http://blog.youkuaiyun.com/qinjuning
invalidate()函数的主要作用是请求View树进行重绘,该函数可以由应用程序调用,或者由系统函数间接调用,例如setEnable(), setSelected(), setVisiblity()都会间接调用到invalidate()来请求View树重绘,更新View树的显示。
注:requestLayout()和requestFocus()函数也会引起视图重绘
下面我们通过源码来了解invalidate()函数的工作原理,首先我们来看View类中invalidate()的实现过程:
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/**
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* Invalidate the whole view. If the view is visible,
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* [url=mailto:{@link]{@link[/url] #onDraw(android.graphics.Canvas)} will be called at some point in
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* the future. This must be called from a UI thread. To call from a non-UI thread,
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* call [url=mailto:{@link]{@link[/url] #postInvalidate()}.
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*/
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public void invalidate() {
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invalidate(true);
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}
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invalidate()函数会转而调用invalidate(true),继续往下看:
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/**
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* This is where the invalidate() work actually happens. A full invalidate()
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* causes the drawing cache to be invalidated, but this function can be called with
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* invalidateCache set to false to skip that invalidation step for cases that do not
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* need it (for example, a component that remains at the same dimensions with the same
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* content).
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*
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* @param invalidateCache Whether the drawing cache for this view should be invalidated as
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* well. This is usually true for a full invalidate, but may be set to false if the
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* View's contents or dimensions have not changed.
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*/
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void invalidate(boolean invalidateCache) {
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if (ViewDebug.TRACE_HIERARCHY) {
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ViewDebug.trace(this, ViewDebug.HierarchyTraceType.INVALIDATE);
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}
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if (skipInvalidate()) {
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return;
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}
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if ((mPrivateFlags & (DRAWN | HAS_BOUNDS)) == (DRAWN | HAS_BOUNDS) ||
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(invalidateCache && (mPrivateFlags & DRAWING_CACHE_VALID) == DRAWING_CACHE_VALID) ||
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(mPrivateFlags & INVALIDATED) != INVALIDATED || isOpaque() != mLastIsOpaque) {
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mLastIsOpaque = isOpaque();
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mPrivateFlags &= ~DRAWN;
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mPrivateFlags |= DIRTY;
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if (invalidateCache) {
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mPrivateFlags |= INVALIDATED;
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mPrivateFlags &= ~DRAWING_CACHE_VALID;
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}
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final AttachInfo ai = mAttachInfo;
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final ViewParent p = mParent;
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//noinspection PointlessBooleanExpression,ConstantConditions
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if (!HardwareRenderer.RENDER_DIRTY_REGIONS) {
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if (p != null && ai != null && ai.mHardwareAccelerated) {
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// fast-track for GL-enabled applications; just invalidate the whole hierarchy
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// with a null dirty rect, which tells the ViewAncestor to redraw everything
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p.invalidateChild(this, null);
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return;
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}
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}
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if (p != null && ai != null) {
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final Rect r = ai.mTmpInvalRect;
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r.set(0, 0, mRight - mLeft, mBottom - mTop);
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// Don't call invalidate -- we don't want to internally scroll
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// our own bounds
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p.invalidateChild(this, r);
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}
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}
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}
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下面我们来具体进行分析invalidate(true)函数的执行流程:
1、首先调用skipInvalidate(),该函数主要判断该View是否不需要重绘,如果不许要重绘则直接返回,不需要重绘的条件是该View不可见并且未进行动画
2、接下来的if语句是来进一步判断View是否需要绘制,其中表达式 (mPrivateFlags & (DRAWN | HAS_BOUNDS)) == (DRAWN | HAS_BOUNDS)的意思指的是如果View需要重绘并且其大小不为0,其余几个本人也未完全理解,还望高手指点~~如果需要重绘,则处理相关标志位
3、对于开启硬件加速的应用程序,则调用父视图的invalidateChild函数绘制整个区域,否则只绘制dirty区域(r变量所指的区域),这是一个向上回溯的过程,每一层的父View都将自己的显示区域与传入的刷新Rect做交集。
接下来看invalidateChild()的 实现过程:
