey为例,其目的实际上是把事件队列加入mInboundQueue,但是在入mInboundQueue队列之前,调用了interceptKeyBeforeQueueing,该函数通过jni,调用到PhoneWindowManager的interceptKeyBeforeQueueing。而在入了mInboundQueue队列后,就会调用wake函数去唤醒InputDispatcherThread。下一步就是InputDispatcherThread的工作了。
void InputDispatcher::notifyKey(const NotifyKeyArgs* args) { mPolicy->interceptKeyBeforeQueueing(&event, /*byref*/ policyFlags); needWake = enqueueInboundEventLocked(newEntry); if (needWake) { mLooper->wake(); } }
InputDispatcherThread
InputDispatcherThread是用来进行事件分发的线程。内部也是调用InputDispatcher来实现所需要的功能。
bool InputDispatcherThread::threadLoop() { mDispatcher->dispatchOnce(); return true; }
每次分发,调用的都是dispatchOnce,其内部调用dispatchOnceInnerLocked进行分发后,线程会调用pollOnce进入睡眠,等待下次InputReaderThread的wake操作
void InputDispatcher::dispatchOnce() { dispatchOnceInnerLocked(&nextWakeupTime); mLooper->pollOnce(timeoutMillis); }
分发的过程可以大概分成以下几个步骤:
- 从mInboundQueue的队列头取出事件
- 特殊事件的处理,如POLICY_FLAG_PASS_TO_USER这类事件能直接发送到用户,类似于电量不足的这类事件:当电量低于20%时,直接往上层发送事件,而不用知道当前是在哪个Activity
- 一般事件的处理,进行分发
void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) { mPendingEvent = mInboundQueue.dequeueAtHead(); // Poke user activity for this event. if (mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER) { pokeUserActivityLocked(mPendingEvent); } switch (mPendingEvent->type) { case EventEntry::TYPE_KEY: { done = dispatchKeyLocked(currentTime, typedEntry, &dropReason, nextWakeupTime); break; } } }
分发事件,肯定需要知道事件要分发到哪里,即分发的目标窗口,不过目标窗口可能不止一个。
bool InputDispatcher::dispatchKeyLocked(nsecs_t currentTime, KeyEntry* entry, DropReason* dropReason, nsecs_t* nextWakeupTime) { int32_t injectionResult = findFocusedWindowTargetsLocked(currentTime, entry, inputTargets, nextWakeupTime); // Dispatch the key. dispatchEventLocked(currentTime, entry, inputTargets); return true; }
由于可能存在多个目标窗口,所以需要对每个目标窗口都进行事件分发
void InputDispatcher::dispatchEventLocked(nsecs_t currentTime, EventEntry* eventEntry, const Vector<InputTarget>& inputTargets) { for (size_t i = 0; i < inputTargets.size(); i++) { prepareDispatchCycleLocked(currentTime, connection, eventEntry, &inputTarget); } }
在分发前的准备,就是把事件入outboundQueue队列,不过请注意,这里的队列不同于inboundQueue,因为outboundQueue是窗口相关的,窗口跟InputDispatcherThread间建立起一个连接(connection),该outboundQueue就是connection的成员。
void InputDispatcher::prepareDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection, EventEntry* eventEntry, const InputTarget* inputTarget) { // Not splitting. Enqueue dispatch entries for the event as is. enqueueDispatchEntriesLocked(currentTime, connection, eventEntry, inputTarget); } 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::enqueueDispatchEntryLocked( const sp<Connection>& connection, EventEntry* eventEntry, const InputTarget* inputTarget, int32_t dispatchMode) { // Enqueue the dispatch entry. connection->outboundQueue.enqueueAtTail(dispatchEntry); }
在准备完成后就会调用startDispatchCycleLocked进行事件分发,startDispatchCycleLocked这个函数的主体是一个while循环,在循环体内会执行下面三个主要步骤:
- 调用connection的inputPublisher来发出事件
- 把事件从outboundQueue队列中移除
- 把事件加入waitQueue队列,当事件在处理完成后返回,就会从waitQueue中删除该事件
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection) { while (connection->status == Connection::STATUS_NORMAL && !connection->outboundQueue.isEmpty()) { DispatchEntry* dispatchEntry = connection->outboundQueue.head; switch (eventEntry->type) { case EventEntry::TYPE_KEY: { KeyEntry* keyEntry = static_cast<KeyEntry*>(eventEntry); // Publish the key event. status = connection->inputPublisher.publishKeyEvent(dispatchEntry->seq, keyEntry->deviceId, keyEntry->source, dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags, keyEntry->keyCode, keyEntry->scanCode, keyEntry->metaState, keyEntry->repeatCount, keyEntry->downTime, keyEntry->eventTime); } } // Re-enqueue the event on the wait queue. connection->outboundQueue.dequeue(dispatchEntry); traceOutboundQueueLengthLocked(connection); connection->waitQueue.enqueueAtTail(dispatchEntry); traceWaitQueueLengthLocked(connection); } }
我们来看一下inputPublisher的publishKeyEvent的实现,最后也是调用socket的send接口来实现。
status_t InputPublisher::publishKeyEvent( uint32_t seq, int32_t deviceId, int32_t source, int32_t action, int32_t flags, int32_t keyCode, int32_t scanCode, int32_t metaState, int32_t repeatCount, nsecs_t downTime, nsecs_t eventTime) { InputMessage msg; msg.header.type = InputMessage::TYPE_KEY; msg.body.key.seq = seq; msg.body.key.deviceId = deviceId; msg.body.key.source = source; msg.body.key.action = action; msg.body.key.flags = flags; msg.body.key.keyCode = keyCode; msg.body.key.scanCode = scanCode; msg.body.key.metaState = metaState; msg.body.key.repeatCount = repeatCount; msg.body.key.downTime = downTime; msg.body.key.eventTime = eventTime; return mChannel->sendMessage(&msg); } status_t InputChannel::sendMessage(const InputMessage* msg) { do { nWrite = ::send(mFd, msg, msgLength, MSG_DONTWAIT | MSG_NOSIGNAL); } while (nWrite == -1 && errno == EINTR); }
总体的流程如下