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 2010 The Android Open Source Project
|
|
|
|
//
|
|
|
|
// The input reader.
|
|
|
|
//
|
|
|
|
#define LOG_TAG "InputReader"
|
|
|
|
|
|
|
|
//#define LOG_NDEBUG 0
|
|
|
|
|
|
|
|
// Log debug messages for each raw event received from the EventHub.
|
|
|
|
#define DEBUG_RAW_EVENTS 0
|
|
|
|
|
|
|
|
// Log debug messages about touch screen filtering hacks.
|
2010-06-22 08:27:15 +00:00
|
|
|
#define DEBUG_HACKS 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
|
|
|
|
|
|
|
// Log debug messages about virtual key processing.
|
2010-06-22 08:27:15 +00:00
|
|
|
#define DEBUG_VIRTUAL_KEYS 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
|
|
|
|
|
|
|
// Log debug messages about pointers.
|
2010-06-22 08:27:15 +00:00
|
|
|
#define DEBUG_POINTERS 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
|
|
|
|
2010-06-16 08:53:36 +00:00
|
|
|
// Log debug messages about pointer assignment calculations.
|
|
|
|
#define DEBUG_POINTER_ASSIGNMENT 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
|
|
|
#include <cutils/log.h>
|
|
|
|
#include <ui/InputReader.h>
|
|
|
|
|
|
|
|
#include <stddef.h>
|
2010-08-30 10:02:23 +00:00
|
|
|
#include <stdlib.h>
|
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
|
|
|
#include <unistd.h>
|
|
|
|
#include <errno.h>
|
|
|
|
#include <limits.h>
|
2010-07-15 01:48:53 +00:00
|
|
|
#include <math.h>
|
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
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
#define INDENT " "
|
|
|
|
|
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
|
|
|
namespace android {
|
|
|
|
|
|
|
|
// --- Static Functions ---
|
|
|
|
|
|
|
|
template<typename T>
|
|
|
|
inline static T abs(const T& value) {
|
|
|
|
return value < 0 ? - value : value;
|
|
|
|
}
|
|
|
|
|
|
|
|
template<typename T>
|
|
|
|
inline static T min(const T& a, const T& b) {
|
|
|
|
return a < b ? a : b;
|
|
|
|
}
|
|
|
|
|
2010-06-16 08:53:36 +00:00
|
|
|
template<typename T>
|
|
|
|
inline static void swap(T& a, T& b) {
|
|
|
|
T temp = a;
|
|
|
|
a = b;
|
|
|
|
b = temp;
|
|
|
|
}
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
inline static float avg(float x, float y) {
|
|
|
|
return (x + y) / 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline static float pythag(float x, float y) {
|
|
|
|
return sqrtf(x * x + y * y);
|
|
|
|
}
|
|
|
|
|
2010-06-16 08:53:36 +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
|
|
|
int32_t updateMetaState(int32_t keyCode, bool down, int32_t oldMetaState) {
|
|
|
|
int32_t mask;
|
|
|
|
switch (keyCode) {
|
2010-06-30 23:10:35 +00:00
|
|
|
case AKEYCODE_ALT_LEFT:
|
2010-07-15 01:48:53 +00:00
|
|
|
mask = AMETA_ALT_LEFT_ON;
|
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
|
|
|
break;
|
2010-06-30 23:10:35 +00:00
|
|
|
case AKEYCODE_ALT_RIGHT:
|
2010-07-15 01:48:53 +00:00
|
|
|
mask = AMETA_ALT_RIGHT_ON;
|
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
|
|
|
break;
|
2010-06-30 23:10:35 +00:00
|
|
|
case AKEYCODE_SHIFT_LEFT:
|
2010-07-15 01:48:53 +00:00
|
|
|
mask = AMETA_SHIFT_LEFT_ON;
|
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
|
|
|
break;
|
2010-06-30 23:10:35 +00:00
|
|
|
case AKEYCODE_SHIFT_RIGHT:
|
2010-07-15 01:48:53 +00:00
|
|
|
mask = AMETA_SHIFT_RIGHT_ON;
|
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
|
|
|
break;
|
2010-06-30 23:10:35 +00:00
|
|
|
case AKEYCODE_SYM:
|
2010-07-15 01:48:53 +00:00
|
|
|
mask = AMETA_SYM_ON;
|
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
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return oldMetaState;
|
|
|
|
}
|
|
|
|
|
|
|
|
int32_t newMetaState = down ? oldMetaState | mask : oldMetaState & ~ mask
|
2010-07-15 01:48:53 +00:00
|
|
|
& ~ (AMETA_ALT_ON | AMETA_SHIFT_ON);
|
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
|
|
|
|
2010-07-15 01:48:53 +00:00
|
|
|
if (newMetaState & (AMETA_ALT_LEFT_ON | AMETA_ALT_RIGHT_ON)) {
|
|
|
|
newMetaState |= AMETA_ALT_ON;
|
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
|
|
|
}
|
|
|
|
|
2010-07-15 01:48:53 +00:00
|
|
|
if (newMetaState & (AMETA_SHIFT_LEFT_ON | AMETA_SHIFT_RIGHT_ON)) {
|
|
|
|
newMetaState |= AMETA_SHIFT_ON;
|
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 newMetaState;
|
|
|
|
}
|
|
|
|
|
|
|
|
static const int32_t keyCodeRotationMap[][4] = {
|
|
|
|
// key codes enumerated counter-clockwise with the original (unrotated) key first
|
|
|
|
// no rotation, 90 degree rotation, 180 degree rotation, 270 degree rotation
|
2010-06-30 23:10:35 +00:00
|
|
|
{ AKEYCODE_DPAD_DOWN, AKEYCODE_DPAD_RIGHT, AKEYCODE_DPAD_UP, AKEYCODE_DPAD_LEFT },
|
|
|
|
{ AKEYCODE_DPAD_RIGHT, AKEYCODE_DPAD_UP, AKEYCODE_DPAD_LEFT, AKEYCODE_DPAD_DOWN },
|
|
|
|
{ AKEYCODE_DPAD_UP, AKEYCODE_DPAD_LEFT, AKEYCODE_DPAD_DOWN, AKEYCODE_DPAD_RIGHT },
|
|
|
|
{ AKEYCODE_DPAD_LEFT, AKEYCODE_DPAD_DOWN, AKEYCODE_DPAD_RIGHT, AKEYCODE_DPAD_UP },
|
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
|
|
|
};
|
|
|
|
static const int keyCodeRotationMapSize =
|
|
|
|
sizeof(keyCodeRotationMap) / sizeof(keyCodeRotationMap[0]);
|
|
|
|
|
|
|
|
int32_t rotateKeyCode(int32_t keyCode, int32_t orientation) {
|
2010-06-15 08:31:58 +00:00
|
|
|
if (orientation != InputReaderPolicyInterface::ROTATION_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
|
|
|
for (int i = 0; i < keyCodeRotationMapSize; i++) {
|
|
|
|
if (keyCode == keyCodeRotationMap[i][0]) {
|
|
|
|
return keyCodeRotationMap[i][orientation];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return keyCode;
|
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
static inline bool sourcesMatchMask(uint32_t sources, uint32_t sourceMask) {
|
|
|
|
return (sources & sourceMask & ~ AINPUT_SOURCE_CLASS_MASK) != 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
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
// --- InputDeviceCalibration ---
|
|
|
|
|
|
|
|
InputDeviceCalibration::InputDeviceCalibration() {
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputDeviceCalibration::clear() {
|
|
|
|
mProperties.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputDeviceCalibration::addProperty(const String8& key, const String8& value) {
|
|
|
|
mProperties.add(key, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool InputDeviceCalibration::tryGetProperty(const String8& key, String8& outValue) const {
|
|
|
|
ssize_t index = mProperties.indexOfKey(key);
|
|
|
|
if (index < 0) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
outValue = mProperties.valueAt(index);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool InputDeviceCalibration::tryGetProperty(const String8& key, int32_t& outValue) const {
|
|
|
|
String8 stringValue;
|
|
|
|
if (! tryGetProperty(key, stringValue) || stringValue.length() == 0) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
char* end;
|
|
|
|
int value = strtol(stringValue.string(), & end, 10);
|
|
|
|
if (*end != '\0') {
|
|
|
|
LOGW("Input device calibration key '%s' has invalid value '%s'. Expected an integer.",
|
|
|
|
key.string(), stringValue.string());
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
outValue = value;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool InputDeviceCalibration::tryGetProperty(const String8& key, float& outValue) const {
|
|
|
|
String8 stringValue;
|
|
|
|
if (! tryGetProperty(key, stringValue) || stringValue.length() == 0) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
char* end;
|
|
|
|
float value = strtof(stringValue.string(), & end);
|
|
|
|
if (*end != '\0') {
|
|
|
|
LOGW("Input device calibration key '%s' has invalid value '%s'. Expected a float.",
|
|
|
|
key.string(), stringValue.string());
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
outValue = value;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
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
|
|
|
// --- InputReader ---
|
|
|
|
|
|
|
|
InputReader::InputReader(const sp<EventHubInterface>& eventHub,
|
2010-06-15 08:31:58 +00:00
|
|
|
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) :
|
2010-07-24 04:28:06 +00:00
|
|
|
mEventHub(eventHub), mPolicy(policy), mDispatcher(dispatcher),
|
|
|
|
mGlobalMetaState(0) {
|
2010-06-15 08:31:58 +00:00
|
|
|
configureExcludedDevices();
|
2010-07-24 04:28:06 +00:00
|
|
|
updateGlobalMetaState();
|
|
|
|
updateInputConfiguration();
|
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
|
|
|
}
|
|
|
|
|
|
|
|
InputReader::~InputReader() {
|
|
|
|
for (size_t i = 0; i < mDevices.size(); i++) {
|
|
|
|
delete mDevices.valueAt(i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputReader::loopOnce() {
|
|
|
|
RawEvent rawEvent;
|
2010-07-24 04:28:06 +00:00
|
|
|
mEventHub->getEvent(& rawEvent);
|
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 DEBUG_RAW_EVENTS
|
|
|
|
LOGD("Input event: device=0x%x type=0x%x scancode=%d keycode=%d value=%d",
|
|
|
|
rawEvent.deviceId, rawEvent.type, rawEvent.scanCode, rawEvent.keyCode,
|
|
|
|
rawEvent.value);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
process(& rawEvent);
|
|
|
|
}
|
|
|
|
|
|
|
|
void InputReader::process(const RawEvent* rawEvent) {
|
|
|
|
switch (rawEvent->type) {
|
|
|
|
case EventHubInterface::DEVICE_ADDED:
|
2010-07-24 04:28:06 +00:00
|
|
|
addDevice(rawEvent->when, rawEvent->deviceId);
|
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
|
|
|
break;
|
|
|
|
|
|
|
|
case EventHubInterface::DEVICE_REMOVED:
|
2010-07-24 04:28:06 +00:00
|
|
|
removeDevice(rawEvent->when, rawEvent->deviceId);
|
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
|
|
|
break;
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
default:
|
|
|
|
consumeEvent(rawEvent);
|
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
|
|
|
break;
|
2010-07-24 04:28:06 +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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputReader::addDevice(nsecs_t when, int32_t deviceId) {
|
|
|
|
String8 name = mEventHub->getDeviceName(deviceId);
|
|
|
|
uint32_t classes = mEventHub->getDeviceClasses(deviceId);
|
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
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
// Write a log message about the added device as a heading for subsequent log messages.
|
|
|
|
LOGI("Device added: id=0x%x, name=%s", deviceId, name.string());
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
InputDevice* device = createDevice(deviceId, name, classes);
|
|
|
|
device->configure();
|
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
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
if (device->isIgnored()) {
|
|
|
|
LOGI(INDENT "Sources: none (device is ignored)");
|
|
|
|
} else {
|
|
|
|
LOGI(INDENT "Sources: 0x%08x", device->getSources());
|
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
bool added = false;
|
|
|
|
{ // acquire device registry writer lock
|
|
|
|
RWLock::AutoWLock _wl(mDeviceRegistryLock);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
|
|
|
|
if (deviceIndex < 0) {
|
|
|
|
mDevices.add(deviceId, device);
|
|
|
|
added = true;
|
|
|
|
}
|
|
|
|
} // release device registry writer lock
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
if (! added) {
|
|
|
|
LOGW("Ignoring spurious device added event for deviceId %d.", deviceId);
|
|
|
|
delete device;
|
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;
|
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
handleConfigurationChanged(when);
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputReader::removeDevice(nsecs_t when, int32_t deviceId) {
|
|
|
|
bool removed = false;
|
|
|
|
InputDevice* device = NULL;
|
|
|
|
{ // acquire device registry writer lock
|
|
|
|
RWLock::AutoWLock _wl(mDeviceRegistryLock);
|
|
|
|
|
|
|
|
ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
|
|
|
|
if (deviceIndex >= 0) {
|
|
|
|
device = mDevices.valueAt(deviceIndex);
|
|
|
|
mDevices.removeItemsAt(deviceIndex, 1);
|
|
|
|
removed = true;
|
|
|
|
}
|
|
|
|
} // release device registry writer lock
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
if (! removed) {
|
|
|
|
LOGW("Ignoring spurious device removed event for deviceId %d.", deviceId);
|
|
|
|
return;
|
|
|
|
}
|
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
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
// Write a log message about the removed device as a heading for subsequent log messages.
|
2010-07-24 04:28:06 +00:00
|
|
|
if (device->isIgnored()) {
|
|
|
|
LOGI("Device removed: id=0x%x, name=%s (ignored non-input device)",
|
|
|
|
device->getId(), device->getName().string());
|
|
|
|
} else {
|
|
|
|
LOGI("Device removed: id=0x%x, name=%s, sources=%08x",
|
|
|
|
device->getId(), device->getName().string(), device->getSources());
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
device->reset();
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
delete device;
|
|
|
|
|
|
|
|
handleConfigurationChanged(when);
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
InputDevice* InputReader::createDevice(int32_t deviceId, const String8& name, uint32_t classes) {
|
|
|
|
InputDevice* device = new InputDevice(this, deviceId, name);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
const int32_t associatedDisplayId = 0; // FIXME: hardcoded for current single-display devices
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// Switch-like devices.
|
|
|
|
if (classes & INPUT_DEVICE_CLASS_SWITCH) {
|
|
|
|
device->addMapper(new SwitchInputMapper(device));
|
2010-06-30 23:10:35 +00:00
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// Keyboard-like devices.
|
|
|
|
uint32_t keyboardSources = 0;
|
|
|
|
int32_t keyboardType = AINPUT_KEYBOARD_TYPE_NON_ALPHABETIC;
|
|
|
|
if (classes & INPUT_DEVICE_CLASS_KEYBOARD) {
|
|
|
|
keyboardSources |= AINPUT_SOURCE_KEYBOARD;
|
|
|
|
}
|
|
|
|
if (classes & INPUT_DEVICE_CLASS_ALPHAKEY) {
|
|
|
|
keyboardType = AINPUT_KEYBOARD_TYPE_ALPHABETIC;
|
|
|
|
}
|
|
|
|
if (classes & INPUT_DEVICE_CLASS_DPAD) {
|
|
|
|
keyboardSources |= AINPUT_SOURCE_DPAD;
|
|
|
|
}
|
|
|
|
if (classes & INPUT_DEVICE_CLASS_GAMEPAD) {
|
|
|
|
keyboardSources |= AINPUT_SOURCE_GAMEPAD;
|
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
|
|
|
}
|
2010-06-30 23:10:35 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
if (keyboardSources != 0) {
|
|
|
|
device->addMapper(new KeyboardInputMapper(device,
|
|
|
|
associatedDisplayId, keyboardSources, keyboardType));
|
2010-06-30 23:10:35 +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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// Trackball-like devices.
