2009-03-04 03:31:44 +00:00
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//
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// Copyright 2005 The Android Open Source Project
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//
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// Handle events, like key input and vsync.
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//
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// The goal is to provide an optimized solution for Linux, not an
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// implementation that works well across all platforms. We expect
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// events to arrive on file descriptors, so that we can use a select()
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// select() call to sleep.
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//
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// We can't select() on anything but network sockets in Windows, so we
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// provide an alternative implementation of waitEvent for that platform.
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//
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#define LOG_TAG "EventHub"
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//#define LOG_NDEBUG 0
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#include <ui/EventHub.h>
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2009-08-04 12:49:43 +00:00
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#include <ui/KeycodeLabels.h>
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2009-03-04 03:31:44 +00:00
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#include <hardware_legacy/power.h>
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#include <cutils/properties.h>
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#include <utils/Log.h>
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#include <utils/Timers.h>
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2009-06-01 02:13:00 +00:00
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#include <utils/threads.h>
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#include <utils/Errors.h>
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2009-03-04 03:31:44 +00:00
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#include <stdlib.h>
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#include <stdio.h>
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#include <unistd.h>
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#include <fcntl.h>
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#include <memory.h>
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#include <errno.h>
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#include <assert.h>
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#include "KeyLayoutMap.h"
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#include <string.h>
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#include <stdint.h>
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#include <dirent.h>
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#ifdef HAVE_INOTIFY
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# include <sys/inotify.h>
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#endif
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#ifdef HAVE_ANDROID_OS
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# include <sys/limits.h> /* not part of Linux */
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#endif
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#include <sys/poll.h>
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#include <sys/ioctl.h>
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/* this macro is used to tell if "bit" is set in "array"
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* it selects a byte from the array, and does a boolean AND
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* operation with a byte that only has the relevant bit set.
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* eg. to check for the 12th bit, we do (array[1] & 1<<4)
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*/
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#define test_bit(bit, array) (array[bit/8] & (1<<(bit%8)))
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#define ID_MASK 0x0000ffff
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#define SEQ_MASK 0x7fff0000
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#define SEQ_SHIFT 16
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#define id_to_index(id) ((id&ID_MASK)+1)
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2009-08-04 12:49:43 +00:00
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#ifndef ABS_MT_TOUCH_MAJOR
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#define ABS_MT_TOUCH_MAJOR 0x30 /* Major axis of touching ellipse */
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#endif
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#ifndef ABS_MT_POSITION_X
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#define ABS_MT_POSITION_X 0x35 /* Center X ellipse position */
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#endif
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#ifndef ABS_MT_POSITION_Y
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#define ABS_MT_POSITION_Y 0x36 /* Center Y ellipse position */
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#endif
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2009-03-04 03:31:44 +00:00
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namespace android {
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static const char *WAKE_LOCK_ID = "KeyEvents";
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static const char *device_path = "/dev/input";
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/* return the larger integer */
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static inline int max(int v1, int v2)
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{
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return (v1 > v2) ? v1 : v2;
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}
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2009-08-06 21:50:08 +00:00
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EventHub::device_t::device_t(int32_t _id, const char* _path, const char* name)
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: id(_id), path(_path), name(name), classes(0)
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2009-03-04 03:31:44 +00:00
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, keyBitmask(NULL), layoutMap(new KeyLayoutMap()), next(NULL) {
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}
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EventHub::device_t::~device_t() {
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delete [] keyBitmask;
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delete layoutMap;
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}
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EventHub::EventHub(void)
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: mError(NO_INIT), mHaveFirstKeyboard(false), mFirstKeyboardId(0)
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, mDevicesById(0), mNumDevicesById(0)
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, mOpeningDevices(0), mClosingDevices(0)
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2009-07-16 15:11:18 +00:00
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, mDevices(0), mFDs(0), mFDCount(0), mOpened(false)
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2009-03-04 03:31:44 +00:00
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{
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acquire_wake_lock(PARTIAL_WAKE_LOCK, WAKE_LOCK_ID);
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#ifdef EV_SW
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memset(mSwitches, 0, sizeof(mSwitches));
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#endif
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}
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/*
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* Clean up.
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*/
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EventHub::~EventHub(void)
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{
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release_wake_lock(WAKE_LOCK_ID);
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// we should free stuff here...
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}
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status_t EventHub::errorCheck() const
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{
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return mError;
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}
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String8 EventHub::getDeviceName(int32_t deviceId) const
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{
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AutoMutex _l(mLock);
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device_t* device = getDevice(deviceId);
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if (device == NULL) return String8();
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return device->name;
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}
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uint32_t EventHub::getDeviceClasses(int32_t deviceId) const
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{
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AutoMutex _l(mLock);
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device_t* device = getDevice(deviceId);
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if (device == NULL) return 0;
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return device->classes;
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}
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int EventHub::getAbsoluteInfo(int32_t deviceId, int axis, int *outMinValue,
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int* outMaxValue, int* outFlat, int* outFuzz) const
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{
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AutoMutex _l(mLock);
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device_t* device = getDevice(deviceId);
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if (device == NULL) return -1;
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struct input_absinfo info;
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if(ioctl(mFDs[id_to_index(device->id)].fd, EVIOCGABS(axis), &info)) {
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LOGE("Error reading absolute controller %d for device %s fd %d\n",
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axis, device->name.string(), mFDs[id_to_index(device->id)].fd);
