1.问题
1.settings put system user_rotation 1是什么意思
答案:设置用户期望的屏幕转向,0代表:Surface.ROTATION_0竖屏;1代表:Surface.ROTATION_90横屏
2.设置user_rotation和GSensor哪个优先级更高,比如user_rotation = 0期待竖屏,但是打开屏幕旋转且处于横屏时,应该是横屏还是竖屏
答案:此时GSensor优先级更高,横屏显示,具体原因看第三个问题。
3.systemui中的"自动旋转"按钮影响的是哪个数据和系统的值
Settings.System.ACCELEROMETER_ROTATION和DisplayRotation.userRotationMode:
/** When not otherwise specified by the activity's screenOrientation, rotation should be
* determined by the system (that is, using sensors). */
public final int USER_ROTATION_FREE = 0;
/** When not otherwise specified by the activity's screenOrientation, rotation is set by
* the user. */
public final int USER_ROTATION_LOCKED = 1;
USER_ROTATION_FREE :如果应用不指定屏幕方向,sensor传感器决定
USER_ROTATION_LOCKED:如果应用不指定屏幕方向,user决定方向,即user_rotation数据库值。
打开自动旋转时候设置的是Settings.System.ACCELEROMETER_ROTATION值会设置成1,代表,否则设置成0,这个值会直接影响DisplayRotation.userRotationMode的值:
final int userRotationMode = Settings.System.getIntForUser(resolver,
Settings.System.ACCELEROMETER_ROTATION, 0, UserHandle.USER_CURRENT) !=0
? WindowManagerPolicy.USER_ROTATION_FREE
: WindowManagerPolicy.USER_ROTATION_LOCKED;
也就说如果打开了自动旋转,userRotationMode = USER_ROTATION_FREE,代表通过sensor决定;否则设置
成USER_ROTATION_LOCKED,由user_rotation决定
2.GSensor触发屏幕转向的流程分析
现在我们知道,屏幕方向旋转是通过加速度传感器或者重力传感器来获取,但Sensor上报的原始数据还得通过一系列计算得到最终的旋转角度,这部分逻辑在WindowOrientationListener.AccelSensorJudge
类中进行计算转换,当Sensor收到onSensorChanged()回调后,对原始数据进行加工,最终得到屏幕方向旋转角度,并当方向旋转值发生变化时,调用WindowOrientationListener#onProposedRotationChanged()方法发起更新:
public void onProposedRotationChanged(int rotation) {
ProtoLog.v(WM_DEBUG_ORIENTATION, "onProposedRotationChanged, rotation=%d", rotation);
// Send interaction power boost to improve redraw performance.
mService.mPowerManagerInternal.setPowerBoost(Boost.INTERACTION, 0);
if (isRotationChoicePossible(mCurrentAppOrientation)) {
final boolean isValid = isValidRotationChoice(rotation);
sendProposedRotationChangeToStatusBarInternal(rotation, isValid);
} else {
mService.updateRotation(false /* alwaysSendConfiguration */,
false /* forceRelayout */);
}
}
mService.updateRotation->wms.updateRotationUnchecked->displayContent.updateRotationUnchecked->DisplayRotation.updateRotationUnchecked如下:
java
/**
* Update rotation with an option to force the update. This updates the container's perception
* of rotation and, depending on the top activities, will freeze the screen or start seamless
* rotation. The display itself gets rotated in {@link DisplayContent#applyRotationLocked}
* during {@link DisplayContent#sendNewConfiguration}.
*
* @param forceUpdate Force the rotation update. Sometimes in WM we might skip updating
* orientation because we're waiting for some rotation to finish or display
* to unfreeze, which results in configuration of the previously visible
* activity being applied to a newly visible one. Forcing the rotation
* update allows to workaround this issue.
* @return {@code true} if the rotation has been changed. In this case YOU MUST CALL
* {@link DisplayContent#sendNewConfiguration} TO COMPLETE THE ROTATION AND UNFREEZE
* THE SCREEN.
*/
boolean updateRotationUnchecked(boolean forceUpdate) {
final int displayId = mDisplayContent.getDisplayId();
if (!forceUpdate) {
if (mDeferredRotationPauseCount > 0) {
// Rotation updates have been paused temporarily. Defer the update until updates
// have been resumed.
ProtoLog.v(WM_DEBUG_ORIENTATION, "Deferring rotation, rotation is paused.");
return false;
}
final ScreenRotationAnimation screenRotationAnimation =
mDisplayContent.getRotationAnimation();
if (screenRotationAnimation != null && screenRotationAnimation.isAnimating()) {
// Rotation updates cannot be performed while the previous rotation change animation
// is still in progress. Skip this update. We will try updating again after the
// animation is finished and the display is unfrozen.