|
|
|
|
if (classes & INPUT_DEVICE_CLASS_TRACKBALL) {
|
|
|
|
device->addMapper(new TrackballInputMapper(device, associatedDisplayId));
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// Touchscreen-like devices.
|
|
|
|
if (classes & INPUT_DEVICE_CLASS_TOUCHSCREEN_MT) {
|
|
|
|
device->addMapper(new MultiTouchInputMapper(device, associatedDisplayId));
|
|
|
|
} else if (classes & INPUT_DEVICE_CLASS_TOUCHSCREEN) {
|
|
|
|
device->addMapper(new SingleTouchInputMapper(device, associatedDisplayId));
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
return device;
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputReader::consumeEvent(const RawEvent* rawEvent) {
|
|
|
|
int32_t deviceId = rawEvent->deviceId;
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
{ // acquire device registry reader lock
|
|
|
|
RWLock::AutoRLock _rl(mDeviceRegistryLock);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
|
|
|
|
if (deviceIndex < 0) {
|
|
|
|
LOGW("Discarding event for unknown deviceId %d.", deviceId);
|
|
|
|
return;
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
InputDevice* device = mDevices.valueAt(deviceIndex);
|
|
|
|
if (device->isIgnored()) {
|
|
|
|
//LOGD("Discarding event for ignored deviceId %d.", deviceId);
|
|
|
|
return;
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
device->process(rawEvent);
|
|
|
|
} // release device registry reader lock
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputReader::handleConfigurationChanged(nsecs_t when) {
|
|
|
|
// Reset global meta state because it depends on the list of all configured devices.
|
|
|
|
updateGlobalMetaState();
|
|
|
|
|
|
|
|
// Update input configuration.
|
|
|
|
updateInputConfiguration();
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// Enqueue configuration changed.
|
|
|
|
mDispatcher->notifyConfigurationChanged(when);
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputReader::configureExcludedDevices() {
|
|
|
|
Vector<String8> excludedDeviceNames;
|
|
|
|
mPolicy->getExcludedDeviceNames(excludedDeviceNames);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
for (size_t i = 0; i < excludedDeviceNames.size(); i++) {
|
|
|
|
mEventHub->addExcludedDevice(excludedDeviceNames[i]);
|
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
|
|
|
}
|
2010-07-24 04:28:06 +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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputReader::updateGlobalMetaState() {
|
|
|
|
{ // acquire state lock
|
|
|
|
AutoMutex _l(mStateLock);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
mGlobalMetaState = 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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
{ // acquire device registry reader lock
|
|
|
|
RWLock::AutoRLock _rl(mDeviceRegistryLock);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
for (size_t i = 0; i < mDevices.size(); i++) {
|
|
|
|
InputDevice* device = mDevices.valueAt(i);
|
|
|
|
mGlobalMetaState |= device->getMetaState();
|
|
|
|
}
|
|
|
|
} // release device registry reader lock
|
|
|
|
} // release state lock
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputReader::getGlobalMetaState() {
|
|
|
|
{ // acquire state lock
|
|
|
|
AutoMutex _l(mStateLock);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
return mGlobalMetaState;
|
|
|
|
} // release state lock
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputReader::updateInputConfiguration() {
|
|
|
|
{ // acquire state lock
|
|
|
|
AutoMutex _l(mStateLock);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t touchScreenConfig = InputConfiguration::TOUCHSCREEN_NOTOUCH;
|
|
|
|
int32_t keyboardConfig = InputConfiguration::KEYBOARD_NOKEYS;
|
|
|
|
int32_t navigationConfig = InputConfiguration::NAVIGATION_NONAV;
|
|
|
|
{ // acquire device registry reader lock
|
|
|
|
RWLock::AutoRLock _rl(mDeviceRegistryLock);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
InputDeviceInfo deviceInfo;
|
|
|
|
for (size_t i = 0; i < mDevices.size(); i++) {
|
|
|
|
InputDevice* device = mDevices.valueAt(i);
|
|
|
|
device->getDeviceInfo(& deviceInfo);
|
|
|
|
uint32_t sources = deviceInfo.getSources();
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
if ((sources & AINPUT_SOURCE_TOUCHSCREEN) == AINPUT_SOURCE_TOUCHSCREEN) {
|
|
|
|
touchScreenConfig = InputConfiguration::TOUCHSCREEN_FINGER;
|
|
|
|
}
|
|
|
|
if ((sources & AINPUT_SOURCE_TRACKBALL) == AINPUT_SOURCE_TRACKBALL) {
|
|
|
|
navigationConfig = InputConfiguration::NAVIGATION_TRACKBALL;
|
|
|
|
} else if ((sources & AINPUT_SOURCE_DPAD) == AINPUT_SOURCE_DPAD) {
|
|
|
|
navigationConfig = InputConfiguration::NAVIGATION_DPAD;
|
|
|
|
}
|
|
|
|
if (deviceInfo.getKeyboardType() == AINPUT_KEYBOARD_TYPE_ALPHABETIC) {
|
|
|
|
keyboardConfig = InputConfiguration::KEYBOARD_QWERTY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} // release device registry reader lock
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
mInputConfiguration.touchScreen = touchScreenConfig;
|
|
|
|
mInputConfiguration.keyboard = keyboardConfig;
|
|
|
|
mInputConfiguration.navigation = navigationConfig;
|
|
|
|
} // release state lock
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputReader::getInputConfiguration(InputConfiguration* outConfiguration) {
|
|
|
|
{ // acquire state lock
|
|
|
|
AutoMutex _l(mStateLock);
|
2010-06-15 08:31:58 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
*outConfiguration = mInputConfiguration;
|
|
|
|
} // release state lock
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
status_t InputReader::getInputDeviceInfo(int32_t deviceId, InputDeviceInfo* outDeviceInfo) {
|
|
|
|
{ // acquire device registry reader lock
|
|
|
|
RWLock::AutoRLock _rl(mDeviceRegistryLock);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
|
|
|
|
if (deviceIndex < 0) {
|
|
|
|
return NAME_NOT_FOUND;
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
InputDevice* device = mDevices.valueAt(deviceIndex);
|
|
|
|
if (device->isIgnored()) {
|
|
|
|
return NAME_NOT_FOUND;
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
device->getDeviceInfo(outDeviceInfo);
|
|
|
|
return OK;
|
|
|
|
} // release device registy reader lock
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputReader::getInputDeviceIds(Vector<int32_t>& outDeviceIds) {
|
|
|
|
outDeviceIds.clear();
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
{ // acquire device registry reader lock
|
|
|
|
RWLock::AutoRLock _rl(mDeviceRegistryLock);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
size_t numDevices = mDevices.size();
|
|
|
|
for (size_t i = 0; i < numDevices; i++) {
|
|
|
|
InputDevice* device = mDevices.valueAt(i);
|
|
|
|
if (! device->isIgnored()) {
|
|
|
|
outDeviceIds.add(device->getId());
|
|
|
|
}
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
} // release device registy reader lock
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputReader::getKeyCodeState(int32_t deviceId, uint32_t sourceMask,
|
|
|
|
int32_t keyCode) {
|
|
|
|
return getState(deviceId, sourceMask, keyCode, & InputDevice::getKeyCodeState);
|
|
|
|
}
|
2010-07-15 01:48:53 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputReader::getScanCodeState(int32_t deviceId, uint32_t sourceMask,
|
|
|
|
int32_t scanCode) {
|
|
|
|
return getState(deviceId, sourceMask, scanCode, & InputDevice::getScanCodeState);
|
|
|
|
}
|
2010-07-15 01:48:53 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputReader::getSwitchState(int32_t deviceId, uint32_t sourceMask, int32_t switchCode) {
|
|
|
|
return getState(deviceId, sourceMask, switchCode, & InputDevice::getSwitchState);
|
|
|
|
}
|
2010-07-15 01:48:53 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputReader::getState(int32_t deviceId, uint32_t sourceMask, int32_t code,
|
|
|
|
GetStateFunc getStateFunc) {
|
|
|
|
{ // acquire device registry reader lock
|
|
|
|
RWLock::AutoRLock _rl(mDeviceRegistryLock);
|
|
|
|
|
|
|
|
int32_t result = AKEY_STATE_UNKNOWN;
|
|
|
|
if (deviceId >= 0) {
|
|
|
|
ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
|
|
|
|
if (deviceIndex >= 0) {
|
|
|
|
InputDevice* device = mDevices.valueAt(deviceIndex);
|
|
|
|
if (! device->isIgnored() && sourcesMatchMask(device->getSources(), sourceMask)) {
|
|
|
|
result = (device->*getStateFunc)(sourceMask, code);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
size_t numDevices = mDevices.size();
|
|
|
|
for (size_t i = 0; i < numDevices; i++) {
|
|
|
|
InputDevice* device = mDevices.valueAt(i);
|
|
|
|
if (! device->isIgnored() && sourcesMatchMask(device->getSources(), sourceMask)) {
|
|
|
|
result = (device->*getStateFunc)(sourceMask, code);
|
|
|
|
if (result >= AKEY_STATE_DOWN) {
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
} // release device registy reader lock
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
bool InputReader::hasKeys(int32_t deviceId, uint32_t sourceMask,
|
|
|
|
size_t numCodes, const int32_t* keyCodes, uint8_t* outFlags) {
|
|
|
|
memset(outFlags, 0, numCodes);
|
|
|
|
return markSupportedKeyCodes(deviceId, sourceMask, numCodes, keyCodes, outFlags);
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
bool InputReader::markSupportedKeyCodes(int32_t deviceId, uint32_t sourceMask, size_t numCodes,
|
|
|
|
const int32_t* keyCodes, uint8_t* outFlags) {
|
|
|
|
{ // acquire device registry reader lock
|
|
|
|
RWLock::AutoRLock _rl(mDeviceRegistryLock);
|
|
|
|
bool result = false;
|
|
|
|
if (deviceId >= 0) {
|
|
|
|
ssize_t deviceIndex = mDevices.indexOfKey(deviceId);
|
|
|
|
if (deviceIndex >= 0) {
|
|
|
|
InputDevice* device = mDevices.valueAt(deviceIndex);
|
|
|
|
if (! device->isIgnored() && sourcesMatchMask(device->getSources(), sourceMask)) {
|
|
|
|
result = device->markSupportedKeyCodes(sourceMask,
|
|
|
|
numCodes, keyCodes, outFlags);
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
size_t numDevices = mDevices.size();
|
|
|
|
for (size_t i = 0; i < numDevices; i++) {
|
|
|
|
InputDevice* device = mDevices.valueAt(i);
|
|
|
|
if (! device->isIgnored() && sourcesMatchMask(device->getSources(), sourceMask)) {
|
|
|
|
result |= device->markSupportedKeyCodes(sourceMask,
|
|
|
|
numCodes, keyCodes, outFlags);
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
return result;
|
|
|
|
} // release device registy reader lock
|
|
|
|
}
|
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
|
|
|
|
2010-09-08 18:49:43 +00:00
|
|
|
void InputReader::dump(String8& dump) {
|
|
|
|
dumpDeviceInfo(dump);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void dumpMotionRange(String8& dump,
|
|
|
|
const char* name, const InputDeviceInfo::MotionRange* range) {
|
|
|
|
if (range) {
|
|
|
|
dump.appendFormat(" %s = { min: %0.3f, max: %0.3f, flat: %0.3f, fuzz: %0.3f }\n",
|
|
|
|
name, range->min, range->max, range->flat, range->fuzz);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#define DUMP_MOTION_RANGE(range) \
|
|
|
|
dumpMotionRange(dump, #range, deviceInfo.getMotionRange(AINPUT_MOTION_RANGE_##range));
|
|
|
|
|
|
|
|
void InputReader::dumpDeviceInfo(String8& dump) {
|
|
|
|
Vector<int32_t> deviceIds;
|
|
|
|
getInputDeviceIds(deviceIds);
|
|
|
|
|
|
|
|
InputDeviceInfo deviceInfo;
|
|
|
|
for (size_t i = 0; i < deviceIds.size(); i++) {
|
|
|
|
int32_t deviceId = deviceIds[i];
|
|
|
|
|
|
|
|
status_t result = getInputDeviceInfo(deviceId, & deviceInfo);
|
|
|
|
if (result == NAME_NOT_FOUND) {
|
|
|
|
continue;
|
|
|
|
} else if (result != OK) {
|
|
|
|
dump.appendFormat(" ** Unexpected error %d getting information about input devices.\n",
|
|
|
|
result);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
dump.appendFormat(" Device %d: '%s'\n",
|
|
|
|
deviceInfo.getId(), deviceInfo.getName().string());
|
|
|
|
dump.appendFormat(" sources = 0x%08x\n",
|
|
|
|
deviceInfo.getSources());
|
|
|
|
dump.appendFormat(" keyboardType = %d\n",
|
|
|
|
deviceInfo.getKeyboardType());
|
|
|
|
|
|
|
|
dump.append(" motion ranges:\n");
|
|
|
|
DUMP_MOTION_RANGE(X);
|
|
|
|
DUMP_MOTION_RANGE(Y);
|
|
|
|
DUMP_MOTION_RANGE(PRESSURE);
|
|
|
|
DUMP_MOTION_RANGE(SIZE);
|
|
|
|
DUMP_MOTION_RANGE(TOUCH_MAJOR);
|
|
|
|
DUMP_MOTION_RANGE(TOUCH_MINOR);
|
|
|
|
DUMP_MOTION_RANGE(TOOL_MAJOR);
|
|
|
|
DUMP_MOTION_RANGE(TOOL_MINOR);
|
|
|
|
DUMP_MOTION_RANGE(ORIENTATION);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#undef DUMP_MOTION_RANGE
|
|
|
|
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// --- InputReaderThread ---
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
InputReaderThread::InputReaderThread(const sp<InputReaderInterface>& reader) :
|
|
|
|
Thread(/*canCallJava*/ true), mReader(reader) {
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
InputReaderThread::~InputReaderThread() {
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
bool InputReaderThread::threadLoop() {
|
|
|
|
mReader->loopOnce();
|
|
|
|
return true;
|
|
|
|
}
|
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
|
|
|
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// --- InputDevice ---
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
InputDevice::InputDevice(InputReaderContext* context, int32_t id, const String8& name) :
|
|
|
|
mContext(context), mId(id), mName(name), mSources(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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
InputDevice::~InputDevice() {
|
|
|
|
size_t numMappers = mMappers.size();
|
|
|
|
for (size_t i = 0; i < numMappers; i++) {
|
|
|
|
delete mMappers[i];
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
mMappers.clear();
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputDevice::addMapper(InputMapper* mapper) {
|
|
|
|
mMappers.add(mapper);
|
|
|
|
}
|
2010-06-22 08:27:15 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputDevice::configure() {
|
2010-08-30 10:02:23 +00:00
|
|
|
if (! isIgnored()) {
|
|
|
|
mContext->getPolicy()->getInputDeviceCalibration(mName, mCalibration);
|
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
mSources = 0;
|
|
|
|
|
|
|
|
size_t numMappers = mMappers.size();
|
|
|
|
for (size_t i = 0; i < numMappers; i++) {
|
|
|
|
InputMapper* mapper = mMappers[i];
|
|
|
|
mapper->configure();
|
|
|
|
mSources |= mapper->getSources();
|
2010-06-22 08:27:15 +00:00
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
2010-06-22 08:27:15 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputDevice::reset() {
|
|
|
|
size_t numMappers = mMappers.size();
|
|
|
|
for (size_t i = 0; i < numMappers; i++) {
|
|
|
|
InputMapper* mapper = mMappers[i];
|
|
|
|
mapper->reset();
|
2010-06-22 08:27:15 +00:00
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
2010-06-22 08:27:15 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputDevice::process(const RawEvent* rawEvent) {
|
|
|
|
size_t numMappers = mMappers.size();
|
|
|
|
for (size_t i = 0; i < numMappers; i++) {
|
|
|
|
InputMapper* mapper = mMappers[i];
|
|
|
|
mapper->process(rawEvent);
|
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
|
|
|
}
|
2010-07-24 04:28:06 +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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputDevice::getDeviceInfo(InputDeviceInfo* outDeviceInfo) {
|
|
|
|
outDeviceInfo->initialize(mId, mName);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
size_t numMappers = mMappers.size();
|
|
|
|
for (size_t i = 0; i < numMappers; i++) {
|
|
|
|
