从上一章对UiDevice的学习,可以看出几乎所有的操作都离不开 UiAutomationBridge。重新看一下UIDevice的构造方法:
private UiDevice(Instrumentation instrumentation) {
mInstrumentation = instrumentation;
UiAutomation uiAutomation = instrumentation.getUiAutomation();
mUiAutomationBridge = new InstrumentationUiAutomatorBridge(
instrumentation.getContext(), uiAutomation);
// Enable multi-window support for API level 21 and up
if (UiDevice.API_LEVEL_ACTUAL >= Build.VERSION_CODES.LOLLIPOP) {
// Subscribe to window information
AccessibilityServiceInfo info = uiAutomation.getServiceInfo();
info.flags |= AccessibilityServiceInfo.FLAG_RETRIEVE_INTERACTIVE_WINDOWS;
uiAutomation.setServiceInfo(info);
}
}
UiAutomationBridge 是一个抽象类。我们先看UiDevice的构造函数中,UiAutomatorBridge的实现类InstrumentationUiAutomatorBridge。这个类比较简单复写了getRotation和isScreenOn方法。接下来我们看一下这个抽象类的构造方法:
UiAutomatorBridge(UiAutomation uiAutomation) {
mUiAutomation = uiAutomation;
mInteractionController = new InteractionController(this);
mQueryController = new QueryController(this);
}
在这里初始化了 InteractionController和 QueryController这两个类的对象。在学习UiDevice的时候应该还记得,几乎所有的操作都是通过这两个类来完成的。这里是UiDevice里的pressHome方法:
/**
* Simulates a short press on the HOME button.
* @return true if successful, else return false
* @since API Level 16
*/
public boolean pressHome() {
Tracer.trace();
waitForIdle();
return getAutomatorBridge().getInteractionController().sendKeyAndWaitForEvent(
KeyEvent.KEYCODE_HOME, 0, AccessibilityEvent.TYPE_WINDOW_CONTENT_CHANGED,
KEY_PRESS_EVENT_TIMEOUT);
}
通过这个方法可以看到,这个InteractionController可以向系统注入事件。那接下来就来看看这个InteractionController到底是怎么向系统注入事件的。还是从构造方法看起:
public InteractionController(UiAutomatorBridge bridge) {
mUiAutomatorBridge = bridge;
}
这个InteractionController持有UiAutomatorBridge的引用。并且在这个类中定义了很多模拟用户的操作方法如,sendKeyAndWaitForEvent, touchDown,touchUp,swipe等,例如uiDevcie里用到的sendKeyAndWaitForEvent。
1 /**
2 * Send keys and blocks until the first specified accessibility event.
3 *
4 * Most key presses will cause some UI change to occur. If the device is busy, this will
5 * block until the device begins to process the key press at which point the call returns
6 * and normal wait for idle processing may begin. If no events are detected for the
7 * timeout period specified, the call will return anyway with false.
8 *
9 * @param keyCode
10 * @param metaState
11 * @param eventType
12 * @param timeout
13 * @return true if events is received, otherwise false.
14 */
15 public boolean sendKeyAndWaitForEvent(final int keyCode, final int metaState,
16 final int eventType, long timeout) {
17 Runnable command = new Runnable() {
18 @Override
19 public void run() {
20 final long eventTime = SystemClock.uptimeMillis();
21 KeyEvent downEvent = new KeyEvent(eventTime, eventTime, KeyEvent.ACTION_DOWN,
22 keyCode, 0, metaState, KeyCharacterMap.VIRTUAL_KEYBOARD, 0, 0,
23 InputDevice.SOURCE_KEYBOARD);
24 if (injectEventSync(downEvent)) {
25 KeyEvent upEvent = new KeyEvent(eventTime, eventTime, KeyEvent.ACTION_UP,
26 keyCode, 0, metaState, KeyCharacterMap.VIRTUAL_KEYBOARD, 0, 0,
27 InputDevice.SOURCE_KEYBOARD);
28 injectEventSync(upEvent);
29 }
30 }
31 };
32 return runAndWaitForEvents(command, new WaitForAnyEventPredicate(eventType), timeout)
33 != null;
34 }
Line17,定义一个Runnable对象,Runnable只是一个接口,它里面只有一个run()方法,没有start()方法,所以该对象无法启动线程,必须依托其他类来启动这个线程。
在这个run方法中,定义了一个KeyEvent事件,KeyEnvet对象是android.view.*包下的类,用于报告键和按钮事件。每次按键是通过一系列按键事件来描述的。按键操作以ACTION_DOWN按键事件开始。如果密钥被保持足够长的时间以至于可以重复,则在初始按下后会出现其他具有ACTION_DOWN和getRepeatCount()非零值的密钥事件。最后一个按键事件是用于按键启动的ACTION_UP。如果取消按键,则按键事件将设置FLAG_CANCELED标志。
这个run方法里还有一个if判断条件injectEventSync,通过这个方法名就可以看出这是用来判断同步注入事件是否成功,在injectEventSync方法中,它调用了mUiAutomatorBridge.injectInputEvent(event, true);而mUiAutomatorBridge这个类的injectInputEvent方法里,是调用的mUiAutomation.injectInputEvent(event, sync);而mUiAutomation是Android SDK中 android.app.UiAutomation这个类的对象,我们回过头来看各个函数的构造函数发现,这个UiAutomation来自于UiDevice:
UiAutomation uiAutomation = instrumentation.getUiAutomation();
来看一下这个类中定义的injectInputEvent事件:
/**
* A method for injecting an arbitrary input event.
* <p>
* <strong>Note:</strong> It is caller's responsibility to recycle the event.
* </p>
* @param event The event to inject.