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public final void invalidateChild(View child, final Rect dirty) {
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if (ViewDebug.TRACE_HIERARCHY) {
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ViewDebug.trace(this, ViewDebug.HierarchyTraceType.INVALIDATE_CHILD);
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}
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ViewParent parent = this;
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final AttachInfo attachInfo = mAttachInfo;
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if (attachInfo != null) {
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// If the child is drawing an animation, we want to copy this flag onto
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// ourselves and the parent to make sure the invalidate request goes
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// through
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final boolean drawAnimation = (child.mPrivateFlags & DRAW_ANIMATION) == DRAW_ANIMATION;
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if (dirty == null) {
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if (child.mLayerType != LAYER_TYPE_NONE) {
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mPrivateFlags |= INVALIDATED;
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mPrivateFlags &= ~DRAWING_CACHE_VALID;
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child.mLocalDirtyRect.setEmpty();
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}
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do {
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View view = null;
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if (parent instanceof View) {
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view = (View) parent;
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if (view.mLayerType != LAYER_TYPE_NONE) {
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view.mLocalDirtyRect.setEmpty();
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if (view.getParent() instanceof View) {
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final View grandParent = (View) view.getParent();
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grandParent.mPrivateFlags |= INVALIDATED;
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grandParent.mPrivateFlags &= ~DRAWING_CACHE_VALID;
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}
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}
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if ((view.mPrivateFlags & DIRTY_MASK) != 0) {
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// already marked dirty - we're done
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break;
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}
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}
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if (drawAnimation) {
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if (view != null) {
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view.mPrivateFlags |= DRAW_ANIMATION;
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} else if (parent instanceof ViewRootImpl) {
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((ViewRootImpl) parent).mIsAnimating = true;
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}
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}
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if (parent instanceof ViewRootImpl) {
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((ViewRootImpl) parent).invalidate();
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parent = null;
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} else if (view != null) {
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if ((view.mPrivateFlags & DRAWN) == DRAWN ||
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(view.mPrivateFlags & DRAWING_CACHE_VALID) == DRAWING_CACHE_VALID) {
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view.mPrivateFlags &= ~DRAWING_CACHE_VALID;
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view.mPrivateFlags |= DIRTY;
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parent = view.mParent;
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} else {
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parent = null;
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}
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}
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} while (parent != null);
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} else {
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// Check whether the child that requests the invalidate is fully opaque
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final boolean isOpaque = child.isOpaque() && !drawAnimation &&
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child.getAnimation() == null;
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// Mark the child as dirty, using the appropriate flag
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// Make sure we do not set both flags at the same time
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int opaqueFlag = isOpaque ? DIRTY_OPAQUE : DIRTY;
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if (child.mLayerType != LAYER_TYPE_NONE) {
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mPrivateFlags |= INVALIDATED;
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mPrivateFlags &= ~DRAWING_CACHE_VALID;
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child.mLocalDirtyRect.union(dirty);
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}
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final int[] location = attachInfo.mInvalidateChildLocation;
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location[CHILD_LEFT_INDEX] = child.mLeft;
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location[CHILD_TOP_INDEX] = child.mTop;