InputMapper* mapper = mMappers[i];
|
|
|
|
mapper->populateDeviceInfo(outDeviceInfo);
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputDevice::getKeyCodeState(uint32_t sourceMask, int32_t keyCode) {
|
|
|
|
return getState(sourceMask, keyCode, & InputMapper::getKeyCodeState);
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputDevice::getScanCodeState(uint32_t sourceMask, int32_t scanCode) {
|
|
|
|
return getState(sourceMask, scanCode, & InputMapper::getScanCodeState);
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputDevice::getSwitchState(uint32_t sourceMask, int32_t switchCode) {
|
|
|
|
return getState(sourceMask, switchCode, & InputMapper::getSwitchState);
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputDevice::getState(uint32_t sourceMask, int32_t code, GetStateFunc getStateFunc) {
|
|
|
|
int32_t result = AKEY_STATE_UNKNOWN;
|
|
|
|
size_t numMappers = mMappers.size();
|
|
|
|
for (size_t i = 0; i < numMappers; i++) {
|
|
|
|
InputMapper* mapper = mMappers[i];
|
|
|
|
if (sourcesMatchMask(mapper->getSources(), sourceMask)) {
|
|
|
|
result = (mapper->*getStateFunc)(sourceMask, code);
|
|
|
|
if (result >= AKEY_STATE_DOWN) {
|
|
|
|
return result;
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
return result;
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
bool InputDevice::markSupportedKeyCodes(uint32_t sourceMask, size_t numCodes,
|
|
|
|
const int32_t* keyCodes, uint8_t* outFlags) {
|
|
|
|
bool result = false;
|
|
|
|
size_t numMappers = mMappers.size();
|
|
|
|
for (size_t i = 0; i < numMappers; i++) {
|
|
|
|
InputMapper* mapper = mMappers[i];
|
|
|
|
if (sourcesMatchMask(mapper->getSources(), sourceMask)) {
|
|
|
|
result |= mapper->markSupportedKeyCodes(sourceMask, numCodes, keyCodes, outFlags);
|
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
|
|
|
}
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
return result;
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputDevice::getMetaState() {
|
|
|
|
int32_t result = 0;
|
|
|
|
size_t numMappers = mMappers.size();
|
|
|
|
for (size_t i = 0; i < numMappers; i++) {
|
|
|
|
InputMapper* mapper = mMappers[i];
|
|
|
|
result |= mapper->getMetaState();
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
return result;
|
|
|
|
}
|
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
|
|
|
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// --- InputMapper ---
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
InputMapper::InputMapper(InputDevice* device) :
|
|
|
|
mDevice(device), mContext(device->getContext()) {
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
InputMapper::~InputMapper() {
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputMapper::populateDeviceInfo(InputDeviceInfo* info) {
|
|
|
|
info->addSource(getSources());
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputMapper::configure() {
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void InputMapper::reset() {
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputMapper::getKeyCodeState(uint32_t sourceMask, int32_t keyCode) {
|
|
|
|
return AKEY_STATE_UNKNOWN;
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputMapper::getScanCodeState(uint32_t sourceMask, int32_t scanCode) {
|
|
|
|
return AKEY_STATE_UNKNOWN;
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputMapper::getSwitchState(uint32_t sourceMask, int32_t switchCode) {
|
|
|
|
return AKEY_STATE_UNKNOWN;
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
bool InputMapper::markSupportedKeyCodes(uint32_t sourceMask, size_t numCodes,
|
|
|
|
const int32_t* keyCodes, uint8_t* outFlags) {
|
|
|
|
return false;
|
|
|
|
}
|
2010-06-22 08:27:15 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t InputMapper::getMetaState() {
|
|
|
|
return 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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
bool InputMapper::applyStandardPolicyActions(nsecs_t when, int32_t policyActions) {
|
|
|
|
return policyActions & InputReaderPolicyInterface::ACTION_DISPATCH;
|
|
|
|
}
|
2010-06-22 08:27:15 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
// --- SwitchInputMapper ---
|
|
|
|
|
|
|
|
SwitchInputMapper::SwitchInputMapper(InputDevice* device) :
|
|
|
|
InputMapper(device) {
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
SwitchInputMapper::~SwitchInputMapper() {
|
|
|
|
}
|
|
|
|
|
|
|
|
uint32_t SwitchInputMapper::getSources() {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SwitchInputMapper::process(const RawEvent* rawEvent) {
|
|
|
|
switch (rawEvent->type) {
|
|
|
|
case EV_SW:
|
|
|
|
processSwitch(rawEvent->when, rawEvent->scanCode, rawEvent->value);
|
|
|
|
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
|
|
|
}
|
2010-07-24 04:28:06 +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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void SwitchInputMapper::processSwitch(nsecs_t when, int32_t switchCode, int32_t switchValue) {
|
|
|
|
uint32_t policyFlags = 0;
|
|
|
|
int32_t policyActions = getPolicy()->interceptSwitch(
|
|
|
|
when, switchCode, switchValue, policyFlags);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
applyStandardPolicyActions(when, policyActions);
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t SwitchInputMapper::getSwitchState(uint32_t sourceMask, int32_t switchCode) {
|
|
|
|
return getEventHub()->getSwitchState(getDeviceId(), switchCode);
|
|
|
|
}
|
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
|
|
|
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// --- KeyboardInputMapper ---
|
|
|
|
|
|
|
|
KeyboardInputMapper::KeyboardInputMapper(InputDevice* device, int32_t associatedDisplayId,
|
|
|
|
uint32_t sources, int32_t keyboardType) :
|
|
|
|
InputMapper(device), mAssociatedDisplayId(associatedDisplayId), mSources(sources),
|
|
|
|
mKeyboardType(keyboardType) {
|
2010-07-30 01:18:33 +00:00
|
|
|
initializeLocked();
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
KeyboardInputMapper::~KeyboardInputMapper() {
|
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
void KeyboardInputMapper::initializeLocked() {
|
|
|
|
mLocked.metaState = AMETA_NONE;
|
|
|
|
mLocked.downTime = 0;
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
uint32_t KeyboardInputMapper::getSources() {
|
|
|
|
return mSources;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KeyboardInputMapper::populateDeviceInfo(InputDeviceInfo* info) {
|
|
|
|
InputMapper::populateDeviceInfo(info);
|
|
|
|
|
|
|
|
info->setKeyboardType(mKeyboardType);
|
|
|
|
}
|
|
|
|
|
|
|
|
void KeyboardInputMapper::reset() {
|
2010-07-30 01:18:33 +00:00
|
|
|
for (;;) {
|
|
|
|
int32_t keyCode, scanCode;
|
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
|
|
|
|
|
|
|
// Synthesize key up event on reset if keys are currently down.
|
|
|
|
if (mLocked.keyDowns.isEmpty()) {
|
|
|
|
initializeLocked();
|
|
|
|
break; // done
|
|
|
|
}
|
|
|
|
|
|
|
|
const KeyDown& keyDown = mLocked.keyDowns.top();
|
|
|
|
keyCode = keyDown.keyCode;
|
|
|
|
scanCode = keyDown.scanCode;
|
|
|
|
} // release lock
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
nsecs_t when = systemTime(SYSTEM_TIME_MONOTONIC);
|
2010-07-30 01:18:33 +00:00
|
|
|
processKey(when, false, keyCode, scanCode, 0);
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
InputMapper::reset();
|
|
|
|
getContext()->updateGlobalMetaState();
|
|
|
|
}
|
|
|
|
|
|
|
|
void KeyboardInputMapper::process(const RawEvent* rawEvent) {
|
|
|
|
switch (rawEvent->type) {
|
|
|
|
case EV_KEY: {
|
|
|
|
int32_t scanCode = rawEvent->scanCode;
|
|
|
|
if (isKeyboardOrGamepadKey(scanCode)) {
|
|
|
|
processKey(rawEvent->when, rawEvent->value != 0, rawEvent->keyCode, scanCode,
|
|
|
|
rawEvent->flags);
|
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
|
|
|
}
|
2010-07-24 04:28:06 +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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
bool KeyboardInputMapper::isKeyboardOrGamepadKey(int32_t scanCode) {
|
|
|
|
return scanCode < BTN_MOUSE
|
|
|
|
|| scanCode >= KEY_OK
|
|
|
|
|| (scanCode >= BTN_GAMEPAD && scanCode < BTN_DIGI);
|
|
|
|
}
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
void KeyboardInputMapper::processKey(nsecs_t when, bool down, int32_t keyCode,
|
|
|
|
int32_t scanCode, uint32_t policyFlags) {
|
|
|
|
int32_t newMetaState;
|
|
|
|
nsecs_t downTime;
|
|
|
|
bool metaStateChanged = false;
|
|
|
|
|
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
|
|
|
|
|
|
|
if (down) {
|
|
|
|
// Rotate key codes according to orientation if needed.
|
|
|
|
// Note: getDisplayInfo is non-reentrant so we can continue holding the lock.
|
|
|
|
if (mAssociatedDisplayId >= 0) {
|
|
|
|
int32_t orientation;
|
|
|
|
if (! getPolicy()->getDisplayInfo(mAssociatedDisplayId, NULL, NULL, & orientation)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
keyCode = rotateKeyCode(keyCode, orientation);
|
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
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
// Add key down.
|
|
|
|
ssize_t keyDownIndex = findKeyDownLocked(scanCode);
|
|
|
|
if (keyDownIndex >= 0) {
|
|
|
|
// key repeat, be sure to use same keycode as before in case of rotation
|
|
|
|
keyCode = mLocked.keyDowns.top().keyCode;
|
|
|
|
} else {
|
|
|
|
// key down
|
|
|
|
mLocked.keyDowns.push();
|
|
|
|
KeyDown& keyDown = mLocked.keyDowns.editTop();
|
|
|
|
keyDown.keyCode = keyCode;
|
|
|
|
keyDown.scanCode = scanCode;
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.downTime = when;
|
2010-07-24 04:28:06 +00:00
|
|
|
} else {
|
2010-07-30 01:18:33 +00:00
|
|
|
// Remove key down.
|
|
|
|
ssize_t keyDownIndex = findKeyDownLocked(scanCode);
|
|
|
|
if (keyDownIndex >= 0) {
|
|
|
|
// key up, be sure to use same keycode as before in case of rotation
|
|
|
|
keyCode = mLocked.keyDowns.top().keyCode;
|
|
|
|
mLocked.keyDowns.removeAt(size_t(keyDownIndex));
|
|
|
|
} else {
|
|
|
|
// key was not actually down
|
|
|
|
LOGI("Dropping key up from device %s because the key was not down. "
|
|
|
|
"keyCode=%d, scanCode=%d",
|
|
|
|
getDeviceName().string(), keyCode, scanCode);
|
|
|
|
return;
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
2010-07-30 01:18:33 +00:00
|
|
|
|
|
|
|
int32_t oldMetaState = mLocked.metaState;
|
|
|
|
newMetaState = updateMetaState(keyCode, down, oldMetaState);
|
|
|
|
if (oldMetaState != newMetaState) {
|
|
|
|
mLocked.metaState = newMetaState;
|
|
|
|
metaStateChanged = true;
|
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
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
downTime = mLocked.downTime;
|
|
|
|
} // release lock
|
|
|
|
|
|
|
|
if (metaStateChanged) {
|
2010-07-24 04:28:06 +00:00
|
|
|
getContext()->updateGlobalMetaState();
|
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
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
applyPolicyAndDispatch(when, policyFlags, down, keyCode, scanCode, newMetaState, downTime);
|
|
|
|
}
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
void KeyboardInputMapper::applyPolicyAndDispatch(nsecs_t when, uint32_t policyFlags, bool down,
|
|
|
|
int32_t keyCode, int32_t scanCode, int32_t metaState, nsecs_t downTime) {
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t policyActions = getPolicy()->interceptKey(when,
|
|
|
|
getDeviceId(), down, keyCode, scanCode, policyFlags);
|
2010-06-29 23:52:21 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
if (! applyStandardPolicyActions(when, policyActions)) {
|
|
|
|
return; // event dropped
|
|
|
|
}
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
int32_t keyEventAction = down ? AKEY_EVENT_ACTION_DOWN : AKEY_EVENT_ACTION_UP;
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t keyEventFlags = AKEY_EVENT_FLAG_FROM_SYSTEM;
|
|
|
|
if (policyFlags & POLICY_FLAG_WOKE_HERE) {
|
|
|
|
keyEventFlags = keyEventFlags | AKEY_EVENT_FLAG_WOKE_HERE;
|
|
|
|
}
|
2010-07-15 01:48:53 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
getDispatcher()->notifyKey(when, getDeviceId(), AINPUT_SOURCE_KEYBOARD, policyFlags,
|
2010-07-30 01:18:33 +00:00
|
|
|
keyEventAction, keyEventFlags, keyCode, scanCode, metaState, downTime);
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
2010-07-15 01:48:53 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
ssize_t KeyboardInputMapper::findKeyDownLocked(int32_t scanCode) {
|
|
|
|
size_t n = mLocked.keyDowns.size();
|
2010-07-24 04:28:06 +00:00
|
|
|
for (size_t i = 0; i < n; i++) {
|
2010-07-30 01:18:33 +00:00
|
|
|
if (mLocked.keyDowns[i].scanCode == scanCode) {
|
2010-07-24 04:28:06 +00:00
|
|
|
return i;
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t KeyboardInputMapper::getKeyCodeState(uint32_t sourceMask, int32_t keyCode) {
|
|
|
|
return getEventHub()->getKeyCodeState(getDeviceId(), keyCode);
|
|
|
|
}
|
2010-07-15 01:48:53 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t KeyboardInputMapper::getScanCodeState(uint32_t sourceMask, int32_t scanCode) {
|
|
|
|
return getEventHub()->getScanCodeState(getDeviceId(), scanCode);
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
bool KeyboardInputMapper::markSupportedKeyCodes(uint32_t sourceMask, size_t numCodes,
|
|
|
|
const int32_t* keyCodes, uint8_t* outFlags) {
|
|
|
|
return getEventHub()->markSupportedKeyCodes(getDeviceId(), numCodes, keyCodes, outFlags);
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t KeyboardInputMapper::getMetaState() {
|
2010-07-30 01:18:33 +00:00
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
|
|
|
return mLocked.metaState;
|
|
|
|
} // release lock
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
2010-07-16 22:01:56 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
// --- TrackballInputMapper ---
|
|
|
|
|
|
|
|
TrackballInputMapper::TrackballInputMapper(InputDevice* device, int32_t associatedDisplayId) :
|
|
|
|
InputMapper(device), mAssociatedDisplayId(associatedDisplayId) {
|
|
|
|
mXPrecision = TRACKBALL_MOVEMENT_THRESHOLD;
|
|
|
|
mYPrecision = TRACKBALL_MOVEMENT_THRESHOLD;
|
|
|
|
mXScale = 1.0f / TRACKBALL_MOVEMENT_THRESHOLD;
|
|
|
|
mYScale = 1.0f / TRACKBALL_MOVEMENT_THRESHOLD;
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
initializeLocked();
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
TrackballInputMapper::~TrackballInputMapper() {
|
|
|
|
}
|
|
|
|
|
|
|
|
uint32_t TrackballInputMapper::getSources() {
|
|
|
|
return AINPUT_SOURCE_TRACKBALL;
|
|
|
|
}
|
|
|
|
|
|
|
|
void TrackballInputMapper::populateDeviceInfo(InputDeviceInfo* info) {
|
|
|
|
InputMapper::populateDeviceInfo(info);
|
|
|
|
|
|
|
|
info->addMotionRange(AINPUT_MOTION_RANGE_X, -1.0f, 1.0f, 0.0f, mXScale);
|
|
|
|
info->addMotionRange(AINPUT_MOTION_RANGE_Y, -1.0f, 1.0f, 0.0f, mYScale);
|
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
void TrackballInputMapper::initializeLocked() {
|
2010-07-24 04:28:06 +00:00
|
|
|
mAccumulator.clear();
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.down = false;
|
|
|
|
mLocked.downTime = 0;
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void TrackballInputMapper::reset() {
|
2010-07-30 01:18:33 +00:00
|
|
|
for (;;) {
|
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
|
|
|
|
|
|
|
if (! mLocked.down) {
|
|
|
|
initializeLocked();
|
|
|
|
break; // done
|
|
|
|
}
|
|
|
|
} // release lock
|
|
|
|
|
|
|
|
// Synthesize trackball button up event on reset.
