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Draw drawing process of UI drawing process
2022-07-01 18:05:00 【Manong Xiaofeng】
Preface
From the previous articles , We can know ui Measurement and layout of , So this time, , Let's first focus on our ui How it was drawn . So here we first need to understand the specific drawing process and ,paint and Canvas The role played in this process
Drawing process
In the previous course, we all mentioned in performTraversals One of them called performMeasure,performLayout,performDraw So we don't pay attention to the first two now , Now focus on draw What are you doing , So we see ViewRootImpl. performDraw See how he completes the specific drawing in performTraversals It's like this
// Remember if we must report the next draw.
if ((relayoutResult & WindowManagerGlobal.RELAYOUT_RES_FIRST_TIME) != 0) {
reportNextDraw();
}
boolean cancelDraw = mAttachInfo.mTreeObserver.dispatchOnPreDraw() || !isViewVisible;
if (!cancelDraw && !newSurface) {
if (mPendingTransitions != null && mPendingTransitions.size() > 0) {
for (int i = 0; i < mPendingTransitions.size(); ++i) {
mPendingTransitions.get(i).startChangingAnimations();
}
mPendingTransitions.clear();
}
performDraw();
} else {
if (isViewVisible) {
// Try again
scheduleTraversals();
} else if (mPendingTransitions != null && mPendingTransitions.size() > 0) {
for (int i = 0; i < mPendingTransitions.size(); ++i) {
mPendingTransitions.get(i).endChangingAnimations();
}
mPendingTransitions.clear();
}
}
mIsInTraversal = false;
Here we can see a key point is in isViewVisible = true( That is to say view In the display state , There will be a launch here scheduleTraversals, therefore , That's why our onMeasure The reason why it will be called twice ). Then enter the performDraw Let's find out what he did
private void performDraw() {
if (mAttachInfo.mDisplayState == Display.STATE_OFF && !mReportNextDraw) {
return;
} else if (mView == null) {
return;
}
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);
}
// For whatever reason we didn't create a HardwareRenderer, end any
// hardware animations that are now dangling
if (mAttachInfo.mPendingAnimatingRenderNodes != null) {
final int count = mAttachInfo.mPendingAnimatingRenderNodes.size();
for (int i = 0; i < count; i++) {
mAttachInfo.mPendingAnimatingRenderNodes.get(i).endAllAnimators();
}
mAttachInfo.mPendingAnimatingRenderNodes.clear();
}
if (mReportNextDraw) {
mReportNextDraw = false;
// if we're using multi-thread renderer, wait for the window frame draws
if (mWindowDrawCountDown != null) {
try {
mWindowDrawCountDown.await();
} catch (InterruptedException e) {
Log.e(mTag, "Window redraw count down interruped!");
}
mWindowDrawCountDown = null;
}
if (mAttachInfo.mThreadedRenderer != null) {
mAttachInfo.mThreadedRenderer.fence();
mAttachInfo.mThreadedRenderer.setStopped(mStopped);
}
if (LOCAL_LOGV) {
Log.v(mTag, "FINISHED DRAWING: " + mWindowAttributes.getTitle());
}
if (mSurfaceHolder != null && mSurface.isValid()) {
SurfaceCallbackHelper sch = new SurfaceCallbackHelper(this::postDrawFinished);
SurfaceHolder.Callback callbacks[] = mSurfaceHolder.getCallbacks();
sch.dispatchSurfaceRedrawNeededAsync(mSurfaceHolder, callbacks);
} else {
pendingDrawFinished();
}
}
}
Here you will see the call draw Method and this parameter is defined by mFullRedrawNeeded Get member variables , Its purpose is to determine whether the whole view needs to be redrawn , If you are drawing a view for the first time , So obviously you should draw all the views , If for some reason , Caused the view to redraw , Then there is no need to draw all the views
private void draw(boolean fullRedrawNeeded) {
Surface surface = mSurface;
if (!surface.isValid()) {
return;
}
if (DEBUG_FPS) {
trackFPS();
}
if (!sFirstDrawComplete) {
synchronized (sFirstDrawHandlers) {
sFirstDrawComplete = true;
final int count = sFirstDrawHandlers.size();
for (int i = 0; i< count; i++) {
mHandler.post(sFirstDrawHandlers.get(i));
}
}
}
scrollToRectOrFocus(null, false);
if (mAttachInfo.mViewScrollChanged) {
mAttachInfo.mViewScrollChanged = false;
mAttachInfo.mTreeObserver.dispatchOnScrollChanged();
}
boolean animating = mScroller != null && mScroller.computeScrollOffset();
final int curScrollY;
if (animating) {
curScrollY = mScroller.getCurrY();
} else {
curScrollY = mScrollY;
}
if (mCurScrollY != curScrollY) {
mCurScrollY = curScrollY;
fullRedrawNeeded = true;
if (mView instanceof RootViewSurfaceTaker) {
((RootViewSurfaceTaker) mView).onRootViewScrollYChanged(mCurScrollY);
}
}
final float appScale = mAttachInfo.mApplicationScale;
final boolean scalingRequired = mAttachInfo.mScalingRequired;
int resizeAlpha = 0;
// obtain mDirty, This value indicates the area to be redrawn , It's the first positioning we did before
final Rect dirty = mDirty;
if (mSurfaceHolder != null) {
// The app owns the surface, we won't draw.