* @param sync Whether to inject the event synchronously.
* @return Whether event injection succeeded.
*/
public boolean injectInputEvent(InputEvent event, boolean sync) {
synchronized (mLock) {
throwIfNotConnectedLocked();
}
try {
if (DEBUG) {
Log.i(LOG_TAG, "Injecting: " + event + " sync: " + sync);
}
// Calling out without a lock held.
return mUiAutomationConnection.injectInputEvent(event, sync);
} catch (RemoteException re) {
Log.e(LOG_TAG, "Error while injecting input event!", re);
}
return false;
}
看来这里也不是真正做事件注入的地方,mUiAutomationConnection是一个接口对象,这个对象是在UiAutomaton构造函数里初始化的。看他的实现类UiAutomationConnection中的injectInputEvent方法。
@Override
public boolean injectInputEvent(InputEvent event, boolean sync) {
synchronized (mLock) {
throwIfCalledByNotTrustedUidLocked();
throwIfShutdownLocked();
throwIfNotConnectedLocked();
}
final int mode = (sync) ? InputManager.INJECT_INPUT_EVENT_MODE_WAIT_FOR_FINISH
: InputManager.INJECT_INPUT_EVENT_MODE_ASYNC;
final long identity = Binder.clearCallingIdentity();
try {
return mWindowManager.injectInputAfterTransactionsApplied(event, mode);
} catch (RemoteException e) {
} finally {
Binder.restoreCallingIdentity(identity);
}
return false;
}
private final IWindowManager mWindowManager = IWindowManager.Stub.asInterface(
ServiceManager.getService(Service.WINDOW_SERVICE));
package android.os;
public final class ServiceManager {
public static IBinder getService(String name) {
try {
IBinder service = sCache.get(name);
if (service != null) {
return service;
} else {
return getIServiceManager().getService(name);
}
} catch (RemoteException e) {
Log.e(TAG, "error in getService", e);
}
return null;
}
}
从这里可以看出mWindowManager是一个IBinder对象,通过这个对象调用openSession打开一个Session,实现IPC通信。看一下
WindowManagerService里的
injectInputAfterTransactionsApplied方法:
1 @Override
2 public boolean injectInputAfterTransactionsApplied(InputEvent ev, int mode) {
3 boolean isDown;
4 boolean isUp;
5
6 if (ev instanceof KeyEvent) {
7 KeyEvent keyEvent = (KeyEvent) ev;
8 isDown = keyEvent.getAction() == KeyEvent.ACTION_DOWN;
9 isUp = keyEvent.getAction() == KeyEvent.ACTION_UP;
10 } else {
11 MotionEvent motionEvent = (MotionEvent) ev;
12 isDown = motionEvent.getAction() == MotionEvent.ACTION_DOWN;
13 isUp = motionEvent.getAction() == MotionEvent.ACTION_UP;
14 }
15 final boolean isMouseEvent = ev.getSource() == InputDevice.SOURCE_MOUSE;
16
17 // For ACTION_DOWN, syncInputTransactions before injecting input.
18 // For all mouse events, also sync before injecting.
19 // For ACTION_UP, sync after injecting.
20 if (isDown || isMouseEvent) {
21 syncInputTransactions();
22 }
23 final boolean result =
24 LocalServices.getService(InputManagerInternal.class).injectInputEvent(ev, mode);
25 if (isUp) {
26 syncInputTransactions();
27 }
28 return result;
29 }
syncInputTransactions()这个方法是同步系统注入事件的事物,对于action up事件是在注入之后同步,其他的事件是在事件注入之前同步。 我们主要看一下事件注入.
LocalServices 的getService方法,返回一个实现了InputManagerInternal类型的Service, InputManagerInternal是一个抽象类,而injectInputEvent也是一个抽象方法。
那接下来我们就看一下这个InputManger类型的service。这是一个系统的服务 SystemService。
1 /**
2 * Injects an input event into the event system on behalf of an application.
3 * The synchronization mode determines whether the method blocks while waiting for
4 * input injection to proceed.
5 * <p>
6 * Requires {@link android.Manifest.permission.INJECT_EVENTS} to inject into
7 * windows that are owned by other applications.
8 * </p><p>
9 * Make sure you correctly set the event time and input source of the event
10 * before calling this method.
11 * </p>
12 *
13 * @param event The event to inject.
14 * @param mode The synchronization mode. One of:
15 * {@link #INJECT_INPUT_EVENT_MODE_ASYNC},
16 * {@link #INJECT_INPUT_EVENT_MODE_WAIT_FOR_RESULT}, or
17 * {@link #INJECT_INPUT_EVENT_MODE_WAIT_FOR_FINISH}.
18 * @return True if input event injection succeeded.
19 *
20 * @hide
21 */
22 @UnsupportedAppUsage
23 public boolean injectInputEvent(InputEvent event, int mode) {
24 if (event == null) {
25 throw new IllegalArgumentException("event must not be null");
26 }
27 if (mode != INJECT_INPUT_EVENT_MODE_ASYNC
28 && mode != INJECT_INPUT_EVENT_MODE_WAIT_FOR_FINISH
29 && mode != INJECT_INPUT_EVENT_MODE_WAIT_FOR_RESULT) {
30 throw new IllegalArgumentException("mode is invalid");
31 }
32 try {
33 return mIm.injectInputEvent(event, mode);
34 } catch (RemoteException ex) {
35 throw ex.rethrowFromSystemServer();
36 }
37 }
Line33,调用的是IInputManager.aidl里的injectInputEvent,通过进程之间的通信,实现了系统的事件注入。到此事件注入的流程分析完毕,先到此为止。再想深入研究就是Native层的逻辑了。