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return -1;
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}
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*outMinValue = info.minimum;
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*outMaxValue = info.maximum;
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*outFlat = info.flat;
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*outFuzz = info.fuzz;
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return 0;
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}
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Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
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int32_t EventHub::getScanCodeState(int32_t deviceId, int32_t deviceClasses,
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int32_t scanCode) const {
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if (scanCode >= 0 && scanCode <= KEY_MAX) {
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AutoMutex _l(mLock);
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if (deviceId == -1) {
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for (int i = 0; i < mNumDevicesById; i++) {
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device_t* device = mDevicesById[i].device;
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if (device != NULL && (device->classes & deviceClasses) != 0) {
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int32_t result = getScanCodeStateLocked(device, scanCode);
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if (result >= KEY_STATE_DOWN) {
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return result;
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}
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}
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}
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return KEY_STATE_UP;
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} else {
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device_t* device = getDevice(deviceId);
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if (device != NULL) {
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return getScanCodeStateLocked(device, scanCode);
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}
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2009-03-04 03:31:44 +00:00
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}
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}
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Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
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return KEY_STATE_UNKNOWN;
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2009-03-04 03:31:44 +00:00
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}
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Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
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int32_t EventHub::getScanCodeStateLocked(device_t* device, int32_t scanCode) const {
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uint8_t key_bitmask[(KEY_MAX + 7) / 8];
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memset(key_bitmask, 0, sizeof(key_bitmask));
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if (ioctl(mFDs[id_to_index(device->id)].fd,
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EVIOCGKEY(sizeof(key_bitmask)), key_bitmask) >= 0) {
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return test_bit(scanCode, key_bitmask) ? KEY_STATE_DOWN : KEY_STATE_UP;
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2009-03-04 03:31:44 +00:00
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}
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Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
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return KEY_STATE_UNKNOWN;
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2009-03-04 03:31:44 +00:00
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}
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|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
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int32_t EventHub::getKeyCodeState(int32_t deviceId, int32_t deviceClasses,
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int32_t keyCode) const {
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2009-03-04 03:31:44 +00:00
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|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
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if (deviceId == -1) {
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for (int i = 0; i < mNumDevicesById; i++) {
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device_t* device = mDevicesById[i].device;
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if (device != NULL && (device->classes & deviceClasses) != 0) {
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int32_t result = getKeyCodeStateLocked(device, keyCode);
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if (result >= KEY_STATE_DOWN) {
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return result;
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}
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}
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}
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return KEY_STATE_UP;
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} else {
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device_t* device = getDevice(deviceId);
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if (device != NULL) {
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return getKeyCodeStateLocked(device, keyCode);
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2009-03-04 03:31:44 +00:00
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}
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}
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Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
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return KEY_STATE_UNKNOWN;
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2009-03-04 03:31:44 +00:00
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}
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Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
int32_t EventHub::getKeyCodeStateLocked(device_t* device, int32_t keyCode) const {
|
2009-03-04 03:31:44 +00:00
|
|
|
Vector<int32_t> scanCodes;
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
device->layoutMap->findScancodes(keyCode, &scanCodes);
|
|
|
|
|
|
|
|
uint8_t key_bitmask[(KEY_MAX + 7) / 8];
|
2009-03-04 03:31:44 +00:00
|
|
|
memset(key_bitmask, 0, sizeof(key_bitmask));
|
|
|
|
if (ioctl(mFDs[id_to_index(device->id)].fd,
|
|
|
|
EVIOCGKEY(sizeof(key_bitmask)), key_bitmask) >= 0) {
|
|
|
|
#if 0
|
|
|
|
for (size_t i=0; i<=KEY_MAX; i++) {
|
|
|
|
LOGI("(Scan code %d: down=%d)", i, test_bit(i, key_bitmask));
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
const size_t N = scanCodes.size();
|
|
|
|
for (size_t i=0; i<N && i<=KEY_MAX; i++) {
|
|
|
|
int32_t sc = scanCodes.itemAt(i);
|
|
|
|
//LOGI("Code %d: down=%d", sc, test_bit(sc, key_bitmask));
|
|
|
|
if (sc >= 0 && sc <= KEY_MAX && test_bit(sc, key_bitmask)) {
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
return KEY_STATE_DOWN;
|
2009-03-04 03:31:44 +00:00
|
|
|
}
|
|
|
|
}
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
return KEY_STATE_UP;
|
2009-03-04 03:31:44 +00:00
|
|
|
}
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
return KEY_STATE_UNKNOWN;
|
|
|
|
}
|
|
|
|
|
|
|
|
int32_t EventHub::getSwitchState(int32_t deviceId, int32_t deviceClasses, int32_t sw) const {
|
|
|
|
#ifdef EV_SW
|
|
|
|
if (sw >= 0 && sw <= SW_MAX) {
|
|
|
|
AutoMutex _l(mLock);
|
|
|
|
|
|
|
|
if (deviceId == -1) {
|
|
|
|
deviceId = mSwitches[sw];
|
|
|
|
if (deviceId == 0) {
|
|
|
|
return KEY_STATE_UNKNOWN;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
device_t* device = getDevice(deviceId);
|
|
|
|
if (device == NULL) {
|
|
|
|
return KEY_STATE_UNKNOWN;
|
|
|
|
}
|
|
|
|
|
|
|
|
return getSwitchStateLocked(device, sw);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
return KEY_STATE_UNKNOWN;
|
|
|
|
}
|
|
|
|
|
|
|
|
int32_t EventHub::getSwitchStateLocked(device_t* device, int32_t sw) const {
|
|
|
|
uint8_t sw_bitmask[(SW_MAX + 7) / 8];
|
|
|
|
memset(sw_bitmask, 0, sizeof(sw_bitmask));
|
|
|
|
if (ioctl(mFDs[id_to_index(device->id)].fd,
|
|
|
|
EVIOCGSW(sizeof(sw_bitmask)), sw_bitmask) >= 0) {
|
|
|
|
return test_bit(sw, sw_bitmask) ? KEY_STATE_DOWN : KEY_STATE_UP;
|
|
|
|
}
|
|
|
|
return KEY_STATE_UNKNOWN;
|
2009-03-04 03:31:44 +00:00
|
|
|
}
|
|
|
|
|
2009-07-14 19:06:54 +00:00
|
|
|
status_t EventHub::scancodeToKeycode(int32_t deviceId, int scancode,
|
|
|
|
int32_t* outKeycode, uint32_t* outFlags) const
|
|
|
|
{
|
|
|
|
AutoMutex _l(mLock);
|
|
|
|
device_t* device = getDevice(deviceId);
|
|
|
|
|
|
|
|
if (device != NULL && device->layoutMap != NULL) {
|
|
|
|
status_t err = device->layoutMap->map(scancode, outKeycode, outFlags);
|
|
|
|
if (err == NO_ERROR) {
|
|
|
|
return NO_ERROR;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mHaveFirstKeyboard) {
|
|
|
|
device = getDevice(mFirstKeyboardId);
|
|
|
|
|
|
|
|
if (device != NULL && device->layoutMap != NULL) {
|
|
|
|
status_t err = device->layoutMap->map(scancode, outKeycode, outFlags);
|
|
|
|
if (err == NO_ERROR) {
|
|
|
|
return NO_ERROR;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
*outKeycode = 0;
|
|
|
|
*outFlags = 0;
|
|
|
|
return NAME_NOT_FOUND;
|
|
|
|
}
|
|
|
|
|
2009-07-16 15:11:18 +00:00
|
|
|
void EventHub::addExcludedDevice(const char* deviceName)
|
|
|
|
{
|
|
|
|
String8 name(deviceName);
|
|
|
|
mExcludedDevices.push_back(name);
|
|
|
|
}
|
|
|
|
|
2009-03-04 03:31:44 +00:00
|
|
|
EventHub::device_t* EventHub::getDevice(int32_t deviceId) const
|
|
|
|
{
|
|
|
|
if (deviceId == 0) deviceId = mFirstKeyboardId;
|
|
|
|
int32_t id = deviceId & ID_MASK;
|
|
|
|
if (id >= mNumDevicesById || id < 0) return NULL;
|
|
|
|
device_t* dev = mDevicesById[id].device;
|
2009-03-25 23:21:55 +00:00
|
|
|
if (dev == NULL) return NULL;
|
2009-03-04 03:31:44 +00:00
|
|
|
if (dev->id == deviceId) {
|
|
|
|
return dev;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool EventHub::getEvent(int32_t* outDeviceId, int32_t* outType,
|
|
|
|
int32_t* outScancode, int32_t* outKeycode, uint32_t *outFlags,
|
|
|
|
int32_t* outValue, nsecs_t* outWhen)
|
|
|
|
{
|
|
|
|
*outDeviceId = 0;
|
|
|
|
*outType = 0;
|
|
|
|
*outScancode = 0;
|
|
|
|
*outKeycode = 0;
|
|
|
|
*outFlags = 0;
|
|
|
|
*outValue = 0;
|
|
|
|
*outWhen = 0;
|
|
|
|
|
|
|
|
status_t err;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
int res;
|
|
|
|
int pollres;
|
|
|
|
struct input_event iev;
|
|
|
|
|
|
|
|
// Note that we only allow one caller to getEvent(), so don't need
|
|
|
|
// to do locking here... only when adding/removing devices.
