android P/Q/R/S 9/10/11/12多任务手势动画OverviewInputConsumer情况-第二节
android P/Q/R/S 9/10/11/12多任务手势动画OverviewInputConsumer情况-第二节
hi,多任务手势分析了OtherActivity的情况,这一节来分析一下在桌面本身就是前台情况下,进入多任务的源码及情况分析。
首先来看看原生aosp上多任务的2个过程:
重点现象部分:[
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1、手指慢慢滑动,workspace整体也跟着慢慢滑动
这个过程就是我们还处于手指底部上划过程,这个还是用个自己绘制的图好展示一些:
即手指底部上划过程中会有workspace上整体也会慢慢上划
2、上划到一定临界值时候,直接有个进入多任务的动画过程
这个过程相对比较简单好理解,就一个多任务界面不需要额外补充图片解释了
重点源码分析部分:
1、workspace慢慢上划过程
首先滑动其实全局的触摸监听器监听了触摸事件,这个情况下是OverviewInputConsumer来进行触摸监听的
具体路径在Launcher代码的如下类中:
com/android/quickstep/inputconsumers/OverviewInputConsumer.java
public OverviewInputConsumer(T activity, @Nullable InputMonitorCompat inputMonitor, boolean startingInActivityBounds) { mActivity = activity; mInputMonitor = inputMonitor; mStartingInActivityBounds = startingInActivityBounds; mTarget = activity.getDragLayer(); if (startingInActivityBounds) { mEventReceiver = mTarget::dispatchTouchEvent; mProxyTouch = true; } else { // Only proxy touches to controllers if we are starting touch from nav bar. mEventReceiver = mTarget::proxyTouchEvent;//这里proxyTouchEvent是关键的处理点 mTarget.getLocationOnScreen(mLocationOnScreen); mProxyTouch = mTarget.prepareProxyEventStarting(); } } @Override public int getType() { return TYPE_OVERVIEW; } @Override public boolean allowInterceptByParent() { return !mTargetHandledTouch; } @Override public void onMotionEvent(MotionEvent ev) { if (!mProxyTouch) { return; } int flags = ev.getEdgeFlags(); if (!mStartingInActivityBounds) { ev.setEdgeFlags(flags | Utilities.EDGE_NAV_BAR); } ev.offsetLocation(-mLocationOnScreen[0], -mLocationOnScreen[1]); boolean handled = mEventReceiver.test(ev);//这里最后会触发调用到这里proxyTouchEvent ev.offsetLocation(mLocationOnScreen[0], mLocationOnScreen[1]); ev.setEdgeFlags(flags); //省略 }//省略}
这里其实onMotionEvent方法被调用后,其实调用的是proxyTouchEvent方法来处理
packages/apps/Trebuchet/src/com/android/launcher3/views/BaseDragLayer.java
/** * Proxies the touch events to the gesture handlers */ public boolean proxyTouchEvent(MotionEvent ev) { boolean handled; if (mProxyTouchController != null) {//刚开始肯定为null handled = mProxyTouchController.onControllerTouchEvent(ev); } else { mProxyTouchController = findControllerToHandleTouch(ev);//需要遍历寻找合适TouchController handled = mProxyTouchController != null; } int action = ev.getAction(); if (action == ACTION_UP || action == ACTION_CANCEL) { mProxyTouchController = null; mTouchDispatchState &= ~TOUCH_DISPATCHING_PROXY; } return handled; }//这里来看看findControllerToHandleTouch方法 private TouchController findControllerToHandleTouch(MotionEvent ev) { AbstractFloatingView topView = AbstractFloatingView.getTopOpenView(mActivity); if (topView != null && topView.onControllerInterceptTouchEvent(ev)) { return topView; } for (TouchController controller : mControllers) { //遍历看看哪个TouchController会对该事件感兴趣就返回谁 if (controller.onControllerInterceptTouchEvent(ev)) { return controller; } } return null; }
这里我们mControllers实际是在
packages/apps/Trebuchet/go/quickstep/src/com/android/launcher3/uioverrides/RecentsUiFactory.java
