ViewRootImpl的performDraw过程

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ViewRootImpl充当的是View和window之间的纽带。在startActivity之后,经过与ActivityManagerService的IPC交互,会在ActivityThread的handleResumeActivity方法中执行到getWindow().addView,就是将根布局 Decor添加到window中以显示。getWindow会以WindowManagerGloble来执行addView方法,其中就会创建ViewRootImpl实例并调用其setView方法传入Decor布局,在setView中会执行到performTranvesals方法,这个方法是重点:

private void performTraversals() {    ......    performMeasure();    ......    performLayout();    ......    performDraw();    ......}

会依次执行Measure测量、Layout布局和Draw绘制。
接着来分析performDraw的执行路径:
ViewRootImpl.performDraw->ViewRootImpl.draw->ThreadedRenderer.draw->ThreadedRenderer.updateRootDisplayList->ThreadedRenderer.updateViewTreeDIsplayList->View.updateDisplayListIfDirty->PhoneWindow$DecorView.draw->View.draw->ViewGroup.dispatchDraw->ViewGroup.drawChild->View.draw
第一个跳跃的类是ThreadedRenderer,看名字就可以猜出类是用于绘制线程的,在ViewRootImpl.setView方法中会调用enableHardwareAcceleration(attars)方法:
public void setView(View view, WindowManager.LayoutParams attars, View panelParnetView) {    ......    if (mSUrfaceHolder == null) {         enableHardwareAcceleration(attrs);    }    ......}private void enableHardwareAcceleration(WindowManager.Layoutparams attars) {    ......    mAttachInfo.mHardwareRenderer = HardwareRenderer.create(mContext, translucent);    ......}

最后调用create方法创建HardwareRenderer实例:
static HardwareRenderer create(Context context, boolean translucent) {    HardwareRenderer renderer = null;    if (DisplayListCanvas.isAvailable()) {        renderer = new ThreadedRenderer(context, translucent);    }    return renderer;}

这里创建的是ThreadedRenderer(继承自HardwareRenderer),然后调用ThreadedRenderer的draw方法,再调其updateRootDisplayList方法,再调其updateViewTreeDisplayList方法,最后就调用其参数view(也就是DecorView)的updateDisplayListIfDirty方法,在这个方法里会调用View的draw(canvas)绘制方法,由于DecorView方法重写了draw方法,所以先执行DecorView的draw方法:
@Overridepublic void draw(Canvas canvas) {    super.draw(canvas);    if (mMenuBackground != null) {        mMenubackground.draw(canvas);    }}

方法开头就直接调用了父类(View)的draw(canvas)方法(这里需要说明,View有两个draw重载方法,所以下面提到draw方法都会带上不同的参数来区分):
/*使用所给的Canvas手动刷新view(和他所有的childrend)。在刷新之前,view必须做了完整的测量布局。创建view的时候如果需要自定义绘制就重写onDraw方法,否则直接调用super即可。public void draw(Canvas canvas) {    ......    //步骤1,绘制背景    int saveCount;    if (!dirtyOpaque) {        drawBackground(canvas);    }    //一般情况下会跳过步骤2和5    final int viewFlags = mViewFlags;    boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;    boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;    if (!verticalEdges && !horizontalEdges) {        //步骤3,绘制内容        if (!dirtyOpaque) onDraw(canvas);        //步骤4,绘制children        dispatchDraw(canvas);        //浮层是内容的一部分并绘制在前景之下        if (mOverlay != null && !mOverlay.isEmpty()) {            mOverlay.getOverlayView().dispatchDraw(canvas);        }        //步骤6,绘制装饰(前景,进度条)        onDrawForeground(canvas);        //自定义操作        reutrn;    }    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;    //步骤2,保存canvas图层    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 = mSrollCache;    final float fadeHeight = scrollabilityCache.fadingEdgeLength;    int length = (int) fadeHeight;    //如果顶部和底部的渐变层重叠导致很奇怪的显示,就去剪切    if (verticalEdges && (top + length > bottom - length)) {        length = (bottom - top) / 2;     }     //如果有需要的话,横向渐变也剪切     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 = getSolideColor();    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);    }    //步骤3,绘制内容    if (!dirtyOpaque) onDraw(canvas);    //步骤4, 绘制children    dispatchDraw(canvas);    //步骤5, 绘制渐变效果和重载图层    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 * 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);    //覆盖层是内容的一部分并且绘制在前景的下面    if (mOverlay != null && !mOverlay.isEmpty()) {        mOverlay.getOverlayView().dispatchDraw(canvas);    }    //步骤6, 绘制装饰(前景,进度条)    onDrawForeground(canvas);}

android源码已经对draw方法进行了说明:一般的绘制步骤:1.绘制背景 2.如果需要,保存canvas来为绘制渐变做准备 3.绘制view 的内容 4.绘制子childrend 5.如果需要,绘制边界渐变和重载图层 6.绘制装饰层(例如进度条)。
其中第3步和第4步分别调用了onDraw和dispatchDraw,onDraw也就是我们自定义View时重写的绘制接口;dispatchDraw在View中是一个空实现的方法,需要View的子类去实现;
protected void dispatchDraw(Canvas canvas) {    ......    more |= drawChild(canvas, child, drawingTime);    ......}

这里调用了ViewGroup的drawChild方法:
protected boolean drawChild(Canvas canvas, View child, long drawingTime) {    return child.draw(canvas, this, drawingTime);}

本来这里以后就已经不是DecorView的代码了,而是他的child View的方法,但是在调试时系统也把子view的draw(canvas, this, drawingTime)方法纳入第一调用层级,所以这里一起说一下:

boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {    ......    if (drawingWithRenderNode) {        renderNode = updateDisplayListIfDirty();        if (!renderNode.isValid()) {            renderNode = null;            drawingWIthRenderNode = false;        }    }    ......}

在这里调用了View的updateDisplayListIfDirty方法,这样就开始了新的一轮轮回:view.updateDisplayListIfDirty-->ViewGroup.dispatchDraw-->ViewGroup.drawChild-->新子View.draw(canvas, parent, drawingTime)----------->>>>
如此轮回,直到到达最后一个子View,在最后一个View的轮回中,view.updateDisplayListIfDirty方法里有一段代码要注意:

public RenderNode updateDisplayListIfDirty() {    ......    if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {        dispatchDraw(canvas);        if (mOverlay != null && !mOverlay.isEmpty()) {            mOverlay.getOverlayView().draw(canvas);        }    } else {        draw(canvas);    }    ......}

这里有个if判断,如果成立则调用View.dispatchDraw方法,否则调用View.draw(canvas)方法,这个就是终结轮回的节点。到达最后一个子View时判断就不成立,直接调用draw(canvas),而在draw方法中(看上面代码段),就会依次调用onDraw和dispatchDraw,此时View的dispatchDraw为空实现,代码不轮回,直接运行并返回,从而终结draw轮回。

总结一下:整个流程由DecorView开始,到最终子View结束。DecorView的draw(canvas)中依次执行onDraw和dispatchDraw,此时dispatchDraw有children可以分发,开始轮回................到最后一个子View时,其updateDisplayListIfDirty方法经过if判断不执行dispatchDraw而是执行draw(canvas),在他的draw里dispatchDraw没有children可用,所以继续运行并返回,结束轮回。

以一张调试图来展示一下整个流程:


C21598DB-BBFD-4F60-BE7C-2C9C173D74E6.png

==============================

分析一下View.updateDisplayListIfDirty方法中对执行dispatchDraw还是draw方法的判定条件


6383EFDF-A106-43B3-A4B4-41F7D033623F.png


判定条件是:mPrivateFlags & PFLAG_SKIP_DRAW == PFLAG_SKIP_DRAW;
翻译过来就是mPrivateFlags中包含PFLAG_SKIP_DRAW就执行dispatchDraw,不包含就执行draw(mPrivateFlags是View中当前起作用的所有Flags标识)。那PFLAG_SKIP_DRAW是在哪里设置的呢?
View中有个setFlags方法,这里就是设置PFLAG_SKIP_DRAW的地方。

void setFlags(int flags, int mask) {    ......    if ((changed & DRAW_MASK) != 0) {        ......        //表示将PFLAG_SKIP_DRAW放入mPrivateFlags中        mPrivateFlags |= PFLAG_SKIP_DRAW;        ......        requestlayout();        invalidate(true);    }    ......}

简单的解释就是:如果是View则不设置PFLAG_SKIP_DRAW,如果是ViewGroup就设置。这也符合上面的if分析。那setFlags是什么时候调用的呢?
在ViewGroup初始化的时候,会调用构造函数:

public ViewGroup(Context context, AttributeSet attrs............) {    super(context, attrs.....);    initViewGroup();    initFromAttributes(context, attrs.....);}

在ViewGroup的构造函数里会调用initViewGroup方法:

private void initViewGroup() {    if (!debugDraw()) {        setFlags(WILL_NOT_DRAW, DRAW_MASK);    }    ......}

这里就调用到了setFlags并传递参数(WILL_NOT_DRAW, DRAW_MASK),这也正好符合setFlags中if的判断条件。
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