|
2009-07-16 15:11:18 +00:00
|
|
|
|
|
|
|
if (!mOpened) {
|
|
|
|
mError = openPlatformInput() ? NO_ERROR : UNKNOWN_ERROR;
|
|
|
|
mOpened = true;
|
|
|
|
}
|
|
|
|
|
2009-03-04 03:31:44 +00:00
|
|
|
while(1) {
|
|
|
|
|
|
|
|
// First, report any devices that had last been added/removed.
|
|
|
|
if (mClosingDevices != NULL) {
|
|
|
|
device_t* device = mClosingDevices;
|
|
|
|
LOGV("Reporting device closed: id=0x%x, name=%s\n",
|
|
|
|
device->id, device->path.string());
|
|
|
|
mClosingDevices = device->next;
|
|
|
|
*outDeviceId = device->id;
|
|
|
|
if (*outDeviceId == mFirstKeyboardId) *outDeviceId = 0;
|
|
|
|
*outType = DEVICE_REMOVED;
|
|
|
|
delete device;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
if (mOpeningDevices != NULL) {
|
|
|
|
device_t* device = mOpeningDevices;
|
|
|
|
LOGV("Reporting device opened: id=0x%x, name=%s\n",
|
|
|
|
device->id, device->path.string());
|
|
|
|
mOpeningDevices = device->next;
|
|
|
|
*outDeviceId = device->id;
|
|
|
|
if (*outDeviceId == mFirstKeyboardId) *outDeviceId = 0;
|
|
|
|
*outType = DEVICE_ADDED;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
release_wake_lock(WAKE_LOCK_ID);
|
|
|
|
|
|
|
|
pollres = poll(mFDs, mFDCount, -1);
|
|
|
|
|
|
|
|
acquire_wake_lock(PARTIAL_WAKE_LOCK, WAKE_LOCK_ID);
|
|
|
|
|
|
|
|
if (pollres <= 0) {
|
|
|
|
if (errno != EINTR) {
|
|
|
|
LOGW("select failed (errno=%d)\n", errno);
|
|
|
|
usleep(100000);
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
//printf("poll %d, returned %d\n", mFDCount, pollres);
|
|
|
|
|
|
|
|
// mFDs[0] is used for inotify, so process regular events starting at mFDs[1]
|
|
|
|
for(i = 1; i < mFDCount; i++) {
|
|
|
|
if(mFDs[i].revents) {
|
|
|
|
LOGV("revents for %d = 0x%08x", i, mFDs[i].revents);
|
|
|
|
if(mFDs[i].revents & POLLIN) {
|
|
|
|
res = read(mFDs[i].fd, &iev, sizeof(iev));
|
|
|
|
if (res == sizeof(iev)) {
|
|
|
|
LOGV("%s got: t0=%d, t1=%d, type=%d, code=%d, v=%d",
|
|
|
|
mDevices[i]->path.string(),
|
|
|
|
(int) iev.time.tv_sec, (int) iev.time.tv_usec,
|
|
|
|
iev.type, iev.code, iev.value);
|
|
|
|
*outDeviceId = mDevices[i]->id;
|
|
|
|
if (*outDeviceId == mFirstKeyboardId) *outDeviceId = 0;
|
|
|
|
*outType = iev.type;
|
|
|
|
*outScancode = iev.code;
|
|
|
|
if (iev.type == EV_KEY) {
|
|
|
|
err = mDevices[i]->layoutMap->map(iev.code, outKeycode, outFlags);
|
|
|
|
LOGV("iev.code=%d outKeycode=%d outFlags=0x%08x err=%d\n",
|
|
|
|
iev.code, *outKeycode, *outFlags, err);
|
|
|
|
if (err != 0) {
|
|
|
|
*outKeycode = 0;
|
|
|
|
*outFlags = 0;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
*outKeycode = iev.code;
|
|
|
|
}
|
|
|
|
*outValue = iev.value;
|
|
|
|
*outWhen = s2ns(iev.time.tv_sec) + us2ns(iev.time.tv_usec);
|
|
|
|
return true;
|
|
|
|
} else {
|
|
|
|
if (res<0) {
|
|
|
|
LOGW("could not get event (errno=%d)", errno);
|
|
|
|
} else {
|
|
|
|
LOGE("could not get event (wrong size: %d)", res);
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// read_notify() will modify mFDs and mFDCount, so this must be done after
|
|
|
|
// processing all other events.
|
|
|
|
if(mFDs[0].revents & POLLIN) {
|
|
|
|
read_notify(mFDs[0].fd);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Open the platform-specific input device.
|
|
|
|
*/
|
|
|
|
bool EventHub::openPlatformInput(void)
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
* Open platform-specific input device(s).
|
|
|
|
*/
|
|
|
|
int res;
|
|
|
|
|
|
|
|
mFDCount = 1;
|
|
|
|
mFDs = (pollfd *)calloc(1, sizeof(mFDs[0]));
|
|
|
|
mDevices = (device_t **)calloc(1, sizeof(mDevices[0]));
|
|
|
|
mFDs[0].events = POLLIN;
|
|
|
|
mDevices[0] = NULL;
|
|
|
|
#ifdef HAVE_INOTIFY
|
|
|
|
mFDs[0].fd = inotify_init();
|
|
|
|
res = inotify_add_watch(mFDs[0].fd, device_path, IN_DELETE | IN_CREATE);
|
|
|
|
if(res < 0) {
|
|
|
|
LOGE("could not add watch for %s, %s\n", device_path, strerror(errno));
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
/*
|
|
|
|
* The code in EventHub::getEvent assumes that mFDs[0] is an inotify fd.