|
2010-07-24 04:28:06 +00:00
|
|
|
nsecs_t when = systemTime(SYSTEM_TIME_MONOTONIC);
|
2010-07-30 01:18:33 +00:00
|
|
|
mAccumulator.fields = Accumulator::FIELD_BTN_MOUSE;
|
2010-07-24 04:28:06 +00:00
|
|
|
mAccumulator.btnMouse = false;
|
|
|
|
sync(when);
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
InputMapper::reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
void TrackballInputMapper::process(const RawEvent* rawEvent) {
|
|
|
|
switch (rawEvent->type) {
|
|
|
|
case EV_KEY:
|
|
|
|
switch (rawEvent->scanCode) {
|
|
|
|
case BTN_MOUSE:
|
|
|
|
mAccumulator.fields |= Accumulator::FIELD_BTN_MOUSE;
|
|
|
|
mAccumulator.btnMouse = rawEvent->value != 0;
|
2010-08-18 03:38:35 +00:00
|
|
|
// Sync now since BTN_MOUSE is not necessarily followed by SYN_REPORT and
|
|
|
|
// we need to ensure that we report the up/down promptly.
|
2010-07-24 04:28:06 +00:00
|
|
|
sync(rawEvent->when);
|
|
|
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case EV_REL:
|
|
|
|
switch (rawEvent->scanCode) {
|
|
|
|
case REL_X:
|
|
|
|
mAccumulator.fields |= Accumulator::FIELD_REL_X;
|
|
|
|
mAccumulator.relX = rawEvent->value;
|
|
|
|
break;
|
|
|
|
case REL_Y:
|
|
|
|
mAccumulator.fields |= Accumulator::FIELD_REL_Y;
|
|
|
|
mAccumulator.relY = rawEvent->value;
|
|
|
|
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
|
|
|
}
|
2010-07-24 04:28:06 +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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
case EV_SYN:
|
|
|
|
switch (rawEvent->scanCode) {
|
|
|
|
case SYN_REPORT:
|
2010-08-18 03:38:35 +00:00
|
|
|
sync(rawEvent->when);
|
2010-07-24 04:28:06 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void TrackballInputMapper::sync(nsecs_t when) {
|
2010-08-18 03:38:35 +00:00
|
|
|
uint32_t fields = mAccumulator.fields;
|
|
|
|
if (fields == 0) {
|
|
|
|
return; // no new state changes, so nothing to do
|
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
int motionEventAction;
|
|
|
|
PointerCoords pointerCoords;
|
|
|
|
nsecs_t downTime;
|
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
bool downChanged = fields & Accumulator::FIELD_BTN_MOUSE;
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
if (downChanged) {
|
|
|
|
if (mAccumulator.btnMouse) {
|
|
|
|
mLocked.down = true;
|
|
|
|
mLocked.downTime = when;
|
|
|
|
} else {
|
|
|
|
mLocked.down = false;
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
downTime = mLocked.downTime;
|
|
|
|
float x = fields & Accumulator::FIELD_REL_X ? mAccumulator.relX * mXScale : 0.0f;
|
|
|
|
float y = fields & Accumulator::FIELD_REL_Y ? mAccumulator.relY * mYScale : 0.0f;
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
if (downChanged) {
|
|
|
|
motionEventAction = mLocked.down ? AMOTION_EVENT_ACTION_DOWN : AMOTION_EVENT_ACTION_UP;
|
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
|
|
|
} else {
|
2010-07-30 01:18:33 +00:00
|
|
|
motionEventAction = AMOTION_EVENT_ACTION_MOVE;
|
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
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
pointerCoords.x = x;
|
|
|
|
pointerCoords.y = y;
|
|
|
|
pointerCoords.pressure = mLocked.down ? 1.0f : 0.0f;
|
|
|
|
pointerCoords.size = 0;
|
|
|
|
pointerCoords.touchMajor = 0;
|
|
|
|
pointerCoords.touchMinor = 0;
|
|
|
|
pointerCoords.toolMajor = 0;
|
|
|
|
pointerCoords.toolMinor = 0;
|
|
|
|
pointerCoords.orientation = 0;
|
|
|
|
|
|
|
|
if (mAssociatedDisplayId >= 0 && (x != 0.0f || y != 0.0f)) {
|
|
|
|
// Rotate motion based on display orientation if needed.
|
|
|
|
// Note: getDisplayInfo is non-reentrant so we can continue holding the lock.
|
|
|
|
int32_t orientation;
|
|
|
|
if (! getPolicy()->getDisplayInfo(mAssociatedDisplayId, NULL, NULL, & orientation)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
float temp;
|
|
|
|
switch (orientation) {
|
|
|
|
case InputReaderPolicyInterface::ROTATION_90:
|
|
|
|
temp = pointerCoords.x;
|
|
|
|
pointerCoords.x = pointerCoords.y;
|
|
|
|
pointerCoords.y = - temp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case InputReaderPolicyInterface::ROTATION_180:
|
|
|
|
pointerCoords.x = - pointerCoords.x;
|
|
|
|
pointerCoords.y = - pointerCoords.y;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case InputReaderPolicyInterface::ROTATION_270:
|
|
|
|
temp = pointerCoords.x;
|
|
|
|
pointerCoords.x = - pointerCoords.y;
|
|
|
|
pointerCoords.y = temp;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} // release lock
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
applyPolicyAndDispatch(when, motionEventAction, & pointerCoords, downTime);
|
2010-08-18 03:38:35 +00:00
|
|
|
|
|
|
|
mAccumulator.clear();
|
2010-07-30 01:18:33 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void TrackballInputMapper::applyPolicyAndDispatch(nsecs_t when, int32_t motionEventAction,
|
|
|
|
PointerCoords* pointerCoords, nsecs_t downTime) {
|
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
|
|
|
uint32_t policyFlags = 0;
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t policyActions = getPolicy()->interceptGeneric(when, policyFlags);
|
|
|
|
|
|
|
|
if (! applyStandardPolicyActions(when, policyActions)) {
|
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; // event dropped
|
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
int32_t metaState = mContext->getGlobalMetaState();
|
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 pointerId = 0;
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
getDispatcher()->notifyMotion(when, getDeviceId(), AINPUT_SOURCE_TRACKBALL, policyFlags,
|
2010-09-02 00:01:00 +00:00
|
|
|
motionEventAction, 0, metaState, AMOTION_EVENT_EDGE_FLAG_NONE,
|
2010-07-30 01:18:33 +00:00
|
|
|
1, & pointerId, pointerCoords, mXPrecision, mYPrecision, downTime);
|
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
|
|
|
}
|
|
|
|
|
2010-08-10 22:47:53 +00:00
|
|
|
int32_t TrackballInputMapper::getScanCodeState(uint32_t sourceMask, int32_t scanCode) {
|
|
|
|
if (scanCode >= BTN_MOUSE && scanCode < BTN_JOYSTICK) {
|
|
|
|
return getEventHub()->getScanCodeState(getDeviceId(), scanCode);
|
|
|
|
} else {
|
|
|
|
return AKEY_STATE_UNKNOWN;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// --- TouchInputMapper ---
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
TouchInputMapper::TouchInputMapper(InputDevice* device, int32_t associatedDisplayId) :
|
2010-07-30 01:18:33 +00:00
|
|
|
InputMapper(device), mAssociatedDisplayId(associatedDisplayId) {
|
|
|
|
mLocked.surfaceOrientation = -1;
|
|
|
|
mLocked.surfaceWidth = -1;
|
|
|
|
mLocked.surfaceHeight = -1;
|
|
|
|
|
|
|
|
initializeLocked();
|
2010-07-24 04:28:06 +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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
TouchInputMapper::~TouchInputMapper() {
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
uint32_t TouchInputMapper::getSources() {
|
|
|
|
return mAssociatedDisplayId >= 0 ? AINPUT_SOURCE_TOUCHSCREEN : AINPUT_SOURCE_TOUCHPAD;
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void TouchInputMapper::populateDeviceInfo(InputDeviceInfo* info) {
|
|
|
|
InputMapper::populateDeviceInfo(info);
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
|
|
|
|
|
|
|
// Ensure surface information is up to date so that orientation changes are
|
|
|
|
// noticed immediately.
|
|
|
|
configureSurfaceLocked();
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
info->addMotionRange(AINPUT_MOTION_RANGE_X, mLocked.orientedRanges.x);
|
|
|
|
info->addMotionRange(AINPUT_MOTION_RANGE_Y, mLocked.orientedRanges.y);
|
2010-08-30 10:02:23 +00:00
|
|
|
|
|
|
|
if (mLocked.orientedRanges.havePressure) {
|
|
|
|
info->addMotionRange(AINPUT_MOTION_RANGE_PRESSURE,
|
|
|
|
mLocked.orientedRanges.pressure);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mLocked.orientedRanges.haveSize) {
|
|
|
|
info->addMotionRange(AINPUT_MOTION_RANGE_SIZE,
|
|
|
|
mLocked.orientedRanges.size);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mLocked.orientedRanges.haveTouchArea) {
|
|
|
|
info->addMotionRange(AINPUT_MOTION_RANGE_TOUCH_MAJOR,
|
|
|
|
mLocked.orientedRanges.touchMajor);
|
|
|
|
info->addMotionRange(AINPUT_MOTION_RANGE_TOUCH_MINOR,
|
|
|
|
mLocked.orientedRanges.touchMinor);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mLocked.orientedRanges.haveToolArea) {
|
|
|
|
info->addMotionRange(AINPUT_MOTION_RANGE_TOOL_MAJOR,
|
|
|
|
mLocked.orientedRanges.toolMajor);
|
|
|
|
info->addMotionRange(AINPUT_MOTION_RANGE_TOOL_MINOR,
|
|
|
|
mLocked.orientedRanges.toolMinor);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mLocked.orientedRanges.haveOrientation) {
|
|
|
|
info->addMotionRange(AINPUT_MOTION_RANGE_ORIENTATION,
|
|
|
|
mLocked.orientedRanges.orientation);
|
|
|
|
}
|
2010-07-30 01:18:33 +00:00
|
|
|
} // release lock
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
void TouchInputMapper::initializeLocked() {
|
|
|
|
mCurrentTouch.clear();
|
2010-07-24 04:28:06 +00:00
|
|
|
mLastTouch.clear();
|
|
|
|
mDownTime = 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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
for (uint32_t i = 0; i < MAX_POINTERS; i++) {
|
|
|
|
mAveragingTouchFilter.historyStart[i] = 0;
|
|
|
|
mAveragingTouchFilter.historyEnd[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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
mJumpyTouchFilter.jumpyPointsDropped = 0;
|
2010-07-30 01:18:33 +00:00
|
|
|
|
|
|
|
mLocked.currentVirtualKey.down = false;
|
2010-08-30 10:02:23 +00:00
|
|
|
|
|
|
|
mLocked.orientedRanges.havePressure = false;
|
|
|
|
mLocked.orientedRanges.haveSize = false;
|
|
|
|
mLocked.orientedRanges.haveTouchArea = false;
|
|
|
|
mLocked.orientedRanges.haveToolArea = false;
|
|
|
|
mLocked.orientedRanges.haveOrientation = false;
|
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void TouchInputMapper::configure() {
|
|
|
|
InputMapper::configure();
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// Configure basic parameters.
|
2010-08-30 10:02:23 +00:00
|
|
|
configureParameters();
|
2010-09-08 18:49:43 +00:00
|
|
|
logParameters();
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// Configure absolute axis information.
|
2010-08-30 10:02:23 +00:00
|
|
|
configureRawAxes();
|
|
|
|
logRawAxes();
|
|
|
|
|
|
|
|
// Prepare input device calibration.
|
|
|
|
parseCalibration();
|
|
|
|
resolveCalibration();
|
|
|
|
logCalibration();
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
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
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
// Configure surface dimensions and orientation.