ProtoLog.v(WM_DEBUG_ORIENTATION, "Deferring rotation, animation in progress.");
return false;
}
if (mService.mDisplayFrozen) {
// Even if the screen rotation animation has finished (e.g. isAnimating returns
// false), there is still some time where we haven't yet unfrozen the display. We
// also need to abort rotation here.
ProtoLog.v(WM_DEBUG_ORIENTATION,
"Deferring rotation, still finishing previous rotation");
return false;
}
if (mDisplayContent.mFixedRotationTransitionListener.shouldDeferRotation()) {
// Makes sure that after the transition is finished, updateOrientation() can see
// the difference from the latest orientation source.
mLastOrientation = SCREEN_ORIENTATION_UNSET;
// During the recents animation, the closing app might still be considered on top.
// In order to ignore its requested orientation to avoid a sensor led rotation (e.g
// user rotating the device while the recents animation is running), we ignore
// rotation update while the animation is running.
return false;
}
}
if (!mService.mDisplayEnabled) {
// No point choosing a rotation if the display is not enabled.
ProtoLog.v(WM_DEBUG_ORIENTATION, "Deferring rotation, display is not enabled.");
return false;
}
//当前(未更新)的屏幕转向
final int oldRotation = mRotation;
//最近一次应用请求的转向
final int lastOrientation = mLastOrientation;
//根据给定的显示方向确定一个屏幕方向
final int rotation = rotationForOrientation(lastOrientation, oldRotation);
ProtoLog.v(WM_DEBUG_ORIENTATION,
"Computed rotation=%s (%d) for display id=%d based on lastOrientation=%s (%d) and "
+ "oldRotation=%s (%d)",
Surface.rotationToString(rotation), rotation,
displayId,
ActivityInfo.screenOrientationToString(lastOrientation), lastOrientation,
Surface.rotationToString(oldRotation), oldRotation);
ProtoLog.v(WM_DEBUG_ORIENTATION,
"Display id=%d selected orientation %s (%d), got rotation %s (%d)", displayId,
ActivityInfo.screenOrientationToString(lastOrientation), lastOrientation,
Surface.rotationToString(rotation), rotation);
if (oldRotation == rotation) {
// No change.
return false;
}
// Preemptively cancel the running recents animation -- SysUI can't currently handle this
// case properly since the signals it receives all happen post-change. We do this earlier
// in the rotation flow, since DisplayContent.updateDisplayOverrideConfigurationLocked seems
// to happen too late.
final RecentsAnimationController recentsAnimationController =
mService.getRecentsAnimationController();
if (recentsAnimationController != null) {
recentsAnimationController.cancelAnimationForDisplayChange();
}
ProtoLog.v(WM_DEBUG_ORIENTATION,
"Display id=%d rotation changed to %d from %d, lastOrientation=%d",
displayId, rotation, oldRotation, lastOrientation);
if (deltaRotation(oldRotation, rotation) != Surface.ROTATION_180) {
mDisplayContent.mWaitingForConfig = true;
}
mRotation = rotation;
mDisplayContent.setLayoutNeeded();
if (mDisplayContent.mTransitionController.isShellTransitionsEnabled()) {
final boolean wasCollecting = mDisplayContent.mTransitionController.isCollecting();
final TransitionRequestInfo.DisplayChange change = wasCollecting ? null
: new TransitionRequestInfo.DisplayChange(mDisplayContent.getDisplayId(),
oldRotation, mRotation);
mDisplayContent.requestChangeTransitionIfNeeded(
ActivityInfo.CONFIG_WINDOW_CONFIGURATION, change);
if (wasCollecting) {
// Use remote-rotation infra since the transition has already been requested
// TODO(shell-transitions): Remove this once lifecycle management can cover all
// rotation cases.
startRemoteRotation(oldRotation, mRotation);
}
return true;
}
mService.mWindowsFreezingScreen = WINDOWS_FREEZING_SCREENS_ACTIVE;
mService.mH.sendNewMessageDelayed(WindowManagerService.H.WINDOW_FREEZE_TIMEOUT,
mDisplayContent, WINDOW_FREEZE_TIMEOUT_DURATION);
if (shouldRotateSeamlessly(oldRotation, rotation, forceUpdate)) {
// The screen rotation animation uses a screenshot to freeze the screen while windows
// resize underneath. When we are rotating seamlessly, we allow the elements to
// transition to their rotated state independently and without a freeze required.
prepareSeamlessRotation();
} else {
prepareNormalRotationAnimation();
}
// Give a remote handler (system ui) some time to reposition things.