|
|
|
|
* We allocate space for it and set it to something invalid.
|
|
|
|
*/
|
|
|
|
mFDs[0].fd = -1;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
res = scan_dir(device_path);
|
|
|
|
if(res < 0) {
|
|
|
|
LOGE("scan dir failed for %s\n", device_path);
|
|
|
|
//open_device("/dev/input/event0");
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Inspect the known devices to determine whether physical keys exist for the given
|
|
|
|
* framework-domain key codes.
|
|
|
|
*/
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
bool EventHub::hasKeys(size_t numCodes, const int32_t* keyCodes, uint8_t* outFlags) const {
|
2009-03-04 03:31:44 +00:00
|
|
|
for (size_t codeIndex = 0; codeIndex < numCodes; codeIndex++) {
|
|
|
|
outFlags[codeIndex] = 0;
|
|
|
|
|
|
|
|
// check each available hardware device for support for this keycode
|
|
|
|
Vector<int32_t> scanCodes;
|
|
|
|
for (int n = 0; (n < mFDCount) && (outFlags[codeIndex] == 0); n++) {
|
|
|
|
if (mDevices[n]) {
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
status_t err = mDevices[n]->layoutMap->findScancodes(
|
|
|
|
keyCodes[codeIndex], &scanCodes);
|
2009-03-04 03:31:44 +00:00
|
|
|
if (!err) {
|
|
|
|
// check the possible scan codes identified by the layout map against the
|
|
|
|
// map of codes actually emitted by the driver
|
|
|
|
for (size_t sc = 0; sc < scanCodes.size(); sc++) {
|
|
|
|
if (test_bit(scanCodes[sc], mDevices[n]->keyBitmask)) {
|
|
|
|
outFlags[codeIndex] = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
int EventHub::open_device(const char *deviceName)
|
|
|
|
{
|
|
|
|
int version;
|
|
|
|
int fd;
|
|
|
|
struct pollfd *new_mFDs;
|
|
|
|
device_t **new_devices;
|
|
|
|
char **new_device_names;
|
|
|
|
char name[80];
|
|
|
|
char location[80];
|
|
|
|
char idstr[80];
|
|
|
|
struct input_id id;
|
|
|
|
|
|
|
|
LOGV("Opening device: %s", deviceName);
|
|
|
|
|
|
|
|
AutoMutex _l(mLock);
|
2010-01-21 03:36:49 +00:00
|
|
|
|
2010-01-26 18:27:15 +00:00
|
|
|
fd = open(deviceName, O_RDWR);
|
2009-03-04 03:31:44 +00:00
|
|
|
if(fd < 0) {
|
|
|
|
LOGE("could not open %s, %s\n", deviceName, strerror(errno));
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(ioctl(fd, EVIOCGVERSION, &version)) {
|
|
|
|
LOGE("could not get driver version for %s, %s\n", deviceName, strerror(errno));
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
if(ioctl(fd, EVIOCGID, &id)) {
|
|
|
|
LOGE("could not get driver id for %s, %s\n", deviceName, strerror(errno));
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
name[sizeof(name) - 1] = '\0';
|
|
|
|
location[sizeof(location) - 1] = '\0';
|
|
|
|
idstr[sizeof(idstr) - 1] = '\0';
|
|
|
|
if(ioctl(fd, EVIOCGNAME(sizeof(name) - 1), &name) < 1) {
|
|
|
|
//fprintf(stderr, "could not get device name for %s, %s\n", deviceName, strerror(errno));
|
|
|
|
name[0] = '\0';
|
|
|
|
}
|
|
|
|
|
2009-07-16 15:11:18 +00:00
|
|
|
// check to see if the device is on our excluded list
|
|
|
|
List<String8>::iterator iter = mExcludedDevices.begin();
|
|
|
|
List<String8>::iterator end = mExcludedDevices.end();
|
|
|
|
for ( ; iter != end; iter++) {
|
2009-07-17 04:10:10 +00:00
|
|
|
const char* test = *iter;
|
|
|
|
if (strcmp(name, test) == 0) {
|
|
|
|
LOGI("ignoring event id %s driver %s\n", deviceName, test);
|
2009-07-16 15:11:18 +00:00
|
|
|
close(fd);
|
|
|
|
fd = -1;
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-07-17 04:10:10 +00:00
|
|
|
if(ioctl(fd, EVIOCGPHYS(sizeof(location) - 1), &location) < 1) {
|
|
|
|
//fprintf(stderr, "could not get location for %s, %s\n", deviceName, strerror(errno));
|
|
|
|
location[0] = '\0';
|
|
|
|
}
|
|
|
|
if(ioctl(fd, EVIOCGUNIQ(sizeof(idstr) - 1), &idstr) < 1) {
|
|
|
|
//fprintf(stderr, "could not get idstring for %s, %s\n", deviceName, strerror(errno));
|
|
|
|
idstr[0] = '\0';
|
|
|
|
}
|
|
|
|
|
2009-03-04 03:31:44 +00:00
|
|
|
int devid = 0;
|
|
|
|
while (devid < mNumDevicesById) {
|
|
|
|
if (mDevicesById[devid].device == NULL) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
devid++;
|
|
|
|
}
|
|
|
|
if (devid >= mNumDevicesById) {
|
|
|
|
device_ent* new_devids = (device_ent*)realloc(mDevicesById,
|
|
|
|
sizeof(mDevicesById[0]) * (devid + 1));
|
|
|
|
if (new_devids == NULL) {
|
|
|
|
LOGE("out of memory");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
mDevicesById = new_devids;
|
|
|
|
mNumDevicesById = devid+1;
|
|
|
|
mDevicesById[devid].device = NULL;
|
|
|
|
mDevicesById[devid].seq = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
mDevicesById[devid].seq = (mDevicesById[devid].seq+(1<<SEQ_SHIFT))&SEQ_MASK;
|
|
|
|
if (mDevicesById[devid].seq == 0) {
|
|
|
|
mDevicesById[devid].seq = 1<<SEQ_SHIFT;
|
|
|
|
}
|
|
|
|
|
|
|
|
new_mFDs = (pollfd*)realloc(mFDs, sizeof(mFDs[0]) * (mFDCount + 1));
|
|
|
|
new_devices = (device_t**)realloc(mDevices, sizeof(mDevices[0]) * (mFDCount + 1));
|
|
|
|
if (new_mFDs == NULL || new_devices == NULL) {
|
|
|
|
LOGE("out of memory");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
mFDs = new_mFDs;
|
|
|
|
mDevices = new_devices;
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
LOGI("add device %d: %s\n", mFDCount, deviceName);
|
|
|
|
LOGI(" bus: %04x\n"
|
|
|
|
" vendor %04x\n"
|
|
|
|
" product %04x\n"
|
|
|
|
" version %04x\n",
|
|
|
|
id.bustype, id.vendor, id.product, id.version);
|
|
|
|
LOGI(" name: \"%s\"\n", name);
|
|
|
|
LOGI(" location: \"%s\"\n"
|
|
|
|
" id: \"%s\"\n", location, idstr);
|
|
|
|
LOGI(" version: %d.%d.%d\n",
|
|
|
|
version >> 16, (version >> 8) & 0xff, version & 0xff);
|
|
|
|
#endif
|
|
|
|
|
2009-08-06 21:50:08 +00:00
|
|
|
device_t* device = new device_t(devid|mDevicesById[devid].seq, deviceName, name);
|
2009-03-04 03:31:44 +00:00
|
|
|
if (device == NULL) {
|
|
|
|
LOGE("out of memory");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
mFDs[mFDCount].fd = fd;
|
|
|
|
mFDs[mFDCount].events = POLLIN;
|
|
|
|
|
|
|
|
// figure out the kinds of events the device reports
|
2009-08-04 12:49:43 +00:00
|
|
|
|
2010-03-03 01:19:29 +00:00
|
|
|
// See if this is a keyboard, and classify it. Note that we only
|
|
|
|
// consider up through the function keys; we don't want to include
|
|
|
|
// ones after that (play cd etc) so we don't mistakenly consider a
|
|
|
|
// controller to be a keyboard.
