replicant-frameworks_native/include/ui/InputReader.h

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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
/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef _UI_INPUT_READER_H
#define _UI_INPUT_READER_H
#include <ui/EventHub.h>
#include <ui/Input.h>
#include <ui/InputDispatcher.h>
#include <utils/KeyedVector.h>
#include <utils/threads.h>
#include <utils/Timers.h>
#include <utils/RefBase.h>
#include <utils/String8.h>
#include <utils/BitSet.h>
#include <stddef.h>
#include <unistd.h>
/* Maximum pointer id value supported.
* (This is limited by our use of BitSet32 to track pointer assignments.) */
#define MAX_POINTER_ID 32
/* Maximum number of historical samples to average. */
#define AVERAGING_HISTORY_SIZE 5
namespace android {
extern int32_t updateMetaState(int32_t keyCode, bool down, int32_t oldMetaState);
extern int32_t rotateKeyCode(int32_t keyCode, int32_t orientation);
/*
* An input device structure tracks the state of a single input device.
*
* This structure is only used by ReaderThread and is not intended to be shared with
* DispatcherThread (because that would require locking). This works out fine because
* DispatcherThread is only interested in cooked event data anyways and does not need
* any of the low-level data from InputDevice.
*/
struct InputDevice {
struct AbsoluteAxisInfo {
int32_t minValue; // minimum value
int32_t maxValue; // maximum value
int32_t range; // range of values, equal to maxValue - minValue
int32_t flat; // center flat position, eg. flat == 8 means center is between -8 and 8
int32_t fuzz; // error tolerance, eg. fuzz == 4 means value is +/- 4 due to noise
};
struct VirtualKey {
int32_t keyCode;
int32_t scanCode;
uint32_t flags;
// computed hit box, specified in touch screen coords based on known display size
int32_t hitLeft;
int32_t hitTop;
int32_t hitRight;
int32_t hitBottom;
inline bool isHit(int32_t x, int32_t y) const {
return x >= hitLeft && x <= hitRight && y >= hitTop && y <= hitBottom;
}
};
struct KeyboardState {
struct Current {
int32_t metaState;
nsecs_t downTime; // time of most recent key down
} current;
void reset();
};
struct TrackballState {
struct Accumulator {
enum {
FIELD_BTN_MOUSE = 1,
FIELD_REL_X = 2,
FIELD_REL_Y = 4
};
uint32_t fields;
bool btnMouse;
int32_t relX;
int32_t relY;
inline void clear() {
fields = 0;
}
inline bool isDirty() {
return fields != 0;
}
} accumulator;
struct Current {
bool down;
nsecs_t downTime;
} current;
struct Precalculated {
float xScale;
float yScale;
float xPrecision;
float yPrecision;
} precalculated;
void reset();
};
struct SingleTouchScreenState {
struct Accumulator {
enum {
FIELD_BTN_TOUCH = 1,
FIELD_ABS_X = 2,
FIELD_ABS_Y = 4,
FIELD_ABS_PRESSURE = 8,
FIELD_ABS_TOOL_WIDTH = 16
};
uint32_t fields;
bool btnTouch;
int32_t absX;
int32_t absY;
int32_t absPressure;
int32_t absToolWidth;
inline void clear() {
fields = 0;
}
inline bool isDirty() {
return fields != 0;
}
} accumulator;
struct Current {
bool down;
int32_t x;
int32_t y;
int32_t pressure;
int32_t size;
} current;
void reset();
};
struct MultiTouchScreenState {
struct Accumulator {
enum {
FIELD_ABS_MT_POSITION_X = 1,
FIELD_ABS_MT_POSITION_Y = 2,
FIELD_ABS_MT_TOUCH_MAJOR = 4,
FIELD_ABS_MT_WIDTH_MAJOR = 8,
FIELD_ABS_MT_TRACKING_ID = 16
};
uint32_t pointerCount;
struct Pointer {
uint32_t fields;
int32_t absMTPositionX;
int32_t absMTPositionY;
int32_t absMTTouchMajor;
int32_t absMTWidthMajor;
int32_t absMTTrackingId;
inline void clear() {
fields = 0;
}
} pointers[MAX_POINTERS + 1]; // + 1 to remove the need for extra range checks
inline void clear() {
pointerCount = 0;
pointers[0].clear();
}
inline bool isDirty() {
return pointerCount != 0;
}
} accumulator;
void reset();
};
struct PointerData {
uint32_t id;
int32_t x;
int32_t y;
int32_t pressure;
int32_t size;
};
struct TouchData {
uint32_t pointerCount;
PointerData pointers[MAX_POINTERS];
BitSet32 idBits;
uint32_t idToIndex[MAX_POINTER_ID];
void copyFrom(const TouchData& other);
inline void clear() {
pointerCount = 0;
idBits.clear();
}
};
// common state used for both single-touch and multi-touch screens after the initial
// touch decoding has been performed
struct TouchScreenState {
Vector<VirtualKey> virtualKeys;
struct Parameters {
bool useBadTouchFilter;
bool useJumpyTouchFilter;
bool useAveragingTouchFilter;
AbsoluteAxisInfo xAxis;
AbsoluteAxisInfo yAxis;
AbsoluteAxisInfo pressureAxis;
AbsoluteAxisInfo sizeAxis;
} parameters;
// The touch data of the current sample being processed.