public static TouchController[] createTouchControllers(Launcher launcher) { ArrayList<TouchController> list = new ArrayList<>(); list.add(launcher.getDragController()); if (launcher.getDeviceProfile().isVerticalBarLayout()) { list.add(new LandscapeStatesTouchController(launcher)); list.add(new LandscapeEdgeSwipeController(launcher)); } else { boolean allowDragToOverview = SysUINavigationMode.INSTANCE.get(launcher) .getMode().hasGestures; list.add(new PortraitStatesTouchController(launcher, allowDragToOverview)); } if (FeatureFlags.PULL_DOWN_STATUS_BAR && Utilities.IS_DEBUG_DEVICE && !launcher.getDeviceProfile().isMultiWindowMode && !launcher.getDeviceProfile().isVerticalBarLayout()) { list.add(new StatusBarTouchController(launcher)); } return list.toArray(new TouchController[list.size()]);}
这里可以看出我们其实会有PortraitStatesTouchController,所以考虑进入它的处理,但是PortraitStatesTouchController本身没有,但是AbstractStateChangeTouchController有处理:
packages/apps/Trebuchet/src/com/android/launcher3/touch/AbstractStateChangeTouchController.java
@Override public final boolean onControllerInterceptTouchEvent(MotionEvent ev) { if (ev.getAction() == MotionEvent.ACTION_DOWN) { mNoIntercept = !canInterceptTouch(ev); if (mNoIntercept) { return false; } // Now figure out which direction scroll events the controller will start // calling the callbacks. final int directionsToDetectScroll; boolean ignoreSlopWhenSettling = false; if (mCurrentAnimation != null) { directionsToDetectScroll = SingleAxisSwipeDetector.DIRECTION_BOTH; ignoreSlopWhenSettling = true; } else { directionsToDetectScroll = getSwipeDirection(); if (directionsToDetectScroll == 0) { mNoIntercept = true; return false; } } mDetector.setDetectableScrollConditions( directionsToDetectScroll, ignoreSlopWhenSettling); } if (mNoIntercept) { return false; } onControllerTouchEvent(ev);//这里处理是关键 return mDetector.isDraggingOrSettling();//返回是否已经处于DRAGGING状态了 } @Override public final boolean onControllerTouchEvent(MotionEvent ev) { return mDetector.onTouchEvent(ev);//调用了mDetector的onTouchEvent }
最后处理会调用到mDetector.onTouchEvent,这里mDetector就是BaseSwipeDetector:
com/android/launcher3/touch/BaseSwipeDetector.java
这里面的BaseSwipeDetector就是真正触摸事件逻辑重点
public boolean onTouchEvent(MotionEvent ev) { int actionMasked = ev.getActionMasked(); if (actionMasked == MotionEvent.ACTION_DOWN && mVelocityTracker != null) { mVelocityTracker.clear(); } if (mVelocityTracker == null) { mVelocityTracker = VelocityTracker.obtain(); } mVelocityTracker.addMovement(ev); switch (actionMasked) { case MotionEvent.ACTION_DOWN://刚开始down只是做一些初始化相关及记录坐标工作 mActivePointerId = ev.getPointerId(0); mDownPos.set(ev.getX(), ev.getY()); mLastPos.set(mDownPos); mLastDisplacement.set(0, 0); mDisplacement.set(0, 0); if (mState == ScrollState.SETTLING && mIgnoreSlopWhenSettling) { setState(ScrollState.DRAGGING); } break; //省略部分 case MotionEvent.ACTION_MOVE://开始移动 int pointerIndex = ev.findPointerIndex(mActivePointerId); if (pointerIndex == INVALID_POINTER_ID) { break; } mDisplacement.set(ev.getX(pointerIndex) - mDownPos.x, ev.getY(pointerIndex) - mDownPos.y);//记录移动点 if (mIsRtl) { mDisplacement.x = -mDisplacement.x; } // handle state and listener calls. if (mState != ScrollState.DRAGGING && shouldScrollStart(mDisplacement)) {//开始看看是否已经达到可以触发让处于DRAGGING setState(ScrollState.DRAGGING); } if (mState == ScrollState.DRAGGING) { reportDragging(ev);//如果已经处于DRAGGING,开始滑动,那就要调用reportDragging } mLastPos.set(ev.getX(pointerIndex), ev.getY(pointerIndex)); break; case MotionEvent.ACTION_CANCEL: case MotionEvent.ACTION_UP: // These are synthetic events and there is no need to update internal values. if (mState == ScrollState.DRAGGING) { setState(ScrollState.SETTLING);//抬起就变成完成状态 } mVelocityTracker.recycle(); mVelocityTracker = null; break; default: break; } return true; }
这里来看看重点方法setState:
private void setState(ScrollState newState) { if (newState == ScrollState.DRAGGING) {//设置为DRAGGING initializeDragging(); if (mState == ScrollState.IDLE) { reportDragStart(false /* recatch */);//调用reportDragStart } else if (mState == ScrollState.SETTLING) { reportDragStart(true /* recatch */); } } if (newState == ScrollState.SETTLING) { reportDragEnd();//Drag结束 } mState = newState; } private void reportDragStart(boolean recatch) { reportDragStartInternal(recatch); }
reportDragStartInternal实际是一个子类SingleAxisSwipeDetector实现的方法:
com/android/launcher3/touch/SingleAxisSwipeDetector.java
@Overrideprotected void reportDragStartInternal(boolean recatch) { mListener.onDragStart(!recatch);}
这里有调到了
com/android/launcher3/touch/AbstractStateChangeTouchController.java
@Override public void onDragStart(boolean start) { mStartState = mLauncher.getStateManager().getState(); mIsLogContainerSet = false; if (mCurrentAnimation == null) { mFromState = mStartState; mToState = null; cancelAnimationControllers(); reinitCurrentAnimation(false, mDetector.wasInitialTouchPositive());//开始初始化动画,这里面比较复杂,主要就是把Workspace的动画设置好 mDisplacementShift = 0; } else { mCurrentAnimation.pause(); mStartProgress = mCurrentAnimation.getProgressFraction(); mAtomicAnimAutoPlayInfo = null; if (mAtomicComponentsController != null) { mAtomicComponentsController.pause(); } } mCanBlockFling = mFromState == NORMAL; mFlingBlockCheck.unblockFling(); }
上面已经分析完成了DragStart情况,那么手指滑动过程中呢?
那就又要回到BaseSwipeDetector的onTouchEvent中的reportDragging
if (mState == ScrollState.DRAGGING) { reportDragging(ev); //如果已经处于DRAGGING,开始滑动,那就要调用reportDragging }
这里来看
private void reportDragging(MotionEvent event) { if (mDisplacement != mLastDisplacement) { if (DBG) { Log.d(TAG, String.format("onDrag disp=%s", mDisplacement)); } mLastDisplacement.set(mDisplacement); sTempPoint.set(mDisplacement.x - mSubtractDisplacement.x, mDisplacement.y - mSubtractDisplacement.y);//传递具体已经滑动的距离,最后会转换成progress reportDraggingInternal(sTempPoint, event); }}
这里有回到了 reportDraggingInternal(sTempPoint, event)方法又是调用SingleAxisSwipeDetector的
reportDraggingInternal:
@Override protected void reportDraggingInternal(PointF displacement, MotionEvent event) { mListener.onDrag(mDir.extractDirection(displacement), event); }
这里又调用到com/android/launcher3/touch/AbstractStateChangeTouchController.java
