View 繪製體系知識梳理(5) 繪製過程之 Draw 詳解

1、繪製的起點 - performTraversals

和測量、佈局的過程相似,繪製的起點也是從performTraversals開始的:canvas

private void performTraversals() {
    ......
    final Rect dirty = mDirty;
    ......
    canvas = mSurface.lockCanvas(dirty);
    ......
    mView.draw(canvas);
    ......
}
複製代碼

2、繪製的關鍵方法:draw(Canvas canvas) onDraw(Canvas canvas) dispatchDraw()

和繪製過程的前兩個階段不一樣的是,與draw過程相關的函數,不只有drawonDraw還有一個dispatchDraw,下面咱們分析一下這幾個函數在ViewViewGroup中的定義bash

  • View
  • 首先是draw(Canvas)方法,它是public的,咱們經過註釋能夠看到它最多會執行6步操做,分別是:繪製背景、保存canvas,繪製View自己內容,繪製子View,恢復canvas,繪製裝飾類(如滾動條)。其中第2、五步不是必要的。 對於整個繪製事件的分發,咱們須要關注的是第3、四步:調用onDraw(Canvas)繪製View自己的的內容,調用dispatchDraw(Canvas)繪製子View,也就是咱們上面說的其它兩個方法。
@CallSuper
    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; } /* * 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);

        // 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);
    }
複製代碼
  • onDraw(Canvas canvas)方法是一個空實現,由於繪製應當由具體的控件來實現。
  • 因爲單純的View來講,它沒有子View,所以dispatchDraw方法也是一個空實現。
  • ViewGroup
  • 沒有重寫draw(Canvas canvas)方法。
  • 沒有重寫onDraw(Canvas canvas)方法。
  • 因爲ViewGroup要負責將繪製的消息通知子View,因此它重寫了dispatchDraw方法,並在裏面調用drawChild一級級把繪製的消息傳遞下去。
protected void dispatchDraw(Canvas canvas) {
       //....
       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 ? getChildDrawingOrder(childrenCount, i) : i;
           final View child = (preorderedList == null)
                   ? children[childIndex] : preorderedList.get(childIndex);
           if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
               more |= drawChild(canvas, child, drawingTime);
           }
       }
       //...
}
protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
       return child.draw(canvas, this, drawingTime);
}
複製代碼

經過分析View/ViewGroup的這三個方法的定義,那麼整個由DecorView到個葉節點View的繪製過程就很清楚了:app

  • 首先調用了mViewdraw方法,以前咱們分析過它其實就是類型爲FrameLayoutDecorView,因爲FrameLayoutViewGroup都沒有重寫draw方法,它實際上是調用了View當中的draw執行前面分析過的那些步驟,首先是調用本身的onDraw方法來繪製本身,而後調用ViewGroupdispatchDraw來繪製子View,最終會調用到這些子Viewdraw方法。
  • 當第一步的這些子Viewdraw方法被調用時,都會先執行它的onDraw方法,這個你們都是同樣的,可是注意到對於每一個具體的子View,因爲dispatchDraw方法決定了事件是否會被分發,因此咱們會有如下幾種狀況:
  • 繼承於ViewGroup的控件,可是沒有下一級子View,雖然ViewGroup重寫了dispatchDraw方法,可是此時childCount==0,所以drawChild不會被調用,整個傳遞過程終止。
  • 繼承於View的控件,此時dispatchDraw方法是一個空實現,所以不會繼續傳遞下去。
  • 繼承於ViewGroup的控件,而且有子View,因爲ViewGroup重寫了dispatchDraw方法,所以會繼續調用子Viewdraw方法傳遞下去。

3、小結

對於這三個關鍵的方法,簡單的總結一下它們的做用:less

  • draw:做爲整個父容器和子View之間繪製事件傳遞的紐帶。
  • onDraw:負責View自己的具體繪製。
  • dispatchDraw:負責將繪製分發給下一級的子View
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