Android(安卓)View深入学习(三),View的绘制(Draw)过程
View绘制最开始是从最顶层DecorView开始的,在ViewRootImpl中的performTraversals方法中,调用了 performDraw,开始对DecorView进行绘制:
private void performDraw() { if (mAttachInfo.mDisplayState == Display.STATE_OFF && !mReportNextDraw) { return; } final boolean fullRedrawNeeded = mFullRedrawNeeded; mFullRedrawNeeded = false; mIsDrawing = true; Trace.traceBegin(Trace.TRACE_TAG_VIEW, "draw"); try { draw(fullRedrawNeeded); } finally { mIsDrawing = false; Trace.traceEnd(Trace.TRACE_TAG_VIEW); } // For whatever reason we didn't create a HardwareRenderer, end any // hardware animations that are now dangling if (mAttachInfo.mPendingAnimatingRenderNodes != null) { final int count = mAttachInfo.mPendingAnimatingRenderNodes.size(); for (int i = 0; i < count; i++) { mAttachInfo.mPendingAnimatingRenderNodes.get(i).endAllAnimators(); } mAttachInfo.mPendingAnimatingRenderNodes.clear(); } if (mReportNextDraw) { mReportNextDraw = false; if (mAttachInfo.mHardwareRenderer != null) { mAttachInfo.mHardwareRenderer.fence(); } if (LOCAL_LOGV) { Log.v(TAG, "FINISHED DRAWING: " + mWindowAttributes.getTitle()); } if (mSurfaceHolder != null && mSurface.isValid()) { mSurfaceHolderCallback.surfaceRedrawNeeded(mSurfaceHolder); SurfaceHolder.Callback callbacks[] = mSurfaceHolder.getCallbacks(); if (callbacks != null) { for (SurfaceHolder.Callback c : callbacks) { if (c instanceof SurfaceHolder.Callback2) { ((SurfaceHolder.Callback2)c).surfaceRedrawNeeded( mSurfaceHolder); } } } } try { mWindowSession.finishDrawing(mWindow); } catch (RemoteException e) { } } }
12行调用draw(fullRedrawNeeded),在draw方法里面,又调用了
drawSoftware:
private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff, boolean scalingRequired, Rect dirty) { // Draw with software renderer. final Canvas canvas; try { final int left = dirty.left; final int top = dirty.top; final int right = dirty.right; final int bottom = dirty.bottom; canvas = mSurface.lockCanvas(dirty); // The dirty rectangle can be modified by Surface.lockCanvas() //noinspection ConstantConditions if (left != dirty.left || top != dirty.top || right != dirty.right || bottom != dirty.bottom) { attachInfo.mIgnoreDirtyState = true; } // TODO: Do this in native canvas.setDensity(mDensity); } catch (Surface.OutOfResourcesException e) { handleOutOfResourcesException(e); return false; } catch (IllegalArgumentException e) { Log.e(TAG, "Could not lock surface", e); // Don't assume this is due to out of memory, it could be // something else, and if it is something else then we could // kill stuff (or ourself) for no reason. mLayoutRequested = true; // ask wm for a new surface next time. return false; } try { if (DEBUG_ORIENTATION || DEBUG_DRAW) { Log.v(TAG, "Surface " + surface + " drawing to bitmap w=" + canvas.getWidth() + ", h=" + canvas.getHeight()); //canvas.drawARGB(255, 255, 0, 0); } // If this bitmap's format includes an alpha channel, we // need to clear it before drawing so that the child will // properly re-composite its drawing on a transparent // background. This automatically respects the clip/dirty region // or // If we are applying an offset, we need to clear the area // where the offset doesn't appear to avoid having garbage // left in the blank areas. if (!canvas.isOpaque() || yoff != 0 || xoff != 0) { canvas.drawColor(0, PorterDuff.Mode.CLEAR); } dirty.setEmpty(); mIsAnimating = false; attachInfo.mDrawingTime = SystemClock.uptimeMillis(); mView.mPrivateFlags |= View.PFLAG_DRAWN; if (DEBUG_DRAW) { Context cxt = mView.getContext(); Log.i(TAG, "Drawing: package:" + cxt.getPackageName() + ", metrics=" + cxt.getResources().getDisplayMetrics() + ", compatibilityInfo=" + cxt.getResources().getCompatibilityInfo()); } try { canvas.translate(-xoff, -yoff); if (mTranslator != null) { mTranslator.translateCanvas(canvas); } canvas.setScreenDensity(scalingRequired ? mNoncompatDensity : 0); attachInfo.mSetIgnoreDirtyState = false; mView.draw(canvas); drawAccessibilityFocusedDrawableIfNeeded(canvas); } finally { if (!attachInfo.mSetIgnoreDirtyState) { // Only clear the flag if it was not set during the mView.draw() call attachInfo.mIgnoreDirtyState = false; } } } finally { try { surface.unlockCanvasAndPost(canvas); } catch (IllegalArgumentException e) { Log.e(TAG, "Could not unlock surface", e); mLayoutRequested = true; // ask wm for a new surface next time. //noinspection ReturnInsideFinallyBlock return false; } if (LOCAL_LOGV) { Log.v(TAG, "Surface " + surface + " unlockCanvasAndPost"); } } return true; }
73行,执行mView.draw(canvas),mView就是DecorView的实例,会先调用DecorView的draw方法:
public void draw(Canvas canvas) { super.draw(canvas); if (mMenuBackground != null) { mMenuBackground.draw(canvas); } }
在DecorView的draw方法里面,执行super.draw(canvas),会调用FrameLayout的draw方法:
public void draw(Canvas canvas) { super.draw(canvas); if (mForeground != null) { final Drawable foreground = mForeground; if (mForegroundBoundsChanged) { mForegroundBoundsChanged = false; final Rect selfBounds = mSelfBounds; final Rect overlayBounds = mOverlayBounds; final int w = mRight-mLeft; final int h = mBottom-mTop; if (mForegroundInPadding) { selfBounds.set(0, 0, w, h); } else { selfBounds.set(mPaddingLeft, mPaddingTop, w - mPaddingRight, h - mPaddingBottom); } final int layoutDirection = getLayoutDirection(); Gravity.apply(mForegroundGravity, foreground.getIntrinsicWidth(), foreground.getIntrinsicHeight(), selfBounds, overlayBounds, layoutDirection); foreground.setBounds(overlayBounds); } foreground.draw(canvas); } }
在FrameLayout的draw方法里面,最先执行 super.draw(canvas),也就是调用View的draw方法:
public void draw(Canvas canvas) { final int privateFlags = mPrivateFlags; final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE && (mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState); mPrivateFlags = (privateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_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) { 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 if (!dirtyOpaque) onDraw(canvas); // Step 4, draw the children dispatchDraw(canvas); // Step 6, draw decorations (scrollbars) onDrawScrollBars(canvas); if (mOverlay != null && !mOverlay.isEmpty()) { mOverlay.getOverlayView().dispatchDraw(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; } if (horizontalEdges) { leftFadeStrength = Math.max(0.0f, Math.min(1.0f, getLeftFadingEdgeStrength())); drawLeft = leftFadeStrength * fadeHeight > 1.0f; rightFadeStrength = Math.max(0.0f, Math.min(1.0f, getRightFadingEdgeStrength())); drawRight = rightFadeStrength * 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); } if (drawLeft) { canvas.saveLayer(left, top, left + length, bottom, null, flags); } if (drawRight) { canvas.saveLayer(right - length, top, 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); p.setShader(fade); canvas.drawRect(left, top, right, top + length, p); } if (drawBottom) { matrix.setScale(1, fadeHeight * bottomFadeStrength); matrix.postRotate(180); matrix.postTranslate(left, bottom); fade.setLocalMatrix(matrix); p.setShader(fade); canvas.drawRect(left, bottom - length, right, bottom, p); } if (drawLeft) { matrix.setScale(1, fadeHeight * leftFadeStrength); matrix.postRotate(-90); matrix.postTranslate(left, top); fade.setLocalMatrix(matrix); p.setShader(fade); canvas.drawRect(left, top, left + length, bottom, p); } if (drawRight) { matrix.setScale(1, fadeHeight * rightFadeStrength); matrix.postRotate(90); matrix.postTranslate(right, top); fade.setLocalMatrix(matrix); p.setShader(fade); canvas.drawRect(right - length, top, right, bottom, p); } canvas.restoreToCount(saveCount); // Step 6, draw decorations (scrollbars) onDrawScrollBars(canvas); if (mOverlay != null && !mOverlay.isEmpty()) { mOverlay.getOverlayView().dispatchDraw(canvas); } }
