Android系统--输入系统(十一)Reader线程_简单处理
1. 引入
Reader线程主要负责三件事情
- 获得输入事件
- 简单处理
- 上传给Dispatch线程
InputReader.cpp
void InputReader::loopOnce() { ...... size_t count = mEventHub->getEvents(timeoutMillis, mEventBuffer, EVENT_BUFFER_SIZE); //获得事件 { // acquire lock AutoMutex _l(mLock); mReaderIsAliveCondition.broadcast(); if (count) { processEventsLocked(mEventBuffer, count); //进行简单处理 } ...... mQueuedListener->flush();}
前面我们已经分析其如何获取输入事件以及涉及中重要的数据结构,本次博文主要阐述其如何处理输入事件。Reader线程只是对输入事件进行简单的处理,大多数复杂处理由Dispatch线程负责处理,在后面的博文会具体分析Dispatch线程。
2. Reader线程的简单处理概述
根据所获得的RawEvent中的type参数进行处理
- ADD Device
- Remove Device
- 真正的输入事件
InputReader.cpp
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分支对真正的事件进行处理 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: //处理设备插入 addDeviceLocked(rawEvent->when, rawEvent->deviceId); break; case EventHubInterface::DEVICE_REMOVED: //处理设备拔出 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; }}
3. 插入输入设备处理
3.1 创建InpuDevice对象
InputReader.cpp
void InputReader::addDeviceLocked(nsecs_t when, int32_t deviceId) { ...... InputDevice* device = createDeviceLocked(deviceId, controllerNumber, identifier, classes); //首先创建InputDevice对象 device->configure(when, &mConfig, 0); device->reset(when); if (device->isIgnored()) { ALOGI("Device added: id=%d, name='%s' (ignored non-input device)", deviceId, identifier.name.string());} else { ALOGI("Device added: id=%d, name='%s', sources=0x%08x", deviceId, identifier.name.string(), device->getSources()); } mDevices.add(deviceId, device); //将InputDevice添加到mDevice中,mDevice记录管理输入设备 bumpGenerationLocked();}
扩展:我们知道在输入系统中我们使用EeventHub类管理多个输入设备(之前博文已经具体分析),为什么在InputReader中又要构建一个mDevices来记录管理多个输入设备呢? 即Android输入系统当中采用分层作用。
输入系统中的分层作用:
(1)EventHub中有mDvices类记录管理一个输入设备,主要作用是读取事件
mDevices类
- fd : int //设备节点所打开的文件句柄- identifier : const InputDeviceIdentifier //记录厂商信息,存储了设备的供应商、型号等信息- keyBitmask[] : uint8_t- configurationFile : String8 //IDC文件名- configuration : PropertyMap* //IDC属性:(内嵌OR外接)设备- keyMap : KeyMap //保存配置文件(kl,kcm)
(2)InputReader中有mDvices链表中使用InputDevice对象记录管理一个输入设备,主要用来处理事件
InputDevice类
- InputReaderContext* mContext;- int32_t mId; //通过mId从EventHub中找到对应的输入设备- VectormMappers; //处理上报的事件
总结:InputDevice主要负责处理事件,并不需要关心设备的具体信息,其中具体信息由EventHub中mDevice类记录,当需要设备信息时,可以通过mId找到对应设备,提取信息
3.2 根据输入设备类别,添加Mapper,主要负责之后的按键映射。
InputReader.cpp
InputDevice* InputReader::createDeviceLocked(int32_t deviceId, int32_t controllerNumber, const InputDeviceIdentifier& identifier, uint32_t classes) { InputDevice* device = new InputDevice(&mContext, deviceId, bumpGenerationLocked(), controllerNumber, identifier, classes); // External devices. if (classes & INPUT_DEVICE_CLASS_EXTERNAL) { device->setExternal(true); } // Switch-like devices. if (classes & INPUT_DEVICE_CLASS_SWITCH) { device->addMapper(new SwitchInputMapper(device)); } // Vibrator-like devices. if (classes & INPUT_DEVICE_CLASS_VIBRATOR) { device->addMapper(new VibratorInputMapper(device)); } // Keyboard-like devices. uint32_t keyboardSource = 0; int32_t keyboardType = AINPUT_KEYBOARD_TYPE_NON_ALPHABETIC; if (classes & INPUT_DEVICE_CLASS_KEYBOARD) { keyboardSource |= AINPUT_SOURCE_KEYBOARD; } if (classes & INPUT_DEVICE_CLASS_ALPHAKEY) { keyboardType = AINPUT_KEYBOARD_TYPE_ALPHABETIC; } if (classes & INPUT_DEVICE_CLASS_DPAD) { keyboardSource |= AINPUT_SOURCE_DPAD; } if (classes & INPUT_DEVICE_CLASS_GAMEPAD) { keyboardSource |= AINPUT_SOURCE_GAMEPAD; } if (keyboardSource != 0) { device->addMapper(new KeyboardInputMapper(device, keyboardSource, keyboardType)); } // Cursor-like devices. if (classes & INPUT_DEVICE_CLASS_CURSOR) { device->addMapper(new CursorInputMapper(device)); } // Touchscreens and touchpad devices. if (classes & INPUT_DEVICE_CLASS_TOUCH_MT) { device->addMapper(new MultiTouchInputMapper(device)); } else if (classes & INPUT_DEVICE_CLASS_TOUCH) { device->addMapper(new SingleTouchInputMapper(device)); } // Joystick-like devices. if (classes & INPUT_DEVICE_CLASS_JOYSTICK) { device->addMapper(new JoystickInputMapper(device)); } return device;}