startRemoteRotation(oldRotation, mRotation);
return true;
}
其中特别重要的函数时rotationForOrientation,根据当下屏幕方向和应用请求的方向,决定最终的屏幕显示方向,看下其实现方式:
java
int rotationForOrientation(@ScreenOrientation int orientation,
@Surface.Rotation int lastRotation) {
ProtoLog.v(WM_DEBUG_ORIENTATION,
"rotationForOrientation(orient=%s (%d), last=%s (%d)); user=%s (%d) %s",
ActivityInfo.screenOrientationToString(orientation), orientation,
Surface.rotationToString(lastRotation), lastRotation,
Surface.rotationToString(mUserRotation), mUserRotation,
mUserRotationMode == WindowManagerPolicy.USER_ROTATION_LOCKED
? "USER_ROTATION_LOCKED" : "");
//用户锁定了方向,直接返回user_rotation数据设置的用户期待的值
if (isFixedToUserRotation()) {
return mUserRotation;
}
//获取Sensor检测到的屏幕方向值
int sensorRotation = mOrientationListener != null
? mOrientationListener.getProposedRotation() // may be -1
: -1;
mLastSensorRotation = sensorRotation;
if (sensorRotation < 0) {
sensorRotation = lastRotation;
}
final int lidState = mDisplayPolicy.getLidState();
final int dockMode = mDisplayPolicy.getDockMode();
final boolean hdmiPlugged = mDisplayPolicy.isHdmiPlugged();
final boolean carDockEnablesAccelerometer =
mDisplayPolicy.isCarDockEnablesAccelerometer();
final boolean deskDockEnablesAccelerometer =
mDisplayPolicy.isDeskDockEnablesAccelerometer();
final int preferredRotation;
if (!isDefaultDisplay) {
// For secondary displays we ignore things like displays sensors, docking mode and
// rotation lock, and always prefer user rotation.
preferredRotation = mUserRotation;
} else if (lidState == LID_OPEN && mLidOpenRotation >= 0) {
// Ignore sensor when lid switch is open and rotation is forced.
preferredRotation = mLidOpenRotation;
} else if (dockMode == Intent.EXTRA_DOCK_STATE_CAR
&& (carDockEnablesAccelerometer || mCarDockRotation >= 0)) {
// Ignore sensor when in car dock unless explicitly enabled.
// This case can override the behavior of NOSENSOR, and can also
// enable 180 degree rotation while docked.
preferredRotation = carDockEnablesAccelerometer ? sensorRotation : mCarDockRotation;
} else if ((dockMode == Intent.EXTRA_DOCK_STATE_DESK
|| dockMode == Intent.EXTRA_DOCK_STATE_LE_DESK
|| dockMode == Intent.EXTRA_DOCK_STATE_HE_DESK)
&& (deskDockEnablesAccelerometer || mDeskDockRotation >= 0)) {
// Ignore sensor when in desk dock unless explicitly enabled.
// This case can override the behavior of NOSENSOR, and can also
// enable 180 degree rotation while docked.
preferredRotation = deskDockEnablesAccelerometer ? sensorRotation : mDeskDockRotation;
} else if (hdmiPlugged && mDemoHdmiRotationLock) {
// Ignore sensor when plugged into HDMI when demo HDMI rotation lock enabled.
// Note that the dock orientation overrides the HDMI orientation.
preferredRotation = mDemoHdmiRotation;
} else if (hdmiPlugged && dockMode == Intent.EXTRA_DOCK_STATE_UNDOCKED
&& mUndockedHdmiRotation >= 0) {
// Ignore sensor when plugged into HDMI and an undocked orientation has
// been specified in the configuration (only for legacy devices without
// full multi-display support).
// Note that the dock orientation overrides the HDMI orientation.
preferredRotation = mUndockedHdmiRotation;
} else if (mDemoRotationLock) {
// Ignore sensor when demo rotation lock is enabled.
// Note that the dock orientation and HDMI rotation lock override this.
preferredRotation = mDemoRotation;
} else if (mDisplayPolicy.isPersistentVrModeEnabled()) {
// While in VR, apps always prefer a portrait rotation. This does not change
// any apps that explicitly set landscape, but does cause sensors be ignored,
// and ignored any orientation lock that the user has set (this conditional
// should remain above the ORIENTATION_LOCKED conditional below).
preferredRotation = mPortraitRotation;
} else if (orientation == ActivityInfo.SCREEN_ORIENTATION_LOCKED) {
// Application just wants to remain locked in the last rotation.
preferredRotation = lastRotation;
} else if (!mSupportAutoRotation) {
// If we don't support auto-rotation then bail out here and ignore
// the sensor and any rotation lock settings.
