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  • 4.View绘制分析笔记之onDraw

    上一篇文章我们了解了View的onLayout,那么今天我们来学习Android View绘制三部曲的最后一步,onDraw,绘制。

    ViewRootImpl#performDraw

    private void performDraw() {

    ···
    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);
    }

    ···

    }

    performDraw主要的作用是调用ViewRootImpl#draw方法,并传递一个mFullRedrawNeeded参数,这个参数就是告诉draw方法,是否需要整体重新绘制,所以,我们把重点放在ViewRootImpl#draw这里。

    ViewRootImpl#draw

    下面代码为draw方法的关键代码

    private void draw(boolean fullRedrawNeeded) {
    //省略
    ···
    //生成绘制区域
    final Rect dirty = mDirty;
    //如果需要全屏绘制,则将dirty区域宽高设为全屏
    if (fullRedrawNeeded) {
    mAttachInfo.mIgnoreDirtyState = true;
    dirty.set(0, 0, (int) (mWidth * appScale + 0.5f), (int) (mHeight * appScale + 0.5f));
    }
    //省略
    ···
    //调用drawSoftware方法,并传递dirty区域
    if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
    return;
    }
    }

    ViewRootImpl#drawSoftware

    private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
    boolean scalingRequired, Rect dirty) {

    //通过dirty区域,获取并锁定canvas,后续传给decorView
    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);
    } catch (Surface.OutOfResourcesException e) {
    handleOutOfResourcesException(e);
    return false;
    } catch (IllegalArgumentException e) {
    mLayoutRequested = true;
    return false;
    }
    //省略
    ···
    //开始调用decorView的draw方法
    mView.draw(canvas);
    }

    View#draw

    终于到了View的部分,View的draw方法,答题包括了6个步骤,稍后我们通过源代码进行逐步分析。

    @CallSuper
    public void draw(Canvas canvas) {
    final int privateFlags = mPrivateFlags;
    //获取dirty区域是否不透明
    final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE &&
    (mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);
    //将flag22位21位设置为off,并且将PFLAG_DRAWN设置为on
    mPrivateFlags = (privateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_DRAWN;

    //下面的注释是google对view的draw方法的6步分解注释
    /*
    * 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)
    */

    // 第一步,绘制背景,如果需要的话。
    int saveCount;
    // 如果dirty区域是不透明的,则跳过绘制背景。
    if (!dirtyOpaque) {
    drawBackground(canvas);
    }

    // 大多数情况(不需要绘制边界阴影的情况)都不需要2和5这两部,跳过
    final int viewFlags = mViewFlags;
    // 是否需要绘制横向边界阴影
    boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;
    // 是否需要绘制竖向向边界阴影
    boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;
    // 不需要绘制横向和竖向阴影,执行3,4,6步
    if (!verticalEdges && !horizontalEdges) {
    // Step 3, draw the content
    if (!dirtyOpaque) onDraw(canvas);

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

    // 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)
    */
    // 需要绘制阴影的话,则执行全部2-6的流程,不过这个流程并不常见,而且性能和速度上也不是很优秀。
    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;

    // 第二步,保存fading相关的canvas图层信息
    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);
    }

    // 第三步,如果不是透明的,则调用onDraw方法进行绘制
    if (!dirtyOpaque) onDraw(canvas);

    // 第四步,调用dispatchDraw方法,绘制子View
    dispatchDraw(canvas);

    // 第五步,绘制阴影边缘
    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);

    // 绘制覆盖物,这个覆盖物在前景图的下面(API18引入)
    if (mOverlay != null && !mOverlay.isEmpty()) { mOverlay.getOverlayView().dispatchDraw(canvas); } // 第六步,绘制前景图 onDrawForeground(canvas);}

    View#drawBackground

    这是第一步,绘制背景

    private void drawBackground(Canvas canvas) {
    final Drawable background = mBackground;
    if (background == null) {
    return;
    }
    //如果背景边界发生变化,则重新设置边界大小
    setBackgroundBounds();

    // 如果设置了硬件加速,则使用 display list 绘制背景
    if (canvas.isHardwareAccelerated() && mAttachInfo != null
    && mAttachInfo.mHardwareRenderer != null) {
    mBackgroundRenderNode = getDrawableRenderNode(background, mBackgroundRenderNode);

    final RenderNode renderNode = mBackgroundRenderNode;
    if (renderNode != null && renderNode.isValid()) {
    setBackgroundRenderNodeProperties(renderNode);
    ((DisplayListCanvas) canvas).drawRenderNode(renderNode);
    return;
    }
    }

