Android performTraversals

遍历View树performTraversals()执行过程

view树遍历概述

还是回到ViewRoot.java,我们直接看performTraversals(),该函数就是android系统View树遍历工作的核心。一眼看去,发现这个函数挺长的,但是逻辑是非常清晰的,其执行过程可简单概括为根据之前所有设置好的状态,判断是否需要计算视图大小(measure)、是否需要重新安置视图的位置(layout),以及是否需要重绘(draw)视图,可以用以下图来表示该流程。

 

  private void performTraversals() {
        // cache mView since it is used so much below...
//1 处理mAttachInfo的初始化,并根据resize、visibility改变的情况,给相应的变量赋值。
        final View host = mView;
        final View.AttachInfo attachInfo = mAttachInfo;
        final int viewVisibility = getHostVisibility();
        boolean viewVisibilityChanged = mViewVisibility != viewVisibility
                || mNewSurfaceNeeded;
        float appScale = mAttachInfo.mApplicationScale;
        WindowManager.LayoutParams params = null;
        if (mWindowAttributesChanged) {
            mWindowAttributesChanged = false;
            surfaceChanged = true;
            params = lp;
        }
        Rect frame = mWinFrame;
        if (mFirst) {

            // For the very first time, tell the view hierarchy that it
            // is attached to the window.  Note that at this point the surface
            // object is not initialized to its backing store, but soon it
            // will be (assuming the window is visible).
            attachInfo.mSurface = mSurface;
            attachInfo.mUse32BitDrawingCache = PixelFormat.formatHasAlpha(lp.format) ||
                    lp.format == PixelFormat.RGBX_8888;
            attachInfo.mHasWindowFocus = false;
            attachInfo.mWindowVisibility = viewVisibility;
            ......
        } 
//2 如果mLayoutRequested判断为true,那么说明需要重新layout,不过在此之前那必须重新measure。
        if (mLayoutRequested) {
            // Execute enqueued actions on every layout in case a view that was detached
            // enqueued an action after being detached
            getRunQueue().executeActions(attachInfo.mHandler);

            if (mFirst) {
                ......
            } 
        }
//3 判断是否有子视图的属性发生变化,ViewRoot需要获取这些变化。
        if (attachInfo.mRecomputeGlobalAttributes) {
            ......
        }

        if (mFirst || attachInfo.mViewVisibilityChanged) {
            ......
        }

//4 根据上面得到的变量数值,确定我们的view需要多大尺寸才能装下。于是就得measure了,有viewgroup的weight属性还得再做些处理
                 // Ask host how big it wants to be
                host.measure(childWidthMeasureSpec, childHeightMeasureSpec);
                mLayoutRequested = true;
            }
        }
//5 measure完毕,接下来可以layout了。
        final boolean didLayout = mLayoutRequested;
        boolean triggerGlobalLayoutListener = didLayout
                || attachInfo.mRecomputeGlobalAttributes;
        if (didLayout) {
            host.layout(0, 0, host.mMeasuredWidth, host.mMeasuredHeight);

        }

//6 如果mFirst为true,那么会进行view获取焦点的动作。
        if (mFirst) {
            mRealFocusedView = mView.findFocus();
        }

        boolean cancelDraw = attachInfo.mTreeObserver.dispatchOnPreDraw();
//7 终于,来到最后一步,前面的工作可以说都是铺垫,都是为了draw而准备的。
        if (!cancelDraw && !newSurface) {
            mFullRedrawNeeded = false;
            draw(fullRedrawNeeded);
}

下面我们就来会会view那三部曲吧。

计算视图大小(measure)的过程

整个view视图的Measure过程就是一个量体裁衣,按需分配的过程。看一下以下的递归过程:

 

 

从上图可以看出,measure过程始于ViewRoot的host.measure(),调的就是view类的measure()函数,该函数然后回调onMeasure。如果host对象是一个ViewGroup实例,一般会重载onMeasure,如果没有的话,则会执行view类中默认的onMeasure。合理的情况是编程人员重载onMeasure并逐一对里面的子view进行measure。我们可以看一下view的measure方法:

