深入浅析Android中View的绘制流程

发布时间:2020-11-23 17:10:53 作者:Leah
来源:亿速云 阅读:212

深入浅析Android中View的绘制流程?很多新手对此不是很清楚,为了帮助大家解决这个难题,下面小编将为大家详细讲解,有这方面需求的人可以来学习下,希望你能有所收获。

从performDraw说起

三大工作流程始于ViewRootImpl#performTraversals,在这个方法内部会分别调用performMeasure,performLayout,performDraw三个方法来分别完成测量,布局,绘制流程。那么我们现在先从performDraw方法看起,ViewRootImpl#performDraw:

private void performDraw() {
 //...
 final boolean fullRedrawNeeded = mFullRedrawNeeded;
 try {
  draw(fullRedrawNeeded);
 } finally {
  mIsDrawing = false;
  Trace.traceEnd(Trace.TRACE_TAG_VIEW);
 }

 //省略...
}

里面又调用了ViewRootImpl#draw方法,并传递了fullRedrawNeeded参数,而该参数由mFullRedrawNeeded成员变量获取,它的作用是判断是否需要重新绘制全部视图,如果是第一次绘制视图,那么显然应该绘制所以的视图,如果由于某些原因,导致了视图重绘,那么就没有必要绘制所有视图。我们来看看ViewRootImpl#draw:

private void draw(boolean fullRedrawNeeded) {
 ...
 //获取mDirty,该值表示需要重绘的区域
 final Rect dirty = mDirty;
 if (mSurfaceHolder != null) {
  // The app owns the surface, we won't draw.
  dirty.setEmpty();
  if (animating) {
   if (mScroller != null) {
    mScroller.abortAnimation();
   }
   disposeResizeBuffer();
  }
  return;
 }

 //如果fullRedrawNeeded为真,则把dirty区域置为整个屏幕,表示整个视图都需要绘制
 //第一次绘制流程,需要绘制所有视图
 if (fullRedrawNeeded) {
  mAttachInfo.mIgnoreDirtyState = true;
  dirty.set(0, 0, (int) (mWidth * appScale + 0.5f), (int) (mHeight * appScale + 0.5f));
 }

 //省略...

 if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
    return;
  }
}

这里省略了一部分代码,我们只看关键代码,首先是先获取了mDirty值,该值保存了需要重绘的区域的信息,关于视图重绘,后面会有文章专门叙述,这里先熟悉一下。接着根据fullRedrawNeeded来判断是否需要重置dirty区域,最后调用了ViewRootImpl#drawSoftware方法,并把相关参数传递进去,包括dirty区域,我们接着看该方法的源码:

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;

  //锁定canvas区域,由dirty区域决定
  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;
  }

  canvas.setDensity(mDensity);
 }

 try {

  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;

  try {
   canvas.translate(-xoff, -yoff);
   if (mTranslator != null) {
    mTranslator.translateCanvas(canvas);
   }
   canvas.setScreenDensity(scalingRequired ? mNoncompatDensity : 0);
   attachInfo.mSetIgnoreDirtyState = false;

   //正式开始绘制
   mView.draw(canvas);

  }
 } 
 return true;
}

可以看书,首先是实例化了Canvas对象,然后锁定该canvas的区域,由dirty区域决定,接着对canvas进行一系列的属性赋值,最后调用了mView.draw(canvas)方法,前面分析过,mView就是DecorView,也就是说从DecorView开始绘制,前面所做的一切工作都是准备工作,而现在则是正式开始绘制流程。

View的绘制

由于ViewGroup没有重写draw方法,因此所有的View都是调用View#draw方法,因此,我们直接看它的源码:

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);

  // 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;
 }
 ...
}

可以看到,draw过程比较复杂,但是逻辑十分清晰,而官方注释也清楚地说明了每一步的做法。我们首先来看一开始的标记位dirtyOpaque,该标记位的作用是判断当前View是否是透明的,如果View是透明的,那么根据下面的逻辑可以看出,将不会执行一些步骤,比如绘制背景、绘制内容等。这样很容易理解,因为一个View既然是透明的,那就没必要绘制它了。接着是绘制流程的六个步骤,这里先小结这六个步骤分别是什么,然后再展开来讲。

绘制流程的六个步骤:
1、对View的背景进行绘制
2、保存当前的图层信息(可跳过)
3、绘制View的内容
4、对View的子View进行绘制(如果有子View)
5、绘制View的褪色的边缘,类似于阴影效果(可跳过)
6、绘制View的装饰(例如:滚动条)
其中第2步和第5步是可以跳过的,我们这里不做分析,我们重点来分析其它步骤。

Skip 1:绘制背景

这里调用了View#drawBackground方法,我们看它的源码:

private void drawBackground(Canvas canvas) {

 //mBackground是该View的背景参数,比如背景颜色
 final Drawable background = mBackground;
 if (background == null) {
  return;
 }

 //根据View四个布局参数来确定背景的边界
 setBackgroundBounds();

 ...