TouchData currentTouch;
// The touch data of the previous sample that was processed. This is updated
// incrementally while the current sample is being processed.
TouchData lastTouch;
// The time the primary pointer last went down.
nsecs_t downTime;
struct CurrentVirtualKeyState {
bool down;
nsecs_t downTime;
int32_t keyCode;
int32_t scanCode;
} currentVirtualKey;
struct AveragingTouchFilterState {
// Individual history tracks are stored by pointer id
uint32_t historyStart[MAX_POINTERS];
uint32_t historyEnd[MAX_POINTERS];
struct {
struct {
int32_t x;
int32_t y;
int32_t pressure;
} pointers[MAX_POINTERS];
} historyData[AVERAGING_HISTORY_SIZE];
} averagingTouchFilter;
struct JumpTouchFilterState {
int32_t jumpyPointsDropped;
} jumpyTouchFilter;
struct Precalculated {
float xScale;
float yScale;
float pressureScale;
float sizeScale;
} precalculated;
void reset();
bool applyBadTouchFilter();
bool applyJumpyTouchFilter();
void applyAveragingTouchFilter();
void calculatePointerIds();
bool isPointInsideDisplay(int32_t x, int32_t y) const;
};
InputDevice(int32_t id, uint32_t classes, String8 name);
int32_t id;
uint32_t classes;
String8 name;
bool ignored;
KeyboardState keyboard;
TrackballState trackball;
TouchScreenState touchScreen;
union {
SingleTouchScreenState singleTouchScreen;
MultiTouchScreenState multiTouchScreen;
};
void reset();
inline bool isKeyboard() const { return classes & INPUT_DEVICE_CLASS_KEYBOARD; }
inline bool isAlphaKey() const { return classes & INPUT_DEVICE_CLASS_ALPHAKEY; }
inline bool isTrackball() const { return classes & INPUT_DEVICE_CLASS_TRACKBALL; }
inline bool isDPad() const { return classes & INPUT_DEVICE_CLASS_DPAD; }
inline bool isSingleTouchScreen() const { return (classes
& (INPUT_DEVICE_CLASS_TOUCHSCREEN | INPUT_DEVICE_CLASS_TOUCHSCREEN_MT))
== INPUT_DEVICE_CLASS_TOUCHSCREEN; }
inline bool isMultiTouchScreen() const { return classes
& INPUT_DEVICE_CLASS_TOUCHSCREEN_MT; }
inline bool isTouchScreen() const { return classes
& (INPUT_DEVICE_CLASS_TOUCHSCREEN | INPUT_DEVICE_CLASS_TOUCHSCREEN_MT); }
};
/*
* Input reader policy interface.
*
* The input reader policy is used by the input reader to interact with the Window Manager
* and other system components.
*
* The actual implementation is partially supported by callbacks into the DVM
* via JNI. This interface is also mocked in the unit tests.
*/
class InputReaderPolicyInterface : public virtual RefBase {
protected:
InputReaderPolicyInterface() { }
virtual ~InputReaderPolicyInterface() { }
public:
/* Display orientations. */
enum {
ROTATION_0 = 0,
ROTATION_90 = 1,
ROTATION_180 = 2,
ROTATION_270 = 3
};
/* Actions returned by interceptXXX methods. */
enum {
// The input dispatcher should do nothing and discard the input unless other
// flags are set.
ACTION_NONE = 0,
// The input dispatcher should dispatch the input to the application.
ACTION_DISPATCH = 0x00000001,
// The input dispatcher should perform special filtering in preparation for
// a pending app switch.
ACTION_APP_SWITCH_COMING = 0x00000002,
// The input dispatcher should add POLICY_FLAG_WOKE_HERE to the policy flags it
// passes through the dispatch pipeline.
ACTION_WOKE_HERE = 0x00000004,
// The input dispatcher should add POLICY_FLAG_BRIGHT_HERE to the policy flags it
// passes through the dispatch pipeline.
ACTION_BRIGHT_HERE = 0x00000008
};
/* Describes a virtual key. */
struct VirtualKeyDefinition {
int32_t scanCode;
// configured position data, specified in display coords
int32_t centerX;
int32_t centerY;
int32_t width;
int32_t height;
};
/* Gets information about the display with the specified id.
