View的measure()方法是final的,因此我们无法在子类中去重写这个方法,在该方法内部会调用onMeasure()方法。所以我们自定义view时,要重写也是重写onMeasure方法。同理,layout、draw也是final的,我们根据需要重写onLayout和onDraw方法即可。
1、measure过程
measure过程要分成两种情况来看:
- 1、如果只是一个view,那么直接调用其measure方法即可完成测量;
- 2、如果是一个ViewGroup,除了完成自己的测量外,还会遍历调用所有子view的measure方法;
首先看第一种情况,也就是View的情况。
1.1、 View的Measure过程
View的measure()方法是final的,我们无法在子类中去重写这个方法,在该方法内部会调用onMeasure()方法,如果自定义时需要,可以重写此方法, 源码如下所示:
// (frameworks\base\core\java\android\view\View.java)
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
setMeasuredDimension(getDefaultSize(getSuggestedMinimumWidth(), widthMeasureSpec),
getDefaultSize(getSuggestedMinimumHeight(), heightMeasureSpec));
}
上述代码很简洁,就是给view设置宽高,都是通过getDefaultSize方法设置的:
public static int getDefaultSize(int size, int measureSpec) {
int result = size;
int specMode = MeasureSpec.getMode(measureSpec);
int specSize = MeasureSpec.getSize(measureSpec);
switch (specMode) {
case MeasureSpec.UNSPECIFIED:
result = size;
break;
case MeasureSpec.AT_MOST:
case MeasureSpec.EXACTLY:
result = specSize;
break;
}
return result;
}
逻辑很简单,如果是UNSPECIFIED,直接返回系统给的建议值size, 如果是AT_MOST或EXACTLY,就返回在MeasureSpec中的实际测量值,而实际测量值的来源有三种情况:
(1)如果View设置了固定宽高,返回的就是设置的大小;
(2)如果设置了MATCH_PARENT,View的测量模式会有两种情况,不过不管是哪一种,返回最大值的都是父容器剩余大小;
(3)如果是自定义view,设置了WRAP_CONTENT,需要自己在onMeasure中重写代码,计算此种情况下应该是什么大小,否则WRAP_CONTENT的效果可能会失效;
第一二点都好理解,第三点通常发生在自定义view,因为从上述代码可见,如果没自己进行计算,则最后效果MATCH_PARENT是一致的,都是得到父容器剩余大小。常见的解决方式就是在onMeasure里针对WRAP_CONTENT属性直接通过setMeasuredDimension()方法为其指定一个默认的宽高。
1.2 ViewGroup的Measure过程
ViewGroup类是没有onMeasure()方法的,因为不同的ViewGroup子类布局都不一样,所以这个方法是交给子类去实现的。
ViewGroup中定义了一个measureChildren()方法,其中通过for循环来遍历测量子视图的大小,然后就可以确定自己的大小:
protected void measureChildren(int widthMeasureSpec, int heightMeasureSpec) {
final int size = mChildrenCount;
final View[] children = mChildren;
for (int i = 0; i < size; ++i) {
final View child = children[i];
if ((child.mViewFlags & VISIBILITY_MASK) != GONE) {
measureChild(child, widthMeasureSpec, heightMeasureSpec);
}
}
}
遍历过程中去调用measureChild, 去调用每个子view的measure方法:
protected void measureChild(View child, int parentWidthMeasureSpec,
int parentHeightMeasureSpec) {
final LayoutParams lp = child.getLayoutParams();
final int childWidthMeasureSpec = getChildMeasureSpec(parentWidthMeasureSpec,
mPaddingLeft + mPaddingRight, lp.width);
final int childHeightMeasureSpec = getChildMeasureSpec(parentHeightMeasureSpec,
mPaddingTop + mPaddingBottom, lp.height);
child.measure(childWidthMeasureSpec, childHeightMeasureSpec);
}
2、号外:何时去获取View的宽高是最合适的?
