410 lines
15 KiB
C
410 lines
15 KiB
C
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/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef _UI_INPUT_DISPATCHER_H
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#define _UI_INPUT_DISPATCHER_H
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#include <ui/Input.h>
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#include <ui/InputDispatchPolicy.h>
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#include <ui/InputTransport.h>
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#include <utils/KeyedVector.h>
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#include <utils/Vector.h>
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#include <utils/threads.h>
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#include <utils/Timers.h>
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#include <utils/RefBase.h>
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#include <utils/String8.h>
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#include <utils/PollLoop.h>
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#include <utils/Pool.h>
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#include <stddef.h>
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#include <unistd.h>
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namespace android {
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/* Notifies the system about input events generated by the input reader.
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* The dispatcher is expected to be mostly asynchronous. */
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class InputDispatcherInterface : public virtual RefBase {
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protected:
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InputDispatcherInterface() { }
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virtual ~InputDispatcherInterface() { }
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public:
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/* Runs a single iteration of the dispatch loop.
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* Nominally processes one queued event, a timeout, or a response from an input consumer.
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*
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* This method should only be called on the input dispatcher thread.
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*/
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virtual void dispatchOnce() = 0;
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/* Notifies the dispatcher about new events.
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* The dispatcher will process most of these events asynchronously although some
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* policy processing may occur synchronously.
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*
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* These methods should only be called on the input reader thread.
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*/
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virtual void notifyConfigurationChanged(nsecs_t eventTime,
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int32_t touchScreenConfig, int32_t keyboardConfig, int32_t navigationConfig) = 0;
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virtual void notifyLidSwitchChanged(nsecs_t eventTime, bool lidOpen) = 0;
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virtual void notifyAppSwitchComing(nsecs_t eventTime) = 0;
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virtual void notifyKey(nsecs_t eventTime, int32_t deviceId, int32_t nature,
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uint32_t policyFlags, int32_t action, int32_t flags, int32_t keyCode,
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int32_t scanCode, int32_t metaState, nsecs_t downTime) = 0;
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virtual void notifyMotion(nsecs_t eventTime, int32_t deviceId, int32_t nature,
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uint32_t policyFlags, int32_t action, int32_t metaState, int32_t edgeFlags,
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uint32_t pointerCount, const int32_t* pointerIds, const PointerCoords* pointerCoords,
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float xPrecision, float yPrecision, nsecs_t downTime) = 0;
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/* Registers or unregister input channels that may be used as targets for input events.
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*
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* These methods may be called on any thread (usually by the input manager).
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*/
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virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel) = 0;
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virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel) = 0;
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};
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/* Dispatches events. */
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class InputDispatcher : public InputDispatcherInterface {
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protected:
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virtual ~InputDispatcher();
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public:
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explicit InputDispatcher(const sp<InputDispatchPolicyInterface>& policy);
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virtual void dispatchOnce();
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virtual void notifyConfigurationChanged(nsecs_t eventTime,
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int32_t touchScreenConfig, int32_t keyboardConfig, int32_t navigationConfig);
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virtual void notifyLidSwitchChanged(nsecs_t eventTime, bool lidOpen);
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virtual void notifyAppSwitchComing(nsecs_t eventTime);
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virtual void notifyKey(nsecs_t eventTime, int32_t deviceId, int32_t nature,
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uint32_t policyFlags, int32_t action, int32_t flags, int32_t keyCode,
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int32_t scanCode, int32_t metaState, nsecs_t downTime);
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virtual void notifyMotion(nsecs_t eventTime, int32_t deviceId, int32_t nature,
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uint32_t policyFlags, int32_t action, int32_t metaState, int32_t edgeFlags,
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uint32_t pointerCount, const int32_t* pointerIds, const PointerCoords* pointerCoords,
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float xPrecision, float yPrecision, nsecs_t downTime);
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virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel);
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virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel);
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private:
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template <typename T>
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struct Link {
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T* next;
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T* prev;
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};
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struct EventEntry : Link<EventEntry> {
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enum {
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TYPE_SENTINEL,
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TYPE_CONFIGURATION_CHANGED,
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TYPE_KEY,
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TYPE_MOTION
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};
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int32_t refCount;
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int32_t type;
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nsecs_t eventTime;
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};
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struct ConfigurationChangedEntry : EventEntry {
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int32_t touchScreenConfig;
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int32_t keyboardConfig;
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int32_t navigationConfig;
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};
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struct KeyEntry : EventEntry {
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int32_t deviceId;
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int32_t nature;
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uint32_t policyFlags;
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int32_t action;
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int32_t flags;
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int32_t keyCode;
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int32_t scanCode;
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int32_t metaState;
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int32_t repeatCount;
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nsecs_t downTime;
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};
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struct MotionSample {
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MotionSample* next;
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nsecs_t eventTime;
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PointerCoords pointerCoords[MAX_POINTERS];
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};
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struct MotionEntry : EventEntry {
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int32_t deviceId;
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int32_t nature;
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uint32_t policyFlags;
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int32_t action;
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int32_t metaState;
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int32_t edgeFlags;
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float xPrecision;
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float yPrecision;
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nsecs_t downTime;
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uint32_t pointerCount;
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int32_t pointerIds[MAX_POINTERS];
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// Linked list of motion samples associated with this motion event.