dirty.setEmpty();
if (animating && mScroller != null) {
mScroller.abortAnimation();
}
return;
}
// If fullRedrawNeeded It's true , Then put dirty The area is set to the entire screen , Indicates that the entire view needs to be drawn
// First drawing process , All views need to be drawn
if (fullRedrawNeeded) {
mAttachInfo.mIgnoreDirtyState = true;
dirty.set(0, 0, (int) (mWidth * appScale + 0.5f), (int) (mHeight * appScale + 0.5f));
}
if (DEBUG_ORIENTATION || DEBUG_DRAW) {
Log.v(mTag, "Draw " + mView + "/"
+ mWindowAttributes.getTitle()
+ ": dirty={" + dirty.left + "," + dirty.top
+ "," + dirty.right + "," + dirty.bottom + "} surface="
+ surface + " surface.isValid()=" + surface.isValid() + ", appScale:" +
appScale + ", width=" + mWidth + ", height=" + mHeight);
}
mAttachInfo.mTreeObserver.dispatchOnDraw();
int xOffset = -mCanvasOffsetX;
int yOffset = -mCanvasOffsetY + curScrollY;
final WindowManager.LayoutParams params = mWindowAttributes;
final Rect surfaceInsets = params != null ? params.surfaceInsets : null;
if (surfaceInsets != null) {
xOffset -= surfaceInsets.left;
yOffset -= surfaceInsets.top;
// Offset dirty rect for surface insets.
dirty.offset(surfaceInsets.left, surfaceInsets.right);
}
boolean accessibilityFocusDirty = false;
final Drawable drawable = mAttachInfo.mAccessibilityFocusDrawable;
if (drawable != null) {
final Rect bounds = mAttachInfo.mTmpInvalRect;
final boolean hasFocus = getAccessibilityFocusedRect(bounds);
if (!hasFocus) {
bounds.setEmpty();
}
if (!bounds.equals(drawable.getBounds())) {
accessibilityFocusDirty = true;
}
}
mAttachInfo.mDrawingTime =
mChoreographer.getFrameTimeNanos() / TimeUtils.NANOS_PER_MS;
if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
if (mAttachInfo.mThreadedRenderer != null && mAttachInfo.mThreadedRenderer.isEnabled()) {
// If accessibility focus moved, always invalidate the root.
boolean invalidateRoot = accessibilityFocusDirty || mInvalidateRootRequested;
mInvalidateRootRequested = false;
// Draw with hardware renderer.
mIsAnimating = false;
if (mHardwareYOffset != yOffset || mHardwareXOffset != xOffset) {
mHardwareYOffset = yOffset;
mHardwareXOffset = xOffset;
invalidateRoot = true;
}
if (invalidateRoot) {
mAttachInfo.mThreadedRenderer.invalidateRoot();
}
dirty.setEmpty();
// Stage the content drawn size now. It will be transferred to the renderer
// shortly before the draw commands get send to the renderer.
final boolean updated = updateContentDrawBounds();
if (mReportNextDraw) {
// report next draw overrides setStopped()
// This value is re-sync'd to the value of mStopped
// in the handling of mReportNextDraw post-draw.
mAttachInfo.mThreadedRenderer.setStopped(false);
}
if (updated) {
requestDrawWindow();
}
mAttachInfo.mThreadedRenderer.draw(mView, mAttachInfo, this);
} else {
// If we get here with a disabled & requested hardware renderer, something went
// wrong (an invalidate posted right before we destroyed the hardware surface
// for instance) so we should just bail out. Locking the surface with software
// rendering at this point would lock it forever and prevent hardware renderer
// from doing its job when it comes back.
// Before we request a new frame we must however attempt to reinitiliaze the
// hardware renderer if it's in requested state. This would happen after an
// eglTerminate() for instance.
if (mAttachInfo.mThreadedRenderer != null &&
!mAttachInfo.mThreadedRenderer.isEnabled() &&
mAttachInfo.mThreadedRenderer.isRequested()) {
try {
mAttachInfo.mThreadedRenderer.initializeIfNeeded(
mWidth, mHeight, mAttachInfo, mSurface, surfaceInsets);
} catch (OutOfResourcesException e) {
handleOutOfResourcesException(e);
return;
}
mFullRedrawNeeded = true;
scheduleTraversals();
return;
}
if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
return;
}
}
}
if (animating) {
mFullRedrawNeeded = true;
scheduleTraversals();
}
}
The first is to get mDirty value , Here is the information of the area to be redrawn ,. Then according to fullRedrawNeeded To determine whether it is necessary to reset dirty Area , Finally called. ViewRootImpl#drawSoftware Method ,
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;
// lock canvas Area , from dirty Regional decision
canvas = mSurface.lockCanvas(dirty);
// The dirty rectangle can be modified by Surface.lockCanvas()( This huge area is locked and modified )
//noinspection ConstantConditions( No check for constant conditions )
if (left != dirty.left || top != dirty.top || right != dirty.right
|| bottom != dirty.bottom) {
attachInfo.mIgnoreDirtyState = true;
}
// TODO: Do this in native ( Set the density locally )
canvas.setDensity(mDensity);
} catch (Surface.OutOfResourcesException e) {
handleOutOfResourcesException(e);
return false;
} catch (IllegalArgumentException e) {
Log.e(mTag, "Could not lock surface", e);
// Don't assume this is due to out of memory, it could be
// something else, and if it is something else then we could
// kill stuff (or ourself) for no reason.
mLayoutRequested = true; // ask wm for a new surface next time.
return false;
}
try {
if (DEBUG_ORIENTATION || DEBUG_DRAW) {
Log.v(mTag, "Surface " + surface + " drawing to bitmap w="
+ canvas.getWidth() + ", h=" + canvas.getHeight());
//canvas.drawARGB(255, 255, 0, 0);
}
// If this bitmap's format includes an alpha channel, we
// need to clear it before drawing so that the child will
// properly re-composite its drawing on a transparent
// background. This automatically respects the clip/dirty region
// or
// If we are applying an offset, we need to clear the area
// where the offset doesn't appear to avoid having garbage
// left in the blank areas.
For the above translation is :
If the bitmap format contains alpha passageway , We
Need to clear it before painting , So that child controls can regroup the transparent background on their drawings
This will automatically associate the clip area .
or
If we apply for offset , We need to clear this area .
Avoid garbage without offsets
Stay in the blank area .
if (!canvas.isOpaque() || yoff != 0 || xoff != 0) {
canvas.drawColor(0, PorterDuff.Mode.CLEAR);
}
dirty.setEmpty();
mIsAnimating = false;
mView.mPrivateFlags |= View.PFLAG_DRAWN;
if (DEBUG_DRAW) {
Context cxt = mView.getContext();
Log.i(mTag, "Drawing: package:" + cxt.getPackageName() +
", metrics=" + cxt.getResources().getDisplayMetrics() +
", compatibilityInfo=" + cxt.getResources().getCompatibilityInfo());
}
try {
canvas.translate(-xoff, -yoff);
if (mTranslator != null) {
mTranslator.translateCanvas(canvas);
}
canvas.setScreenDensity(scalingRequired ? mNoncompatDensity : 0);
attachInfo.mSetIgnoreDirtyState = false;
mView.draw(canvas);
drawAccessibilityFocusedDrawableIfNeeded(canvas);
} finally {
if (!attachInfo.mSetIgnoreDirtyState) {
// Only clear the flag if it was not set during the mView.draw() call
attachInfo.mIgnoreDirtyState = false;
}
}
} finally {
try {
surface.unlockCanvasAndPost(canvas);
} catch (IllegalArgumentException e) {
Log.e(mTag, "Could not unlock surface", e);
mLayoutRequested = true; // ask wm for a new surface next time.
//noinspection ReturnInsideFinallyBlock
return false;
}
if (LOCAL_LOGV) {
Log.v(mTag, "Surface " + surface + " unlockCanvasAndPost");
}
}
return true;
}
It can be seen that , First, instantiate Canvas object , Then lock the canvas Region , from dirty Regional decision , Then on canvas Make a series of attribute assignments , Finally called. mView.draw(canvas) Method , Well, I've talked about here before mView It's ours DectorView So it's from DectorView Start drawing at the top So everything before is to prepare a drawing board to draw specifically mView.draw among , Here, put the drawing board into , Now it's time to officially start drawing the process .
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( Drawing traversal must perform several drawing steps ) * in the appropriate order:( In the following order ) * * 1. Draw the background( Painting background ) * 2. If necessary, save the canvas' layers to prepare for fading( When necessary, , Save the layers of the canvas to prepare the gradient .) * 3. Draw view's content( Draw view content ) * 4. Draw children( Picturesque seed view) * 5. If necessary, draw the fading edges and restore layers( if necessary , Draw gradient edges and restore layers ) * 6. Draw decorations (scrollbars for instance)( Draw decorations ( For example, scroll bar )) */
// 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);
drawAutofilledHighlight(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);
// Step 7, draw the default focus highlight
drawDefaultFocusHighlight(canvas);
if (debugDraw()) {
debugDrawFocus(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) */
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;
// Step 2, save the canvas' layers
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);
}
// Step 3, draw the content
if (!dirtyOpaque) onDraw(canvas);
// Step 4, draw the children
dispatchDraw(canvas);
// Step 5, draw the fade effect and restore layers
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);
drawAutofilledHighlight(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);
if (debugDraw()) {
debugDrawFocus(canvas);
}
}
You can see ,draw The process is complicated , But the logic is clear , And the official notes clearly show how each step is done . Let's start with the marker bit at the beginning dirtyOpaque, The function of this marker bit is to determine the current View Is it transparent , If View It's transparent , So according to the following logic, we can see , There will be no steps , Like drawing a background 、 Drawing content, etc . It's easy to understand , Because a View Since it's transparent , Then there's no need to draw it . Then there are six steps of the drawing process , Here is a summary of the six steps , And then I'll expand it .
The six steps of drawing the process :
- Yes View Draw against the background of
- Save the current layer information
- draw View The content of
- Yes View The son of View Drawing ( If there are children View)
- draw View The faded edge of , Similar to shadow effect
- draw View The decoration of
1. Painting background
private void drawBackground(Canvas canvas) {
//mBackground Is that the View Background parameters for , For example, the background color here, we don't explore where it comes from
final Drawable background = mBackground;
if (background == null) {
return;
}
// according to View Four layout parameters are used to determine the boundary of the background
setBackgroundBounds();
// Attempt to use a display list if requested.
if (canvas.isHardwareAccelerated() && mAttachInfo != null
&& mAttachInfo.mThreadedRenderer != null) {
mBackgroundRenderNode = getDrawableRenderNode(background, mBackgroundRenderNode);
final RenderNode renderNode = mBackgroundRenderNode;
if (renderNode != null && renderNode.isValid()) {
setBackgroundRenderNodeProperties(renderNode);
((DisplayListCanvas) canvas).drawRenderNode(renderNode);
return;
}
}
// Get current View Of mScrollX and mScrollY value
final int scrollX = mScrollX;
final int scrollY = mScrollY;
// If it's worth it , Then redraw after offset
if ((scrollX | scrollY) == 0) {
background.draw(canvas);
} else {
// Offset position
canvas.translate(scrollX, scrollY);
background.draw(canvas);
canvas.translate(-scrollX, -scrollY);
}
}
void setBackgroundBounds() {
if (mBackgroundSizeChanged && mBackground != null) {
// Set the four parameters of the background
mBackground.setBounds(0, 0, mRight - mLeft, mBottom - mTop);
mBackgroundSizeChanged = false;
rebuildOutline();
}
}
2. The second step is to save the gradient image and the fifth step is to restore the gradient image , No explanation today . Skip for now , We'll talk about it later Canvas In detail , So here you see the third step calling onDraw,View This method is an empty implementation , This is the same as the previous onMeasure and onLayout Because it's different View There are different contents , This needs to be realized by ourselves , That is, when customizing View Override this method to implement
3. In step 4 dispatchDraw(canvas); among , In this way, we will find that he is iterating all the time view, Here our door is to ViewGroup For example ( This method is the same , It's Youzi View rewrite )
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);
}
}
The source code is very long , Here is a brief introduction , It mainly traverses all the sub View, Each child View They all called. drawChild This method , We found this way
protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
return child.draw(canvas, this, drawingTime);
}
Here we start calling the sub view Of draw, Also start traversing down . So at this time , In fact, it is the same as the measurement and layout in front of our door , The father gets all the child controls and starts traversing , Call the child control and let the child control call its own draw Start drawing yourself . The logic is clear , The drawing area is set first , And then use it canvas Drawing .
summary
that , up to now ,View The drawing process of is also described
I'm explaining this UI The main purpose of drawing the process is to analyze the principle from the source code , technological process , Know what we can do through the process , When we develop custom controls , Because the flow of his top-level source code , principle , Get what role we can play in this system .
From the previous articles , We can understand , Final , Actually, measurement , Layout , And drawing these three processes are finally called to onMeasure,onLayout,onDraw Let the control do it by itself , It's just that the system components help us to achieve the desired effect according to their own rules , Then our karma is also based on order , principle , To impose their own business , Complete the custom control you want .
So here UI The drawing process has come to an end for the time being , About how graphics are presented in our door UI On , And how we make some beautiful special effects actually depends on Paint Components and Canvas, So please look forward to the next …
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