|
2010-07-30 01:18:33 +00:00
|
|
|
configureSurfaceLocked();
|
|
|
|
} // release lock
|
2010-07-24 04:28:06 +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
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
void TouchInputMapper::configureParameters() {
|
|
|
|
mParameters.useBadTouchFilter = getPolicy()->filterTouchEvents();
|
|
|
|
mParameters.useAveragingTouchFilter = getPolicy()->filterTouchEvents();
|
|
|
|
mParameters.useJumpyTouchFilter = getPolicy()->filterJumpyTouchEvents();
|
|
|
|
}
|
|
|
|
|
2010-09-08 18:49:43 +00:00
|
|
|
void TouchInputMapper::logParameters() {
|
|
|
|
if (mParameters.useBadTouchFilter) {
|
|
|
|
LOGI(INDENT "Bad touch filter enabled.");
|
|
|
|
}
|
|
|
|
if (mParameters.useAveragingTouchFilter) {
|
|
|
|
LOGI(INDENT "Averaging touch filter enabled.");
|
|
|
|
}
|
|
|
|
if (mParameters.useJumpyTouchFilter) {
|
|
|
|
LOGI(INDENT "Jumpy touch filter enabled.");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
void TouchInputMapper::configureRawAxes() {
|
|
|
|
mRawAxes.x.clear();
|
|
|
|
mRawAxes.y.clear();
|
|
|
|
mRawAxes.pressure.clear();
|
|
|
|
mRawAxes.touchMajor.clear();
|
|
|
|
mRawAxes.touchMinor.clear();
|
|
|
|
mRawAxes.toolMajor.clear();
|
|
|
|
mRawAxes.toolMinor.clear();
|
|
|
|
mRawAxes.orientation.clear();
|
|
|
|
}
|
|
|
|
|
2010-09-08 18:49:43 +00:00
|
|
|
static void logAxisInfo(RawAbsoluteAxisInfo axis, const char* name) {
|
|
|
|
if (axis.valid) {
|
|
|
|
LOGI(INDENT "Raw %s axis: min=%d, max=%d, flat=%d, fuzz=%d",
|
|
|
|
name, axis.minValue, axis.maxValue, axis.flat, axis.fuzz);
|
|
|
|
} else {
|
|
|
|
LOGI(INDENT "Raw %s axis: unknown range", name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
void TouchInputMapper::logRawAxes() {
|
|
|
|
logAxisInfo(mRawAxes.x, "x");
|
|
|
|
logAxisInfo(mRawAxes.y, "y");
|
|
|
|
logAxisInfo(mRawAxes.pressure, "pressure");
|
|
|
|
logAxisInfo(mRawAxes.touchMajor, "touchMajor");
|
|
|
|
logAxisInfo(mRawAxes.touchMinor, "touchMinor");
|
|
|
|
logAxisInfo(mRawAxes.toolMajor, "toolMajor");
|
|
|
|
logAxisInfo(mRawAxes.toolMinor, "toolMinor");
|
|
|
|
logAxisInfo(mRawAxes.orientation, "orientation");
|
2010-07-24 04:28:06 +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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
bool TouchInputMapper::configureSurfaceLocked() {
|
2010-07-24 04:28:06 +00:00
|
|
|
// Update orientation and dimensions if needed.
|
|
|
|
int32_t orientation;
|
|
|
|
int32_t width, height;
|
|
|
|
if (mAssociatedDisplayId >= 0) {
|
2010-07-30 01:18:33 +00:00
|
|
|
// Note: getDisplayInfo is non-reentrant so we can continue holding the lock.
|
2010-07-24 04:28:06 +00:00
|
|
|
if (! getPolicy()->getDisplayInfo(mAssociatedDisplayId, & width, & height, & orientation)) {
|
|
|
|
return false;
|
|
|
|
}
|
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
|
|
|
} else {
|
2010-07-24 04:28:06 +00:00
|
|
|
orientation = InputReaderPolicyInterface::ROTATION_0;
|
2010-08-30 10:02:23 +00:00
|
|
|
width = mRawAxes.x.getRange();
|
|
|
|
height = mRawAxes.y.getRange();
|
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
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
bool orientationChanged = mLocked.surfaceOrientation != orientation;
|
2010-07-24 04:28:06 +00:00
|
|
|
if (orientationChanged) {
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.surfaceOrientation = orientation;
|
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
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
bool sizeChanged = mLocked.surfaceWidth != width || mLocked.surfaceHeight != height;
|
2010-07-24 04:28:06 +00:00
|
|
|
if (sizeChanged) {
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI("Device reconfigured (display size changed): id=0x%x, name=%s",
|
2010-08-30 10:02:23 +00:00
|
|
|
getDeviceId(), getDeviceName().string());
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT "Width: %dpx", width);
|
|
|
|
LOGI(INDENT "Height: %dpx", height);
|
2010-08-30 10:02:23 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.surfaceWidth = width;
|
|
|
|
mLocked.surfaceHeight = height;
|
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
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
// Configure X and Y factors.
|
|
|
|
if (mRawAxes.x.valid && mRawAxes.y.valid) {
|
|
|
|
mLocked.xOrigin = mRawAxes.x.minValue;
|
|
|
|
mLocked.yOrigin = mRawAxes.y.minValue;
|
|
|
|
mLocked.xScale = float(width) / mRawAxes.x.getRange();
|
|
|
|
mLocked.yScale = float(height) / mRawAxes.y.getRange();
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.xPrecision = 1.0f / mLocked.xScale;
|
|
|
|
mLocked.yPrecision = 1.0f / mLocked.yScale;
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
configureVirtualKeysLocked();
|
2010-06-29 23:52:21 +00:00
|
|
|
} else {
|
2010-08-30 10:02:23 +00:00
|
|
|
LOGW(INDENT "Touch device did not report support for X or Y axis!");
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.xOrigin = 0;
|
|
|
|
mLocked.yOrigin = 0;
|
|
|
|
mLocked.xScale = 1.0f;
|
|
|
|
mLocked.yScale = 1.0f;
|
|
|
|
mLocked.xPrecision = 1.0f;
|
|
|
|
mLocked.yPrecision = 1.0f;
|
2010-06-29 23:52:21 +00:00
|
|
|
}
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
// Scale factor for terms that are not oriented in a particular axis.
|
|
|
|
// If the pixels are square then xScale == yScale otherwise we fake it
|
|
|
|
// by choosing an average.
|
|
|
|
mLocked.geometricScale = avg(mLocked.xScale, mLocked.yScale);
|
|
|
|
|
|
|
|
// Size of diagonal axis.
|
|
|
|
float diagonalSize = pythag(width, height);
|
|
|
|
|
|
|
|
// TouchMajor and TouchMinor factors.
|
|
|
|
if (mCalibration.touchAreaCalibration != Calibration::TOUCH_AREA_CALIBRATION_NONE) {
|
|
|
|
mLocked.orientedRanges.haveTouchArea = true;
|
|
|
|
mLocked.orientedRanges.touchMajor.min = 0;
|
|
|
|
mLocked.orientedRanges.touchMajor.max = diagonalSize;
|
|
|
|
mLocked.orientedRanges.touchMajor.flat = 0;
|
|
|
|
mLocked.orientedRanges.touchMajor.fuzz = 0;
|
|
|
|
mLocked.orientedRanges.touchMinor = mLocked.orientedRanges.touchMajor;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ToolMajor and ToolMinor factors.
|
|
|
|
if (mCalibration.toolAreaCalibration != Calibration::TOOL_AREA_CALIBRATION_NONE) {
|
|
|
|
mLocked.toolAreaLinearScale = 0;
|
|
|
|
mLocked.toolAreaLinearBias = 0;
|
|
|
|
if (mCalibration.toolAreaCalibration == Calibration::TOOL_AREA_CALIBRATION_LINEAR) {
|
|
|
|
if (mCalibration.haveToolAreaLinearScale) {
|
|
|
|
mLocked.toolAreaLinearScale = mCalibration.toolAreaLinearScale;
|
|
|
|
} else if (mRawAxes.toolMajor.valid && mRawAxes.toolMajor.maxValue != 0) {
|
|
|
|
mLocked.toolAreaLinearScale = float(min(width, height))
|
|
|
|
/ mRawAxes.toolMajor.maxValue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mCalibration.haveToolAreaLinearBias) {
|
|
|
|
mLocked.toolAreaLinearBias = mCalibration.toolAreaLinearBias;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
mLocked.orientedRanges.haveToolArea = true;
|
|
|
|
mLocked.orientedRanges.toolMajor.min = 0;
|
|
|
|
mLocked.orientedRanges.toolMajor.max = diagonalSize;
|
|
|
|
mLocked.orientedRanges.toolMajor.flat = 0;
|
|
|
|
mLocked.orientedRanges.toolMajor.fuzz = 0;
|
|
|
|
mLocked.orientedRanges.toolMinor = mLocked.orientedRanges.toolMajor;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Pressure factors.
|
|
|
|
if (mCalibration.pressureCalibration != Calibration::PRESSURE_CALIBRATION_NONE) {
|
|
|
|
RawAbsoluteAxisInfo rawPressureAxis;
|
|
|
|
switch (mCalibration.pressureSource) {
|
|
|
|
case Calibration::PRESSURE_SOURCE_PRESSURE:
|
|
|
|
rawPressureAxis = mRawAxes.pressure;
|
|
|
|
break;
|
|
|
|
case Calibration::PRESSURE_SOURCE_TOUCH:
|
|
|
|
rawPressureAxis = mRawAxes.touchMajor;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
rawPressureAxis.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
mLocked.pressureScale = 0;
|
|
|
|
if (mCalibration.pressureCalibration == Calibration::PRESSURE_CALIBRATION_PHYSICAL
|
|
|
|
|| mCalibration.pressureCalibration
|
|
|
|
== Calibration::PRESSURE_CALIBRATION_AMPLITUDE) {
|
|
|
|
if (mCalibration.havePressureScale) {
|
|
|
|
mLocked.pressureScale = mCalibration.pressureScale;
|
|
|
|
} else if (rawPressureAxis.valid && rawPressureAxis.maxValue != 0) {
|
|
|
|
mLocked.pressureScale = 1.0f / rawPressureAxis.maxValue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
mLocked.orientedRanges.havePressure = true;
|
|
|
|
mLocked.orientedRanges.pressure.min = 0;
|
|
|
|
mLocked.orientedRanges.pressure.max = 1.0;
|
|
|
|
mLocked.orientedRanges.pressure.flat = 0;
|
|
|
|
mLocked.orientedRanges.pressure.fuzz = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Size factors.
|
|
|
|
if (mCalibration.sizeCalibration != Calibration::SIZE_CALIBRATION_NONE) {
|
|
|
|
mLocked.sizeScale = 0;
|
|
|
|
if (mCalibration.sizeCalibration == Calibration::SIZE_CALIBRATION_NORMALIZED) {
|
|
|
|
if (mRawAxes.toolMajor.valid && mRawAxes.toolMajor.maxValue != 0) {
|
|
|
|
mLocked.sizeScale = 1.0f / mRawAxes.toolMajor.maxValue;
|
|
|
|
}
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
mLocked.orientedRanges.haveSize = true;
|
|
|
|
mLocked.orientedRanges.size.min = 0;
|
|
|
|
mLocked.orientedRanges.size.max = 1.0;
|
|
|
|
mLocked.orientedRanges.size.flat = 0;
|
|
|
|
mLocked.orientedRanges.size.fuzz = 0;
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
// Orientation
|
|
|
|
if (mCalibration.orientationCalibration != Calibration::ORIENTATION_CALIBRATION_NONE) {
|
|
|
|
mLocked.orientationScale = 0;
|
|
|
|
if (mCalibration.orientationCalibration
|
|
|
|
== Calibration::ORIENTATION_CALIBRATION_INTERPOLATED) {
|
|
|
|
if (mRawAxes.orientation.valid && mRawAxes.orientation.maxValue != 0) {
|
|
|
|
mLocked.orientationScale = float(M_PI_2) / mRawAxes.orientation.maxValue;
|
|
|
|
}
|
|
|
|
}
|
2010-07-30 01:18:33 +00:00
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
mLocked.orientedRanges.orientation.min = - M_PI_2;
|
|
|
|
mLocked.orientedRanges.orientation.max = M_PI_2;
|
|
|
|
mLocked.orientedRanges.orientation.flat = 0;
|
|
|
|
mLocked.orientedRanges.orientation.fuzz = 0;
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (orientationChanged || sizeChanged) {
|
|
|
|
// Compute oriented surface dimensions, precision, and scales.
|
|
|
|
float orientedXScale, orientedYScale;
|
2010-07-30 01:18:33 +00:00
|
|
|
switch (mLocked.surfaceOrientation) {
|
2010-07-24 04:28:06 +00:00
|
|
|
case InputReaderPolicyInterface::ROTATION_90:
|
|
|
|
case InputReaderPolicyInterface::ROTATION_270:
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.orientedSurfaceWidth = mLocked.surfaceHeight;
|
|
|
|
mLocked.orientedSurfaceHeight = mLocked.surfaceWidth;
|
|
|
|
mLocked.orientedXPrecision = mLocked.yPrecision;
|
|
|
|
mLocked.orientedYPrecision = mLocked.xPrecision;
|
|
|
|
orientedXScale = mLocked.yScale;
|
|
|
|
orientedYScale = mLocked.xScale;
|
2010-07-24 04:28:06 +00:00
|
|
|
break;
|
|
|
|
default:
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.orientedSurfaceWidth = mLocked.surfaceWidth;
|
|
|
|
mLocked.orientedSurfaceHeight = mLocked.surfaceHeight;
|
|
|
|
mLocked.orientedXPrecision = mLocked.xPrecision;
|
|
|
|
mLocked.orientedYPrecision = mLocked.yPrecision;
|
|
|
|
orientedXScale = mLocked.xScale;
|
|
|
|
orientedYScale = mLocked.yScale;
|
2010-07-24 04:28:06 +00:00
|
|
|
break;
|
2010-06-29 23:52:21 +00:00
|
|
|
}
|
2010-07-15 01:48:53 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// Configure position ranges.