总的来说,添加新设备的过程就是这样子,拿键盘输入来说,首先创建一个InputDevice类记录,并且它添加KeyboardInputMapper对象,使用该对象进行处理,移除过程与添加过程类似就不具体分析了。
4. 真正的输入设备上报事件处理
(1)设备产生的输入事件,主要是通过调用processEventsForDeviceLocked函数进行处理
InputReader.cpp
void InputReader::processEventsForDeviceLocked(int32_t deviceId,const RawEvent* rawEvents, size_t count) { ...... device->process(rawEvents, count); //直接调用process进行处理}
(2)process函数中将InputDvices对象中的mMappers一个个取出来,调用其process函数。
InputReader.cpp
void InputDevice::process(const RawEvent* rawEvents, size_t count) { size_t numMappers = mMappers.size(); for (const RawEvent* rawEvent = rawEvents; count--; rawEvent++) {#if DEBUG_RAW_EVENTS ALOGD("Input event: device=%d type=0x%04x code=0x%04x value=0x%08x when=%lld", rawEvent->deviceId, rawEvent->type, rawEvent->code, rawEvent->value, rawEvent->when);#endif if (mDropUntilNextSync) { if (rawEvent->type == EV_SYN && rawEvent->code == SYN_REPORT) { mDropUntilNextSync = false;#if DEBUG_RAW_EVENTS ALOGD("Recovered from input event buffer overrun.");#endif } else {#if DEBUG_RAW_EVENTS ALOGD("Dropped input event while waiting for next input sync.");#endif } } else if (rawEvent->type == EV_SYN && rawEvent->code == SYN_DROPPED) { ALOGI("Detected input event buffer overrun for device %s.", getName().string()); mDropUntilNextSync = true; reset(rawEvent->when);} else { //将InputDvices对象中的mMappers一个个取出来,调用其process函数 for (size_t i = 0; i < numMappers; i++) { InputMapper* mapper = mMappers[i]; // mapper->process(rawEvent); } } }}
(3)这里我们用键盘的process函数进行分析
- 进行内核扫描码转化Android系统所需要的按键码,转化成功则处理该按键
InputReader.cpp
void KeyboardInputMapper::process(const RawEvent* rawEvent) { switch (rawEvent->type) { case EV_KEY: { int32_t scanCode = rawEvent->code; int32_t usageCode = mCurrentHidUsage; mCurrentHidUsage = 0; if (isKeyboardOrGamepadKey(scanCode)) { int32_t keyCode; uint32_t flags; /* *调用EventHub中的mapKey函数进行转化 *传入参数 *scanCode:驱动程序上报的扫描码;keyCode:转化之后的Android使用的按键值 */ if (getEventHub()->mapKey(getDeviceId(), scanCode, usageCode, &keyCode, &flags)) { keyCode = AKEYCODE_UNKNOWN; flags = 0; } processKey(rawEvent->when, rawEvent->value != 0, keyCode, scanCode, flags); //映射成功之后,处理该按键 } break;} case EV_MSC: { if (rawEvent->code == MSC_SCAN) { mCurrentHidUsage = rawEvent->value; } break;} case EV_SYN: { if (rawEvent->code == SYN_REPORT) { mCurrentHidUsage = 0; } }}}
- 扫描码转化过程(具体在上次博文已经论述):
EventHub.cpp
status_t EventHub::mapKey(int32_t deviceId, int32_t scanCode, int32_t usageCode,int32_t* outKeycode, uint32_t* outFlags) const {AutoMutex _l(mLock); Device* device = getDeviceLocked(deviceId); if (device) { // Check the key character map first. //首先使用KCM文件进行映射,映射过程在上次博文已经详细分析 spkcm = device->getKeyCharacterMap(); if (kcm != NULL) { if (!kcm->mapKey(scanCode, usageCode, outKeycode)) { *outFlags = 0; return NO_ERROR; }} // Check the key layout next. //其次使用keylayout文件进行映射 if (device->keyMap.haveKeyLayout()) { if (!device->keyMap.keyLayoutMap->mapKey( scanCode, usageCode, outKeycode, outFlags)) { return NO_ERROR; } }} *outKeycode = 0; *outFlags = 0; return NAME_NOT_FOUND;
- 在Reader线程中,只是将内核上报的扫描码,转化为Android系统所使用的按键码,然后重新构造一个args,将其发给下一级的Dispatch线程进行处理。
InputReader.cpp
void KeyboardInputMapper::processKey(nsecs_t when, bool down, int32_t keyCode,int32_t scanCode, uint32_t policyFlags) { ...... //根据扫描码scanCode、按键码keyCode、newMetaState、downTime按下的时间进行处理 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); //通知Listener处理,Dispatch线程会监听该事件,并处理,下次博文会具体分析}
5. 总结Reader线程
在输入子系统中,Java程序调用C程序时,会构造一个NativeInputManager对象
NativeInputManager对象包括:
- mReader (实现具体功能)
- mReaderThread(实现简单循环)
- mDispatcher
- mDispatcherThread
mReader具体功能
3.1 mReader使用EventHub管理多个输入设备,多个输入设备存储在mDevices容器中
mDevices中有一个Device对象,表示具体的输入设备
mDevices对象中有keyMap对象,用于进行内核扫描码转化为Android具体按键
3.2 在Reader线程中,使用Epoll机制来检测设备节点的添加和删除,以及该设备节点是否有数据产生,如果有数据,就会读到数据,将读到的数据会构建为一个RawEvent类中,并进行处理,处理的过程便是根据RawEvent中的类型进行本篇博文所述的处理,就不在赘述。