ACE框架特性调研——手势事件流程分析 原创 精华
作者:王清
前言:
ACE全称是Ability Cross-platform Environment (元能力跨平台执行环境),是应用在OpenHarmony上的UI框架。作为一个UI框架,需要提供视图布局,UI组件,事件响应机制等的支持,并且当前主流的应用终端都为触摸屏,UI的操作大都通过手势完成,我们这里就对ACE框架的手势事件流程做一个简单的分析。
事件手势分类:
从鸿蒙开发者网站提供的API上我们可以看到,在基于TS扩展的开发范式说明里,单独对手势做了一个类别,而在基于JS扩展的开发范式说明里,则是归类到通用事件里,名称也略有不同:
代码结构与简单类图:
代码结构:
./ace/ace_engine/core
|-- event #event主文件夹,定义了Event的Trigger,Maker,Handler,convertor等处理类
| |-- include
| |-- src
|-- gesture #gesture主文件夹,定义了各种手势的具体实现类与对应的Recognizer
| |-- include
| |-- src
|-- components #组件文件夹
| |-- gesture_listenser #对触摸目标对象做一些处理,注册Recognizer等。
gesture文件夹下的类图:
这里仅对gesture文件下的文件做一个类图梳理,可以很清晰的看到Gesture类和Recognizer类的对应关系,其中Gesture类会创建一个对应的Recognizer,并set对应相关的OnActionID,priority和Mask,而Recognizer类则是处理手势相关的事件逻辑等。
手势事件流程:
我们仅观测手势事件在ACE框架中的流程,ACE框架中,AceAbility类是运行起始点,一切都从这里开始:
手势事件时序图:
手势事件在ACE框架中的入口是OnPointerEvent,AceAbility里面获取到Container容器和FlutterAceView后就开始对这个pointer事件做一系列的处理:
手势事件示例代码流程:
我们以Pinch为例,对整个手势事件的流程的关键代码做一个分析。
当应用调用相关接口后,JS的Binding操作创建Gesture,然后Gesture里面会创建对应的Recognizer:
JSClass<JSPinchGesture>::Declare("PinchGesture");
JSClass<JSPinchGesture>::StaticMethod("create", &JSPinchGesture::Create, opt);
JSClass<JSPinchGesture>::StaticMethod("pop", &JSGesture::Pop);
JSClass<JSPinchGesture>::StaticMethod("onActionStart", &JSGesture::JsHandlerOnActionStart);
JSClass<JSPinchGesture>::StaticMethod("onActionUpdate", &JSGesture::JsHandlerOnActionUpdate);
JSClass<JSPinchGesture>::StaticMethod("onActionEnd", &JSGesture::JsHandlerOnActionEnd);
JSClass<JSPinchGesture>::StaticMethod("onActionCancel", &JSGesture::JsHandlerOnActionCancel);
JSClass<JSPinchGesture>::Bind(globalObj);
Create函数里面会创建一个Gesture实例,并将其push到gestureComponent中:
void JSPinchGesture::Create(const JSCallbackInfo& args)
{
int32_t fingersNum = DEFAULT_PINCH_FINGER;
double distanceNum = DEFAULT_PINCH_DISTANCE;
if (args.Length() > 0 && args[0]->IsObject()) {
JSRef<JSObject> obj = JSRef<JSObject>::Cast(args[0]);
JSRef<JSVal> fingers = obj->GetProperty(GESTURE_FINGERS);
JSRef<JSVal> distance = obj->GetProperty(GESTURE_DISTANCE);
if (fingers->IsNumber()) {
int32_t fingersNumber = fingers->ToNumber<int32_t>();
fingersNum = fingersNumber <= DEFAULT_PINCH_FINGER ? DEFAULT_PINCH_FINGER : fingersNumber;
}
if (distance->IsNumber()) {
double distanceNumber = distance->ToNumber<double>();
distanceNum = LessNotEqual(distanceNumber, 0.0) ? DEFAULT_PINCH_DISTANCE : distanceNumber;
}
}
auto gestureComponent = ViewStackProcessor::GetInstance()->GetGestureComponent();
auto gesture = AceType::MakeRefPtr<OHOS::Ace::PinchGesture>(fingersNum, distanceNum);
gestureComponent->PushGesture(gesture);
}
Gesutre创建对应的Reconizer,来添加对应的事件回调以及设置priority和gestureMask
GestureMask枚举说明:
名称 | 描述 |
---|---|
Normal | 不屏蔽子组件的手势,按照默认手势识别顺序进行识别。 |
IgnoreInternal | 屏蔽子组件的手势,仅当前容器的手势进行识别。子组件上系统内置的手势不会被屏蔽,如子组件为List组件时,内置的滑动手势仍然会触发。 |
RefPtr<GestureRecognizer> PinchGesture::CreateRecognizer(WeakPtr<PipelineContext> context)
{
auto newContext = context.Upgrade();
if (!newContext) {
LOGE("fail to create pinch recognizer due to context is nullptr");
return nullptr;
}