  /**
     * 该方法在需要确定view所需尺寸大小时调用,父视图会提供宽和高的属性约束。
     * 具体视图完全可以在onMeasure中改变这些。
     * @see #onMeasure(int, int)
     */
    public final void measure(int widthMeasureSpec, int heightMeasureSpec) {
        if ((mPrivateFlags & FORCE_LAYOUT) == FORCE_LAYOUT ||
                widthMeasureSpec != mOldWidthMeasureSpec ||
                heightMeasureSpec != mOldHeightMeasureSpec) {

            // 首先清除dimension的设值
            mPrivateFlags &= ~MEASURED_DIMENSION_SET;
            // measure 自己, 并设置dimension
            onMeasure(widthMeasureSpec, heightMeasureSpec);
            // 抛出未设值flag的异常
            if ((mPrivateFlags & MEASURED_DIMENSION_SET) != MEASURED_DIMENSION_SET) {
                throw new IllegalStateException("onMeasure() did not set the"
                        + " measured dimension by calling"
                        + " setMeasuredDimension()");
            }
            mPrivateFlags |= LAYOUT_REQUIRED;
        }
        mOldWidthMeasureSpec = widthMeasureSpec;
        mOldHeightMeasureSpec = heightMeasureSpec;
    }

这里强烈建议去看看viewGroup实例FrameLayout和LinearLayout的onMeasure方法,一定会有所感悟的,尤其是LinerLayout的。这样对于viewGroup的专用标签pading和weight也会有新的体会。

<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:orientation="vertical"
    android:layout_width="fill_parent"
    android:layout_height="100dip"
    >
<TextView  
    android:layout_width="fill_parent" 
    android:layout_height="20dip" 
    android:layout_weight="2"
    android:text="@string/hello"
    />
    <ListView
    android:layout_width="fill_parent"
    android:layout_height="fill_parent"
    android:background="#ff00ff00"
    ></ListView>
</LinearLayout>

<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:orientation="vertical"
    android:layout_width="fill_parent"
    android:layout_height="100dip"
    >
<TextView  
    android:layout_width="fill_parent" 
    android:layout_height="60dip" 
    android:layout_weight="2"
    android:text="@string/hello"
    />
    <ListView
    android:layout_width="fill_parent"
    android:layout_height="0dip"
    android:layout_weight="2"
    android:background="#ff00ff00"
    ></ListView>
</LinearLayout>

请问以上两布局有无不同,能否自行画出?

布局(layout)过程

执行完measure过程,也就是说各个view的大小尺寸已经登记在案,现在它们要确定的是自己应该置身于何处,也就是摆放在哪里。好吧,这个就是layout的职责所在,让父视图按照子视图的大小及布局参数,将子视图放置在合适的位置上。

同样需要看下以下流程图:

 

 

 public void layout(int l, int t, int r, int b) {
        int oldL = mLeft;
        int oldT = mTop;
        int oldB = mBottom;
        int oldR = mRight;
//调用setFrame()函数给当前视图设置参数中指定的位置
        boolean changed = setFrame(l, t, r, b);
        if (changed || (mPrivateFlags & LAYOUT_REQUIRED) == LAYOUT_REQUIRED) {
            if (ViewDebug.TRACE_HIERARCHY) {
                ViewDebug.trace(this, ViewDebug.HierarchyTraceType.ON_LAYOUT);
            }
//回调onLayout()函数
            onLayout(changed, l, t, r, b);
            mPrivateFlags &= ~LAYOUT_REQUIRED;
//4.0新增监听可捕获layout变化
            if (mOnLayoutChangeListeners != null) {
                ArrayList<OnLayoutChangeListener> listenersCopy =
                        (ArrayList<OnLayoutChangeListener>) mOnLayoutChangeListeners.clone();
                int numListeners = listenersCopy.size();
                for (int i = 0; i < numListeners; ++i) {
                    listenersCopy.get(i).onLayoutChange(this, l, t, r, b, oldL, oldT, oldR, oldB);
                }
            }
        }
//layout完成,清楚标签
        mPrivateFlags &= ~FORCE_LAYOUT;
    }

view中的该layout函数流程大概如下:

1,调用setFrame()将位置参数保存,这些参数会保存到view内部变量(mLeft,mTop,mRight,mButtom)。如果有数值的变化那么会调用invalidate()重绘那些区域。

2,回调onLayout(),View中定义的onLayout()函数默认什么都不做,View系统提供onLayout函数的目的是为了使系统包含有子视图的父视图能够在onLayout()函数对子视图进行位置分配,正因为这样,如果是viewGroup类型,就必须重载onLayout(),由此ViewGroup的onLayout为abstract也就很好解释了。

3,清楚mPrivateFlags中的LAYOUT_REQUIRED标记,因为layout的操作已经完成了。

为了对layout过程有更深的体会,有必要针对特定的一种viewGroup进行分析,我们还是把魔爪伸向linearLayout,看看它的onMeasure,onMeasure中会根据mOrientation变量,进行不同的layout,我们看一种就行了:

 void layoutVertical() {
        final int paddingLeft = mPaddingLeft;
        int childTop;
        int childLeft;       
        // 获得子视图可以用的宽度,顺便也把子视图左边沿的位置计算出来。
        final int width = mRight - mLeft;
        int childRight = width - mPaddingRight;     
        // Space available for child
        int childSpace = width - paddingLeft - mPaddingRight;

        final int count = getVirtualChildCount();
//根据父视图中的gravity属性,决定子视图的起始位置。
        final int majorGravity = mGravity & Gravity.VERTICAL_GRAVITY_MASK;
        final int minorGravity = mGravity & Gravity.RELATIVE_HORIZONTAL_GRAVITY_MASK;
        switch (majorGravity) {
           case Gravity.BOTTOM:
               // mTotalLength contains the padding already
               childTop = mPaddingTop + mBottom - mTop - mTotalLength;
               break;
               // mTotalLength contains the padding already
           case Gravity.CENTER_VERTICAL:
               childTop = mPaddingTop + (mBottom - mTop - mTotalLength) / 2;
               break;
           case Gravity.TOP:
           default:
               childTop = mPaddingTop;
               break;
        }
//遍历所有子视图,为它们分配位置.setChildFrame()结果还是会调用child.layout()为子视图设置布局位置.
        for (int i = 0; i < count; i++) {
            final View child = getVirtualChildAt(i);
            if (child == null) {
                childTop += measureNullChild(i);
    ......
                childTop += lp.topMargin;
                setChildFrame(child, childLeft, childTop + getLocationOffset(child),
                        childWidth, childHeight);
                childTop += childHeight + lp.bottomMargin + getNextLocationOffset(child);
                i += getChildrenSkipCount(child, i);
            }
        }
    }

绘制(draw)过程

这是见证奇迹的时刻,draw过程就是要把view对象绘制到屏幕上,如果它是一个viewGroup,则需要递归绘制它所有的子视图。视图中有哪些元素是需要绘制的呢?

1,view背景。所有view都会有一个背景,可以是一个颜色值,也可以是一张背景图片

2,视图本身内容。比如TextView的文字

3,渐变边框。就是一个shader对象,让视图看起来更具有层次感

4,滚动条。

按照惯例,还是先看一下绘制的总体流程吧:

 

 

眼尖的同学应该发现了,上面这张图比前面的measure和layout多了一步:draw()。在performTraversals()函数中调用的是viewRoot的draw()函数,在该函数中进行一系列的前端处理后,再调用host.draw()。

一般情况下,View对象不应该重载draw()函数,因此,host.draw()就是view.draw()。该函数内部过程也就是View系统绘制过程的核心过程,该函数中会依次绘制前面所说哦四种元素,其中绘制视图本身的具体实现就是回调onDraw()函数,应用程序一般也会重载onDraw()函数以绘制所设计的View的真正界面内容。