* Returns true if the display info is available, false otherwise.
*/
virtual bool getDisplayInfo(int32_t displayId,
int32_t* width, int32_t* height, int32_t* orientation) = 0;
/* Provides feedback for a virtual key.
*/
virtual void virtualKeyFeedback(nsecs_t when, int32_t deviceId,
int32_t action, int32_t flags, int32_t keyCode,
int32_t scanCode, int32_t metaState, nsecs_t downTime) = 0;
/* Intercepts a key event.
* The policy can use this method as an opportunity to perform power management functions
* and early event preprocessing.
*
* Returns a policy action constant such as ACTION_DISPATCH.
*/
virtual int32_t interceptKey(nsecs_t when, int32_t deviceId,
bool down, int32_t keyCode, int32_t scanCode, uint32_t policyFlags) = 0;
/* Intercepts a trackball event.
* The policy can use this method as an opportunity to perform power management functions
* and early event preprocessing.
*
* Returns a policy action constant such as ACTION_DISPATCH.
*/
virtual int32_t interceptTrackball(nsecs_t when, bool buttonChanged, bool buttonDown,
bool rolled) = 0;
/* Intercepts a touch event.
* The policy can use this method as an opportunity to perform power management functions
* and early event preprocessing.
*
* Returns a policy action constant such as ACTION_DISPATCH.
*/
virtual int32_t interceptTouch(nsecs_t when) = 0;
/* Intercepts a switch event.
* The policy can use this method as an opportunity to perform power management functions
* and early event preprocessing.
*
* Switches are not dispatched to applications so this method should
* usually return ACTION_NONE.
*/
virtual int32_t interceptSwitch(nsecs_t when, int32_t switchCode, int32_t switchValue) = 0;
/* Determines whether to turn on some hacks we have to improve the touch interaction with a
* certain device whose screen currently is not all that good.
*/
virtual bool filterTouchEvents() = 0;
/* Determines whether to turn on some hacks to improve touch interaction with another device
* where touch coordinate data can get corrupted.
*/
virtual bool filterJumpyTouchEvents() = 0;
/* Gets the configured virtual key definitions for an input device. */
virtual void getVirtualKeyDefinitions(const String8& deviceName,
Vector<VirtualKeyDefinition>& outVirtualKeyDefinitions) = 0;
/* Gets the excluded device names for the platform. */
virtual void getExcludedDeviceNames(Vector<String8>& outExcludedDeviceNames) = 0;
};
/* Processes raw input events and sends cooked event data to an input dispatcher. */
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
class InputReaderInterface : public virtual RefBase {
protected:
InputReaderInterface() { }
virtual ~InputReaderInterface() { }
public:
/* Runs a single iteration of the processing loop.
* Nominally reads and processes one incoming message from the EventHub.
*
* This method should be called on the input reader thread.
*/
virtual void loopOnce() = 0;
/* Gets the current virtual key. Returns false if not down.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual bool getCurrentVirtualKey(int32_t* outKeyCode, int32_t* outScanCode) const = 0;
/* Gets the current input device configuration.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual void getCurrentInputConfiguration(InputConfiguration* outConfiguration) const = 0;
/*
* Query current input state.
* deviceId may be -1 to search for the device automatically, filtered by class.
* deviceClasses may be -1 to ignore device class while searching.
*/
virtual int32_t getCurrentScanCodeState(int32_t deviceId, int32_t deviceClasses,
int32_t scanCode) const = 0;
virtual int32_t getCurrentKeyCodeState(int32_t deviceId, int32_t deviceClasses,
int32_t keyCode) const = 0;
virtual int32_t getCurrentSwitchState(int32_t deviceId, int32_t deviceClasses,
int32_t sw) const = 0;
/* Determine whether physical keys exist for the given framework-domain key codes. */
virtual bool hasKeys(size_t numCodes, const int32_t* keyCodes, uint8_t* outFlags) const = 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
};
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
/* The input reader reads raw event data from the event hub and processes it into input events
* that it sends to the input dispatcher. Some functions of the input reader, such as early
* event filtering in low power states, are controlled by a separate policy object.
*
* IMPORTANT INVARIANT:
* Because the policy can potentially block or cause re-entrance into the input reader,
* the input reader never calls into the policy while holding its internal locks.