double distance = newContext->NormalizeToPx(Dimension(distance_, DimensionUnit::VP));
auto pinchRecognizer = AceType::MakeRefPtr<OHOS::Ace::PinchRecognizer>(fingers_, distance);
//JS支持什么回调事件pinchRecognizer就需要添加对应的事件
if (onActionStartId_) {
pinchRecognizer->SetOnActionStart(*onActionStartId_);
}
if (onActionUpdateId_) {
pinchRecognizer->SetOnActionUpdate(*onActionUpdateId_);
}
if (onActionEndId_) {
pinchRecognizer->SetOnActionEnd(*onActionEndId_);
}
if (onActionCancelId_) {
pinchRecognizer->SetOnActionCancel(*onActionCancelId_);
}
pinchRecognizer->SetPriority(priority_);//设置优先级
pinchRecognizer->SetPriorityMask(gestureMask_);//设置GestureMask
return pinchRecognizer;
}
事件流程中,Ace起始触发:
void AceAbility::OnPointerEvent(std::shared_ptr<MMI::PointerEvent>& pointerEvent)
{
auto container = Platform::AceContainer::GetContainer(abilityId_);//获取Container
if (!container) {
return;
}
auto flutterAceView = static_cast<Platform::FlutterAceView*>(container->GetView());//获取View
if (!flutterAceView) {
return;
}
flutterAceView->DispatchTouchEvent(flutterAceView, pointerEvent);//分发事件
}
Container里面初始化CallBack,context进行PostTask操作,aceView注册回调:
auto&& touchEventCallback = [context = pipelineContext_, id = instanceId_](const TouchEvent& event) {
ContainerScope scope(id);
context->GetTaskExecutor()->PostTask(
[context, event]() {
context->OnTouchEvent(event);
context->NotifyDispatchTouchEventDismiss(event);
},
TaskExecutor::TaskType::UI);
};
aceView_->RegisterTouchEventCallback(touchEventCallback);
PipelineContext的OnTouchEvent进行处理,里面EventManager的TouchTest进行触摸测试获取触摸事件目标列表touchTestResults_,具体实现在RenderNode函数TouchTest里,TouchTest类似前端的事件冒泡机制,它先从顶部节点开始对所有RenderNode进行深度遍历,然后从最底层的节点开始向上将每个节点收集到一个为TouchTestResult类型的result变量中,最后根据该result进行事件分发。
bool RenderNode::TouchTest(const Point& globalPoint, const Point& parentLocalPoint, const TouchRestrict& touchRestrict,
TouchTestResult& result)
{
if (disableTouchEvent_ || disabled_) {
return false;
}
Point transformPoint = GetTransformPoint(parentLocalPoint);
//判断触摸是否在组件区域
if (!InTouchRectList(transformPoint, GetTouchRectList())) {
return false;
}
const auto localPoint = transformPoint - GetPaintRect().GetOffset();
bool dispatchSuccess = false;
const auto& sortedChildren = SortChildrenByZIndex(GetChildren());
//进行深度遍历
if (IsChildrenTouchEnable()) {
for (auto iter = sortedChildren.rbegin(); iter != sortedChildren.rend(); ++iter) {
auto& child = *iter;
if (!child->GetVisible() || child->disabled_ || child->disableTouchEvent_) {
continue;
}
if (child->TouchTest(globalPoint, localPoint, touchRestrict, result)) {
dispatchSuccess = true;
break;
}
if (child->IsTouchable() && (child->InterceptTouchEvent() || IsExclusiveEventForChild())) {
auto localTransformPoint = child->GetTransformPoint(localPoint);
for (auto& rect : child->GetTouchRectList()) {
if (rect.IsInRegion(localTransformPoint)) {
dispatchSuccess = true;
break;
}
}
}
}
}
auto beforeSize = result.size();
for (auto& rect : GetTouchRectList()) {
if (touchable_ && rect.IsInRegion(transformPoint)) {
// Calculates the coordinate offset in this node.