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.orientedRanges.x.min = 0;
|
|
|
|
mLocked.orientedRanges.x.max = mLocked.orientedSurfaceWidth;
|
|
|
|
mLocked.orientedRanges.x.flat = 0;
|
|
|
|
mLocked.orientedRanges.x.fuzz = orientedXScale;
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.orientedRanges.y.min = 0;
|
|
|
|
mLocked.orientedRanges.y.max = mLocked.orientedSurfaceHeight;
|
|
|
|
mLocked.orientedRanges.y.flat = 0;
|
|
|
|
mLocked.orientedRanges.y.fuzz = orientedYScale;
|
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
|
|
|
}
|
|
|
|
|
2010-09-08 18:49:43 +00:00
|
|
|
if (sizeChanged) {
|
|
|
|
logMotionRangesLocked();
|
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
return true;
|
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
|
|
|
}
|
|
|
|
|
2010-09-08 18:49:43 +00:00
|
|
|
static void logMotionRangeInfo(InputDeviceInfo::MotionRange* range, const char* name) {
|
|
|
|
if (range) {
|
|
|
|
LOGI(INDENT "Output %s range: min=%f, max=%f, flat=%f, fuzz=%f",
|
|
|
|
name, range->min, range->max, range->flat, range->fuzz);
|
|
|
|
} else {
|
|
|
|
LOGI(INDENT "Output %s range: unsupported", name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void TouchInputMapper::logMotionRangesLocked() {
|
|
|
|
logMotionRangeInfo(& mLocked.orientedRanges.x, "x");
|
|
|
|
logMotionRangeInfo(& mLocked.orientedRanges.y, "y");
|
|
|
|
logMotionRangeInfo(mLocked.orientedRanges.havePressure
|
|
|
|
? & mLocked.orientedRanges.pressure : NULL, "pressure");
|
|
|
|
logMotionRangeInfo(mLocked.orientedRanges.haveSize
|
|
|
|
? & mLocked.orientedRanges.size : NULL, "size");
|
|
|
|
logMotionRangeInfo(mLocked.orientedRanges.haveTouchArea
|
|
|
|
? & mLocked.orientedRanges.touchMajor : NULL, "touchMajor");
|
|
|
|
logMotionRangeInfo(mLocked.orientedRanges.haveTouchArea
|
|
|
|
? & mLocked.orientedRanges.touchMinor : NULL, "touchMinor");
|
|
|
|
logMotionRangeInfo(mLocked.orientedRanges.haveToolArea
|
|
|
|
? & mLocked.orientedRanges.toolMajor : NULL, "toolMajor");
|
|
|
|
logMotionRangeInfo(mLocked.orientedRanges.haveToolArea
|
|
|
|
? & mLocked.orientedRanges.toolMinor : NULL, "toolMinor");
|
|
|
|
logMotionRangeInfo(mLocked.orientedRanges.haveOrientation
|
|
|
|
? & mLocked.orientedRanges.orientation : NULL, "orientation");
|
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
void TouchInputMapper::configureVirtualKeysLocked() {
|
2010-08-30 10:02:23 +00:00
|
|
|
assert(mRawAxes.x.valid && mRawAxes.y.valid);
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
// Note: getVirtualKeyDefinitions is non-reentrant so we can continue holding the lock.
|
2010-08-30 10:02:23 +00:00
|
|
|
Vector<VirtualKeyDefinition> virtualKeyDefinitions;
|
2010-07-24 04:28:06 +00:00
|
|
|
getPolicy()->getVirtualKeyDefinitions(getDeviceName(), virtualKeyDefinitions);
|
2010-06-29 23:52:21 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.virtualKeys.clear();
|
2010-06-29 23:52:21 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
if (virtualKeyDefinitions.size() == 0) {
|
|
|
|
return;
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.virtualKeys.setCapacity(virtualKeyDefinitions.size());
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
int32_t touchScreenLeft = mRawAxes.x.minValue;
|
|
|
|
int32_t touchScreenTop = mRawAxes.y.minValue;
|
|
|
|
int32_t touchScreenWidth = mRawAxes.x.getRange();
|
|
|
|
int32_t touchScreenHeight = mRawAxes.y.getRange();
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
for (size_t i = 0; i < virtualKeyDefinitions.size(); i++) {
|
2010-08-30 10:02:23 +00:00
|
|
|
const VirtualKeyDefinition& virtualKeyDefinition =
|
2010-07-30 01:18:33 +00:00
|
|
|
virtualKeyDefinitions[i];
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.virtualKeys.add();
|
|
|
|
VirtualKey& virtualKey = mLocked.virtualKeys.editTop();
|
2010-06-29 23:52:21 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
virtualKey.scanCode = virtualKeyDefinition.scanCode;
|
|
|
|
int32_t keyCode;
|
|
|
|
uint32_t flags;
|
|
|
|
if (getEventHub()->scancodeToKeycode(getDeviceId(), virtualKey.scanCode,
|
|
|
|
& keyCode, & flags)) {
|
2010-08-30 10:02:23 +00:00
|
|
|
LOGW(INDENT "VirtualKey %d: could not obtain key code, ignoring",
|
|
|
|
virtualKey.scanCode);
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.virtualKeys.pop(); // drop the key
|
|
|
|
continue;
|
|
|
|
}
|
2010-06-29 23:52:21 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
virtualKey.keyCode = keyCode;
|
|
|
|
virtualKey.flags = flags;
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
// convert the key definition's display coordinates into touch coordinates for a hit box
|
|
|
|
int32_t halfWidth = virtualKeyDefinition.width / 2;
|
|
|
|
int32_t halfHeight = virtualKeyDefinition.height / 2;
|
|
|
|
|
|
|
|
virtualKey.hitLeft = (virtualKeyDefinition.centerX - halfWidth)
|
|
|
|
* touchScreenWidth / mLocked.surfaceWidth + touchScreenLeft;
|
|
|
|
virtualKey.hitRight= (virtualKeyDefinition.centerX + halfWidth)
|
|
|
|
* touchScreenWidth / mLocked.surfaceWidth + touchScreenLeft;
|
|
|
|
virtualKey.hitTop = (virtualKeyDefinition.centerY - halfHeight)
|
|
|
|
* touchScreenHeight / mLocked.surfaceHeight + touchScreenTop;
|
|
|
|
virtualKey.hitBottom = (virtualKeyDefinition.centerY + halfHeight)
|
|
|
|
* touchScreenHeight / mLocked.surfaceHeight + touchScreenTop;
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
LOGI(INDENT "VirtualKey %d: keyCode=%d hitLeft=%d hitRight=%d hitTop=%d hitBottom=%d",
|
2010-07-30 01:18:33 +00:00
|
|
|
virtualKey.scanCode, virtualKey.keyCode,
|
|
|
|
virtualKey.hitLeft, virtualKey.hitRight, virtualKey.hitTop, virtualKey.hitBottom);
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
void TouchInputMapper::parseCalibration() {
|
|
|
|
const InputDeviceCalibration& in = getDevice()->getCalibration();
|
|
|
|
Calibration& out = mCalibration;
|
|
|
|
|
|
|
|
// Touch Area
|
|
|
|
out.touchAreaCalibration = Calibration::TOUCH_AREA_CALIBRATION_DEFAULT;
|
|
|
|
String8 touchAreaCalibrationString;
|
|
|
|
if (in.tryGetProperty(String8("touch.touchArea.calibration"), touchAreaCalibrationString)) {
|
|
|
|
if (touchAreaCalibrationString == "none") {
|
|
|
|
out.touchAreaCalibration = Calibration::TOUCH_AREA_CALIBRATION_NONE;
|
|
|
|
} else if (touchAreaCalibrationString == "geometric") {
|
|
|
|
out.touchAreaCalibration = Calibration::TOUCH_AREA_CALIBRATION_GEOMETRIC;
|
|
|
|
} else if (touchAreaCalibrationString == "pressure") {
|
|
|
|
out.touchAreaCalibration = Calibration::TOUCH_AREA_CALIBRATION_PRESSURE;
|
|
|
|
} else if (touchAreaCalibrationString != "default") {
|
|
|
|
LOGW("Invalid value for touch.touchArea.calibration: '%s'",
|
|
|
|
touchAreaCalibrationString.string());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Tool Area
|
|
|
|
out.toolAreaCalibration = Calibration::TOOL_AREA_CALIBRATION_DEFAULT;
|
|
|
|
String8 toolAreaCalibrationString;
|
|
|
|
if (in.tryGetProperty(String8("tool.toolArea.calibration"), toolAreaCalibrationString)) {
|
|
|
|
if (toolAreaCalibrationString == "none") {
|
|
|
|
out.toolAreaCalibration = Calibration::TOOL_AREA_CALIBRATION_NONE;
|
|
|
|
} else if (toolAreaCalibrationString == "geometric") {
|
|
|
|
out.toolAreaCalibration = Calibration::TOOL_AREA_CALIBRATION_GEOMETRIC;
|
|
|
|
} else if (toolAreaCalibrationString == "linear") {
|
|
|
|
out.toolAreaCalibration = Calibration::TOOL_AREA_CALIBRATION_LINEAR;
|
|
|
|
} else if (toolAreaCalibrationString != "default") {
|
|
|
|
LOGW("Invalid value for tool.toolArea.calibration: '%s'",
|
|
|
|
toolAreaCalibrationString.string());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
out.haveToolAreaLinearScale = in.tryGetProperty(String8("touch.toolArea.linearScale"),
|
|
|
|
out.toolAreaLinearScale);
|
|
|
|
out.haveToolAreaLinearBias = in.tryGetProperty(String8("touch.toolArea.linearBias"),
|
|
|
|
out.toolAreaLinearBias);
|
|
|
|
out.haveToolAreaIsSummed = in.tryGetProperty(String8("touch.toolArea.isSummed"),
|
|
|
|
out.toolAreaIsSummed);
|
|
|
|
|
|
|
|
// Pressure
|
|
|
|
out.pressureCalibration = Calibration::PRESSURE_CALIBRATION_DEFAULT;
|
|
|
|
String8 pressureCalibrationString;
|
|
|
|
if (in.tryGetProperty(String8("tool.pressure.calibration"), pressureCalibrationString)) {
|
|
|
|
if (pressureCalibrationString == "none") {
|
|
|
|
out.pressureCalibration = Calibration::PRESSURE_CALIBRATION_NONE;
|
|
|
|
} else if (pressureCalibrationString == "physical") {
|
|
|
|
out.pressureCalibration = Calibration::PRESSURE_CALIBRATION_PHYSICAL;
|
|
|
|
} else if (pressureCalibrationString == "amplitude") {
|
|
|
|
out.pressureCalibration = Calibration::PRESSURE_CALIBRATION_AMPLITUDE;
|
|
|
|
} else if (pressureCalibrationString != "default") {
|
|
|
|
LOGW("Invalid value for tool.pressure.calibration: '%s'",
|
|
|
|
pressureCalibrationString.string());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
out.pressureSource = Calibration::PRESSURE_SOURCE_DEFAULT;
|
|
|
|
String8 pressureSourceString;
|
|
|
|
if (in.tryGetProperty(String8("touch.pressure.source"), pressureSourceString)) {
|
|
|
|
if (pressureSourceString == "pressure") {
|
|
|
|
out.pressureSource = Calibration::PRESSURE_SOURCE_PRESSURE;
|
|
|
|
} else if (pressureSourceString == "touch") {
|
|
|
|
out.pressureSource = Calibration::PRESSURE_SOURCE_TOUCH;
|
|
|
|
} else if (pressureSourceString != "default") {
|
|
|
|
LOGW("Invalid value for touch.pressure.source: '%s'",
|
|
|
|
pressureSourceString.string());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
out.havePressureScale = in.tryGetProperty(String8("touch.pressure.scale"),
|
|
|
|
out.pressureScale);
|
|
|
|
|
|
|
|
// Size
|
|
|
|
out.sizeCalibration = Calibration::SIZE_CALIBRATION_DEFAULT;
|
|
|
|
String8 sizeCalibrationString;
|
|
|
|
if (in.tryGetProperty(String8("tool.size.calibration"), sizeCalibrationString)) {
|
|
|
|
if (sizeCalibrationString == "none") {
|
|
|
|
out.sizeCalibration = Calibration::SIZE_CALIBRATION_NONE;
|
|
|
|
} else if (sizeCalibrationString == "normalized") {
|
|
|
|
out.sizeCalibration = Calibration::SIZE_CALIBRATION_NORMALIZED;
|
|
|
|
} else if (sizeCalibrationString != "default") {
|
|
|
|
LOGW("Invalid value for tool.size.calibration: '%s'",
|
|
|
|
sizeCalibrationString.string());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Orientation
|
|
|
|
out.orientationCalibration = Calibration::ORIENTATION_CALIBRATION_DEFAULT;
|
|
|
|
String8 orientationCalibrationString;
|
|
|
|
if (in.tryGetProperty(String8("tool.orientation.calibration"), orientationCalibrationString)) {
|
|
|
|
if (orientationCalibrationString == "none") {
|
|
|
|
out.orientationCalibration = Calibration::ORIENTATION_CALIBRATION_NONE;
|
|
|
|
} else if (orientationCalibrationString == "interpolated") {
|
|
|
|
out.orientationCalibration = Calibration::ORIENTATION_CALIBRATION_INTERPOLATED;
|
|
|
|
} else if (orientationCalibrationString != "default") {
|
|
|
|
LOGW("Invalid value for tool.orientation.calibration: '%s'",
|
|
|
|
orientationCalibrationString.string());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void TouchInputMapper::resolveCalibration() {
|
|
|
|
// Pressure
|
|
|
|
switch (mCalibration.pressureSource) {
|
|
|
|
case Calibration::PRESSURE_SOURCE_DEFAULT:
|
|
|
|
if (mRawAxes.pressure.valid) {
|
|
|
|
mCalibration.pressureSource = Calibration::PRESSURE_SOURCE_PRESSURE;
|
|
|
|
} else if (mRawAxes.touchMajor.valid) {
|
|
|
|
mCalibration.pressureSource = Calibration::PRESSURE_SOURCE_TOUCH;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Calibration::PRESSURE_SOURCE_PRESSURE:
|
|
|
|
if (! mRawAxes.pressure.valid) {
|
|
|
|
LOGW("Calibration property touch.pressure.source is 'pressure' but "
|
|
|
|
"the pressure axis is not available.");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Calibration::PRESSURE_SOURCE_TOUCH:
|
|
|
|
if (! mRawAxes.touchMajor.valid) {
|
|
|
|
LOGW("Calibration property touch.pressure.source is 'touch' but "
|
|
|
|
"the touchMajor axis is not available.");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (mCalibration.pressureCalibration) {
|
|
|
|
case Calibration::PRESSURE_CALIBRATION_DEFAULT:
|
|
|
|
if (mCalibration.pressureSource != Calibration::PRESSURE_SOURCE_DEFAULT) {
|
|
|
|
mCalibration.pressureCalibration = Calibration::PRESSURE_CALIBRATION_AMPLITUDE;
|
|
|
|
} else {
|
|
|
|
mCalibration.pressureCalibration = Calibration::PRESSURE_CALIBRATION_NONE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Tool Area
|
|
|
|
switch (mCalibration.toolAreaCalibration) {
|
|
|
|
case Calibration::TOOL_AREA_CALIBRATION_DEFAULT:
|
|
|
|
if (mRawAxes.toolMajor.valid) {
|
|
|
|
mCalibration.toolAreaCalibration = Calibration::TOOL_AREA_CALIBRATION_LINEAR;
|
|
|
|
} else {
|
|
|
|
mCalibration.toolAreaCalibration = Calibration::TOOL_AREA_CALIBRATION_NONE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Touch Area
|
|
|
|
switch (mCalibration.touchAreaCalibration) {
|
|
|
|
case Calibration::TOUCH_AREA_CALIBRATION_DEFAULT:
|
|
|
|
if (mCalibration.pressureCalibration != Calibration::PRESSURE_CALIBRATION_NONE
|
|
|
|
&& mCalibration.toolAreaCalibration != Calibration::TOOL_AREA_CALIBRATION_NONE) {
|
|
|
|
mCalibration.touchAreaCalibration = Calibration::TOUCH_AREA_CALIBRATION_PRESSURE;
|
|
|
|
} else {
|
|
|
|
mCalibration.touchAreaCalibration = Calibration::TOUCH_AREA_CALIBRATION_NONE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Size
|
|
|
|
switch (mCalibration.sizeCalibration) {
|
|
|
|
case Calibration::SIZE_CALIBRATION_DEFAULT:
|
|
|
|
if (mRawAxes.toolMajor.valid) {
|
|
|
|
mCalibration.sizeCalibration = Calibration::SIZE_CALIBRATION_NORMALIZED;
|
|
|
|
} else {
|
|
|
|
mCalibration.sizeCalibration = Calibration::SIZE_CALIBRATION_NONE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Orientation
|
|
|
|
switch (mCalibration.orientationCalibration) {
|
|
|
|
case Calibration::ORIENTATION_CALIBRATION_DEFAULT:
|
|
|
|
if (mRawAxes.orientation.valid) {
|
|
|
|
mCalibration.orientationCalibration = Calibration::ORIENTATION_CALIBRATION_INTERPOLATED;
|
|
|
|
} else {
|
|
|
|
mCalibration.orientationCalibration = Calibration::ORIENTATION_CALIBRATION_NONE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void TouchInputMapper::logCalibration() {
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT "Calibration:");
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
// Touch Area
|
|
|
|
switch (mCalibration.touchAreaCalibration) {
|
|
|
|
case Calibration::TOUCH_AREA_CALIBRATION_NONE:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.touchArea.calibration: none");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
case Calibration::TOUCH_AREA_CALIBRATION_GEOMETRIC:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.touchArea.calibration: geometric");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
case Calibration::TOUCH_AREA_CALIBRATION_PRESSURE:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.touchArea.calibration: pressure");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
assert(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Tool Area
|
|
|
|
switch (mCalibration.toolAreaCalibration) {
|
|
|
|
case Calibration::TOOL_AREA_CALIBRATION_NONE:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.toolArea.calibration: none");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
case Calibration::TOOL_AREA_CALIBRATION_GEOMETRIC:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.toolArea.calibration: geometric");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
case Calibration::TOOL_AREA_CALIBRATION_LINEAR:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.toolArea.calibration: linear");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
assert(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mCalibration.haveToolAreaLinearScale) {
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.toolArea.linearScale: %f", mCalibration.toolAreaLinearScale);
|
2010-08-30 10:02:23 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (mCalibration.haveToolAreaLinearBias) {
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.toolArea.linearBias: %f", mCalibration.toolAreaLinearBias);
|
2010-08-30 10:02:23 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (mCalibration.haveToolAreaIsSummed) {
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.toolArea.isSummed: %d", mCalibration.toolAreaIsSummed);
|
2010-08-30 10:02:23 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Pressure
|
|
|
|
switch (mCalibration.pressureCalibration) {
|
|
|
|
case Calibration::PRESSURE_CALIBRATION_NONE:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.pressure.calibration: none");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
case Calibration::PRESSURE_CALIBRATION_PHYSICAL:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.pressure.calibration: physical");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
case Calibration::PRESSURE_CALIBRATION_AMPLITUDE:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.pressure.calibration: amplitude");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
assert(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (mCalibration.pressureSource) {
|
|
|
|
case Calibration::PRESSURE_SOURCE_PRESSURE:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.pressure.source: pressure");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
case Calibration::PRESSURE_SOURCE_TOUCH:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.pressure.source: touch");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
case Calibration::PRESSURE_SOURCE_DEFAULT:
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
assert(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mCalibration.havePressureScale) {
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.pressure.scale: %f", mCalibration.pressureScale);
|
2010-08-30 10:02:23 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Size
|
|
|
|
switch (mCalibration.sizeCalibration) {
|
|
|
|
case Calibration::SIZE_CALIBRATION_NONE:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.size.calibration: none");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
case Calibration::SIZE_CALIBRATION_NORMALIZED:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.size.calibration: normalized");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
assert(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Orientation
|
|
|
|
switch (mCalibration.orientationCalibration) {
|
|
|
|
case Calibration::ORIENTATION_CALIBRATION_NONE:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.orientation.calibration: none");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
case Calibration::ORIENTATION_CALIBRATION_INTERPOLATED:
|
2010-09-08 18:49:43 +00:00
|
|
|
LOGI(INDENT INDENT "touch.orientation.calibration: interpolated");
|
2010-08-30 10:02:23 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
assert(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void TouchInputMapper::reset() {
|
|
|
|
// Synthesize touch up event if touch is currently down.