通常来说,在measure后,view的大小就测量出来了,就可获取view的宽高了,但是measure是三大流程中最复杂的一个,有的情况下可能需要多次measure后才能最终确定宽高,所以,一种比较好的方式就是在onLayout中去获取View的最终测量宽高。
此外,如果我们不是在view内部的onLayout中去获取宽高,而是在Activity中想去获取某个View的宽高,应该怎么做呢? 因为view的绘制流程和Activity的生命周期无关,所以不能保证在哪个Activity的生命周期时,View绘制完毕,此时我们又以下四种方法来解决:
- 1、Activity/View的 onWindowFocusChanged方法: 回调这个方法时,就表示View已经初始化完毕,但onWindowFocusChanged可能会被回调多次,所以我们要做好相应的逻辑判断;
- 2、view.post(Runnable): 通过view的post方法将一个Runnable加入到消息队列,然后Looper调用Runnable时,view也就完成初始化了;
- 3、通过ViewTreeObserver监听View的变化:当View树的状态或可见性改变,会回调给它的onGloableLayout方法,但也会回调多次,需要处理好多次的逻辑;
- 4、调用view.measure:手动调用view的measure方法,此种方法比较复杂,这里不进行扩展;
3、layout过程
layout的作用就是ViewGroup用来确定子view的位置,当ViewGroup的位置确定后,它会在onLayout中遍历所有子view并调用其layout方法,然后layout方法又会调用子view的onLayout方法,layout方法确定view自己的位置,onLayout方法确定所有子view的位置, 以下是ViewGroup的layout:
public final void layout(int l, int t, int r, int b) {
if (!mSuppressLayout && (mTransition == null || !mTransition.isChangingLayout())) {
if (mTransition != null) {
mTransition.layoutChange(this);
}
super.layout(l, t, r, b);
} else {
// record the fact that we noop'd it; request layout when transition finishes
mLayoutCalledWhileSuppressed = true;
}
}
ViewGroup的layout什么都没做,直接调用了view的layout:
public void layout(int l, int t, int r, int b) {
if ((mPrivateFlags3 & PFLAG3_MEASURE_NEEDED_BEFORE_LAYOUT) != 0) {
onMeasure(mOldWidthMeasureSpec, mOldHeightMeasureSpec);
mPrivateFlags3 &= ~PFLAG3_MEASURE_NEEDED_BEFORE_LAYOUT;
}
int oldL = mLeft;
int oldT = mTop;
int oldB = mBottom;
int oldR = mRight;
boolean changed = isLayoutModeOptical(mParent) ?
setOpticalFrame(l, t, r, b) : setFrame(l, t, r, b);//注释1
if (changed || (mPrivateFlags & PFLAG_LAYOUT_REQUIRED) == PFLAG_LAYOUT_REQUIRED) {
onLayout(changed, l, t, r, b);//注释2
if (shouldDrawRoundScrollbar()) {
if(mRoundScrollbarRenderer == null) {
mRoundScrollbarRenderer = new RoundScrollbarRenderer(this);
}
} else {
mRoundScrollbarRenderer = null;
}
mPrivateFlags &= ~PFLAG_LAYOUT_REQUIRED;
ListenerInfo li = mListenerInfo;
if (li != null && li.mOnLayoutChangeListeners != null) {
ArrayList<OnLayoutChangeListener> listenersCopy =
(ArrayList<OnLayoutChangeListener>)li.mOnLayoutChangeListeners.clone();
int numListeners = listenersCopy.size();
for (int i = 0; i < numListeners; ++i) {
listenersCopy.get(i).onLayoutChange(this, l, t, r, b, oldL, oldT, oldR, oldB);
}
}
}
mPrivateFlags &= ~PFLAG_FORCE_LAYOUT;
mPrivateFlags3 |= PFLAG3_IS_LAID_OUT;
if ((mPrivateFlags3 & PFLAG3_NOTIFY_AUTOFILL_ENTER_ON_LAYOUT) != 0) {
mPrivateFlags3 &= ~PFLAG3_NOTIFY_AUTOFILL_ENTER_ON_LAYOUT;
notifyEnterOrExitForAutoFillIfNeeded(true);
}
}
上述代码中:
- 注释1: 通过setFrame,完成对View四个顶点的初始化,也就确定了view相对父view的位置,并且会判断视图的大小是否发生过变化,避免未发生变化时进行重绘操作;
- 注释2:调用view的onLayout方法,完成真正的layout,onLayout在View和ViewGroup中均是抽象方法,需要子view实现;
4、draw过程
measure和layout的过程都结束后,就进入到对View进行绘制的draw过程了。
首先会创建出一个Canvas对象,然后调用View的draw()方法来执行具体的绘制工作,大致可以分为四步:
- 1、绘制背景background.draw(canvas);
- 2、绘制自己 onDraw;
- 3、绘制childview(dispatchDraw);
- 4、绘制装饰(onDrawScrollBars);
代码很长,但逻辑很清楚:
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);
drawAutofilledHighlight(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);
// Step 7, draw the default focus highlight
drawDefaultFocusHighlight(canvas);
if (debugDraw()) {
debugDrawFocus(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);
drawAutofilledHighlight(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);
if (debugDraw()) {
debugDrawFocus(canvas);
}
}
View的绘制流程就讲完了,如果您觉得还可以,麻烦点个赞吧~~