globalPoint_ = globalPoint;
const auto coordinateOffset = globalPoint - localPoint;
coordinatePoint_ = Point(coordinateOffset.GetX(), coordinateOffset.GetY());
OnTouchTestHit(coordinateOffset, touchRestrict, result);
break;
}
}
auto endSize = result.size();
return (dispatchSuccess || beforeSize != endSize) && IsNotSiblingAddRecognizerToResult();
}
事件的分发,touchTestResults_是上面代码TouchTest里面获取:
bool EventManager::DispatchTouchEvent(const TouchEvent& point)
{
ACE_FUNCTION_TRACE();
const auto iter = touchTestResults_.find(point.id);
if (iter != touchTestResults_.end()) {
bool dispatchSuccess = true;
for (auto entry = iter->second.rbegin(); entry != iter->second.rend(); ++entry) {
if (!(*entry)->DispatchEvent(point)) {//Recognizer处理
dispatchSuccess = false;
break;
}
}
//如果有一个手势识别器已经获胜,其他手势识别器仍然会受到事件影响,每个识别器需要自己过滤额外的事件。
if (dispatchSuccess) {
for (const auto& entry : iter->second) {
if (!entry->HandleEvent(point)) {///Recognizer处理
break;
}
}
}
//如果事件类型为UP(结束)或者CANCEL(被打断),则移除该事件
if (point.type == TouchType::UP || point.type == TouchType::CANCEL) {
GestureReferee::GetInstance().CleanGestureScope(point.id);
touchTestResults_.erase(point.id);
}
return true;
}
return false;
}
RenderGestureListener继承RenderProxy类,RenderProxy继承自RenderNode类,RenderGestureListener重新实现了OnTouchTestHit函数,以返回用于接收触摸事件的触摸目标对象,coordinateOffset作为recognizer来计算触摸点的局部位置。这里面注册pinchRecognizer,这样在接收到pinch事件时即可触发创建pinchRecognizer时添加的事件回调:
void RenderGestureListener::OnTouchTestHit(const Offset& coordinateOffset, const TouchRestrict& touchRestrict, TouchTestResult& result)
{
/***省略一些的Recognizer注册代码**/
if (clickRecognizer_) {
clickRecognizer_->SetCoordinateOffset(coordinateOffset);
result.emplace_back(clickRecognizer_);
}
if (pinchRecognizer_) {
pinchRecognizer_->SetCoordinateOffset(coordinateOffset);
result.emplace_back(pinchRecognizer_);
}
}
此外,每个Recognizer类都重新实现ReconcileFrom函数将给定recognizer的状态转换为this。 实现必须检查给定的recognizer类型是否与当前的类型匹配。 如果匹配失败,返回值应该为false 如果成功则为true
bool PinchRecognizer::ReconcileFrom(const RefPtr<GestureRecognizer>& recognizer)
{
RefPtr<PinchRecognizer> curr = AceType::DynamicCast<PinchRecognizer>(recognizer);
if (!curr) {
Reset();
return false;
}
if (curr->fingers_ != fingers_ || curr->distance_ != distance_ || curr->priorityMask_ != priorityMask_) {
Reset();
return false;
}
onActionStart_ = std::move(curr->onActionStart_);
onActionUpdate_ = std::move(curr->onActionUpdate_);
onActionEnd_ = std::move(curr->onActionEnd_);
onActionCancel_ = std::move(curr->onActionCancel_);
return true;
}
最后每个Recognizer类里都有相应事件的具体处理逻辑函数HandleXXXEVENT对事件做处理,调用SendCallbackMsg函数将信息传递到GestureEvent里:
void HandleTouchDownEvent(const TouchEvent& event) override;
void HandleTouchUpEvent(const TouchEvent& event) override;
void HandleTouchMoveEvent(const TouchEvent& event) override;
void HandleTouchCancelEvent(const TouchEvent& event) override;
void PinchRecognizer::SendCallbackMsg(const std::unique_ptr<GestureEventFunc>& callback)
{
if (callback && *callback) {
GestureEvent info;
info.SetTimeStamp(time_);
info.SetScale(scale_);
info.SetPinchCenter(pinchCenter_);
info.SetDeviceId(deviceId_);
info.SetSourceDevice(deviceType_);
(*callback)(info);
}
}
GestureEvent给上层JS调用,如:JsGestureFunction::Execute(const GestureEvent& info)
手势事件代码流程总结:
我们再用文字流程的方式对时序图和代码流程做一个总结:
总结:
在ACE框架中,手势和事件都是相对复杂的板块,一篇文章无法涵盖全部信息,本文仅对手势事件的流程做一个简单阐述,难免有些疏漏,欢迎指正补充,有兴趣的读者也可以考虑对其进一步研究。
引用:
通用事件与通用手势说明:
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感谢作者推开了手势事件的大门,赶快了解一下