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Android-View的繪制流程分析

2021-11-03 08:34:32 移動端開發

Android-View的繪制流程分析

文章目錄

    • Android-View的繪制流程分析
      • 一、概述
    • 二、繪制流程圖
    • 三、代碼分析
        • 1、View.requestLayout()
      • 2、ViewRootImpl#requestLayout()
      • 3、ViewRootImpl#scheduleTraversals()
      • 4、ViewRootImpl#TraversalRunnable
      • 5、ViewRootImpl#doTraversal()
      • 6、ViewRootImpl#performTraversals()
      • 7、ViewRootImpl#performDraw()
      • 8、ViewRootImpl#draw()
      • 9、ViewRootImpl#drawSoftware()
      • 10、View#draw()
      • 11、View#dispatchDraw(Canvas canvas)
      • 12、ViewGroup#dispatchDraw(Canvas canvas)
      • 13、ViewGroup#drawChild
      • 14、View#draw(canvas, this, drawingTime)
      • 15、View#draw(Canvas canvas)
    • 四、總結

一、概述

android系統中串列的滑動,影片的展示,文字的渲染等都是android中的View不斷的繪制形成的,今天我們就來分析下android的繪制流程

我會從android的原始碼層面來逐步分析呼叫程序,關鍵代碼點,以及作用

二、繪制流程圖

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.statediagram-cluster.statediagram-cluster-alt .inner{fill:#e0e0e0}#mermaid-svg-aTEP4uD1ptutjuLi .statediagram-cluster .inner{rx:0;ry:0}#mermaid-svg-aTEP4uD1ptutjuLi .statediagram-state rect.basic{rx:5px;ry:5px}#mermaid-svg-aTEP4uD1ptutjuLi .statediagram-state rect.divider{stroke-dasharray:10,10;fill:#efefef}#mermaid-svg-aTEP4uD1ptutjuLi .note-edge{stroke-dasharray:5}#mermaid-svg-aTEP4uD1ptutjuLi .statediagram-note rect{fill:#fff5ad;stroke:#aa3;stroke-width:1px;rx:0;ry:0}:root{--mermaid-font-family: '"trebuchet ms", verdana, arial';--mermaid-font-family: "Comic Sans MS", "Comic Sans", cursive}#mermaid-svg-aTEP4uD1ptutjuLi .error-icon{fill:#522}#mermaid-svg-aTEP4uD1ptutjuLi .error-text{fill:#522;stroke:#522}#mermaid-svg-aTEP4uD1ptutjuLi .edge-thickness-normal{stroke-width:2px}#mermaid-svg-aTEP4uD1ptutjuLi .edge-thickness-thick{stroke-width:3.5px}#mermaid-svg-aTEP4uD1ptutjuLi .edge-pattern-solid{stroke-dasharray:0}#mermaid-svg-aTEP4uD1ptutjuLi .edge-pattern-dashed{stroke-dasharray:3}#mermaid-svg-aTEP4uD1ptutjuLi .edge-pattern-dotted{stroke-dasharray:2}#mermaid-svg-aTEP4uD1ptutjuLi .marker{fill:#333}#mermaid-svg-aTEP4uD1ptutjuLi .marker.cross{stroke:#333} :root { --mermaid-font-family: "trebuchet ms", verdana, arial;}</style> <style>#mermaid-svg-aTEP4uD1ptutjuLi { color: rgba(0, 0, 0, 0.75); font: ; }</style>
View.requestLayout()
ViewRootImpl#requestLayout()
ViewRootImpl#scheduleTraversals()
ViewRootImpl#TraversalRunnable
ViewRootImpl#doTraversal()
ViewRootImpl#performTraversals()
ViewRootImpl#performDraw()
ViewRootImpl#draw()
ViewRootImpl#drawSoftware()
View#draw()
View#dispatchDraw(Canvas canvas)
ViewGroup#dispatchDraw(Canvas canvas)
ViewGroup#drawChild
View#draw(canvas, this, drawingTime)
View#draw(Canvas canvas)

三、代碼分析

1、View.requestLayout()

