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介紹:責(zé)任鏈模式(Iterator Pattern),是行為型設(shè)計模式之一。
定義:使多個對象都有機(jī)會處理請求,從而避免了請求的發(fā)送者和接受者之間的耦合關(guān)系。將這些對象連成一條鏈,并沿著這條鏈傳遞該請求,直到有對象處理它為止。
使用場景: 多個對象可以處理同一個請求,但具體由哪個對象處理則在運行時動態(tài)決定。 在請求處理者不明確的情況下向多個對象中的一個提交一個請求。 需要動態(tài)指定一組對象處理請求。
UML類圖
 抽象處理者
// 抽象處理者
public abstract class Handler {
protected Handler successor;
public abstract void handleRequest(String condition);
}
具體的處理者1
// 具體的處理者1
public class ConcreteHandler1 extends Handler{
@Override
public void handleRequest(String condition) {
if ("ConcreteHandler1".equalsIgnoreCase(condition)) {
System.out.println("ConcreteHandler1 handler");
return;
}
successor.handleRequest(condition);
}
}
具體的處理者2
// 具體的處理者2
public class ConcreteHandler2 extends Handler{
@Override
public void handleRequest(String condition) {
if ("ConcreteHandler2".equalsIgnoreCase(condition)) {
System.out.println("ConcreteHandler2 handler");
return;
}
successor.handleRequest(condition);
}
}
客戶端
// 客戶端
public class Client {
public static void main(String[] args) {
Handler handler1 = new ConcreteHandler1();
Handler handler2 = new ConcreteHandler2();
// 設(shè)置handler1的下一個節(jié)點
handler1.successor = handler2;
// 設(shè)置handler2的下一個節(jié)點
handler2.successor = handler1;
// 處理請求
handler1.handleRequest("ConcreteHandler2");
}
}
Handler:抽象處理者角色,聲明一個請求處理方法,并在其中保持一個對下一個處理節(jié)點Handler對象的引用。 ConcreteHandler:具體處理者角色,對請求進(jìn)行處理,如果不能處理則將該請求轉(zhuǎn)發(fā)給下一個節(jié)點上的處理對象。
案例簡單實現(xiàn)
下面以小明申請報銷費用為例。
假設(shè)小明向組長申請報銷5萬元的費用,組長一看是一筆不小的數(shù)目,他沒有權(quán)限審批,于是組長就拿著票據(jù)去找部門主管,主管一看要報這么多錢,自己權(quán)限內(nèi)只能批5千以下的費用,完成超出了自己的權(quán)限范圍,于是主管又跑去找經(jīng)理,經(jīng)理一看二話不說就直接拿著票據(jù)奔向了老板辦公室,因為他只能批一萬以下的費用。
這個例子中,小明只與組長產(chǎn)生了關(guān)系,后續(xù)具體由誰處理票據(jù),小明并不關(guān)心,唯一在乎的是報賬的結(jié)果。上例中每一類人代表這條鏈上的一個節(jié)點,小明是請求的發(fā)起者,而老板是處于鏈條頂端的類。
先聲明一個抽象的領(lǐng)導(dǎo)類
public abstract class Leader {
protected Leader nextHandler; // 上一級領(lǐng)導(dǎo)處理者
// 處理報銷請求
public void handleRequest(int money) {
if (money < limit()) {
handle(money);
return;
}
if (nextHandler != null) {
nextHandler.handleRequest(money);
} else {
System.out.println(this.getClass().getCanonicalName() + " 權(quán)限不足");
}
}
// 處理報賬行為
protected abstract void handle(int money);
// 自身能批復(fù)的額度權(quán)限
protected abstract int limit();
}
在這個抽象的領(lǐng)導(dǎo)類中只做了兩件事,一是定義了兩個接口方法來確定一個領(lǐng)導(dǎo)者應(yīng)有的行為和屬性,二是聲明一個處理報賬請求的方法來確定當(dāng)前領(lǐng)導(dǎo)是否有能力處理報賬請求,如果沒有權(quán)限,則將該請求轉(zhuǎn)發(fā)給上級領(lǐng)導(dǎo)處理。
各個具體的領(lǐng)導(dǎo)者:
// 組長
public class GroupLeader extends Leader {
@Override
protected void handle(int money) {
System.out.println("組長批復(fù)報銷:" + money);
}
@Override
protected int limit() {
return 1000;
}
}
// 主管
public class Director extends Leader {
@Override
protected void handle(int money) {
System.out.println("主管批復(fù)報銷:" + money);
}
@Override
protected int limit() {
return 5000;
}
}
// 經(jīng)理
public class Manager extends Leader {
@Override
protected void handle(int money) {
System.out.println("經(jīng)理批復(fù)報銷:" + money);
}
@Override
protected int limit() {
return 10000;
}
}
// 老板