|
2010-03-05 00:26:06 +00:00
|
|
|
uint8_t key_bitmask[(KEY_MAX+7)/8];
|
2009-03-04 03:31:44 +00:00
|
|
|
memset(key_bitmask, 0, sizeof(key_bitmask));
|
|
|
|
LOGV("Getting keys...");
|
|
|
|
if (ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(key_bitmask)), key_bitmask) >= 0) {
|
|
|
|
//LOGI("MAP\n");
|
2010-03-05 00:26:06 +00:00
|
|
|
//for (int i=0; i<((KEY_MAX+7)/8); i++) {
|
2009-03-04 03:31:44 +00:00
|
|
|
// LOGI("%d: 0x%02x\n", i, key_bitmask[i]);
|
|
|
|
//}
|
|
|
|
for (int i=0; i<((BTN_MISC+7)/8); i++) {
|
|
|
|
if (key_bitmask[i] != 0) {
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
device->classes |= INPUT_DEVICE_CLASS_KEYBOARD;
|
2009-03-04 03:31:44 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
if ((device->classes & INPUT_DEVICE_CLASS_KEYBOARD) != 0) {
|
2009-08-04 12:49:43 +00:00
|
|
|
device->keyBitmask = new uint8_t[sizeof(key_bitmask)];
|
2009-03-04 03:31:44 +00:00
|
|
|
if (device->keyBitmask != NULL) {
|
|
|
|
memcpy(device->keyBitmask, key_bitmask, sizeof(key_bitmask));
|
|
|
|
} else {
|
|
|
|
delete device;
|
|
|
|
LOGE("out of memory allocating key bitmask");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-08-04 12:49:43 +00:00
|
|
|
|
|
|
|
// See if this is a trackball.
|
2009-03-04 03:31:44 +00:00
|
|
|
if (test_bit(BTN_MOUSE, key_bitmask)) {
|
2010-03-05 00:26:06 +00:00
|
|
|
uint8_t rel_bitmask[(REL_MAX+7)/8];
|
2009-03-04 03:31:44 +00:00
|
|
|
memset(rel_bitmask, 0, sizeof(rel_bitmask));
|
|
|
|
LOGV("Getting relative controllers...");
|
|
|
|
if (ioctl(fd, EVIOCGBIT(EV_REL, sizeof(rel_bitmask)), rel_bitmask) >= 0)
|
|
|
|
{
|
|
|
|
if (test_bit(REL_X, rel_bitmask) && test_bit(REL_Y, rel_bitmask)) {
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
device->classes |= INPUT_DEVICE_CLASS_TRACKBALL;
|
2009-03-04 03:31:44 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-08-04 12:49:43 +00:00
|
|
|
|
2010-03-05 00:26:06 +00:00
|
|
|
uint8_t abs_bitmask[(ABS_MAX+7)/8];
|
2009-08-04 12:49:43 +00:00
|
|
|
memset(abs_bitmask, 0, sizeof(abs_bitmask));
|
|
|
|
LOGV("Getting absolute controllers...");
|
|
|
|
ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(abs_bitmask)), abs_bitmask);
|
|
|
|
|
|
|
|
// Is this a new modern multi-touch driver?
|
|
|
|
if (test_bit(ABS_MT_TOUCH_MAJOR, abs_bitmask)
|
|
|
|
&& test_bit(ABS_MT_POSITION_X, abs_bitmask)
|
|
|
|
&& test_bit(ABS_MT_POSITION_Y, abs_bitmask)) {
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
device->classes |= INPUT_DEVICE_CLASS_TOUCHSCREEN | INPUT_DEVICE_CLASS_TOUCHSCREEN_MT;
|
2009-08-04 12:49:43 +00:00
|
|
|
|
|
|
|
// Is this an old style single-touch driver?
