各位看官们大家好,上一回中咱们说的是Android中自定义View之Draw的例子,这一回咱们继续说该例子。闲话休提,言归正转。让我们一起Talk Android吧!
看官们,我们在一回中想介绍ViewGroup的Draw流程,但是却因为没有找到draw()
函数和onDraw()
函数而不了了之,这一回中,我们将从其它地方着手,继续分析ViewGroup的Draw流程。
好了现在回到正题,我们从View类的draw()
函数着手,从源代码中找到突破点,具体为下面的代码:
// Step 4, draw the children
dispatchDraw(canvas);
接着查看该函数的源代码,却发现它是一个空函数,那么肯定在子类中重写了它,于是我们又回到ViewGroup类中,查找该函数,庆幸的是,我们不但找到了它,而且还发现它被重写了,看来我们的推测是正确的,下面是它的源代码:
@Override
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 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;
final boolean clipToPadding = (flags & CLIP_TO_PADDING_MASK) == CLIP_TO_PADDING_MASK;
if (clipToPadding) {
clipSaveCount = canvas.save(Canvas.CLIP_SAVE_FLAG);
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();
final int transientCount = mTransientIndices == null ? 0 : mTransientIndices.size();
int transientIndex = transientCount != 0 ? 0 : -1;
// 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++) {
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;
}
}
final int childIndex = getAndVerifyPreorderedIndex(childrenCount, i, customOrder);
final View child = getAndVerifyPreorderedView(preorderedList, children, childIndex);
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
more |= drawChild(canvas, child, drawingTime);
}
}
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();
// 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() {
@Override
public void run() {
notifyAnimationListener();
}
};
post(end);
}
}
源代码比较多,不过核心功能是通过drawChild()
函数实现的,接下来我们看看该函数的源代码:
protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
return child.draw(canvas, this, drawingTime);
}
从源代码中可以看出,它回调了View中的draw()
函数,而且是View中专门用来绘制ViewGroup对象的函数,这个函数,我们前面章回中介绍过,相信大家还有印象。
绕了这么一圈,大家可能觉得有点乱,那么我们对ViewGroup的Draw流程做一个总结:
doTraversal()->performTraversals()->performDraw()->draw(1)->dispatchDraw()->draw(3)->draw(1)->onDraw().
该流程中前三个函数都在ViewRootImpl.java文件中,第四个函数draw(1)
在View类中,这里的1表示它有1个参数,而第五个函数dispatchDraw()
在View类中,不过它是个空函数,真正调用的是ViewGoup类中的dispatchDraw()
函数。第六个函数draw(3)
又回到了View类中,这里的3表示它有3个参数。第七个函数draw(1)
也在View类中。最后一个函数onDraw()
在哪里取决于它代表的类,如果它代表的类是某个具体的控件(LinearLayout),那么就在该控件所属的类中。
各位看官,关于Androd中自定义View之Draw的例子咱们就介绍到这里,欲知后面还有什么例子,且听下回分解!