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
*/
class InputReader : public InputReaderInterface {
public:
InputReader(const sp<EventHubInterface>& eventHub,
const sp<InputReaderPolicyInterface>& policy,
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
const sp<InputDispatcherInterface>& dispatcher);
virtual ~InputReader();
virtual void loopOnce();
virtual bool getCurrentVirtualKey(int32_t* outKeyCode, int32_t* outScanCode) const;
virtual void getCurrentInputConfiguration(InputConfiguration* outConfiguration) const;
virtual int32_t getCurrentScanCodeState(int32_t deviceId, int32_t deviceClasses,
int32_t scanCode) const;
virtual int32_t getCurrentKeyCodeState(int32_t deviceId, int32_t deviceClasses,
int32_t keyCode) const;
virtual int32_t getCurrentSwitchState(int32_t deviceId, int32_t deviceClasses,
int32_t sw) const;
virtual bool hasKeys(size_t numCodes, const int32_t* keyCodes, uint8_t* outFlags) const;
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
private:
// Lock that must be acquired while manipulating state that may be concurrently accessed
// from other threads by input state query methods. It should be held for as short a
// time as possible.
//
// Exported state:
// - global virtual key code and scan code
// - device list and immutable properties of devices such as id, name, and class
// (but not other internal device state)
mutable Mutex mExportedStateLock;
// current virtual key information (lock mExportedStateLock)
int32_t mExportedVirtualKeyCode;
int32_t mExportedVirtualScanCode;
// current input configuration (lock mExportedStateLock)
InputConfiguration mExportedInputConfiguration;
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
// combined key meta state
int32_t mGlobalMetaState;
sp<EventHubInterface> mEventHub;
sp<InputReaderPolicyInterface> mPolicy;
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
sp<InputDispatcherInterface> mDispatcher;
KeyedVector<int32_t, InputDevice*> mDevices;
// display properties needed to translate touch screen coordinates into display coordinates
int32_t mDisplayOrientation;
int32_t mDisplayWidth;
int32_t mDisplayHeight;
// low-level input event decoding
void process(const RawEvent* rawEvent);
void handleDeviceAdded(const RawEvent* rawEvent);
void handleDeviceRemoved(const RawEvent* rawEvent);
void handleSync(const RawEvent* rawEvent);
void handleKey(const RawEvent* rawEvent);
void handleRelativeMotion(const RawEvent* rawEvent);
void handleAbsoluteMotion(const RawEvent* rawEvent);
void handleSwitch(const RawEvent* rawEvent);
// input policy processing and dispatch
void onKey(nsecs_t when, InputDevice* device, bool down,
int32_t keyCode, int32_t scanCode, uint32_t policyFlags);
void onSwitch(nsecs_t when, InputDevice* device, int32_t switchCode, int32_t switchValue);
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
void onSingleTouchScreenStateChanged(nsecs_t when, InputDevice* device);
void onMultiTouchScreenStateChanged(nsecs_t when, InputDevice* device);
void onTouchScreenChanged(nsecs_t when, InputDevice* device, bool havePointerIds);
void onTrackballStateChanged(nsecs_t when, InputDevice* device);
void onConfigurationChanged(nsecs_t when);
bool applyStandardInputDispatchPolicyActions(nsecs_t when,
int32_t policyActions, uint32_t* policyFlags);
bool consumeVirtualKeyTouches(nsecs_t when, InputDevice* device, uint32_t policyFlags);
void dispatchVirtualKey(nsecs_t when, InputDevice* device, uint32_t policyFlags,
int32_t keyEventAction, int32_t keyEventFlags);
void dispatchTouches(nsecs_t when, InputDevice* device, uint32_t policyFlags);
void dispatchTouch(nsecs_t when, InputDevice* device, uint32_t policyFlags,
InputDevice::TouchData* touch, BitSet32 idBits, int32_t motionEventAction);
// display
void resetDisplayProperties();
bool refreshDisplayProperties();
// device management
InputDevice* getDevice(int32_t deviceId);
InputDevice* getNonIgnoredDevice(int32_t deviceId);
void addDevice(nsecs_t when, int32_t deviceId);
void removeDevice(nsecs_t when, InputDevice* device);
void configureDevice(InputDevice* device);
void configureDeviceForCurrentDisplaySize(InputDevice* device);
void configureVirtualKeys(InputDevice* device);
void configureAbsoluteAxisInfo(InputDevice* device, int axis, const char* name,
InputDevice::AbsoluteAxisInfo* out);
void configureExcludedDevices();
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
// global meta state management for all devices
void resetGlobalMetaState();
int32_t globalMetaState();
// virtual key management
void updateExportedVirtualKeyState();
// input configuration management
void updateExportedInputConfiguration();
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
};
/* Reads raw events from the event hub and processes them, endlessly. */
class InputReaderThread : public Thread {
public:
InputReaderThread(const sp<InputReaderInterface>& reader);
virtual ~InputReaderThread();
private:
sp<InputReaderInterface> mReader;
virtual bool threadLoop();
};
} // namespace android
#endif // _UI_INPUT_READER_H