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MotionSample firstSample;
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MotionSample* lastSample;
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};
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struct DispatchEntry : Link<DispatchEntry> {
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EventEntry* eventEntry; // the event to dispatch
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int32_t targetFlags;
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float xOffset;
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float yOffset;
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nsecs_t timeout;
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// True if dispatch has started.
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bool inProgress;
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// For motion events:
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// Pointer to the first motion sample to dispatch in this cycle.
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// Usually NULL to indicate that the list of motion samples begins at
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// MotionEntry::firstSample. Otherwise, some samples were dispatched in a previous
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// cycle and this pointer indicates the location of the first remainining sample
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// to dispatch during the current cycle.
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MotionSample* headMotionSample;
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// Pointer to a motion sample to dispatch in the next cycle if the dispatcher was
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// unable to send all motion samples during this cycle. On the next cycle,
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// headMotionSample will be initialized to tailMotionSample and tailMotionSample
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// will be set to NULL.
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MotionSample* tailMotionSample;
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};
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template <typename T>
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struct Queue {
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T head;
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T tail;
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inline Queue() {
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head.prev = NULL;
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head.next = & tail;
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tail.prev = & head;
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tail.next = NULL;
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}
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inline bool isEmpty() {
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return head.next == & tail;
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}
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inline void enqueueAtTail(T* entry) {
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T* last = tail.prev;
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last->next = entry;
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entry->prev = last;
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entry->next = & tail;
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tail.prev = entry;
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}
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inline void enqueueAtHead(T* entry) {
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T* first = head.next;
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head.next = entry;
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entry->prev = & head;
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entry->next = first;
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first->prev = entry;
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}
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inline void dequeue(T* entry) {
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entry->prev->next = entry->next;
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entry->next->prev = entry->prev;
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}
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inline T* dequeueAtHead() {
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T* first = head.next;
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dequeue(first);
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return first;
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}
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};
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/* Allocates queue entries and performs reference counting as needed. */
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class Allocator {
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public:
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Allocator();
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ConfigurationChangedEntry* obtainConfigurationChangedEntry();
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KeyEntry* obtainKeyEntry();
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MotionEntry* obtainMotionEntry();
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DispatchEntry* obtainDispatchEntry(EventEntry* eventEntry);
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void releaseEventEntry(EventEntry* entry);
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void releaseConfigurationChangedEntry(ConfigurationChangedEntry* entry);
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void releaseKeyEntry(KeyEntry* entry);
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void releaseMotionEntry(MotionEntry* entry);
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void releaseDispatchEntry(DispatchEntry* entry);
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void appendMotionSample(MotionEntry* motionEntry,
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nsecs_t eventTime, int32_t pointerCount, const PointerCoords* pointerCoords);
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void freeMotionSample(MotionSample* sample);
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void freeMotionSampleList(MotionSample* head);
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private:
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Pool<ConfigurationChangedEntry> mConfigurationChangeEntryPool;
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Pool<KeyEntry> mKeyEntryPool;
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Pool<MotionEntry> mMotionEntryPool;
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Pool<MotionSample> mMotionSamplePool;
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Pool<DispatchEntry> mDispatchEntryPool;
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};
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/* Manages the dispatch state associated with a single input channel. */
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class Connection : public RefBase {
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protected:
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virtual ~Connection();
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public:
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enum Status {
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// Everything is peachy.
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STATUS_NORMAL,
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// An unrecoverable communication error has occurred.
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STATUS_BROKEN,
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// The client is not responding.
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STATUS_NOT_RESPONDING,
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// The input channel has been unregistered.
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STATUS_ZOMBIE
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};
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Status status;
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sp<InputChannel> inputChannel;
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InputPublisher inputPublisher;
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Queue<DispatchEntry> outboundQueue;
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nsecs_t nextTimeoutTime; // next timeout time (LONG_LONG_MAX if none)
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nsecs_t lastEventTime; // the time when the event was originally captured
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nsecs_t lastDispatchTime; // the time when the last event was dispatched
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nsecs_t lastANRTime; // the time when the last ANR was recorded
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explicit Connection(const sp<InputChannel>& inputChannel);
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inline const char* getInputChannelName() { return inputChannel->getName().string(); }
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// Finds a DispatchEntry in the outbound queue associated with the specified event.
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// Returns NULL if not found.