|
|
|
|
} else if (test_bit(BTN_TOUCH, key_bitmask)
|
|
|
|
&& test_bit(ABS_X, abs_bitmask) && test_bit(ABS_Y, abs_bitmask)) {
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
device->classes |= INPUT_DEVICE_CLASS_TOUCHSCREEN;
|
2009-03-04 03:31:44 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef EV_SW
|
|
|
|
// figure out the switches this device reports
|
2010-03-05 00:26:06 +00:00
|
|
|
uint8_t sw_bitmask[(SW_MAX+7)/8];
|
2009-03-04 03:31:44 +00:00
|
|
|
memset(sw_bitmask, 0, sizeof(sw_bitmask));
|
|
|
|
if (ioctl(fd, EVIOCGBIT(EV_SW, sizeof(sw_bitmask)), sw_bitmask) >= 0) {
|
|
|
|
for (int i=0; i<EV_SW; i++) {
|
|
|
|
//LOGI("Device 0x%x sw %d: has=%d", device->id, i, test_bit(i, sw_bitmask));
|
|
|
|
if (test_bit(i, sw_bitmask)) {
|
|
|
|
if (mSwitches[i] == 0) {
|
|
|
|
mSwitches[i] = device->id;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
if ((device->classes & INPUT_DEVICE_CLASS_KEYBOARD) != 0) {
|
2009-08-06 21:50:08 +00:00
|
|
|
char tmpfn[sizeof(name)];
|
2009-03-04 03:31:44 +00:00
|
|
|
char keylayoutFilename[300];
|
|
|
|
|
|
|
|
// a more descriptive name
|
2009-08-06 21:50:08 +00:00
|
|
|
device->name = name;
|
2009-03-04 03:31:44 +00:00
|
|
|
|
|
|
|
// replace all the spaces with underscores
|
2009-08-06 21:50:08 +00:00
|
|
|
strcpy(tmpfn, name);
|
2009-03-04 03:31:44 +00:00
|
|
|
for (char *p = strchr(tmpfn, ' '); p && *p; p = strchr(tmpfn, ' '))
|
|
|
|
*p = '_';
|
|
|
|
|
|
|
|
// find the .kl file we need for this device
|
|
|
|
const char* root = getenv("ANDROID_ROOT");
|
|
|
|
snprintf(keylayoutFilename, sizeof(keylayoutFilename),
|
|
|
|
"%s/usr/keylayout/%s.kl", root, tmpfn);
|
|
|
|
bool defaultKeymap = false;
|
|
|
|
if (access(keylayoutFilename, R_OK)) {
|
|
|
|
snprintf(keylayoutFilename, sizeof(keylayoutFilename),
|
|
|
|
"%s/usr/keylayout/%s", root, "qwerty.kl");
|
|
|
|
defaultKeymap = true;
|
|
|
|
}
|
|
|
|
device->layoutMap->load(keylayoutFilename);
|
|
|
|
|
|
|
|
// tell the world about the devname (the descriptive name)
|
2010-03-03 01:19:29 +00:00
|
|
|
if (!mHaveFirstKeyboard && !defaultKeymap && strstr(name, "-keypad")) {
|
2009-03-04 03:31:44 +00:00
|
|
|
// the built-in keyboard has a well-known device ID of 0,
|
|
|
|
// this device better not go away.
|
|
|
|
mHaveFirstKeyboard = true;
|
|
|
|
mFirstKeyboardId = device->id;
|
2010-03-03 01:19:29 +00:00
|
|
|
property_set("hw.keyboards.0.devname", name);
|
2009-03-04 03:31:44 +00:00
|
|
|
} else {
|
|
|
|
// ensure mFirstKeyboardId is set to -something-.
|
|
|
|
if (mFirstKeyboardId == 0) {
|
|
|
|
mFirstKeyboardId = device->id;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
char propName[100];
|
2010-03-03 01:19:29 +00:00
|
|
|
sprintf(propName, "hw.keyboards.%u.devname", device->id);
|
2009-08-06 21:50:08 +00:00
|
|
|
property_set(propName, name);
|
2009-03-04 03:31:44 +00:00
|
|
|
|
2009-08-04 12:49:43 +00:00
|
|
|
// 'Q' key support = cheap test of whether this is an alpha-capable kbd
|
|
|
|
if (hasKeycode(device, kKeyCodeQ)) {
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
device->classes |= INPUT_DEVICE_CLASS_ALPHAKEY;
|
2009-08-04 12:49:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// See if this has a DPAD.
|
|
|
|
if (hasKeycode(device, kKeyCodeDpadUp) &&
|
|
|
|
hasKeycode(device, kKeyCodeDpadDown) &&
|
|
|
|
hasKeycode(device, kKeyCodeDpadLeft) &&
|
|
|
|
hasKeycode(device, kKeyCodeDpadRight) &&
|
|
|
|
hasKeycode(device, kKeyCodeDpadCenter)) {
|
Native input dispatch rewrite work in progress.
The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
|
|
|
device->classes |= INPUT_DEVICE_CLASS_DPAD;
|
2009-08-04 12:49:43 +00:00
|
|
|
}
|
|
|
|
|
2010-03-03 01:19:29 +00:00
|
|
|
LOGI("New keyboard: device->id=0x%x devname='%s' propName='%s' keylayout='%s'\n",
|
|
|
|
device->id, name, propName, keylayoutFilename);
|
2009-03-04 03:31:44 +00:00
|
|
|
}
|
|
|
|
|
2009-08-04 12:49:43 +00:00
|
|
|
LOGI("New device: path=%s name=%s id=0x%x (of 0x%x) index=%d fd=%d classes=0x%x\n",
|
|
|
|
deviceName, name, device->id, mNumDevicesById, mFDCount, fd, device->classes);
|
|
|
|
|
2009-03-04 03:31:44 +00:00
|
|
|
LOGV("Adding device %s %p at %d, id = %d, classes = 0x%x\n",
|
|
|
|
deviceName, device, mFDCount, devid, device->classes);
|
|
|
|
|
|
|
|
mDevicesById[devid].device = device;
|
|
|
|
device->next = mOpeningDevices;
|
|
|
|
mOpeningDevices = device;
|
|
|
|
mDevices[mFDCount] = device;
|
|
|
|
|
|
|
|
mFDCount++;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2009-08-04 12:49:43 +00:00
|
|
|
bool EventHub::hasKeycode(device_t* device, int keycode) const
|
|
|
|
{
|
|
|
|
if (device->keyBitmask == NULL || device->layoutMap == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<int32_t> scanCodes;
|
|
|
|
device->layoutMap->findScancodes(keycode, &scanCodes);
|
|
|
|
const size_t N = scanCodes.size();
|
|
|
|
for (size_t i=0; i<N && i<=KEY_MAX; i++) {
|
|
|
|
int32_t sc = scanCodes.itemAt(i);
|
|
|
|
if (sc >= 0 && sc <= KEY_MAX && test_bit(sc, device->keyBitmask)) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2009-03-04 03:31:44 +00:00
|
|
|
int EventHub::close_device(const char *deviceName)
|
|
|
|
{
|
|
|
|
AutoMutex _l(mLock);
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for(i = 1; i < mFDCount; i++) {
|
|
|
|
if(strcmp(mDevices[i]->path.string(), deviceName) == 0) {
|
|
|
|
//LOGD("remove device %d: %s\n", i, deviceName);
|
|
|
|
device_t* device = mDevices[i];
|
Work on issue #2079167: Flickering issue across multiple UI
This addresses a few parts of the bug:
- There was a small issue in the window manager where we could show a window
too early before the transition animation starts, which was introduced
by the recent wallpaper work. This was the cause of the flicker when
starting the dialer for the first time.