public class Boss extends Leader {
@Override
protected void handle(int money) {
System.out.println("老板批復(fù)報銷:" + money);
}
@Override
protected int limit() {
return Integer.MAX_VALUE;
}
}
接下來就是小明同學(xué)發(fā)起報賬申請了
public class XiaoMin {
public static void main(String[] args) {
// 構(gòu)造各個領(lǐng)導(dǎo)者
Leader group = new GroupLeader();
Leader director = new Director();
Leader manager = new Manager();
Leader boss = new Boss();
// 設(shè)置上一級領(lǐng)導(dǎo)處理者對象
group.nextHandler = director;
director.nextHandler = manager;
manager.nextHandler = boss;
// 發(fā)起報賬申請
group.handleRequest(50000);
}
}
Android源碼中的責(zé)任鏈模式的實現(xiàn)
責(zé)任鏈模式在Android源碼中比較類似的實現(xiàn)莫過于對事件的分發(fā)處理,每當(dāng)用戶接觸屏幕時,Android都會將對應(yīng)的事件包裝成一個事件對象從ViewTree的頂部至上而下地分發(fā)傳遞。
接下來主要來看看ViewGroup中是如何將事件派發(fā)到子View的。ViewGroup中執(zhí)行事件派發(fā)的方法是dispatchTouchEvent,在該方法中對事件進(jìn)行了同一的分發(fā):
public boolean dispatchTouchEvent(MotionEvent ev) {
if (mInputEventConsistencyVerifier != null) {
mInputEventConsistencyVerifier.onTouchEvent(ev, 1);
}
// 對輔助功能的事件處理
if (ev.isTargetAccessibilityFocus() && isAccessibilityFocusedViewOrHost()) {
ev.setTargetAccessibilityFocus(false);
}
boolean handled = false;
if (onFilterTouchEventForSecurity(ev)) {
final int action = ev.getAction();
final int actionMasked = action & MotionEvent.ACTION_MASK;
// 處理原始的DOWN事件
if (actionMasked == MotionEvent.ACTION_DOWN) {
// 這里主要是在新事件開始時處理完上一個事件
cancelAndClearTouchTargets(ev);
resetTouchState();
}
// 檢查事件攔截
final boolean intercepted;
if (actionMasked == MotionEvent.ACTION_DOWN
|| mFirstTouchTarget != null) {
final boolean disallowIntercept = (mGroupFlags & FLAG_DISALLOW_INTERCEPT) != 0;
if (!disallowIntercept) {
intercepted = onInterceptTouchEvent(ev);
// 恢復(fù)事件防止其改變
ev.setAction(action); // restore action in case it was changed
} else {
intercepted = false;
}
} else {
// There are no touch targets and this action is not an initial down
// so this view group continues to intercept touches.
intercepted = true;
}
// 如果事件被攔截了,則進(jìn)行正常的事件分發(fā)
if (intercepted || mFirstTouchTarget != null) {
ev.setTargetAccessibilityFocus(false);
}
// 檢查事件是否取消
final boolean canceled = resetCancelNextUpFlag(this)
|| actionMasked == MotionEvent.ACTION_CANCEL;
// 如果有必要的話,為DOWN事件檢查所有的目標(biāo)對象
final boolean split = (mGroupFlags & FLAG_SPLIT_MOTION_EVENTS) != 0;
TouchTarget newTouchTarget = null;
boolean alreadyDispatchedToNewTouchTarget = false;
// 如果事件未被取消未被攔截
if (!canceled && !intercepted) {
// 如果有輔助功能的參與,則直接將事件投遞到對應(yīng)的View,否則將事件分發(fā)給所有的子View
View childWithAccessibilityFocus = ev.isTargetAccessibilityFocus()
? findChildWithAccessibilityFocus() : null;
// 如果事件為起始事件
if (actionMasked == MotionEvent.ACTION_DOWN
|| (split && actionMasked == MotionEvent.ACTION_POINTER_DOWN)
|| actionMasked == MotionEvent.ACTION_HOVER_MOVE) {
final int actionIndex = ev.getActionIndex(); // always 0 for down
final int idBitsToAssign = split ? 1 << ev.getPointerId(actionIndex)
: TouchTarget.ALL_POINTER_IDS;
// Clean up earlier touch targets for this pointer id in case they
// have become out of sync.