|
|
|
|
// This will also take care of finishing virtual key processing if needed.
|
|
|
|
if (mLastTouch.pointerCount != 0) {
|
|
|
|
nsecs_t when = systemTime(SYSTEM_TIME_MONOTONIC);
|
|
|
|
mCurrentTouch.clear();
|
|
|
|
syncTouch(when, true);
|
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
|
|
|
initializeLocked();
|
|
|
|
} // release lock
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
InputMapper::reset();
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
2010-06-29 23:52:21 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void TouchInputMapper::syncTouch(nsecs_t when, bool havePointerIds) {
|
2010-07-30 01:18:33 +00:00
|
|
|
// Apply generic policy actions.
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
uint32_t policyFlags = 0;
|
|
|
|
int32_t policyActions = getPolicy()->interceptGeneric(when, policyFlags);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
if (! applyStandardPolicyActions(when, policyActions)) {
|
|
|
|
mLastTouch.clear();
|
|
|
|
return; // event dropped
|
|
|
|
}
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
// Preprocess pointer data.
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
if (mParameters.useBadTouchFilter) {
|
|
|
|
if (applyBadTouchFilter()) {
|
|
|
|
havePointerIds = false;
|
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
|
|
|
}
|
2010-07-24 04:28:06 +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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
if (mParameters.useJumpyTouchFilter) {
|
|
|
|
if (applyJumpyTouchFilter()) {
|
|
|
|
havePointerIds = false;
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
if (! havePointerIds) {
|
|
|
|
calculatePointerIds();
|
|
|
|
}
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
TouchData temp;
|
|
|
|
TouchData* savedTouch;
|
|
|
|
if (mParameters.useAveragingTouchFilter) {
|
|
|
|
temp.copyFrom(mCurrentTouch);
|
|
|
|
savedTouch = & temp;
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
applyAveragingTouchFilter();
|
|
|
|
} else {
|
|
|
|
savedTouch = & mCurrentTouch;
|
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
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
// Process touches and virtual keys.
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
TouchResult touchResult = consumeOffScreenTouches(when, policyFlags);
|
|
|
|
if (touchResult == DISPATCH_TOUCH) {
|
|
|
|
dispatchTouches(when, policyFlags);
|
|
|
|
}
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
// Copy current touch to last touch in preparation for the next cycle.
|
2010-06-15 08:31:58 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
if (touchResult == DROP_STROKE) {
|
|
|
|
mLastTouch.clear();
|
|
|
|
} else {
|
|
|
|
mLastTouch.copyFrom(*savedTouch);
|
2010-06-15 08:31:58 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
TouchInputMapper::TouchResult TouchInputMapper::consumeOffScreenTouches(
|
|
|
|
nsecs_t when, uint32_t policyFlags) {
|
|
|
|
int32_t keyEventAction, keyEventFlags;
|
|
|
|
int32_t keyCode, scanCode, downTime;
|
|
|
|
TouchResult touchResult;
|
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
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
// Update surface size and orientation, including virtual key positions.
|
|
|
|
if (! configureSurfaceLocked()) {
|
|
|
|
return DROP_STROKE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check for virtual key press.
|
|
|
|
if (mLocked.currentVirtualKey.down) {
|
2010-07-24 04:28:06 +00:00
|
|
|
if (mCurrentTouch.pointerCount == 0) {
|
|
|
|
// Pointer went up while virtual key was down.
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.currentVirtualKey.down = false;
|
2010-07-24 04:28:06 +00:00
|
|
|
#if DEBUG_VIRTUAL_KEYS
|
|
|
|
LOGD("VirtualKeys: Generating key up: keyCode=%d, scanCode=%d",
|
|
|
|
mCurrentVirtualKey.keyCode, mCurrentVirtualKey.scanCode);
|
|
|
|
#endif
|
|
|
|
keyEventAction = AKEY_EVENT_ACTION_UP;
|
|
|
|
keyEventFlags = AKEY_EVENT_FLAG_FROM_SYSTEM | AKEY_EVENT_FLAG_VIRTUAL_HARD_KEY;
|
|
|
|
touchResult = SKIP_TOUCH;
|
|
|
|
goto DispatchVirtualKey;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mCurrentTouch.pointerCount == 1) {
|
|
|
|
int32_t x = mCurrentTouch.pointers[0].x;
|
|
|
|
int32_t y = mCurrentTouch.pointers[0].y;
|
2010-07-30 01:18:33 +00:00
|
|
|
const VirtualKey* virtualKey = findVirtualKeyHitLocked(x, y);
|
|
|
|
if (virtualKey && virtualKey->keyCode == mLocked.currentVirtualKey.keyCode) {
|
2010-07-24 04:28:06 +00:00
|
|
|
// Pointer is still within the space of the virtual key.
|
|
|
|
return SKIP_TOUCH;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Pointer left virtual key area or another pointer also went down.
|
|
|
|
// Send key cancellation and drop the stroke so subsequent motions will be
|
|
|
|
// considered fresh downs. This is useful when the user swipes away from the
|
|
|
|
// virtual key area into the main display surface.
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.currentVirtualKey.down = false;
|
2010-07-24 04:28:06 +00:00
|
|
|
#if DEBUG_VIRTUAL_KEYS
|
|
|
|
LOGD("VirtualKeys: Canceling key: keyCode=%d, scanCode=%d",
|
|
|
|
mCurrentVirtualKey.keyCode, mCurrentVirtualKey.scanCode);
|
|
|
|
#endif
|
|
|
|
keyEventAction = AKEY_EVENT_ACTION_UP;
|
|
|
|
keyEventFlags = AKEY_EVENT_FLAG_FROM_SYSTEM | AKEY_EVENT_FLAG_VIRTUAL_HARD_KEY
|
|
|
|
| AKEY_EVENT_FLAG_CANCELED;
|
|
|
|
touchResult = DROP_STROKE;
|
|
|
|
goto DispatchVirtualKey;
|
|
|
|
} else {
|
|
|
|
if (mCurrentTouch.pointerCount >= 1 && mLastTouch.pointerCount == 0) {
|
|
|
|
// Pointer just went down. Handle off-screen touches, if needed.
|
|
|
|
int32_t x = mCurrentTouch.pointers[0].x;
|
|
|
|
int32_t y = mCurrentTouch.pointers[0].y;
|
2010-07-30 01:18:33 +00:00
|
|
|
if (! isPointInsideSurfaceLocked(x, y)) {
|
2010-07-24 04:28:06 +00:00
|
|
|
// If exactly one pointer went down, check for virtual key hit.
|
|
|
|
// Otherwise we will drop the entire stroke.
|
|
|
|
if (mCurrentTouch.pointerCount == 1) {
|
2010-07-30 01:18:33 +00:00
|
|
|
const VirtualKey* virtualKey = findVirtualKeyHitLocked(x, y);
|
2010-07-24 04:28:06 +00:00
|
|
|
if (virtualKey) {
|
2010-07-30 01:18:33 +00:00
|
|
|
mLocked.currentVirtualKey.down = true;
|
|
|
|
mLocked.currentVirtualKey.downTime = when;
|
|
|
|
mLocked.currentVirtualKey.keyCode = virtualKey->keyCode;
|
|
|
|
mLocked.currentVirtualKey.scanCode = virtualKey->scanCode;
|
2010-07-24 04:28:06 +00:00
|
|
|
#if DEBUG_VIRTUAL_KEYS
|
|
|
|
LOGD("VirtualKeys: Generating key down: keyCode=%d, scanCode=%d",
|
|
|
|
mCurrentVirtualKey.keyCode, mCurrentVirtualKey.scanCode);
|
|
|
|
#endif
|
|
|
|
keyEventAction = AKEY_EVENT_ACTION_DOWN;
|
|
|
|
keyEventFlags = AKEY_EVENT_FLAG_FROM_SYSTEM
|
|
|
|
| AKEY_EVENT_FLAG_VIRTUAL_HARD_KEY;
|
|
|
|
touchResult = SKIP_TOUCH;
|
|
|
|
goto DispatchVirtualKey;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return DROP_STROKE;
|
|
|
|
}
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
return DISPATCH_TOUCH;
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
DispatchVirtualKey:
|
|
|
|
// Collect remaining state needed to dispatch virtual key.
|
2010-07-30 01:18:33 +00:00
|
|
|
keyCode = mLocked.currentVirtualKey.keyCode;
|
|
|
|
scanCode = mLocked.currentVirtualKey.scanCode;
|
|
|
|
downTime = mLocked.currentVirtualKey.downTime;
|
|
|
|
} // release lock
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
// Dispatch virtual key.
|
2010-07-30 01:18:33 +00:00
|
|
|
applyPolicyAndDispatchVirtualKey(when, policyFlags, keyEventAction, keyEventFlags,
|
|
|
|
keyCode, scanCode, downTime);
|
|
|
|
return touchResult;
|
|
|
|
}
|
|
|
|
|
|
|
|
void TouchInputMapper::applyPolicyAndDispatchVirtualKey(nsecs_t when, uint32_t policyFlags,
|
|
|
|
int32_t keyEventAction, int32_t keyEventFlags,
|
|
|
|
int32_t keyCode, int32_t scanCode, nsecs_t downTime) {
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t metaState = mContext->getGlobalMetaState();
|
|
|
|
|
|
|
|
if (keyEventAction == AKEY_EVENT_ACTION_DOWN) {
|
|
|
|
getPolicy()->virtualKeyDownFeedback();
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
int32_t policyActions = getPolicy()->interceptKey(when, getDeviceId(),
|
|
|
|
keyEventAction == AKEY_EVENT_ACTION_DOWN, keyCode, scanCode, policyFlags);
|
|
|
|
|
|
|
|
if (applyStandardPolicyActions(when, policyActions)) {
|
|
|
|
getDispatcher()->notifyKey(when, getDeviceId(), AINPUT_SOURCE_KEYBOARD, policyFlags,
|
|
|
|
keyEventAction, keyEventFlags, keyCode, scanCode, metaState, downTime);
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void TouchInputMapper::dispatchTouches(nsecs_t when, uint32_t policyFlags) {
|
|
|
|
uint32_t currentPointerCount = mCurrentTouch.pointerCount;
|
|
|
|
uint32_t lastPointerCount = mLastTouch.pointerCount;
|
|
|
|
if (currentPointerCount == 0 && lastPointerCount == 0) {
|
|
|
|
return; // nothing to do!
|
|
|
|
}
|
|
|
|
|
|
|
|
BitSet32 currentIdBits = mCurrentTouch.idBits;
|
|
|
|
BitSet32 lastIdBits = mLastTouch.idBits;
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
if (currentIdBits == lastIdBits) {
|
|
|
|
// No pointer id changes so this is a move event.
|
|
|
|
// The dispatcher takes care of batching moves so we don't have to deal with that here.
|
|
|
|
int32_t motionEventAction = AMOTION_EVENT_ACTION_MOVE;
|
|
|
|
dispatchTouch(when, policyFlags, & mCurrentTouch,
|
2010-08-30 10:02:23 +00:00
|
|
|
currentIdBits, -1, currentPointerCount, motionEventAction);
|
2010-07-24 04:28:06 +00:00
|
|
|
} else {
|
|
|
|
// There may be pointers going up and pointers going down at the same time when pointer
|
|
|
|
// ids are reported by the device driver.