    //获取滑动偏移量,如果有偏移,则先把canvas移动,然后绘制背景,最后再移动回来。
    final int scrollX = mScrollX;
    final int scrollY = mScrollY;
    if ((scrollX | scrollY) == 0) {
    background.draw(canvas);
    } else {
    canvas.translate(scrollX, scrollY);
    background.draw(canvas);
    canvas.translate(-scrollX, -scrollY);
    }
    }

    ViewGroup#dispatchDraw

    这里是第四步,绘制子View,dispatchDraw方法由ViewGroup实现。

    protected void dispatchDraw(Canvas canvas) {
    boolean usingRenderNodeProperties = canvas.isRecordingFor(mRenderNode);
    final int childrenCount = mChildrenCount;
    final View[] children = mChildren;
    int flags = mGroupFlags;
    //查看FLAG_RUN_ANIMATION是否是on,如果是的话,则为子View设置动画,并启动动画
    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) {
    mAnimationListener.onAnimationStart(controller.getAnimation());
    }
    }

    int clipSaveCount = 0;
    // 对canvas设置padding区域
    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);
    }

    // 我们将启动子View的动画,所以把这里的PFLAG_DRAW_ANIMATION置为off
    mPrivateFlags &= ~PFLAG_DRAW_ANIMATION;
    mGroupFlags &= ~FLAG_INVALIDATE_REQUIRED;

    boolean more = false;
    //获取绘图时开始的时间
    final long drawingTime = getDrawingTime();

    if (usingRenderNodeProperties) canvas.insertReorderBarrier();
    final int transientCount = mTransientIndices == null ? 0 : mTransientIndices.size();
    int transientIndex = transientCount != 0 ? 0 : -1;
    // 如果启用硬件加速,那么就不支持view绘制优先级了,硬件内部会处理绘制的先后顺序
    final ArrayList<View> preorderedList = usingRenderNodeProperties
    ? null : buildOrderedChildList();
    final boolean customOrder = preorderedList == null
    && isChildrenDrawingOrderEnabled();
    for (int i = 0; i < childrenCount; i++) {
    //绘制瞬态视图,
    //目前瞬态视图的add方法是在两年前android M中加入进来的,目前还是@hide的,
    //所以transientIndex是-1,所以这个while循环不会执行到,
    //可能这段代码是google为以后的功能做的铺垫。
    while (transientIndex >= 0 && mTransientIndices.get(transientIndex) == i) {
    final View transientChild = mTransientViews.get(transientIndex);
    if ((transientChild.mViewFlags & VISIBILITY_MASK) == VISIBLE ||
    transientChild.getAnimation() != null) {
    more |= drawChild(canvas, transientChild, drawingTime);
    }
    transientIndex++;
    if (transientIndex >= transientCount) {
    transientIndex = -1;
    }
    }

    //按绘制顺序获取子View index
    final int childIndex = getAndVerifyPreorderedIndex(childrenCount, i, customOrder);
    //通过index获取需要绘制的View,并执行drawChild方法
    final View child = getAndVerifyPreorderedView(preorderedList, children, childIndex);
    if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
    //绘制子View,下面详细介绍
    more |= drawChild(canvas, child, drawingTime);
    }
    }
    //绘制瞬态View,略过,可能会在以后的某个版本中
    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();

    // 绘制正在消失的View(还没结束动画)
    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);
    }

    // 如果FLAG_INVALIDATE_REQUIRED是on,则调用invalidate刷新
    flags = mGroupFlags;

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

    //动画结束后发出通知,并擦除缓存
    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();
    }
    };
    post(end);
    }
    }

    View#draw(Canvas canvas, ViewGroup parent, long drawingTime)

    这个方法是被ViewGroup调用,让子View来绘制自己的。该方法是View基于 layer type 以及硬件加速来专门处理渲染行为的代码段。

    boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {
    final boolean hardwareAcceleratedCanvas = canvas.isHardwareAccelerated();
    /* If an attached view draws to a HW canvas, it may use its RenderNode + DisplayList.
    *
    * If a view is dettached, its DisplayList shouldn't exist. If the canvas isn't
    * HW accelerated, it can't handle drawing RenderNodes.
    */
    // 检测是否启动硬件加速
    boolean drawingWithRenderNode = mAttachInfo != null
    && mAttachInfo.mHardwareAccelerated
    && hardwareAcceleratedCanvas;

    boolean more = false;
    final boolean childHasIdentityMatrix = hasIdentityMatrix();
    final int parentFlags = parent.mGroupFlags;

    if ((parentFlags & ViewGroup.FLAG_CLEAR_TRANSFORMATION) != 0) {
    parent.getChildTransformation().clear();
    parent.mGroupFlags &= ~ViewGroup.FLAG_CLEAR_TRANSFORMATION;
    }