這個方法會進行視圖的重新測量、布局、繪制

public void requestLayout() {
    //清理measure的快取資訊,這個是測量的資訊
    //這個資訊在view的mesure中被創建,measure完成后會被保存下來
    /*
    mMeasureCache.put(key, ((long) mMeasuredWidth) << 32 |
                (long) mMeasuredHeight & 0xffffffffL);
    */
        if (mMeasureCache != null) mMeasureCache.clear();
		/*
		mAttacbhInfo 這個變數在View出現很多,但是感覺我們自己沒怎么用過,這個變數不是public的,一般在ViewRootImpl用的多,
		mAttacbhInfo:字面意思是附著的資訊,我們知道每個View都是在一個視窗之上,這個里面就有關于視窗的資訊
		還有其他的資訊比如token,viewrootImpl資訊等
		*/
        if (mAttachInfo != null && mAttachInfo.mViewRequestingLayout == null) {
            // Only trigger request-during-layout logic if this is the view requesting it,
            // not the views in its parent hierarchy
            //這個viewRoot是從mAttachInfo 獲取的
            ViewRootImpl viewRoot = getViewRootImpl();
            if (viewRoot != null && viewRoot.isInLayout()) {
                //這個的判斷含義是,如果ViewRootImpl正在布局的話,就直接回傳了,
				//大家有興趣點開ViewRootImpl 跟蹤下邏輯就知道了
                if (!viewRoot.requestLayoutDuringLayout(this)) {
                    return;
                }
            }
            //正在布局的view
            mAttachInfo.mViewRequestingLayout = this;
        }
		//添加一個flag標記
    	//這個標記是在layout的標記,在View#layout()中去除
    	//是一個狀態標記位
        mPrivateFlags |= PFLAG_FORCE_LAYOUT;
        mPrivateFlags |= PFLAG_INVALIDATED;
		//isLayoutRequested() 最侄訓通過PFLAG_FORCE_LAYOUT來判斷,當前是否在layout
    	//如果父視圖正在布局中,就回傳
        if (mParent != null && !mParent.isLayoutRequested()) {
            //核心代碼,呼叫父視圖的布局,View的父視圖 只能是ViewGroup
            //但是ViewGroup 并沒有重新requestLayout方法,說明viewgroup還是會呼叫view的requestlayout
            //這個邏輯就形成了一個層層往上呼叫的邏輯了
            //當到達最頂層ViewRootImpl的時候mParent==null了,就會呼叫ViewRootImpl的requestLayout
            mParent.requestLayout();
        }
        if (mAttachInfo != null && mAttachInfo.mViewRequestingLayout == this) {
            mAttachInfo.mViewRequestingLayout = null;
        }
    }

2、ViewRootImpl#requestLayout()

@Override
1046      public void requestLayout() {
    //沒有在布局的話 就進入
1047          if (!mHandlingLayoutInLayoutRequest) {
    //檢查當前操作的執行緒是否為主執行緒,這個就是我們常看到的非主執行緒例外了,這個checkThread 執行緒檢查在
    //這里面很多
    /*
    void checkThread() {
6891          if (mThread != Thread.currentThread()) {
6892              throw new CalledFromWrongThreadException(
6893                      "Only the original thread that created a view hierarchy can touch its views.");
6894          }
6895      }
    */
1048              checkThread();
1049              mLayoutRequested = true;
    //核心代碼,進入計劃遍歷程序中
1050              scheduleTraversals();
1051          }
1052      }

3、ViewRootImpl#scheduleTraversals()

 void scheduleTraversals() {
1223          if (!mTraversalScheduled) {
1224              mTraversalScheduled = true;
1225              mTraversalBarrier = mHandler.getLooper().getQueue().postSyncBarrier();
    /*
    mChoreographer 這個在我的其他文章中有介紹,這個就是android的一個時間編排者,主要是對視圖渲染,輸入,影片處理做時間的統一,這個的時間是由ServiceFlinger控制的,說白了,由硬體來參與了控制
    發送的Vsync請求信號,然后間隔一定時間收到Vsync信號,這個邏輯由Choreographer做了封裝處理
    信號型別CALLBACK_TRAVERSAL
    我們接著看mTraversalRunnable的實作
    */
1226              mChoreographer.postCallback(
1227                      Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
1228              if (!mUnbufferedInputDispatch) {
1229                  scheduleConsumeBatchedInput();
1230              }
1231              notifyRendererOfFramePending();
1232              pokeDrawLockIfNeeded();
1233          }
1234      }

4、ViewRootImpl#TraversalRunnable

final class TraversalRunnable implements Runnable {
6336          @Override
6337          public void run() {
6338              doTraversal();
6339          }
6340      }