@Override public boolean onDrag(float displacement, MotionEvent ev) { if (!mIsLogContainerSet) { if (mStartState == ALL_APPS) { mStartContainerType = LauncherLogProto.ContainerType.ALLAPPS; } else if (mStartState == NORMAL) { mStartContainerType = getLogContainerTypeForNormalState(ev); } else if (mStartState == OVERVIEW) { mStartContainerType = LauncherLogProto.ContainerType.TASKSWITCHER; } mIsLogContainerSet = true; } return onDrag(displacement);//最后又会调用对应的重载方法onDrag } @Override public boolean onDrag(float displacement) { float deltaProgress = mProgressMultiplier * (displacement - mDisplacementShift); float progress = deltaProgress + mStartProgress; updateProgress(progress);//这里就是来更新进度的 boolean isDragTowardPositive = mSwipeDirection.isPositive( displacement - mDisplacementShift); if (progress <= 0) { if (reinitCurrentAnimation(false, isDragTowardPositive)) { mDisplacementShift = displacement; if (mCanBlockFling) { mFlingBlockCheck.blockFling(); } } } else if (progress >= 1) { if (reinitCurrentAnimation(true, isDragTowardPositive)) { mDisplacementShift = displacement; if (mCanBlockFling) { mFlingBlockCheck.blockFling(); } } } else { mFlingBlockCheck.onEvent(); } return true; } protected void updateProgress(float fraction) { mCurrentAnimation.setPlayFraction(fraction);//这里其实只是把mCurrentAnimation动画的setPlayFraction进行了设置 if (mAtomicComponentsController != null) { // Make sure we don't divide by 0, and have at least a small runway. float start = Math.min(mAtomicComponentsStartProgress, 0.9f); mAtomicComponentsController.setPlayFraction((fraction - start) / (1 - start)); } maybeUpdateAtomicAnim(mFromState, mToState, fraction); }
这里的mCurrentAnimation.setPlayFraction最后会调用到AnimatorPlaybackController的setPlayFraction方法
com/android/launcher3/anim/AnimatorPlaybackController.java
@Overridepublic void setPlayFraction(float fraction) { mCurrentFraction = fraction; // Let the animator report the progress but don't apply the progress to child // animations if it has been cancelled. if (mTargetCancelled) { return; } long playPos = clampDuration(fraction); for (ValueAnimator anim : mChildAnimations) { anim.setCurrentPlayTime(Math.min(playPos, anim.getDuration())); }}
这里面就会对这个mChildAnimations动画集合由前面onDragStart里面reinitCurrentAnimation进行设置的,集合里面包含了若干个一起动画,其中包含Workspace的移动动画,这里会进行遍历,然后设置动画时间就可以完成对WorkSpace。。
是不是感觉动很妙,如果我们写代码是不是肯定这个时候直接调用ui来设置View的一些属性
2、progress到的阈值后启动进入多任务的动画
之前分析updateProgress还有一个maybeUpdateAtomicAnim方法
private void maybeUpdateAtomicAnim(LauncherState fromState, LauncherState toState, float progress) { if (!goingBetweenNormalAndOverview(fromState, toState)) { return; } float threshold = toState == OVERVIEW ? ATOMIC_OVERVIEW_ANIM_THRESHOLD : 1f - ATOMIC_OVERVIEW_ANIM_THRESHOLD; boolean passedThreshold = progress >= threshold;//判断progress是否已经到了阈值进度了要求 if (passedThreshold != mPassedOverviewAtomicThreshold) {//到达进度 LauncherState atomicFromState = passedThreshold ? fromState: toState; LauncherState atomicToState = passedThreshold ? toState : fromState; mPassedOverviewAtomicThreshold = passedThreshold; if (mAtomicAnim != null) { mAtomicAnim.cancel(); } mAtomicAnim = createAtomicAnimForState(atomicFromState, atomicToState, ATOMIC_DURATION);//创建原子动画,从NORMAL --》OVERVIEW //省略部分 mAtomicAnim.start();//开启原子动画 mLauncher.getDragLayer().performHapticFeedback(HapticFeedbackConstants.VIRTUAL_KEY); } }