removePointersFromTouchTargets(idBitsToAssign);
final int childrenCount = mChildrenCount;
// 如果TouchTarget為空且子View不為0
if (newTouchTarget == null && childrenCount != 0) {
final float x = ev.getX(actionIndex);
final float y = ev.getY(actionIndex);
// 由上至下去尋找一個可以接收該事件的子View
final ArrayList<View> preorderedList = buildTouchDispatchChildList();
final boolean customOrder = preorderedList == null
&& isChildrenDrawingOrderEnabled();
final View[] children = mChildren;
// 遍歷子View
for (int i = childrenCount - 1; i >= 0; i--) {
final int childIndex = getAndVerifyPreorderedIndex(
childrenCount, i, customOrder);
final View child = getAndVerifyPreorderedView(
preorderedList, children, childIndex);
// If there is a view that has accessibility focus we want it
// to get the event first and if not handled we will perform a
// normal dispatch. We may do a double iteration but this is
// safer given the timeframe.
if (childWithAccessibilityFocus != null) {
if (childWithAccessibilityFocus != child) {
continue;
}
childWithAccessibilityFocus = null;
i = childrenCount - 1;
}
// 如果這個子View無法接收Pointer Event或者這個事件點壓根沒有落在子View的邊界范圍內(nèi)
if (!child.canReceivePointerEvents()
|| !isTransformedTouchPointInView(x, y, child, null)) {
ev.setTargetAccessibilityFocus(false);
continue;
}
// 找到Event該由哪個子View持有
newTouchTarget = getTouchTarget(child);
if (newTouchTarget != null) {
// Child is already receiving touch within its bounds.
// Give it the new pointer in addition to the ones it is handling.
newTouchTarget.pointerIdBits |= idBitsToAssign;
break;
}
resetCancelNextUpFlag(child);
// 投遞事件執(zhí)行觸摸操作
// 如果子View還是一個ViewGroup,則遞歸調(diào)用重復(fù)次過程
// 如果子元素是一個View,那么則會調(diào)用View的dispatchTouchEvent,最終由onTouchEvent處理
if (dispatchTransformedTouchEvent(ev, false, child, idBitsToAssign)) {
// 子View在其邊界范圍內(nèi)接收事件
mLastTouchDownTime = ev.getDownTime();
if (preorderedList != null) {
// childIndex points into presorted list, find original index
for (int j = 0; j < childrenCount; j++) {
if (children[childIndex] == mChildren[j]) {
mLastTouchDownIndex = j;
break;
}
}
} else {
mLastTouchDownIndex = childIndex;
}
mLastTouchDownX = ev.getX();
mLastTouchDownY = ev.getY();
newTouchTarget = addTouchTarget(child, idBitsToAssign);
alreadyDispatchedToNewTouchTarget = true;
break;
}
// The accessibility focus didn't handle the event, so clear
// the flag and do a normal dispatch to all children.
ev.setTargetAccessibilityFocus(false);
}
if (preorderedList != null) preorderedList.clear();
}
// 如果發(fā)現(xiàn)沒有子View可以持有該次事件
if (newTouchTarget == null && mFirstTouchTarget != null) {
// Did not find a child to receive the event.
// Assign the pointer to the least recently added target.
newTouchTarget = mFirstTouchTarget;
while (newTouchTarget.next != null) {
newTouchTarget = newTouchTarget.next;
}
newTouchTarget.pointerIdBits |= idBitsToAssign;
}
}
}
// Dispatch to touch targets.
if (mFirstTouchTarget == null) {
// No touch targets so treat this as an ordinary view.
handled = dispatchTransformedTouchEvent(ev, canceled, null,
TouchTarget.ALL_POINTER_IDS);
} else {
// Dispatch to touch targets, excluding the new touch target if we already
// dispatched to it. Cancel touch targets if necessary.