- There was a much larger problem that has existing forever where moving
an application token to the front or back was not synchronized with the
application animation transaction. This was the cause of the flicker
when hanging up (now that the in-call screen moves to the back instead
of closing and we always have a wallpaper visible). The approach to
solving this is to have the window manager go ahead and move the app
tokens (it must in order to keep in sync with the activity manager), but
to delay the actual window movement: perform the movement to front when
the animation starts, and to back when it ends. Actually, when the
animation ends, we just go and completely rebuild the window list to
ensure it is correct, because there can be ways people can add windows
while in this intermediate state where they could end up at the wrong
place once we do the delayed movement to the front or back. And it is
simply reasuring to know that every time we finish a full app transition,
we re-evaluate the world and put everything in its proper place.
Also included in this change are a few little tweaks to the input system,
to perform better logging, and completely ignore input devices that do not
have any of our input classes. There is also a little cleanup of evaluating
configuration changes to not do more work than needed when an input
devices appears or disappears, and to only log a config change message when
the config is truly changing.
Change-Id: Ifb2db77f8867435121722a6abeb946ec7c3ea9d3
2009-09-02 02:01:50 +00:00
|
|
|
|
|
|
|
LOGI("Removed device: path=%s name=%s id=0x%x (of 0x%x) index=%d fd=%d classes=0x%x\n",
|
|
|
|
device->path.string(), device->name.string(), device->id,
|
|
|
|
mNumDevicesById, mFDCount, mFDs[i].fd, device->classes);
|
|
|
|
|
|
|
|
// Clear this device's entry.
|
2009-03-04 03:31:44 +00:00
|
|
|
int index = (device->id&ID_MASK);
|
|
|
|
mDevicesById[index].device = NULL;
|
Work on issue #2079167: Flickering issue across multiple UI
This addresses a few parts of the bug:
- There was a small issue in the window manager where we could show a window
too early before the transition animation starts, which was introduced
by the recent wallpaper work. This was the cause of the flicker when
starting the dialer for the first time.
- There was a much larger problem that has existing forever where moving
an application token to the front or back was not synchronized with the
application animation transaction. This was the cause of the flicker
when hanging up (now that the in-call screen moves to the back instead
of closing and we always have a wallpaper visible). The approach to
solving this is to have the window manager go ahead and move the app
tokens (it must in order to keep in sync with the activity manager), but
to delay the actual window movement: perform the movement to front when
the animation starts, and to back when it ends. Actually, when the
animation ends, we just go and completely rebuild the window list to
ensure it is correct, because there can be ways people can add windows
while in this intermediate state where they could end up at the wrong
place once we do the delayed movement to the front or back. And it is
simply reasuring to know that every time we finish a full app transition,
we re-evaluate the world and put everything in its proper place.
Also included in this change are a few little tweaks to the input system,
to perform better logging, and completely ignore input devices that do not
have any of our input classes. There is also a little cleanup of evaluating
configuration changes to not do more work than needed when an input
devices appears or disappears, and to only log a config change message when
the config is truly changing.
Change-Id: Ifb2db77f8867435121722a6abeb946ec7c3ea9d3
2009-09-02 02:01:50 +00:00
|
|
|
|
|
|
|
// Close the file descriptor and compact the fd array.
|
2009-08-28 20:29:06 +00:00
|
|
|
close(mFDs[i].fd);
|
Work on issue #2079167: Flickering issue across multiple UI
This addresses a few parts of the bug:
- There was a small issue in the window manager where we could show a window
too early before the transition animation starts, which was introduced
by the recent wallpaper work. This was the cause of the flicker when
starting the dialer for the first time.
- There was a much larger problem that has existing forever where moving
an application token to the front or back was not synchronized with the
application animation transaction. This was the cause of the flicker
when hanging up (now that the in-call screen moves to the back instead
of closing and we always have a wallpaper visible). The approach to
solving this is to have the window manager go ahead and move the app
tokens (it must in order to keep in sync with the activity manager), but
to delay the actual window movement: perform the movement to front when
the animation starts, and to back when it ends. Actually, when the
animation ends, we just go and completely rebuild the window list to
ensure it is correct, because there can be ways people can add windows
while in this intermediate state where they could end up at the wrong
place once we do the delayed movement to the front or back. And it is
simply reasuring to know that every time we finish a full app transition,
we re-evaluate the world and put everything in its proper place.
Also included in this change are a few little tweaks to the input system,
to perform better logging, and completely ignore input devices that do not
have any of our input classes. There is also a little cleanup of evaluating
configuration changes to not do more work than needed when an input
devices appears or disappears, and to only log a config change message when
the config is truly changing.
Change-Id: Ifb2db77f8867435121722a6abeb946ec7c3ea9d3
2009-09-02 02:01:50 +00:00
|
|
|
int count = mFDCount - i - 1;
|
2009-03-04 03:31:44 +00:00
|
|
|
memmove(mDevices + i, mDevices + i + 1, sizeof(mDevices[0]) * count);
|
|
|
|
memmove(mFDs + i, mFDs + i + 1, sizeof(mFDs[0]) * count);
|
Work on issue #2079167: Flickering issue across multiple UI
This addresses a few parts of the bug:
- There was a small issue in the window manager where we could show a window
too early before the transition animation starts, which was introduced
by the recent wallpaper work. This was the cause of the flicker when
starting the dialer for the first time.
- There was a much larger problem that has existing forever where moving
an application token to the front or back was not synchronized with the
application animation transaction. This was the cause of the flicker
when hanging up (now that the in-call screen moves to the back instead
of closing and we always have a wallpaper visible). The approach to
solving this is to have the window manager go ahead and move the app
tokens (it must in order to keep in sync with the activity manager), but
to delay the actual window movement: perform the movement to front when
the animation starts, and to back when it ends. Actually, when the
animation ends, we just go and completely rebuild the window list to
ensure it is correct, because there can be ways people can add windows
while in this intermediate state where they could end up at the wrong
place once we do the delayed movement to the front or back. And it is
simply reasuring to know that every time we finish a full app transition,
we re-evaluate the world and put everything in its proper place.
Also included in this change are a few little tweaks to the input system,
to perform better logging, and completely ignore input devices that do not
have any of our input classes. There is also a little cleanup of evaluating
configuration changes to not do more work than needed when an input
devices appears or disappears, and to only log a config change message when
the config is truly changing.