preferredRotation = -1;
} else if ((mUserRotationMode == WindowManagerPolicy.USER_ROTATION_FREE
&& (orientation == ActivityInfo.SCREEN_ORIENTATION_USER
|| orientation == ActivityInfo.SCREEN_ORIENTATION_UNSPECIFIED
|| orientation == ActivityInfo.SCREEN_ORIENTATION_USER_LANDSCAPE
|| orientation == ActivityInfo.SCREEN_ORIENTATION_USER_PORTRAIT
|| orientation == ActivityInfo.SCREEN_ORIENTATION_FULL_USER))
|| orientation == ActivityInfo.SCREEN_ORIENTATION_SENSOR
|| orientation == ActivityInfo.SCREEN_ORIENTATION_FULL_SENSOR
|| orientation == ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE
|| orientation == ActivityInfo.SCREEN_ORIENTATION_SENSOR_PORTRAIT) {
// Otherwise, use sensor only if requested by the application or enabled
// by default for USER or UNSPECIFIED modes. Does not apply to NOSENSOR.
if (sensorRotation != Surface.ROTATION_180
|| getAllowAllRotations() == ALLOW_ALL_ROTATIONS_ENABLED
|| orientation == ActivityInfo.SCREEN_ORIENTATION_FULL_SENSOR
|| orientation == ActivityInfo.SCREEN_ORIENTATION_FULL_USER) {
preferredRotation = sensorRotation;
} else {
preferredRotation = lastRotation;
}
} else if (mUserRotationMode == WindowManagerPolicy.USER_ROTATION_LOCKED
&& orientation != ActivityInfo.SCREEN_ORIENTATION_NOSENSOR
&& orientation != ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE
&& orientation != ActivityInfo.SCREEN_ORIENTATION_PORTRAIT
&& orientation != ActivityInfo.SCREEN_ORIENTATION_REVERSE_LANDSCAPE
&& orientation != ActivityInfo.SCREEN_ORIENTATION_REVERSE_PORTRAIT) {
// Apply rotation lock. Does not apply to NOSENSOR or specific rotations.
// The idea is that the user rotation expresses a weak preference for the direction
// of gravity and as NOSENSOR is never affected by gravity, then neither should
// NOSENSOR be affected by rotation lock (although it will be affected by docks).
// Also avoid setting user rotation when app has preference over one particular rotation
// to avoid leaving the rotation to the reverse of it which has the compatible
// orientation, but isn't what app wants, when the user rotation is the reverse of the
// preferred rotation.
preferredRotation = mUserRotation;
} else {
// No overriding preference.
// We will do exactly what the application asked us to do.
preferredRotation = -1;
}
switch (orientation) {
case ActivityInfo.SCREEN_ORIENTATION_PORTRAIT:
// Return portrait unless overridden.
if (isAnyPortrait(preferredRotation)) {
return preferredRotation;
}
return mPortraitRotation;
case ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE:
// Return landscape unless overridden.
if (isLandscapeOrSeascape(preferredRotation)) {
return preferredRotation;
}
return mLandscapeRotation;
case ActivityInfo.SCREEN_ORIENTATION_REVERSE_PORTRAIT:
// Return reverse portrait unless overridden.
if (isAnyPortrait(preferredRotation)) {
return preferredRotation;
}
return mUpsideDownRotation;
case ActivityInfo.SCREEN_ORIENTATION_REVERSE_LANDSCAPE:
// Return seascape unless overridden.
if (isLandscapeOrSeascape(preferredRotation)) {
return preferredRotation;
}
return mSeascapeRotation;
case ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE:
case ActivityInfo.SCREEN_ORIENTATION_USER_LANDSCAPE:
// Return either landscape rotation.
if (isLandscapeOrSeascape(preferredRotation)) {
return preferredRotation;
}
if (isLandscapeOrSeascape(lastRotation)) {
return lastRotation;
}
return mLandscapeRotation;
case ActivityInfo.SCREEN_ORIENTATION_SENSOR_PORTRAIT:
case ActivityInfo.SCREEN_ORIENTATION_USER_PORTRAIT:
// Return either portrait rotation.
if (isAnyPortrait(preferredRotation)) {
return preferredRotation;
}
if (isAnyPortrait(lastRotation)) {
return lastRotation;
}
return mPortraitRotation;
default:
// For USER, UNSPECIFIED, NOSENSOR, SENSOR and FULL_SENSOR,
// just return the preferred orientation we already calculated.
if (preferredRotation >= 0) {
return preferredRotation;
}
return Surface.ROTATION_0;
}
}
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