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DispatchEntry* findQueuedDispatchEntryForEvent(const EventEntry* eventEntry) const;
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// Determine whether this connection has a pending synchronous dispatch target.
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// Since there can only ever be at most one such target at a time, if there is one,
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// it must be at the tail because nothing else can be enqueued after it.
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inline bool hasPendingSyncTarget() {
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return ! outboundQueue.isEmpty()
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&& (outboundQueue.tail.prev->targetFlags & InputTarget::FLAG_SYNC);
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}
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// Gets the time since the current event was originally obtained from the input driver.
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inline double getEventLatencyMillis(nsecs_t currentTime) {
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return (currentTime - lastEventTime) / 1000000.0;
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}
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// Gets the time since the current event entered the outbound dispatch queue.
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inline double getDispatchLatencyMillis(nsecs_t currentTime) {
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return (currentTime - lastDispatchTime) / 1000000.0;
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}
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// Gets the time since the current event ANR was declared, if applicable.
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inline double getANRLatencyMillis(nsecs_t currentTime) {
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return (currentTime - lastANRTime) / 1000000.0;
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}
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status_t initialize();
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};
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sp<InputDispatchPolicyInterface> mPolicy;
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Mutex mLock;
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Queue<EventEntry> mInboundQueue;
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Allocator mAllocator;
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sp<PollLoop> mPollLoop;
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// All registered connections mapped by receive pipe file descriptor.
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KeyedVector<int, sp<Connection> > mConnectionsByReceiveFd;
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// Active connections are connections that have a non-empty outbound queue.
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Vector<Connection*> mActiveConnections;
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// Pool of key and motion event objects used only to ask the input dispatch policy
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// for the targets of an event that is to be dispatched.
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KeyEvent mReusableKeyEvent;
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MotionEvent mReusableMotionEvent;
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// The input targets that were most recently identified for dispatch.
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// If there is a synchronous event dispatch in progress, the current input targets will
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// remain unchanged until the dispatch has completed or been aborted.
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Vector<InputTarget> mCurrentInputTargets;
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// Key repeat tracking.
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// XXX Move this up to the input reader instead.
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struct KeyRepeatState {
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KeyEntry* lastKeyEntry; // or null if no repeat
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nsecs_t nextRepeatTime;
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} mKeyRepeatState;
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void resetKeyRepeatLocked();
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// Process events that have just been dequeued from the head of the input queue.
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void processConfigurationChangedLocked(nsecs_t currentTime, ConfigurationChangedEntry* entry);
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void processKeyLocked(nsecs_t currentTime, KeyEntry* entry);
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void processKeyRepeatLocked(nsecs_t currentTime);
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void processMotionLocked(nsecs_t currentTime, MotionEntry* entry);
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// Identify input targets for an event and dispatch to them.
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void identifyInputTargetsAndDispatchKeyLocked(nsecs_t currentTime, KeyEntry* entry);
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void identifyInputTargetsAndDispatchMotionLocked(nsecs_t currentTime, MotionEntry* entry);
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void dispatchEventToCurrentInputTargetsLocked(nsecs_t currentTime, EventEntry* entry,
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bool resumeWithAppendedMotionSample);
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// Manage the dispatch cycle for a single connection.
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void prepareDispatchCycleLocked(nsecs_t currentTime, Connection* connection,
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EventEntry* eventEntry, const InputTarget* inputTarget,
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bool resumeWithAppendedMotionSample);
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void startDispatchCycleLocked(nsecs_t currentTime, Connection* connection);
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void finishDispatchCycleLocked(nsecs_t currentTime, Connection* connection);
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bool timeoutDispatchCycleLocked(nsecs_t currentTime, Connection* connection);
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bool abortDispatchCycleLocked(nsecs_t currentTime, Connection* connection,
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bool broken);
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static bool handleReceiveCallback(int receiveFd, int events, void* data);
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// Add or remove a connection to the mActiveConnections vector.
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void activateConnectionLocked(Connection* connection);
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void deactivateConnectionLocked(Connection* connection);
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// Interesting events that we might like to log or tell the framework about.
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void onDispatchCycleStartedLocked(nsecs_t currentTime, Connection* connection);
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void onDispatchCycleFinishedLocked(nsecs_t currentTime, Connection* connection,
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bool recoveredFromANR);
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void onDispatchCycleANRLocked(nsecs_t currentTime, Connection* connection);
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void onDispatchCycleBrokenLocked(nsecs_t currentTime, Connection* connection);
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};
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/* Enqueues and dispatches input events, endlessly. */
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class InputDispatcherThread : public Thread {
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public:
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explicit InputDispatcherThread(const sp<InputDispatcherInterface>& dispatcher);
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~InputDispatcherThread();
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private:
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virtual bool threadLoop();
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sp<InputDispatcherInterface> mDispatcher;
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};
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} // namespace android
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#endif // _UI_INPUT_DISPATCHER_PRIV_H
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