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Matrix childMatrix = child.getMatrix();
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if (!childMatrix.isIdentity()) {
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RectF boundingRect = attachInfo.mTmpTransformRect;
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boundingRect.set(dirty);
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//boundingRect.inset(-0.5f, -0.5f);
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childMatrix.mapRect(boundingRect);
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dirty.set((int) (boundingRect.left - 0.5f),
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(int) (boundingRect.top - 0.5f),
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(int) (boundingRect.right + 0.5f),
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(int) (boundingRect.bottom + 0.5f));
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}
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do {
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View view = null;
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if (parent instanceof View) {
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view = (View) parent;
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if (view.mLayerType != LAYER_TYPE_NONE &&
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view.getParent() instanceof View) {
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final View grandParent = (View) view.getParent();
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grandParent.mPrivateFlags |= INVALIDATED;
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grandParent.mPrivateFlags &= ~DRAWING_CACHE_VALID;
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}
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}
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if (drawAnimation) {
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if (view != null) {
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view.mPrivateFlags |= DRAW_ANIMATION;
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} else if (parent instanceof ViewRootImpl) {
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((ViewRootImpl) parent).mIsAnimating = true;
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}
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}
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// If the parent is dirty opaque or not dirty, mark it dirty with the opaque
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// flag coming from the child that initiated the invalidate
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if (view != null) {
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if ((view.mViewFlags & FADING_EDGE_MASK) != 0 &&
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view.getSolidColor() == 0) {
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opaqueFlag = DIRTY;
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}
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if ((view.mPrivateFlags & DIRTY_MASK) != DIRTY) {
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view.mPrivateFlags = (view.mPrivateFlags & ~DIRTY_MASK) | opaqueFlag;
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}
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}
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parent = parent.invalidateChildInParent(location, dirty);
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if (view != null) {
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// Account for transform on current parent
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Matrix m = view.getMatrix();
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if (!m.isIdentity()) {
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RectF boundingRect = attachInfo.mTmpTransformRect;
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boundingRect.set(dirty);
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m.mapRect(boundingRect);
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dirty.set((int) boundingRect.left, (int) boundingRect.top,
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(int) (boundingRect.right + 0.5f),
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(int) (boundingRect.bottom + 0.5f));
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}
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}
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} while (parent != null);
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}
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}
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}
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大概流程如下,我们主要关注dirty区域不是null(非硬件加速)的情况:
1、判断子视图是否是不透明的(不透明的条件是isOpaque()返回true,视图未进行动画以及child.getAnimation() == null),并将判断结果保存到变量isOpaque中,如果不透明则将变量opaqueFlag设置为DIRTY_OPAQUE,否则设置为DIRTY。
2、定义location保存子视图的左上角坐标
3、如果子视图正在动画,那么父视图也要添加动画标志,如果父视图是ViewGroup,那么给mPrivateFlags添加DRAW_ANIMATION标识,如果父视图是ViewRoot,则给其内部变量mIsAnimating赋值为true
4、设置dirty标识,如果子视图是不透明的,则父视图设置为DIRTY_OPAQUE,否则设置为DIRTY
5、调用parent.invalidateChildInparent(),这里的parent有可能是ViewGroup,也有可能是ViewRoot(最后一次while循环),首先来看ViewGroup, ViewGroup中该函数的主要作用是对dirty区域进行计算
以上过程的主体是一个do{}while{}循环,不断的将子视图的dirty区域与父视图做运算来确定最终要重绘的dirty区域,最终循环到ViewRoot(ViewRoot的parent为null)为止,并将dirty区域保存到ViewRoot的mDirty变量中
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/**
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* Don't call or override this method. It is used for the implementation of
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* the view hierarchy.
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*
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* This implementation returns null if this ViewGroup does not have a parent,
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* if this ViewGroup is already fully invalidated or if the dirty rectangle
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* does not intersect with this ViewGroup's bounds.