5、ViewRootImpl#doTraversal()

void doTraversal() {
1246          if (mTraversalScheduled) {
1247              mTraversalScheduled = false;
1248              mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);
1249  
1250              if (mProfile) {
1251                  Debug.startMethodTracing("ViewAncestor");
1252              }
1253  				//核心方法,進入看
1254              performTraversals();
1255  
1256              if (mProfile) {
1257                  Debug.stopMethodTracing();
1258                  mProfile = false;
1259              }
1260          }
1261      }

6、ViewRootImpl#performTraversals()

//這個方法太長了,無法完全拷貝,我寫成了偽代碼了
//這個方法是真正的執行分發遍歷的核心方法,是ViewRootImpl的核心
//這個方法主要做了三件事
performTraversals()
{
xxxxxx
//執行測量流程
performMeasure()
xxxxx
//執行布局流程
performLayout()
xxx
//執行繪制流程
performDraw()

}
/*
上面的每一個流程最終都會觸發View樹的對應處理流程
我們先用其中的一個performDraw來分析
*/

7、ViewRootImpl#performDraw()

private void performDraw() {
2598          if (mAttachInfo.mDisplayState == Display.STATE_OFF && !mReportNextDraw) {
2599              return;
2600          }
2601  
2602          final boolean fullRedrawNeeded = mFullRedrawNeeded;
2603          mFullRedrawNeeded = false;
2604  
2605          mIsDrawing = true;
2606          Trace.traceBegin(Trace.TRACE_TAG_VIEW, "draw");
2607          try {
    		//核心方法,進入看
2608              draw(fullRedrawNeeded);
2609          } finally {
2610              mIsDrawing = false;
2611              Trace.traceEnd(Trace.TRACE_TAG_VIEW);
2612          }
2613  
2614          // For whatever reason we didn't create a HardwareRenderer, end any
2615          // hardware animations that are now dangling
2616          if (mAttachInfo.mPendingAnimatingRenderNodes != null) {
2617              final int count = mAttachInfo.mPendingAnimatingRenderNodes.size();
2618              for (int i = 0; i < count; i++) {
2619                  mAttachInfo.mPendingAnimatingRenderNodes.get(i).endAllAnimators();
2620              }
2621              mAttachInfo.mPendingAnimatingRenderNodes.clear();
2622          }

8、ViewRootImpl#draw()

public void draw(){
    xxxx
        .....
        xxxxxx
        省略代碼


2810                 if (mAttachInfo.mHardwareRenderer != null &&
2811                          !mAttachInfo.mHardwareRenderer.isEnabled() &&
2812                          mAttachInfo.mHardwareRenderer.isRequested()) {
2813  
2814                      try {
2815                          mAttachInfo.mHardwareRenderer.initializeIfNeeded(
2816                                  mWidth, mHeight, mAttachInfo, mSurface, surfaceInsets);
2817                      } catch (OutOfResourcesException e) {
2818                          handleOutOfResourcesException(e);
2819                          return;
2820                      }
2821  
2822                      mFullRedrawNeeded = true;
2823                      scheduleTraversals();
2824                      return;
2825                  }
2826  					//這里是核心代碼,這里的引數surface對應的表面,dirty是要繪制的區域
2827                  if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
2828                      return;
2829                  }
2830              }
2831          }
2832  
2833          if (animating) {
2834              mFullRedrawNeeded = true;
2835              scheduleTraversals();
2836          }
2837      }

9、ViewRootImpl#drawSoftware()