TouchTarget predecessor = null;
TouchTarget target = mFirstTouchTarget;
while (target != null) {
final TouchTarget next = target.next;
if (alreadyDispatchedToNewTouchTarget && target == newTouchTarget) {
handled = true;
} else {
final boolean cancelChild = resetCancelNextUpFlag(target.child)
|| intercepted;
if (dispatchTransformedTouchEvent(ev, cancelChild,
target.child, target.pointerIdBits)) {
handled = true;
}
if (cancelChild) {
if (predecessor == null) {
mFirstTouchTarget = next;
} else {
predecessor.next = next;
}
target.recycle();
target = next;
continue;
}
}
predecessor = target;
target = next;
}
}
// Update list of touch targets for pointer up or cancel, if needed.
if (canceled
|| actionMasked == MotionEvent.ACTION_UP
|| actionMasked == MotionEvent.ACTION_HOVER_MOVE) {
resetTouchState();
} else if (split && actionMasked == MotionEvent.ACTION_POINTER_UP) {
final int actionIndex = ev.getActionIndex();
final int idBitsToRemove = 1 << ev.getPointerId(actionIndex);
removePointersFromTouchTargets(idBitsToRemove);
}
}
if (!handled && mInputEventConsistencyVerifier != null) {
mInputEventConsistencyVerifier.onUnhandledEvent(ev, 1);
}
return handled;
}
再看看dispatchTransformedTouchEvent方法如何調(diào)度子View的dispatchTouchEvent方法的
private boolean dispatchTransformedTouchEvent(MotionEvent event, boolean cancel,
View child, int desiredPointerIdBits) {
final boolean handled;
// 如果事件被取消
final int oldAction = event.getAction();
if (cancel || oldAction == MotionEvent.ACTION_CANCEL) {
event.setAction(MotionEvent.ACTION_CANCEL);
// 如果沒有子View
if (child == null) {
// 那么就直接調(diào)用父類的dispatchTouchEvent,注意,這里的父類終會為View類
handled = super.dispatchTouchEvent(event);
} else {
// 如果有子View則傳遞CANCEL事件
handled = child.dispatchTouchEvent(event);
}
event.setAction(oldAction);
return handled;
}
// 計算即將被傳遞的點的數(shù)量
final int oldPointerIdBits = event.getPointerIdBits();
final int newPointerIdBits = oldPointerIdBits & desiredPointerIdBits;
// 如果事件沒有相應(yīng)的點,那么就丟棄該事件
if (newPointerIdBits == 0) {
return false;
}
// 如果事件點的數(shù)量一致
final MotionEvent transformedEvent;
if (newPointerIdBits == oldPointerIdBits) {
// 子View為空或者子View有一個單位矩陣
if (child == null || child.hasIdentityMatrix()) {
// 如果子View為空的情況
if (child == null) {
// 為空則調(diào)用父類dispatchTouchEvent
handled = super.dispatchTouchEvent(event);
} else {
// 否則嘗試獲取xy方向上的偏移量(如果通過scrollTo或scrollBy對子視圖進(jìn)行滾動的話)
final float offsetX = mScrollX - child.mLeft;
final float offsetY = mScrollY - child.mTop;
// 將MotionEvent進(jìn)行坐標(biāo)變換
event.offsetLocation(offsetX, offsetY);
// 再將變換后的MotionEvent轉(zhuǎn)遞給子View
handled = child.dispatchTouchEvent(event);
// 復(fù)位MotionEvent以便之后再次使用
event.offsetLocation(-offsetX, -offsetY);
}
// 如果通過以上的邏輯判斷,當(dāng)前事件被持有則可以直接返回
return handled;
}
transformedEvent = MotionEvent.obtain(event);
} else {
transformedEvent = event.split(newPointerIdBits);
}
// Perform any necessary transformations and dispatch.
if (child == null) {
handled = super.dispatchTouchEvent(transformedEvent);
} else {
final float offsetX = mScrollX - child.mLeft;
final float offsetY = mScrollY - child.mTop;
transformedEvent.offsetLocation(offsetX, offsetY);
if (! child.hasIdentityMatrix()) {
transformedEvent.transform(child.getInverseMatrix());
}
handled = child.dispatchTouchEvent(transformedEvent);
}
// Done.
transformedEvent.recycle();
return handled;
}
ViewGroup事件投遞的遞歸調(diào)用就類似一條責(zé)任鏈,一旦其尋找到責(zé)任者,那么將由責(zé)任者持有并消費掉該次事件,具體地體現(xiàn)在View的 onTouchEvent 方法中返回值的設(shè)置,如果 onTouchEvent 返回false,那么意味著當(dāng)前View不會是該次事件的責(zé)任人,將不會對其持有,如果為true則相反,此時View會持有該事件并不再向外傳遞。
如果我的文章對您有幫助,不妨點個贊鼓勵一下(^_^)
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