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*/
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public ViewParent invalidateChildInParent(final int[] location, final Rect dirty) {
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if (ViewDebug.TRACE_HIERARCHY) {
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ViewDebug.trace(this, ViewDebug.HierarchyTraceType.INVALIDATE_CHILD_IN_PARENT);
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}
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if ((mPrivateFlags & DRAWN) == DRAWN ||
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(mPrivateFlags & DRAWING_CACHE_VALID) == DRAWING_CACHE_VALID) {
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if ((mGroupFlags & (FLAG_OPTIMIZE_INVALIDATE | FLAG_ANIMATION_DONE)) !=
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FLAG_OPTIMIZE_INVALIDATE) {
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dirty.offset(location[CHILD_LEFT_INDEX] - mScrollX,
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location[CHILD_TOP_INDEX] - mScrollY);
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final int left = mLeft;
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final int top = mTop;
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if ((mGroupFlags & FLAG_CLIP_CHILDREN) != FLAG_CLIP_CHILDREN ||
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dirty.intersect(0, 0, mRight - left, mBottom - top) ||
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(mPrivateFlags & DRAW_ANIMATION) == DRAW_ANIMATION) {
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mPrivateFlags &= ~DRAWING_CACHE_VALID;
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location[CHILD_LEFT_INDEX] = left;
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location[CHILD_TOP_INDEX] = top;
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if (mLayerType != LAYER_TYPE_NONE) {
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mLocalDirtyRect.union(dirty);
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}
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return mParent;
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}
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} else {
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mPrivateFlags &= ~DRAWN & ~DRAWING_CACHE_VALID;
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location[CHILD_LEFT_INDEX] = mLeft;
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location[CHILD_TOP_INDEX] = mTop;
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if ((mGroupFlags & FLAG_CLIP_CHILDREN) == FLAG_CLIP_CHILDREN) {
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dirty.set(0, 0, mRight - mLeft, mBottom - mTop);
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} else {
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// in case the dirty rect extends outside the bounds of this container
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dirty.union(0, 0, mRight - mLeft, mBottom - mTop);
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}
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if (mLayerType != LAYER_TYPE_NONE) {
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mLocalDirtyRect.union(dirty);
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}
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return mParent;
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}
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}
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return null;
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}
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该函数首先调用offset将子视图的坐标位置转换为在父视图(当前视图)的显示位置,这里主要考虑scroll后导致子视图在父视图中的显示区域会发生变化,接着调用union函数求得当前视图与子视图的交集,求得的交集必定是小于dirty的范围,因为子视图的dirty区域有可能超出其父视图(当前视图)的范围,最后返回当前视图的父视图。
再来看ViewRoot中invalidateChildInparent的执行过程:
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public ViewParent invalidateChildInParent(final int[] location, final Rect dirty) {
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invalidateChild(null, dirty);
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return null;
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}
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该函数仅仅调用了ViewRoot的invalidateChild,下面继续看invalidateChild的源码:
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public void invalidateChild(View child, Rect dirty) {
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checkThread();
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if (DEBUG_DRAW) Log.v(TAG, "Invalidate child: " + dirty);
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if (dirty == null) {
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// Fast invalidation for GL-enabled applications; GL must redraw everything
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invalidate();
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return;
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}
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if (mCurScrollY != 0 || mTranslator != null) {
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mTempRect.set(dirty);
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dirty = mTempRect;
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if (mCurScrollY != 0) {
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dirty.offset(0, -mCurScrollY);
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}
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if (mTranslator != null) {
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mTranslator.translateRectInAppWindowToScreen(dirty);
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}
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if (mAttachInfo.mScalingRequired) {
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dirty.inset(-1, -1);
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}
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}
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if (!mDirty.isEmpty() && !mDirty.contains(dirty)) {
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mAttachInfo.mSetIgnoreDirtyState = true;
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mAttachInfo.mIgnoreDirtyState = true;
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}
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mDirty.union(dirty);
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if (!mWillDrawSoon) {
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scheduleTraversals();
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}
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}
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具体分析如下: 1、判断此次调用是否在UI线程中进行
2、将dirty的坐标位置转换为ViewRoot的屏幕显示区域
3、更新mDirty变量,并调用scheduleTraversals发起重绘请求
至此一次invalidate()就结束了
总结:invalidate主要给需要重绘的视图添加DIRTY标记,并通过和父视图的矩形运算求得真正需要绘制的区域,并保存在ViewRoot中的mDirty变量中,最后调用scheduleTraversals发起重绘请求,scheduleTraversals会发送一个异步消息,最终调用performTraversals()执行重绘,performTraversals()的具体过程以后再分析。
原文链接:http://blog.youkuaiyun.com/zjmdp/article/details/7713209