Google源码的注释太nice了,我加任何说辞都显得多余,就不画蛇添足了:

public void draw(Canvas canvas) {
        if (ViewDebug.TRACE_HIERARCHY) {
            ViewDebug.trace(this, ViewDebug.HierarchyTraceType.DRAW);
        }

        final int privateFlags = mPrivateFlags;
        final boolean dirtyOpaque = (privateFlags & DIRTY_MASK) == DIRTY_OPAQUE &&
                (mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);
        mPrivateFlags = (privateFlags & ~DIRTY_MASK) | DRAWN;

        /*
         * Draw traversal performs several drawing steps which must be executed
         * in the appropriate order:
         *
         *      1. Draw the background
         *      2. If necessary, save the canvas' layers to prepare for fading
         *      3. Draw view's content
         *      4. Draw children
         *      5. If necessary, draw the fading edges and restore layers
         *      6. Draw decorations (scrollbars for instance)
         */

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

        if (!dirtyOpaque) {
            final Drawable background = mBGDrawable;
            if (background != null) {
                final int scrollX = mScrollX;
                final int scrollY = mScrollY;

                if (mBackgroundSizeChanged) {
                    background.setBounds(0, 0,  mRight - mLeft, mBottom - mTop);
                    mBackgroundSizeChanged = false;
                }

                if ((scrollX | scrollY) == 0) {
                    background.draw(canvas);
                } else {
                    canvas.translate(scrollX, scrollY);
                    background.draw(canvas);
                    canvas.translate(-scrollX, -scrollY);
                }
            }
        }

        // 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
            if (!dirtyOpaque) onDraw(canvas);

            // Step 4, draw the children
            dispatchDraw(canvas);

            // Step 6, draw decorations (scrollbars)
            onDrawScrollBars(canvas);

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

        /*
         * Here we do the full fledged routine...
         * (this is an uncommon case where speed matters less,
         * this is why we repeat some of the tests that have been
         * done above)
         */

        boolean drawTop = false;
        boolean drawBottom = false;
        boolean drawLeft = false;
        boolean drawRight = false;

        float topFadeStrength = 0.0f;
        float bottomFadeStrength = 0.0f;
        float leftFadeStrength = 0.0f;
        float rightFadeStrength = 0.0f;

        // Step 2, save the canvas' layers
        int paddingLeft = mPaddingLeft;

        final boolean offsetRequired = isPaddingOffsetRequired();
        if (offsetRequired) {
            paddingLeft += getLeftPaddingOffset();
        }

        int left = mScrollX + paddingLeft;
        int right = left + mRight - mLeft - mPaddingRight - paddingLeft;
        int top = mScrollY + getFadeTop(offsetRequired);
        int bottom = top + getFadeHeight(offsetRequired);

        if (offsetRequired) {
            right += getRightPaddingOffset();
            bottom += getBottomPaddingOffset();
        }

        final ScrollabilityCache scrollabilityCache = mScrollCache;
        final float fadeHeight = scrollabilityCache.fadingEdgeLength;        
        int length = (int) fadeHeight;

        // clip the fade length if top and bottom fades overlap
        // overlapping fades produce odd-looking artifacts
        if (verticalEdges && (top + length > bottom - length)) {
            length = (bottom - top) / 2;
        }

        // also clip horizontal fades if necessary
        if (horizontalEdges && (left + length > right - length)) {
            length = (right - left) / 2;
        }

        if (verticalEdges) {
            topFadeStrength = Math.max(0.0f, Math.min(1.0f, getTopFadingEdgeStrength()));
            drawTop = topFadeStrength * fadeHeight > 1.0f;
            bottomFadeStrength = Math.max(0.0f, Math.min(1.0f, getBottomFadingEdgeStrength()));
            drawBottom = bottomFadeStrength * fadeHeight > 1.0f;
        }

        saveCount = canvas.getSaveCount();

        int solidColor = getSolidColor();
        if (solidColor == 0) {
            final int flags = Canvas.HAS_ALPHA_LAYER_SAVE_FLAG;

            if (drawTop) {
                canvas.saveLayer(left, top, right, top + length, null, flags);
            }

            if (drawBottom) {
                canvas.saveLayer(left, bottom - length, right, bottom, null, flags);
            }
        } else {
            scrollabilityCache.setFadeColor(solidColor);
        }