2842      private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
2843              boolean scalingRequired, Rect dirty) {
2844  
2845          // Draw with software renderer.
2846          final Canvas canvas;
2847          try {
2848              final int left = dirty.left;
2849              final int top = dirty.top;
2850              final int right = dirty.right;
2851              final int bottom = dirty.bottom;
2852  			  //鎖定surface 獲得canvas 這個操作大家都熟悉把,這個surface是Ui執行緒下的一個surface,所有的View共享一個surface,
2853              canvas = mSurface.lockCanvas(dirty);
2854  
2855              // The dirty rectangle can be modified by Surface.lockCanvas()
2856              //noinspection ConstantConditions
2857              if (left != dirty.left || top != dirty.top || right != dirty.right
2858                      || bottom != dirty.bottom) {
2859                  attachInfo.mIgnoreDirtyState = true;
2860              }
2861  
2862              // TODO: Do this in native
    				//設定密度
2863              canvas.setDensity(mDensity);
2864          } catch (Surface.OutOfResourcesException e) {
2865              handleOutOfResourcesException(e);
2866              return false;
2867          } catch (IllegalArgumentException e) {
2868              Log.e(mTag, "Could not lock surface", e);
2869              // Don't assume this is due to out of memory, it could be
2870              // something else, and if it is something else then we could
2871              // kill stuff (or ourself) for no reason.
2872              mLayoutRequested = true;    // ask wm for a new surface next time.
2873              return false;
2874          }
2875  
2876          try {
2877              if (DEBUG_ORIENTATION || DEBUG_DRAW) {
2878                  Log.v(mTag, "Surface " + surface + " drawing to bitmap w="
2879                          + canvas.getWidth() + ", h=" + canvas.getHeight());
2880                  //canvas.drawARGB(255, 255, 0, 0);
2881              }
2882  
2883              // If this bitmap's format includes an alpha channel, we
2884              // need to clear it before drawing so that the child will
2885              // properly re-composite its drawing on a transparent
2886              // background. This automatically respects the clip/dirty region
2887              // or
2888              // If we are applying an offset, we need to clear the area
2889              // where the offset doesn't appear to avoid having garbage
2890              // left in the blank areas.
2891              if (!canvas.isOpaque() || yoff != 0 || xoff != 0) {
    //做一些顏色的初始化
2892                  canvas.drawColor(0, PorterDuff.Mode.CLEAR);
2893              }
2894  
2895              dirty.setEmpty();
2896              mIsAnimating = false;
2897              mView.mPrivateFlags |= View.PFLAG_DRAWN;
2898  
2899              if (DEBUG_DRAW) {
2900                  Context cxt = mView.getContext();
2901                  Log.i(mTag, "Drawing: package:" + cxt.getPackageName() +
2902                          ", metrics=" + cxt.getResources().getDisplayMetrics() +
2903                          ", compatibilityInfo=" + cxt.getResources().getCompatibilityInfo());
2904              }
2905              try {
    //做一些畫布的移動
2906                  canvas.translate(-xoff, -yoff);
2907                  if (mTranslator != null) {
2908                      mTranslator.translateCanvas(canvas);
2909                  }
2910                  canvas.setScreenDensity(scalingRequired ? mNoncompatDensity : 0);
2911                  attachInfo.mSetIgnoreDirtyState = false;
2912  				  //這個是核心方法,這個draw是View類的方法
    				  //這個mView就是Dectorview,繼承自FrameLayout,FrameLayout繼承自ViewGroup
    				  //所以這個draw 我們就先到ViewGroup尋找,發現ViewGroup沒有重寫,直接用的view						的draw
    				  //去View查看draw,進入看
2913                  mView.draw(canvas);
2914  
2915                  drawAccessibilityFocusedDrawableIfNeeded(canvas);
2916              } finally {
2917                  if (!attachInfo.mSetIgnoreDirtyState) {
2918                      // Only clear the flag if it was not set during the mView.draw() call
2919                      attachInfo.mIgnoreDirtyState = false;
2920                  }
2921              }
2922          } finally {
2923              try {
    //繪制完成就post,通知繪制
2924                  surface.unlockCanvasAndPost(canvas);
2925              } catch (IllegalArgumentException e) {
2926                  Log.e(mTag, "Could not unlock surface", e);
2927                  mLayoutRequested = true;    // ask wm for a new surface next time.
2928                  //noinspection ReturnInsideFinallyBlock
2929                  return false;
2930              }
2931  
2932              if (LOCAL_LOGV) {
2933                  Log.v(mTag, "Surface " + surface + " unlockCanvasAndPost");
2934              }
2935          }
2936          return true;
2937      }

10、View#draw()

public void draw(Canvas canvas) {
    final int privateFlags = mPrivateFlags;
    mPrivateFlags = (privateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_DRAWN;