Change-Id: Ifb2db77f8867435121722a6abeb946ec7c3ea9d3
2009-09-02 02:01:50 +00:00
|
|
|
mFDCount--;
|
2009-03-04 03:31:44 +00:00
|
|
|
|
|
|
|
#ifdef EV_SW
|
|
|
|
for (int j=0; j<EV_SW; j++) {
|
|
|
|
if (mSwitches[j] == device->id) {
|
|
|
|
mSwitches[j] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
device->next = mClosingDevices;
|
|
|
|
mClosingDevices = device;
|
|
|
|
|
|
|
|
if (device->id == mFirstKeyboardId) {
|
|
|
|
LOGW("built-in keyboard device %s (id=%d) is closing! the apps will not like this",
|
|
|
|
device->path.string(), mFirstKeyboardId);
|
|
|
|
mFirstKeyboardId = 0;
|
2010-03-03 01:19:29 +00:00
|
|
|
property_set("hw.keyboards.0.devname", NULL);
|
2009-03-04 03:31:44 +00:00
|
|
|
}
|
|
|
|
// clear the property
|
|
|
|
char propName[100];
|
2010-03-03 01:19:29 +00:00
|
|
|
sprintf(propName, "hw.keyboards.%u.devname", device->id);
|
2009-03-04 03:31:44 +00:00
|
|
|
property_set(propName, NULL);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
Work on issue #2079167: Flickering issue across multiple UI
This addresses a few parts of the bug:
- There was a small issue in the window manager where we could show a window
too early before the transition animation starts, which was introduced
by the recent wallpaper work. This was the cause of the flicker when
starting the dialer for the first time.
- There was a much larger problem that has existing forever where moving
an application token to the front or back was not synchronized with the
application animation transaction. This was the cause of the flicker
when hanging up (now that the in-call screen moves to the back instead
of closing and we always have a wallpaper visible). The approach to
solving this is to have the window manager go ahead and move the app
tokens (it must in order to keep in sync with the activity manager), but
to delay the actual window movement: perform the movement to front when
the animation starts, and to back when it ends. Actually, when the
animation ends, we just go and completely rebuild the window list to
ensure it is correct, because there can be ways people can add windows
while in this intermediate state where they could end up at the wrong
place once we do the delayed movement to the front or back. And it is
simply reasuring to know that every time we finish a full app transition,
we re-evaluate the world and put everything in its proper place.
Also included in this change are a few little tweaks to the input system,
to perform better logging, and completely ignore input devices that do not
have any of our input classes. There is also a little cleanup of evaluating
configuration changes to not do more work than needed when an input
devices appears or disappears, and to only log a config change message when
the config is truly changing.
Change-Id: Ifb2db77f8867435121722a6abeb946ec7c3ea9d3
2009-09-02 02:01:50 +00:00
|
|
|
LOGE("remove device: %s not found\n", deviceName);
|
2009-03-04 03:31:44 +00:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int EventHub::read_notify(int nfd)
|
|
|
|
{
|
|
|
|
#ifdef HAVE_INOTIFY
|
|
|
|
int res;
|
|
|
|
char devname[PATH_MAX];
|
|
|
|
char *filename;
|
|
|
|
char event_buf[512];
|
|
|
|
int event_size;
|
|
|
|
int event_pos = 0;
|
|
|
|
struct inotify_event *event;
|
|
|
|
|
Work on issue #2079167: Flickering issue across multiple UI
This addresses a few parts of the bug:
- There was a small issue in the window manager where we could show a window
too early before the transition animation starts, which was introduced
by the recent wallpaper work. This was the cause of the flicker when
starting the dialer for the first time.
- There was a much larger problem that has existing forever where moving
an application token to the front or back was not synchronized with the
application animation transaction. This was the cause of the flicker
when hanging up (now that the in-call screen moves to the back instead
of closing and we always have a wallpaper visible). The approach to
solving this is to have the window manager go ahead and move the app
tokens (it must in order to keep in sync with the activity manager), but
to delay the actual window movement: perform the movement to front when
the animation starts, and to back when it ends. Actually, when the
animation ends, we just go and completely rebuild the window list to
ensure it is correct, because there can be ways people can add windows
while in this intermediate state where they could end up at the wrong
place once we do the delayed movement to the front or back. And it is
simply reasuring to know that every time we finish a full app transition,
we re-evaluate the world and put everything in its proper place.
Also included in this change are a few little tweaks to the input system,
to perform better logging, and completely ignore input devices that do not
have any of our input classes. There is also a little cleanup of evaluating
configuration changes to not do more work than needed when an input
devices appears or disappears, and to only log a config change message when
the config is truly changing.
Change-Id: Ifb2db77f8867435121722a6abeb946ec7c3ea9d3
2009-09-02 02:01:50 +00:00
|
|
|
LOGV("EventHub::read_notify nfd: %d\n", nfd);
|
2009-03-04 03:31:44 +00:00
|
|
|
res = read(nfd, event_buf, sizeof(event_buf));
|
|
|
|
if(res < (int)sizeof(*event)) {
|
|
|
|
if(errno == EINTR)
|
|
|
|
return 0;
|
|
|
|
LOGW("could not get event, %s\n", strerror(errno));
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
//printf("got %d bytes of event information\n", res);
|
|
|
|
|
|
|
|
strcpy(devname, device_path);
|
|
|
|
filename = devname + strlen(devname);
|
|
|
|
*filename++ = '/';
|
|
|
|
|
|
|
|
while(res >= (int)sizeof(*event)) {
|
|
|
|
event = (struct inotify_event *)(event_buf + event_pos);
|
|
|
|
//printf("%d: %08x \"%s\"\n", event->wd, event->mask, event->len ? event->name : "");
|
|
|
|
if(event->len) {
|
|
|
|
strcpy(filename, event->name);
|
|
|
|
if(event->mask & IN_CREATE) {
|
|
|
|
open_device(devname);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
close_device(devname);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
event_size = sizeof(*event) + event->len;
|
|
|
|
res -= event_size;
|
|
|
|
event_pos += event_size;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int EventHub::scan_dir(const char *dirname)
|
|
|
|
{
|
|
|
|
char devname[PATH_MAX];
|
|
|
|
char *filename;
|
|
|
|
DIR *dir;
|
|
|
|
struct dirent *de;
|
|
|
|
dir = opendir(dirname);
|
|
|
|
if(dir == NULL)
|
|
|
|
return -1;
|
|
|
|
strcpy(devname, dirname);
|
|
|
|
filename = devname + strlen(devname);
|
|
|
|
*filename++ = '/';
|
|
|
|
while((de = readdir(dir))) {
|
|
|
|
if(de->d_name[0] == '.' &&
|
|
|
|
(de->d_name[1] == '\0' ||
|
|
|
|
(de->d_name[1] == '.' && de->d_name[2] == '\0')))
|
|
|
|
continue;
|
|
|
|
strcpy(filename, de->d_name);
|
|
|
|
open_device(devname);
|
|
|
|
}
|
|
|
|
closedir(dir);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
}; // namespace android
|