        // Step 3, draw the content
        if (!dirtyOpaque) onDraw(canvas);

        // Step 4, draw the children
        dispatchDraw(canvas);

        // Step 5, draw the fade effect and restore layers
        final Paint p = scrollabilityCache.paint;
        final Matrix matrix = scrollabilityCache.matrix;
        final Shader fade = scrollabilityCache.shader;

        if (drawTop) {
            matrix.setScale(1, fadeHeight * topFadeStrength);
            matrix.postTranslate(left, top);
            fade.setLocalMatrix(matrix);
            canvas.drawRect(left, top, right, top + length, p);
        }
。。。。。
        canvas.restoreToCount(saveCount);
        // Step 6, draw decorations (scrollbars)
        onDrawScrollBars(canvas);
    }

绘制完界面内容后,如果该视图还包含子视图,则调用dispatchDraw()函数,实际上起作用的还是viewGroup的dispatchDraw()函数。需要说明的是应用程序不应该再重载ViewGroup中该方法,因为它已经有了默认而且标准的view系统流程。dispatchDraw()内部for循环调用drawChild()分别绘制每一个子视图,而drawChild()内部又会调用draw()函数完成子视图的内部绘制工作。

 protected void dispatchDraw(Canvas canvas) {
        final int count = mChildrenCount;
        final View[] children = mChildren;
        int flags = mGroupFlags;
//1 判断mGroupFlags是否设有FLAG_RUN_ANIMATION标识并且不为0.该layout动画指的是加载或移除子视图时候呈现的动画.
        if ((flags & FLAG_RUN_ANIMATION) != 0 && canAnimate()) {
            final boolean cache = (mGroupFlags & FLAG_ANIMATION_CACHE) == FLAG_ANIMATION_CACHE;
            final boolean buildCache = !isHardwareAccelerated();//硬件加速,4.0加入.
            for (int i = 0; i < count; i++) {
                final View child = children[i];
                if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE) {
                    final LayoutParams params = child.getLayoutParams();
                    attachLayoutAnimationParameters(child, params, i, count);
                    bindLayoutAnimation(child);
            }

        }
//2 处理padding属性,如果该viewGroup有设置.
        int saveCount = 0;
        final boolean clipToPadding = (flags & CLIP_TO_PADDING_MASK) == CLIP_TO_PADDING_MASK;
        if (clipToPadding) {
            saveCount = canvas.save();
            canvas.clipRect(mScrollX + mPaddingLeft, mScrollY + mPaddingTop,
                    mScrollX + mRight - mLeft - mPaddingRight,
                    mScrollY + mBottom - mTop - mPaddingBottom);

        }
//3 开始绘制子视图动画之前先清除flag.
        // We will draw our child's animation, let's reset the flag
        mPrivateFlags &= ~DRAW_ANIMATION;
        mGroupFlags &= ~FLAG_INVALIDATE_REQUIRED;

        boolean more = false;
        final long drawingTime = getDrawingTime();
//4 使用佛如循环,使viewGroup的子视图逐个调用drawChild函数.
        if ((flags & FLAG_USE_CHILD_DRAWING_ORDER) == 0) {
            for (int i = 0; i < count; i++) {
                final View child = children[i];
                if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
                    more |= drawChild(canvas, child, drawingTime);
                }
            }
        } else {
            for (int i = 0; i < count; i++) {
                final View child = children[getChildDrawingOrder(count, i)];
                if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
                    more |= drawChild(canvas, child, drawingTime);
                }
            }
        }

//5 Draw any disappearing views that have animations
        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 (clipToPadding) {
            canvas.restoreToCount(saveCount);
        }

// mGroupFlags might have been updated by drawChild()
        flags = mGroupFlags;

        if ((flags & FLAG_INVALIDATE_REQUIRED) == FLAG_INVALIDATE_REQUIRED) {
            invalidate(true);
        }
    }

整个view工作流程那是相当复杂的,这需要静下心来,加以时日细细揣摩才能略有体会,本人写有小Demo一个,就当抛砖引玉:ClickMe 

About surfaceflinger: