View的draw过程
2016-06-12 15:50
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View的Draw相比就比较简单了,它的作用是将View绘制到屏幕上面。View的绘制过程遵循如下几步。
1)绘制背景,通过background.draw方法。
2)绘制自己,通过onDraw方法
3)绘制子元素,dispatchDraw方法
4)绘制装饰,通过onDrawDScrollBars方法
可以通过源码来验证一下:
View的绘制过程的传递是通过dispatchDraw来实现的,dispatchDraw会遍历调用所有子元素的draw方法,如此draw事件就一层一层传递下去了。
实际上View的onDraw,dispatchDraw都没有实现,交给子类去实现。原因很简单,具体的绘制过程和具体的内容有关,所以交给子类去实现。
下面以LinearLayout为例分析,它的onDraw方法如下:
drawDividersVertical方法的大致流程如下,其核心代码主要是for循环中的代码,它会遍历每一个子元素,但是这里并没有真正绘制,因为LinearLayout属于ViewGroup,真正的绘制在于其子元素,LinearLayout只是简单实现了一下分割线的处理而已。
下面看一下ViewGroup的dispatchDraw方法,dispatchDraw()内部for循环调用drawChild()分别绘制每一个子视图,而drawChild()内部又会调用draw()函数完成子视图的内部绘制工作。
@Override
protected void dispatchDraw(Canvas canvas) {
final int count = mChildrenCount;
final View[] children = mChildren;
int flags = mGroupFlags;
<span style="white-space:pre"> </span>
if ((flags & FLAG_RUN_ANIMATION) != 0 && canAnimate()) {
final boolean cache = (mGroupFlags & FLAG_ANIMATION_CACHE) == FLAG_ANIMATION_CACHE;
final boolean buildCache = !isHardwareAccelerated();
for (int i = 0; i < count; i++) {
final View child = children[i];
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE) {
final LayoutParams params = child.getLayoutParams();
attachLayoutAnimationParameters(child, params, i, count);
bindLayoutAnimation(child);
if (cache) {
child.setDrawingCacheEnabled(true);
if (buildCache) {
child.buildDrawingCache(true);
}
}
}
}
final LayoutAnimationController controller = mLayoutAnimationController;
if (controller.willOverlap()) {
mGroupFlags |= FLAG_OPTIMIZE_INVALIDATE;
}
controller.start();
mGroupFlags &= ~FLAG_RUN_ANIMATION;
mGroupFlags &= ~FLAG_ANIMATION_DONE;
if (cache) {
mGroupFlags |= FLAG_CHILDREN_DRAWN_WITH_CACHE;
}
if (mAnimationListener != null) {
mAnimationListener.onAnimationStart(controller.getAnimation());
}
}
int saveCount = 0;
final boolean clipToPadding = (flags & CLIP_TO_PADDING_MASK) == CLIP_TO_PADDING_MASK;
if (clipToPadding) {
saveCount = canvas.save();
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 ((flags & FLAG_USE_CHILD_DRAWING_ORDER) == 0) {
for (int i = 0; i < count; i++) {
final View child = children[i];
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
more |= drawChild(canvas, child, drawingTime);
}
}
} else {
for (int i = 0; i < count; i++) {
final View child = children[getChildDrawingOrder(count, i)];
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
more |= drawChild(canvas, child, drawingTime);
}
}
}
// 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 (debugDraw()) {
onDebugDraw(canvas);
}
if (clipToPadding) {
canvas.restoreToCount(saveCount);
}
// 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() {
public void run() {
notifyAnimationListener();
}
};
post(end);
}
}
drawChild的源码如下,仅仅是调用子元素的draw方法而已:
protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
return child.draw(canvas, this, drawingTime);
}
1)绘制背景,通过background.draw方法。
2)绘制自己,通过onDraw方法
3)绘制子元素,dispatchDraw方法
4)绘制装饰,通过onDrawDScrollBars方法
可以通过源码来验证一下:
public void draw(Canvas canvas) { if (mClipBounds != null) { canvas.clipRect(mClipBounds); } 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) { final Drawable background = mBackground; if (background != null) { final int scrollX = mScrollX; final int scrollY = mScrollY; if (mBackgroundSizeChanged) { background.setBounds(0, 0, mRight - mLeft, mBottom - mTop); mBackgroundSizeChanged = false; } if ((scrollX | scrollY) == 0) { background.draw(canvas); } else { canvas.translate(scrollX, scrollY); background.draw(canvas); canvas.translate(-scrollX, -scrollY); } } } // 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); // Step 6, draw decorations (scrollbars) onDrawScrollBars(canvas); if (mOverlay != null && !mOverlay.isEmpty()) { mOverlay.getOverlayView().dispatchDraw(canvas); } // we're done... return; }从源码中的注释就可以看得出来,step1-step5的一个过程。
View的绘制过程的传递是通过dispatchDraw来实现的,dispatchDraw会遍历调用所有子元素的draw方法,如此draw事件就一层一层传递下去了。
实际上View的onDraw,dispatchDraw都没有实现,交给子类去实现。原因很简单,具体的绘制过程和具体的内容有关,所以交给子类去实现。
/** * Implement this to do your drawing. * * @param canvas the canvas on which the background will be drawn */ protected void onDraw(Canvas canvas) { }
protected void dispatchDraw(Canvas canvas) { }
下面以LinearLayout为例分析,它的onDraw方法如下:
@Override protected void onDraw(Canvas canvas) { if (mDivider == null) { return; } if (mOrientation == VERTICAL) { drawDividersVertical(canvas); } else { drawDividersHorizontal(canvas); } }分为水平和垂直两个方向。以drawDividersVertical为例。drawDividersVertical的源码如下:
void drawDividersVertical(Canvas canvas) { final int count = getVirtualChildCount(); for (int i = 0; i < count; i++) { final View child = getVirtualChildAt(i); if (child != null && child.getVisibility() != GONE) { if (hasDividerBeforeChildAt(i)) { final LayoutParams lp = (LayoutParams) child.getLayoutParams(); final int top = child.getTop() - lp.topMargin - mDividerHeight; drawHorizontalDivider(canvas, top); } } } if (hasDividerBeforeChildAt(count)) { final View child = getVirtualChildAt(count - 1); int bottom = 0; if (child == null) { bottom = getHeight() - getPaddingBottom() - mDividerHeight; } else { final LayoutParams lp = (LayoutParams) child.getLayoutParams(); bottom = child.getBottom() + lp.bottomMargin; } drawHorizontalDivider(canvas, bottom); } }
drawDividersVertical方法的大致流程如下,其核心代码主要是for循环中的代码,它会遍历每一个子元素,但是这里并没有真正绘制,因为LinearLayout属于ViewGroup,真正的绘制在于其子元素,LinearLayout只是简单实现了一下分割线的处理而已。
下面看一下ViewGroup的dispatchDraw方法,dispatchDraw()内部for循环调用drawChild()分别绘制每一个子视图,而drawChild()内部又会调用draw()函数完成子视图的内部绘制工作。
@Override
protected void dispatchDraw(Canvas canvas) {
final int count = mChildrenCount;
final View[] children = mChildren;
int flags = mGroupFlags;
<span style="white-space:pre"> </span>
if ((flags & FLAG_RUN_ANIMATION) != 0 && canAnimate()) {
final boolean cache = (mGroupFlags & FLAG_ANIMATION_CACHE) == FLAG_ANIMATION_CACHE;
final boolean buildCache = !isHardwareAccelerated();
for (int i = 0; i < count; i++) {
final View child = children[i];
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE) {
final LayoutParams params = child.getLayoutParams();
attachLayoutAnimationParameters(child, params, i, count);
bindLayoutAnimation(child);
if (cache) {
child.setDrawingCacheEnabled(true);
if (buildCache) {
child.buildDrawingCache(true);
}
}
}
}
final LayoutAnimationController controller = mLayoutAnimationController;
if (controller.willOverlap()) {
mGroupFlags |= FLAG_OPTIMIZE_INVALIDATE;
}
controller.start();
mGroupFlags &= ~FLAG_RUN_ANIMATION;
mGroupFlags &= ~FLAG_ANIMATION_DONE;
if (cache) {
mGroupFlags |= FLAG_CHILDREN_DRAWN_WITH_CACHE;
}
if (mAnimationListener != null) {
mAnimationListener.onAnimationStart(controller.getAnimation());
}
}
int saveCount = 0;
final boolean clipToPadding = (flags & CLIP_TO_PADDING_MASK) == CLIP_TO_PADDING_MASK;
if (clipToPadding) {
saveCount = canvas.save();
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 ((flags & FLAG_USE_CHILD_DRAWING_ORDER) == 0) {
for (int i = 0; i < count; i++) {
final View child = children[i];
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
more |= drawChild(canvas, child, drawingTime);
}
}
} else {
for (int i = 0; i < count; i++) {
final View child = children[getChildDrawingOrder(count, i)];
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
more |= drawChild(canvas, child, drawingTime);
}
}
}
// 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 (debugDraw()) {
onDebugDraw(canvas);
}
if (clipToPadding) {
canvas.restoreToCount(saveCount);
}
// 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() {
public void run() {
notifyAnimationListener();
}
};
post(end);
}
}
drawChild的源码如下,仅仅是调用子元素的draw方法而已:
protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
return child.draw(canvas, this, drawingTime);
}
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