    Transformation transformToApply = null;
    boolean concatMatrix = false;
    final boolean scalingRequired = mAttachInfo != null && mAttachInfo.mScalingRequired;
    final Animation a = getAnimation();
    if (a != null) {
    more = applyLegacyAnimation(parent, drawingTime, a, scalingRequired);
    concatMatrix = a.willChangeTransformationMatrix();
    if (concatMatrix) {
    mPrivateFlags3 |= PFLAG3_VIEW_IS_ANIMATING_TRANSFORM;
    }
    transformToApply = parent.getChildTransformation();
    } else {
    if ((mPrivateFlags3 & PFLAG3_VIEW_IS_ANIMATING_TRANSFORM) != 0) {
    // 不再执行动画,全部清除掉
    mRenderNode.setAnimationMatrix(null);
    mPrivateFlags3 &= ~PFLAG3_VIEW_IS_ANIMATING_TRANSFORM;
    }
    if (!drawingWithRenderNode
    && (parentFlags & ViewGroup.FLAG_SUPPORT_STATIC_TRANSFORMATIONS) != 0) {
    final Transformation t = parent.getChildTransformation();
    final boolean hasTransform = parent.getChildStaticTransformation(this, t);
    if (hasTransform) {
    final int transformType = t.getTransformationType();
    transformToApply = transformType != Transformation.TYPE_IDENTITY ? t : null;
    concatMatrix = (transformType & Transformation.TYPE_MATRIX) != 0;
    }
    }
    }

    concatMatrix |= !childHasIdentityMatrix;

    // 尽早设置PFLAG_DRAWN参数,使invalidate()可以成功调用
    mPrivateFlags |= PFLAG_DRAWN;

    if (!concatMatrix &&
    (parentFlags & (ViewGroup.FLAG_SUPPORT_STATIC_TRANSFORMATIONS |
    ViewGroup.FLAG_CLIP_CHILDREN)) == ViewGroup.FLAG_CLIP_CHILDREN &&
    canvas.quickReject(mLeft, mTop, mRight, mBottom, Canvas.EdgeType.BW) &&
    (mPrivateFlags & PFLAG_DRAW_ANIMATION) == 0) {
    mPrivateFlags2 |= PFLAG2_VIEW_QUICK_REJECTED;
    return more;
    }
    mPrivateFlags2 &= ~PFLAG2_VIEW_QUICK_REJECTED;

    if (hardwareAcceleratedCanvas) {
    // 清楚PFLAG_INVALIDATED标志位
    mRecreateDisplayList = (mPrivateFlags & PFLAG_INVALIDATED) != 0;
    mPrivateFlags &= ~PFLAG_INVALIDATED;
    }

    RenderNode renderNode = null;
    Bitmap cache = null;
    int layerType = getLayerType(); // TODO: signify cache state with just 'cache' local
    if (layerType == LAYER_TYPE_SOFTWARE || !drawingWithRenderNode) {
    if (layerType != LAYER_TYPE_NONE) {
    // 如果没有RenderNode,则使用SW绘制
    layerType = LAYER_TYPE_SOFTWARE;
    buildDrawingCache(true);
    }
    cache = getDrawingCache(true);
    }

    if (drawingWithRenderNode) {
    // 延迟获取Display List,直到animation-driven alpha的值被设置好。
    renderNode = updateDisplayListIfDirty();
    if (!renderNode.isValid()) {
    // 不常见的,略过
    renderNode = null;
    drawingWithRenderNode = false;
    }
    }

    //下面是对view当前状态的分析,scale、alpha和translate,然后对canvas进行调整。
    int sx = 0;
    int sy = 0;
    if (!drawingWithRenderNode) {
    computeScroll();
    sx = mScrollX;
    sy = mScrollY;
    }

    final boolean drawingWithDrawingCache = cache != null && !drawingWithRenderNode;
    final boolean offsetForScroll = cache == null && !drawingWithRenderNode;

    int restoreTo = -1;
    if (!drawingWithRenderNode || transformToApply != null) {
    restoreTo = canvas.save();
    }
    if (offsetForScroll) {
    canvas.translate(mLeft - sx, mTop - sy);
    } else {
    if (!drawingWithRenderNode) {
    canvas.translate(mLeft, mTop);
    }
    if (scalingRequired) {
    if (drawingWithRenderNode) {
    // TODO: Might not need this if we put everything inside the DL
    restoreTo = canvas.save();
    }
    // mAttachInfo cannot be null, otherwise scalingRequired == false
    final float scale = 1.0f / mAttachInfo.mApplicationScale;
    canvas.scale(scale, scale);
    }
    }