View的绘制一般分为6个步骤,在draw方法里面已经列出来了:
第一步:绘制View背景。
第二步:保存canvas的状态,准备绘制FadingEdge(边框阴影),这个不是必要的步骤。
第三步:调用onDraw方法,绘制View的内容。
第四步:调用dispatchDraw,如果是ViewGroup,则绘制子View。
第五步:绘制FadingEdge(边框阴影),恢复canvas的状态,这个不是必须的步骤。
第六步:绘制View的滑动条。
执行这六个步骤之后,View的绘制就完成了。重点关注第四步,执行dispatchDraw方法:
protected void dispatchDraw(Canvas canvas) { }
View的dispatchDraw是空的,只有ViewGroup才需要绘制子View,DecorView是FrameLayout,但是FrameLayout没有重写dispatchDraw方法,那么会执行ViewGroup的dispatchDraw方法:
protected void dispatchDraw(Canvas canvas) { boolean usingRenderNodeProperties = canvas.isRecordingFor(mRenderNode); final int childrenCount = mChildrenCount; final View[] children = mChildren; int flags = mGroupFlags; if ((flags & FLAG_RUN_ANIMATION) != 0 && canAnimate()) { final boolean cache = (mGroupFlags & FLAG_ANIMATION_CACHE) == FLAG_ANIMATION_CACHE; 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); if (cache) { child.setDrawingCacheEnabled(true); if (buildCache) { child.buildDrawingCache(true); } } } } final LayoutAnimationController controller = mLayoutAnimationController; if (controller.willOverlap()) { mGroupFlags |= FLAG_OPTIMIZE_INVALIDATE; } controller.start(); mGroupFlags &= ~FLAG_RUN_ANIMATION; mGroupFlags &= ~FLAG_ANIMATION_DONE; if (cache) { mGroupFlags |= FLAG_CHILDREN_DRAWN_WITH_CACHE; } if (mAnimationListener != null) { mAnimationListener.onAnimationStart(controller.getAnimation()); } } int clipSaveCount = 0; final boolean clipToPadding = (flags & CLIP_TO_PADDING_MASK) == CLIP_TO_PADDING_MASK; if (clipToPadding) { clipSaveCount = canvas.save(); canvas.clipRect(mScrollX + mPaddingLeft, mScrollY + mPaddingTop, mScrollX + mRight - mLeft - mPaddingRight, mScrollY + mBottom - mTop - mPaddingBottom); } // We will draw our child's animation, let's reset the flag mPrivateFlags &= ~PFLAG_DRAW_ANIMATION; mGroupFlags &= ~FLAG_INVALIDATE_REQUIRED; boolean more = false; final long drawingTime = getDrawingTime(); if (usingRenderNodeProperties) canvas.insertReorderBarrier(); // 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(); for (int i = 0; i < childrenCount; i++) { int childIndex = customOrder ? getChildDrawingOrder(childrenCount, i) : i; final View child = (preorderedList == null) ? children[childIndex] : preorderedList.get(childIndex); if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) { more |= drawChild(canvas, child, drawingTime); } } if (preorderedList != null) preorderedList.clear(); // 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 (usingRenderNodeProperties) canvas.insertInorderBarrier(); if (debugDraw()) { onDebugDraw(canvas); } if (clipToPadding) { canvas.restoreToCount(clipSaveCount); } // mGroupFlags might have been updated by drawChild() flags = mGroupFlags; 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() { public void run() { notifyAnimationListener(); } }; post(end); } }
71行,开始遍历所有的子View,78行调用drawChild,开始绘制子View:
protected boolean drawChild(Canvas canvas, View child, long drawingTime) { return child.draw(canvas, this, drawingTime); }
接着,又从从上往下,开始绘制,直到所有的View都绘制完成,整个绘制的流程如下:
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