    /*
    我們發現google已經為我們清晰的注釋了draw要做的作業了
     * Draw traversal performs several drawing steps which must be executed
     * in the appropriate order:
     *
     *      1. Draw the background  畫背景
     *      2. If necessary, save the canvas' layers to prepare for fading 保存layers
     *      3. Draw view's content 畫內容
     *      4. Draw children 畫子視圖,這個是核心,這個會呼叫ViewGroup中的dispatchDraw
     *      5. If necessary, draw the fading edges and restore layers
     *      6. Draw decorations (scrollbars for instance) //畫滑動bar
     *      7. If necessary, draw the default focus highlight
     */

    // Step 1, draw the background, if needed
    int saveCount;

    drawBackground(canvas);

    // skip step 2 & 5 if possible (common case)
    final int viewFlags = mViewFlags;
    boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;
    boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;
    if (!verticalEdges && !horizontalEdges) {
        // Step 3, draw the content
        onDraw(canvas);

        // Step 4, draw the children
        //我們繼續看View的dispatchDraw方法
        dispatchDraw(canvas);

        drawAutofilledHighlight(canvas);

        // Overlay is part of the content and draws beneath Foreground
        if (mOverlay != null && !mOverlay.isEmpty()) {
            mOverlay.getOverlayView().dispatchDraw(canvas);
        }

        // Step 6, draw decorations (foreground, scrollbars)
        onDrawForeground(canvas);

        // Step 7, draw the default focus highlight
        drawDefaultFocusHighlight(canvas);

        if (isShowingLayoutBounds()) {
            debugDrawFocus(canvas);
        }

        // we're done...
        return;
    }

11、View#dispatchDraw(Canvas canvas)

protected void dispatchDraw(Canvas canvas) {
//空實作,因為view不負責分發,只有去ViewGroup中找了
}

12、ViewGroup#dispatchDraw(Canvas canvas)

protected void dispatchDraw(Canvas canvas) {
        boolean usingRenderNodeProperties = canvas.isRecordingFor(mRenderNode);
        final int childrenCount = mChildrenCount;
        final View[] children = mChildren;
        int flags = mGroupFlags;
		//處理布局影片的東西
        if ((flags & FLAG_RUN_ANIMATION) != 0 && canAnimate()) {
            final boolean buildCache = !isHardwareAccelerated();
            for (int i = 0; i < childrenCount; i++) {
                final View child = children[i];
                if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE) {
                    final LayoutParams params = child.getLayoutParams();
                    attachLayoutAnimationParameters(child, params, i, childrenCount);
                    bindLayoutAnimation(child);
                }
            }

            final LayoutAnimationController controller = mLayoutAnimationController;
            if (controller.willOverlap()) {
                mGroupFlags |= FLAG_OPTIMIZE_INVALIDATE;
            }

            controller.start();

            mGroupFlags &= ~FLAG_RUN_ANIMATION;
            mGroupFlags &= ~FLAG_ANIMATION_DONE;

            if (mAnimationListener != null) {
                //布局影片的開始回呼
                mAnimationListener.onAnimationStart(controller.getAnimation());
            }
        }
		/*
		下面的程序主要是對viewgroup中的canvas進行裁切,就是clipRect操作,讓對應的View只能在對應的區域繪制,所以先要canvas.save 保存當前的狀態,后面來恢復,
		我們看到里面有padding,這個padding是只有ViewGroup有的,裁切的回傳會減去這個邊距
		*/
        int clipSaveCount = 0;
        final boolean clipToPadding = (flags & CLIP_TO_PADDING_MASK) == CLIP_TO_PADDING_MASK;
        if (clipToPadding) {
            clipSaveCount = canvas.save(Canvas.CLIP_SAVE_FLAG);
            canvas.clipRect(mScrollX + mPaddingLeft, mScrollY + mPaddingTop,
                    mScrollX + mRight - mLeft - mPaddingRight,
                    mScrollY + mBottom - mTop - mPaddingBottom);
        }
		//下面就是開始正式的遍歷子視圖,然后遍歷繪制
        // We will draw our child's animation, let's reset the flag
       //清除標志
        mPrivateFlags &= ~PFLAG_DRAW_ANIMATION;
        mGroupFlags &= ~FLAG_INVALIDATE_REQUIRED;

        boolean more = false;
        final long drawingTime = getDrawingTime();

        if (usingRenderNodeProperties) canvas.insertReorderBarrier();
        final int transientCount = mTransientIndices == null ? 0 : mTransientIndices.size();
        int transientIndex = transientCount != 0 ? 0 : -1;
        // Only use the preordered list if not HW accelerated, since the HW pipeline will do the
        // draw reordering internally
        final ArrayList<View> preorderedList = usingRenderNodeProperties
                ? null : buildOrderedChildList();
        final boolean customOrder = preorderedList == null
                && isChildrenDrawingOrderEnabled();
    /*
    這個方法的核心就是對子view的遍歷然后繪制分發
    */
        for (int i = 0; i < childrenCount; i++) {
            while (transientIndex >= 0 && mTransientIndices.get(transientIndex) == i) {
                final View transientChild = mTransientViews.get(transientIndex);
                if ((transientChild.mViewFlags & VISIBILITY_MASK) == VISIBLE ||
                        transientChild.getAnimation() != null) {
                    //呼叫drawChild 繪制
                    more |= drawChild(canvas, transientChild, drawingTime);
                }
                transientIndex++;
                if (transientIndex >= transientCount) {
                    transientIndex = -1;
                }
            }

            final int childIndex = getAndVerifyPreorderedIndex(childrenCount, i, customOrder);
            final View child = getAndVerifyPreorderedView(preorderedList, children, childIndex);
            if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
                more |= drawChild(canvas, child, drawingTime);
            }
        }
        while (transientIndex >= 0) {
            // there may be additional transient views after the normal views
            final View transientChild = mTransientViews.get(transientIndex);
            if ((transientChild.mViewFlags & VISIBILITY_MASK) == VISIBLE ||
                    transientChild.getAnimation() != null) {
                more |= drawChild(canvas, transientChild, drawingTime);
            }
            transientIndex++;
            if (transientIndex >= transientCount) {
                break;
            }
        }
        if (preorderedList != null) preorderedList.clear();

        // Draw any disappearing views that have animations
    //這個mDisappearingChildren 是只的是 正在因為執行影片 即將消失的View,這些View執行了去除影片,所以view已經移除,不能點擊,但是還是要把他們繪制出來的
        if (mDisappearingChildren != null) {
            final ArrayList<View> disappearingChildren = mDisappearingChildren;
            final int disappearingCount = disappearingChildren.size() - 1;
            // Go backwards -- we may delete as animations finish
            for (int i = disappearingCount; i >= 0; i--) {
                final View child = disappearingChildren.get(i);
                more |= drawChild(canvas, child, drawingTime);
            }
        }
        if (usingRenderNodeProperties) canvas.insertInorderBarrier();

        if (isShowingLayoutBounds()) {
            onDebugDraw(canvas);
        }

        if (clipToPadding) {
            canvas.restoreToCount(clipSaveCount);
        }

        // mGroupFlags might have been updated by drawChild()
        flags = mGroupFlags;
		//因為設定了FLAG_INVALIDATE_REQUIRED 可能重繪
        if ((flags & FLAG_INVALIDATE_REQUIRED) == FLAG_INVALIDATE_REQUIRED) {
            invalidate(true);
        }

        if ((flags & FLAG_ANIMATION_DONE) == 0 && (flags & FLAG_NOTIFY_ANIMATION_LISTENER) == 0 &&
                mLayoutAnimationController.isDone() && !more) {
            // We want to erase the drawing cache and notify the listener after the
            // next frame is drawn because one extra invalidate() is caused by
            // drawChild() after the animation is over
            mGroupFlags |= FLAG_NOTIFY_ANIMATION_LISTENER;
            final Runnable end = new Runnable() {
               @Override
               public void run() {
                   notifyAnimationListener();
               }
            };
            //布局影片完成了就回呼
            post(end);
        }
    }

13、ViewGroup#drawChild

protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
    //呼叫了View的draw方法,進度看
    return child.draw(canvas, this, drawingTime);
}

14、View#draw(canvas, this, drawingTime)

//這個方法是View和View的通用繪制處理
//主要是關于Canvas 的裁剪,移動,影片處理,分發
protected void draw(canvas, this, drawingTime)
{
	xxxxx
        省略代碼
        ...
        //關于影片的處理
         more = applyLegacyAnimation(parent, drawingTime, a, scalingRequired);
    
    
    ,,,,
        
        
         int sx = 0;
        int sy = 0;
        if (!drawingWithRenderNode) {
            //看到這個大家熟悉了嗎,這個就是那個處理scroller 需要的回呼
            computeScroll();
            sx = mScrollX;
            sy = mScrollY;
        }
    //一堆關于canvas的處理,比如offsetForScroll,canvas.translate,還有Transformation 影片
    if (drawingWithRenderNode) {
                            renderNode.setAnimationMatrix(transformToApply.getMatrix());
                        } else {
                            // Undo the scroll translation, apply the transformation matrix,
                            // then redo the scroll translate to get the correct result.
                            canvas.translate(-transX, -transY);
        //實作影片的移動
                            canvas.concat(transformToApply.getMatrix());
                            canvas.translate(transX, transY);
                        }
    
     // Deal with alpha if it is or used to be <1
    //下面代碼是處理alpha 透明度的繪制,有些View是設定了alpha的
            if (alpha < 1 || (mPrivateFlags3 & PFLAG3_VIEW_IS_ANIMATING_ALPHA) != 0) {
                if (alpha < 1) {
                    mPrivateFlags3 |= PFLAG3_VIEW_IS_ANIMATING_ALPHA;
                } else {
                    mPrivateFlags3 &= ~PFLAG3_VIEW_IS_ANIMATING_ALPHA;
                }
                parent.mGroupFlags |= ViewGroup.FLAG_CLEAR_TRANSFORMATION;
                if (!drawingWithDrawingCache) {
                    final int multipliedAlpha = (int) (255 * alpha);
                    if (!onSetAlpha(multipliedAlpha)) {
                        if (drawingWithRenderNode) {
                            renderNode.setAlpha(alpha * getAlpha() * getTransitionAlpha());
                        } else if (layerType == LAYER_TYPE_NONE) {
                            canvas.saveLayerAlpha(sx, sy, sx + getWidth(), sy + getHeight(),
                                    multipliedAlpha);
                        }
                    } else {
                        // Alpha is handled by the child directly, clobber the layer's alpha
                        mPrivateFlags |= PFLAG_ALPHA_SET;
                    }
                }
            }
        } else if ((mPrivateFlags & PFLAG_ALPHA_SET) == PFLAG_ALPHA_SET) {
            onSetAlpha(255);
            mPrivateFlags &= ~PFLAG_ALPHA_SET;
        }
    




if (!drawingWithDrawingCache) {
            if (drawingWithRenderNode) {
                mPrivateFlags &= ~PFLAG_DIRTY_MASK;
                ((RecordingCanvas) canvas).drawRenderNode(renderNode);
            } else {
                // Fast path for layouts with no backgrounds
                if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
                    mPrivateFlags &= ~PFLAG_DIRTY_MASK;
                    //核心代碼,會呼叫ViewGroup中的dispathchDraw 然會形成遞回呼叫,直到最后一個是View為止
                    dispatchDraw(canvas);
                } else {
                    //呼叫自己的View的draw
                    draw(canvas);
                }
            }
        }



    
        
        ...
        省略代碼
        xxxxxx
}

15、View#draw(Canvas canvas)

之前那個View#draw,實際是Viewgroup,會呼叫dispatchDraw

但是現在這個是一個View 呼叫自己的dispatchDraw 是空實作

到此為止所有的遍歷走完了

之前說的measure ,layout跟這個draw的呼叫類似,自行分析

四、總結

整個程序包括通知和執行

通知布局實質就是呼叫View的跟節RootViewImpl,

執行:測量、布局、繪制,核心是通過不斷的ViewGroup的遍歷,迭代,直到最后的View是一個View,為止

我們可以把這個這個View形象的比喻成一棵樹,整個就是View樹,根部是RootViewImpl,RootViewImpl上面是DectorView,然后在上面就是由各種ViewGroup和View組成的視圖,最上面的葉子是View,比如TextView

轉載請註明出處,本文鏈接:https://www.uj5u.com/yidong/345788.html

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    uj5u.com 2020-09-10 06:58:52 more
  • Proguard 常用規則

    介紹 Proguard 入口,如何查看輸出,如何使用 keep 設定入口以及使用實體,如何配置壓縮,混淆,校驗等規則。

    ......

    uj5u.com 2020-09-10 06:59:00 more
  • Android 開發技術周報 Issue#292

    新聞 Android即將獲得類AirDrop功能:可向附近設備快速分享檔案 谷歌為安卓檔案管理應用引入可安全隱藏資料的Safe Folder功能 Android TV新主界面將顯示電影、電視節目和應用推薦內容 泄露的Android檔案暗示了傳說中的谷歌Pixel 5a與折疊屏新機 谷歌發布Andro ......

    uj5u.com 2020-09-10 07:00:37 more
  • AutoFitTextureView Error inflating class

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    uj5u.com 2020-09-10 07:00:41 more
  • 根據Uri,Cursor沒有獲取到對應的屬性

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    uj5u.com 2020-09-10 07:00:44 more
  • Android連載29-持久化技術

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    uj5u.com 2020-09-10 07:00:47 more
  • Android Camera2Video整合到自己專案里

    背景: Android專案里呼叫攝像頭拍攝視頻,原本使用的 MediaStore.ACTION_VIDEO_CAPTURE, 后來因專案需要,改成了camera2 1.Camera2Video 官方demo有點問題,下載后,不能直接整合到專案 問題1.多次拍攝視頻崩潰 問題2.雙擊record按鈕, ......

    uj5u.com 2020-09-10 07:00:50 more
  • Android 開發技術周報 Issue#293

    新聞 谷歌為Android TV開發者提供多種新功能 Android 11將自動填表功能整合到鍵盤輸入建議中 谷歌宣布Android Auto即將支持更多的導航和數字停車應用 谷歌Pixel 5只有XL版本 搭載驍龍765G且將比Pixel 4更便宜 [圖]Wear OS將迎來重磅更新:應用啟動時間 ......

    uj5u.com 2020-09-10 07:01:38 more
  • 海豚星空掃碼投屏 Android 接收端 SDK 集成 六步驟

    掃碼投屏,開放網路,獨占設備,不需要額外下載軟體,微信掃碼,發現設備。支持標準DLNA協議,支持倍速播放。視頻,音頻,圖片投屏。好點意思。還支持自定義基于 DLNA 擴展的操作動作。好像要收費,沒體驗。 這里簡單記錄一下集成程序。 一 跟目錄的build.gradle添加私有mevan倉庫 mave ......

    uj5u.com 2020-09-10 07:01:43 more
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  • 歡迎頁輪播影片

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    uj5u.com 2023-04-20 08:40:31 more
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    uj5u.com 2023-04-20 08:40:11 more
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    uj5u.com 2023-04-20 08:39:36 more
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    一. 問題描述 使用華為推送服務下發IM訊息時,下發訊息請求成功且code碼為80000000,但是手機總是收不到訊息; 在華為推送自助分析(Beta)平臺查看發現,訊息發送觸發了頻控。 二. 問題原因及背景 2023年1月05日起,華為推送服務對咨詢營銷類訊息做了單個設備每日推送數量上限管理,具體 ......

    uj5u.com 2023-04-20 08:39:13 more
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    uj5u.com 2023-04-19 09:16:23 more
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    uj5u.com 2023-04-19 09:16:15 more
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    uj5u.com 2023-04-19 09:15:46 more
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    開發除錯時,我們發現bug時常首先是從UI顯示發現例外,下一步才會去定位UI相關連的資料的。XCode有給我們提供一系列debug工具,但是很多人可能還沒有形成一套穩定的除錯流程,因此本文嘗試解決這個問題,順便提出一個暴論:UI顯示例外問題只需要兩個步驟就能完成定位作業的80%: 定位例外 UI 組 ......

    uj5u.com 2023-04-19 09:14:53 more
  • FIDE重磅更新!性能飛躍!體驗有禮!

    FIDE 開發者工具重構升級啦!實作500%性能提升,誠邀體驗! 一直以來不少開發者朋友在社區反饋,在使用 FIDE 工具的程序中,時常會遇到諸如加載不及時、代碼預覽/渲染性能不如意的情況,十分影響開發體驗。 作為技術團隊,我們深知一件趁手的開發工具對開發者的重要性,因此,在2023年開年,FinC ......

    uj5u.com 2023-04-19 09:14:08 more
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    華為 HMS Core 游戲內嵌社區服務提供快速訪問華為游戲中心論壇能力,支持玩家直接在游戲內瀏覽帖子和交流互動,助力開發者擴展內容生產和觸達的場景。 一、為什么要游戲內嵌社區? 二、游戲內嵌社區的典型使用場景 1、游戲內打開論壇 您可以在游戲內繪制論壇入口,為玩家提供沉浸式發帖、瀏覽、點贊、回帖、 ......

    uj5u.com 2023-04-19 09:08:34 more