    float alpha = drawingWithRenderNode ? 1 : (getAlpha() * getTransitionAlpha());
    if (transformToApply != null
    || alpha < 1
    || !hasIdentityMatrix()
    || (mPrivateFlags3 & PFLAG3_VIEW_IS_ANIMATING_ALPHA) != 0) {
    if (transformToApply != null || !childHasIdentityMatrix) {
    int transX = 0;
    int transY = 0;

    if (offsetForScroll) {
    transX = -sx;
    transY = -sy;
    }

    if (transformToApply != null) {
    if (concatMatrix) {
    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);
    canvas.concat(transformToApply.getMatrix());
    canvas.translate(transX, transY);
    }
    parent.mGroupFlags |= ViewGroup.FLAG_CLEAR_TRANSFORMATION;
    }

    float transformAlpha = transformToApply.getAlpha();
    if (transformAlpha < 1) {
    alpha *= transformAlpha;
    parent.mGroupFlags |= ViewGroup.FLAG_CLEAR_TRANSFORMATION;
    }
    }

    if (!childHasIdentityMatrix && !drawingWithRenderNode) {
    canvas.translate(-transX, -transY);
    canvas.concat(getMatrix());
    canvas.translate(transX, transY);
    }
    }

    // Deal with alpha if it is or used to be <1
    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 (!drawingWithRenderNode) { // apply clips directly, since RenderNode won't do it for this draw if ((parentFlags & ViewGroup.FLAG_CLIP_CHILDREN) != 0 && cache == null) { if (offsetForScroll) { canvas.clipRect(sx, sy, sx + getWidth(), sy + getHeight()); } else { if (!scalingRequired || cache == null) { canvas.clipRect(0, 0, getWidth(), getHeight()); } else { canvas.clipRect(0, 0, cache.getWidth(), cache.getHeight()); } } } if (mClipBounds != null) { // clip bounds ignore scroll canvas.clipRect(mClipBounds); } } // 这里调用子View的draw方法,并将调整好的canvas传进去 if (!drawingWithDrawingCache) { if (drawingWithRenderNode) { mPrivateFlags &= ~PFLAG_DIRTY_MASK; ((DisplayListCanvas) canvas).drawRenderNode(renderNode); } else { // Fast path for layouts with no backgrounds if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) { mPrivateFlags &= ~PFLAG_DIRTY_MASK; dispatchDraw(canvas); } else { draw(canvas); } } } // 如果是cache模式,则利用cache else if (cache != null) { mPrivateFlags &= ~PFLAG_DIRTY_MASK; if (layerType == LAYER_TYPE_NONE || mLayerPaint == null) { // no layer paint, use temporary paint to draw bitmap Paint cachePaint = parent.mCachePaint; if (cachePaint == null) { cachePaint = new Paint(); cachePaint.setDither(false); parent.mCachePaint = cachePaint; } cachePaint.setAlpha((int) (alpha * 255)); canvas.drawBitmap(cache, 0.0f, 0.0f, cachePaint); } else { // use layer paint to draw the bitmap, merging the two alphas, but also restore int layerPaintAlpha = mLayerPaint.getAlpha(); if (alpha < 1) { mLayerPaint.setAlpha((int) (alpha * layerPaintAlpha)); } canvas.drawBitmap(cache, 0.0f, 0.0f, mLayerPaint); if (alpha < 1) { mLayerPaint.setAlpha(layerPaintAlpha); } } } if (restoreTo >= 0) { canvas.restoreToCount(restoreTo); } if (a != null && !more) { if (!hardwareAcceleratedCanvas && !a.getFillAfter()) { onSetAlpha(255); } parent.finishAnimatingView(this, a); } if (more && hardwareAcceleratedCanvas) { if (a.hasAlpha() && (mPrivateFlags & PFLAG_ALPHA_SET) == PFLAG_ALPHA_SET) { // alpha animations should cause the child to recreate its display list invalidate(true); } } mRecreateDisplayList = false; return more;}

    到这里,整个View及子View的绘制的调用就基本完成了,剩下的就交给各个View的onDraw方法去实现不同的绘制。

    时序图

    图为View绘制时序图图为View绘制时序图

    小结

    View的绘制大体是6步来进行。

    1. 绘制背景
    2. 保存fade canvas信息
    3. 调用onDraw
    4. dispatchDraw,遍历绘制子View
    5. 绘制fade
    6. 绘制前景

    源码中还有不少涉及到硬件加速、RenderNode、display list、动画的代码,后续会专门进行研究。

    到这篇文章截止,View视图三部曲就结束了,感谢阅读。

    系列文章

    Android 视图及View绘制分析笔记之setContentView
    View绘制分析笔记之onMeasure
    View绘制分析笔记之onLayout
    View绘制分析笔记之onDraw

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  • 原文地址:https://www.cnblogs.com/dubo-/p/6235755.html
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