 //获取当前View的mScrollX和mScrollY值
 final int scrollX = mScrollX;
 final int scrollY = mScrollY;
 if ((scrollX | scrollY) == 0) {
  background.draw(canvas);
 } else {
  //如果scrollX和scrollY有值,则对canvas的坐标进行偏移,再绘制背景
  canvas.translate(scrollX, scrollY);
  background.draw(canvas);
  canvas.translate(-scrollX, -scrollY);
 }
}

可以看出,这里考虑到了view的偏移参数,scrollX和scrollY,绘制背景在偏移后的view中绘制。

Skip 3:绘制内容

这里调用了View#onDraw方法,View中该方法是一个空实现,因为不同的View有着不同的内容,这需要我们自己去实现,即在自定义View中重写该方法来实现。

Skip 4: 绘制子View

如果当前的View是一个ViewGroup类型,那么就需要绘制它的子View,这里调用了dispatchDraw,而View中该方法是空实现,实际是ViewGroup重写了这个方法,那么我们来看看,ViewGroup#dispatchDraw:

protected void dispatchDraw(Canvas canvas) {
 boolean usingRenderNodeProperties = canvas.isRecordingFor(mRenderNode);
 final int childrenCount = mChildrenCount;
 final View[] children = mChildren;
 int flags = mGroupFlags;

 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;
   }
  }
  int childIndex = customOrder &#63; getChildDrawingOrder(childrenCount, i) : i;
  final View child = (preorderedList == null)
    &#63; children[childIndex] : preorderedList.get(childIndex);
  if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
   more |= drawChild(canvas, child, drawingTime);
  }
 }
 //省略...

}

源码很长,这里简单说明一下,里面主要遍历了所以子View,每个子View都调用了drawChild这个方法,我们找到这个方法,ViewGroup#drawChild:

protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
  return child.draw(canvas, this, drawingTime);
}

可以看出,这里调用了View的draw方法,但这个方法并不是上面所说的,因为参数不同,我们来看看这个方法,View#draw:

boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {

 //省略...

 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);
   }
  }
 } else if (cache != null) {
  mPrivateFlags &= ~PFLAG_DIRTY_MASK;
  if (layerType == LAYER_TYPE_NONE) {
   // 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();
   mLayerPaint.setAlpha((int) (alpha * layerPaintAlpha));
   canvas.drawBitmap(cache, 0.0f, 0.0f, mLayerPaint);
   mLayerPaint.setAlpha(layerPaintAlpha);
  }
 }

}

我们主要来看核心部分,首先判断是否已经有缓存,即之前是否已经绘制过一次了,如果没有,则会调用draw(canvas)方法,开始正常的绘制,即上面所说的六个步骤,否则利用缓存来显示。
这一步也可以归纳为ViewGroup绘制过程,它对子View进行了绘制,而子View又会调用自身的draw方法来绘制自身,这样不断遍历子View及子View的不断对自身的绘制,从而使得View树完成绘制。

Skip 6 绘制装饰

所谓的绘制装饰,就是指View除了背景、内容、子View的其余部分,例如滚动条等,我们看View#onDrawForeground:

public void onDrawForeground(Canvas canvas) {
 onDrawScrollIndicators(canvas);
 onDrawScrollBars(canvas);

 final Drawable foreground = mForegroundInfo != null &#63; mForegroundInfo.mDrawable : null;
 if (foreground != null) {
  if (mForegroundInfo.mBoundsChanged) {
   mForegroundInfo.mBoundsChanged = false;
   final Rect selfBounds = mForegroundInfo.mSelfBounds;
   final Rect overlayBounds = mForegroundInfo.mOverlayBounds;

   if (mForegroundInfo.mInsidePadding) {
    selfBounds.set(0, 0, getWidth(), getHeight());
   } else {
    selfBounds.set(getPaddingLeft(), getPaddingTop(),
      getWidth() - getPaddingRight(), getHeight() - getPaddingBottom());
   }

   final int ld = getLayoutDirection();
   Gravity.apply(mForegroundInfo.mGravity, foreground.getIntrinsicWidth(),
     foreground.getIntrinsicHeight(), selfBounds, overlayBounds, ld);
   foreground.setBounds(overlayBounds);
  }

  foreground.draw(canvas);
 }
}

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