|
|
|
|
BitSet32 upIdBits(lastIdBits.value & ~ currentIdBits.value);
|
|
|
|
BitSet32 downIdBits(currentIdBits.value & ~ lastIdBits.value);
|
|
|
|
BitSet32 activeIdBits(lastIdBits.value);
|
2010-08-30 10:02:23 +00:00
|
|
|
uint32_t pointerCount = lastPointerCount;
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
while (! upIdBits.isEmpty()) {
|
|
|
|
uint32_t upId = upIdBits.firstMarkedBit();
|
|
|
|
upIdBits.clearBit(upId);
|
|
|
|
BitSet32 oldActiveIdBits = activeIdBits;
|
|
|
|
activeIdBits.clearBit(upId);
|
|
|
|
|
|
|
|
int32_t motionEventAction;
|
|
|
|
if (activeIdBits.isEmpty()) {
|
|
|
|
motionEventAction = AMOTION_EVENT_ACTION_UP;
|
|
|
|
} else {
|
|
|
|
motionEventAction = AMOTION_EVENT_ACTION_POINTER_UP;
|
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
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
dispatchTouch(when, policyFlags, & mLastTouch,
|
2010-08-30 10:02:23 +00:00
|
|
|
oldActiveIdBits, upId, pointerCount, motionEventAction);
|
|
|
|
pointerCount -= 1;
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
while (! downIdBits.isEmpty()) {
|
|
|
|
uint32_t downId = downIdBits.firstMarkedBit();
|
|
|
|
downIdBits.clearBit(downId);
|
|
|
|
BitSet32 oldActiveIdBits = activeIdBits;
|
|
|
|
activeIdBits.markBit(downId);
|
|
|
|
|
|
|
|
int32_t motionEventAction;
|
|
|
|
if (oldActiveIdBits.isEmpty()) {
|
|
|
|
motionEventAction = AMOTION_EVENT_ACTION_DOWN;
|
|
|
|
mDownTime = when;
|
|
|
|
} else {
|
|
|
|
motionEventAction = AMOTION_EVENT_ACTION_POINTER_DOWN;
|
|
|
|
}
|
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
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
pointerCount += 1;
|
2010-07-24 04:28:06 +00:00
|
|
|
dispatchTouch(when, policyFlags, & mCurrentTouch,
|
2010-08-30 10:02:23 +00:00
|
|
|
activeIdBits, downId, pointerCount, motionEventAction);
|
2010-07-24 04:28:06 +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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void TouchInputMapper::dispatchTouch(nsecs_t when, uint32_t policyFlags,
|
2010-08-30 10:02:23 +00:00
|
|
|
TouchData* touch, BitSet32 idBits, uint32_t changedId, uint32_t pointerCount,
|
2010-07-24 04:28:06 +00:00
|
|
|
int32_t motionEventAction) {
|
|
|
|
int32_t pointerIds[MAX_POINTERS];
|
|
|
|
PointerCoords pointerCoords[MAX_POINTERS];
|
2010-07-30 01:18:33 +00:00
|
|
|
int32_t motionEventEdgeFlags = 0;
|
|
|
|
float xPrecision, yPrecision;
|
|
|
|
|
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
|
|
|
|
|
|
|
// Walk through the the active pointers and map touch screen coordinates (TouchData) into
|
|
|
|
// display coordinates (PointerCoords) and adjust for display orientation.
|
2010-08-30 10:02:23 +00:00
|
|
|
for (uint32_t outIndex = 0; ! idBits.isEmpty(); outIndex++) {
|
2010-07-30 01:18:33 +00:00
|
|
|
uint32_t id = idBits.firstMarkedBit();
|
|
|
|
idBits.clearBit(id);
|
2010-08-30 10:02:23 +00:00
|
|
|
uint32_t inIndex = touch->idToIndex[id];
|
|
|
|
|
|
|
|
const PointerData& in = touch->pointers[inIndex];
|
|
|
|
|
|
|
|
// X and Y
|
|
|
|
float x = float(in.x - mLocked.xOrigin) * mLocked.xScale;
|
|
|
|
float y = float(in.y - mLocked.yOrigin) * mLocked.yScale;
|
|
|
|
|
|
|
|
// ToolMajor and ToolMinor
|
|
|
|
float toolMajor, toolMinor;
|
|
|
|
switch (mCalibration.toolAreaCalibration) {
|
|
|
|
case Calibration::TOOL_AREA_CALIBRATION_GEOMETRIC:
|
|
|
|
toolMajor = in.toolMajor * mLocked.geometricScale;
|
|
|
|
if (mRawAxes.toolMinor.valid) {
|
|
|
|
toolMinor = in.toolMinor * mLocked.geometricScale;
|
|
|
|
} else {
|
|
|
|
toolMinor = toolMajor;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case Calibration::TOOL_AREA_CALIBRATION_LINEAR:
|
|
|
|
toolMajor = in.toolMajor != 0
|
|
|
|
? in.toolMajor * mLocked.toolAreaLinearScale + mLocked.toolAreaLinearBias
|
|
|
|
: 0;
|
|
|
|
if (mRawAxes.toolMinor.valid) {
|
|
|
|
toolMinor = in.toolMinor != 0
|
|
|
|
? in.toolMinor * mLocked.toolAreaLinearScale
|
|
|
|
+ mLocked.toolAreaLinearBias
|
|
|
|
: 0;
|
|
|
|
} else {
|
|
|
|
toolMinor = toolMajor;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
toolMajor = 0;
|
|
|
|
toolMinor = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mCalibration.haveToolAreaIsSummed && mCalibration.toolAreaIsSummed) {
|
|
|
|
toolMajor /= pointerCount;
|
|
|
|
toolMinor /= pointerCount;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Pressure
|
|
|
|
float rawPressure;
|
|
|
|
switch (mCalibration.pressureSource) {
|
|
|
|
case Calibration::PRESSURE_SOURCE_PRESSURE:
|
|
|
|
rawPressure = in.pressure;
|
|
|
|
break;
|
|
|
|
case Calibration::PRESSURE_SOURCE_TOUCH:
|
|
|
|
rawPressure = in.touchMajor;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
rawPressure = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
float pressure;
|
|
|
|
switch (mCalibration.pressureCalibration) {
|
|
|
|
case Calibration::PRESSURE_CALIBRATION_PHYSICAL:
|
|
|
|
case Calibration::PRESSURE_CALIBRATION_AMPLITUDE:
|
|
|
|
pressure = rawPressure * mLocked.pressureScale;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
pressure = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// TouchMajor and TouchMinor
|
|
|
|
float touchMajor, touchMinor;
|
|
|
|
switch (mCalibration.touchAreaCalibration) {
|
|
|
|
case Calibration::TOUCH_AREA_CALIBRATION_GEOMETRIC:
|
|
|
|
touchMajor = in.touchMajor * mLocked.geometricScale;
|
|
|
|
if (mRawAxes.touchMinor.valid) {
|
|
|
|
touchMinor = in.touchMinor * mLocked.geometricScale;
|
|
|
|
} else {
|
|
|
|
touchMinor = touchMajor;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case Calibration::TOUCH_AREA_CALIBRATION_PRESSURE:
|
|
|
|
touchMajor = toolMajor * pressure;
|
|
|
|
touchMinor = toolMinor * pressure;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
touchMajor = 0;
|
|
|
|
touchMinor = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (touchMajor > toolMajor) {
|
|
|
|
touchMajor = toolMajor;
|
|
|
|
}
|
|
|
|
if (touchMinor > toolMinor) {
|
|
|
|
touchMinor = toolMinor;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Size
|
|
|
|
float size;
|
|
|
|
switch (mCalibration.sizeCalibration) {
|
|
|
|
case Calibration::SIZE_CALIBRATION_NORMALIZED: {
|
|
|
|
float rawSize = mRawAxes.toolMinor.valid
|
|
|
|
? avg(in.toolMajor, in.toolMinor)
|
|
|
|
: in.toolMajor;
|
|
|
|
size = rawSize * mLocked.sizeScale;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
size = 0;
|
|
|
|
break;
|
2010-07-30 01:18:33 +00:00
|
|
|
}
|
2010-06-15 08:31:58 +00:00
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
// Orientation
|
|
|
|
float orientation;
|
|
|
|
switch (mCalibration.orientationCalibration) {
|
|
|
|
case Calibration::ORIENTATION_CALIBRATION_INTERPOLATED:
|
|
|
|
orientation = in.orientation * mLocked.orientationScale;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
orientation = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Adjust coords for orientation.
|
2010-07-30 01:18:33 +00:00
|
|
|
switch (mLocked.surfaceOrientation) {
|
|
|
|
case InputReaderPolicyInterface::ROTATION_90: {
|
|
|
|
float xTemp = x;
|
|
|
|
x = y;
|
|
|
|
y = mLocked.surfaceWidth - xTemp;
|
|
|
|
orientation -= M_PI_2;
|
|
|
|
if (orientation < - M_PI_2) {
|
|
|
|
orientation += M_PI;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case InputReaderPolicyInterface::ROTATION_180: {
|
|
|
|
x = mLocked.surfaceWidth - x;
|
|
|
|
y = mLocked.surfaceHeight - y;
|
|
|
|
orientation = - orientation;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case InputReaderPolicyInterface::ROTATION_270: {
|
|
|
|
float xTemp = x;
|
|
|
|
x = mLocked.surfaceHeight - y;
|
|
|
|
y = xTemp;
|
|
|
|
orientation += M_PI_2;
|
|
|
|
if (orientation > M_PI_2) {
|
|
|
|
orientation -= M_PI;
|
|
|
|
}
|
|
|
|
break;
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
// Write output coords.
|
|
|
|
PointerCoords& out = pointerCoords[outIndex];
|
|
|
|
out.x = x;
|
|
|
|
out.y = y;
|
|
|
|
out.pressure = pressure;
|
|
|
|
out.size = size;
|
|
|
|
out.touchMajor = touchMajor;
|
|
|
|
out.touchMinor = touchMinor;
|
|
|
|
out.toolMajor = toolMajor;
|
|
|
|
out.toolMinor = toolMinor;
|
|
|
|
out.orientation = orientation;
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
pointerIds[outIndex] = int32_t(id);
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
if (id == changedId) {
|
2010-08-30 10:02:23 +00:00
|
|
|
motionEventAction |= outIndex << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
|
2010-07-30 01:18:33 +00:00
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
2010-07-30 01:18:33 +00:00
|
|
|
|
|
|
|
// Check edge flags by looking only at the first pointer since the flags are
|
|
|
|
// global to the event.
|
|
|
|
if (motionEventAction == AMOTION_EVENT_ACTION_DOWN) {
|
|
|
|
if (pointerCoords[0].x <= 0) {
|
|
|
|
motionEventEdgeFlags |= AMOTION_EVENT_EDGE_FLAG_LEFT;
|
|
|
|
} else if (pointerCoords[0].x >= mLocked.orientedSurfaceWidth) {
|
|
|
|
motionEventEdgeFlags |= AMOTION_EVENT_EDGE_FLAG_RIGHT;
|
|
|
|
}
|
|
|
|
if (pointerCoords[0].y <= 0) {
|
|
|
|
motionEventEdgeFlags |= AMOTION_EVENT_EDGE_FLAG_TOP;
|
|
|
|
} else if (pointerCoords[0].y >= mLocked.orientedSurfaceHeight) {
|
|
|
|
motionEventEdgeFlags |= AMOTION_EVENT_EDGE_FLAG_BOTTOM;
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
2010-07-30 01:18:33 +00:00
|
|
|
|
|
|
|
xPrecision = mLocked.orientedXPrecision;
|
|
|
|
yPrecision = mLocked.orientedYPrecision;
|
|
|
|
} // release lock
|
2010-06-15 08:31:58 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
getDispatcher()->notifyMotion(when, getDeviceId(), AINPUT_SOURCE_TOUCHSCREEN, policyFlags,
|
2010-09-02 00:01:00 +00:00
|
|
|
motionEventAction, 0, getContext()->getGlobalMetaState(), motionEventEdgeFlags,
|
2010-07-24 04:28:06 +00:00
|
|
|
pointerCount, pointerIds, pointerCoords,
|
2010-07-30 01:18:33 +00:00
|
|
|
xPrecision, yPrecision, mDownTime);
|
2010-06-15 08:31:58 +00:00
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
bool TouchInputMapper::isPointInsideSurfaceLocked(int32_t x, int32_t y) {
|
2010-08-30 10:02:23 +00:00
|
|
|
if (mRawAxes.x.valid && mRawAxes.y.valid) {
|
|
|
|
return x >= mRawAxes.x.minValue && x <= mRawAxes.x.maxValue
|
|
|
|
&& y >= mRawAxes.y.minValue && y <= mRawAxes.y.maxValue;
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
return true;
|
2010-06-15 08:31:58 +00:00
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
const TouchInputMapper::VirtualKey* TouchInputMapper::findVirtualKeyHitLocked(
|
|
|
|
int32_t x, int32_t y) {
|
|
|
|
size_t numVirtualKeys = mLocked.virtualKeys.size();
|
|
|
|
for (size_t i = 0; i < numVirtualKeys; i++) {
|
|
|
|
const VirtualKey& virtualKey = mLocked.virtualKeys[i];
|
2010-06-15 08:31:58 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
#if DEBUG_VIRTUAL_KEYS
|
|
|
|
LOGD("VirtualKeys: Hit test (%d, %d): keyCode=%d, scanCode=%d, "
|
|
|
|
"left=%d, top=%d, right=%d, bottom=%d",
|
|
|
|
x, y,
|
|
|
|
virtualKey.keyCode, virtualKey.scanCode,
|
|
|
|
virtualKey.hitLeft, virtualKey.hitTop,
|
|
|
|
virtualKey.hitRight, virtualKey.hitBottom);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (virtualKey.isHit(x, y)) {
|
|
|
|
return & virtualKey;
|
2010-06-15 08:31:58 +00:00
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
2010-06-15 08:31:58 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
return NULL;
|
2010-06-15 08:31:58 +00:00
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
void TouchInputMapper::calculatePointerIds() {
|
|
|
|
uint32_t currentPointerCount = mCurrentTouch.pointerCount;
|
|
|
|
uint32_t lastPointerCount = mLastTouch.pointerCount;
|
|
|
|
|
|
|
|
if (currentPointerCount == 0) {
|
|
|
|
// No pointers to assign.
|
|
|
|
mCurrentTouch.idBits.clear();
|
|
|
|
} else if (lastPointerCount == 0) {
|
|
|
|
// All pointers are new.
|
|
|
|
mCurrentTouch.idBits.clear();
|
|
|
|
for (uint32_t i = 0; i < currentPointerCount; i++) {
|
|
|
|
mCurrentTouch.pointers[i].id = i;
|
|
|
|
mCurrentTouch.idToIndex[i] = i;
|
|
|
|
mCurrentTouch.idBits.markBit(i);
|
|
|
|
}
|
|
|
|
} else if (currentPointerCount == 1 && lastPointerCount == 1) {
|
|
|
|
// Only one pointer and no change in count so it must have the same id as before.
|
|
|
|
uint32_t id = mLastTouch.pointers[0].id;
|
|
|
|
mCurrentTouch.pointers[0].id = id;
|
|
|
|
mCurrentTouch.idToIndex[id] = 0;
|
|
|
|
mCurrentTouch.idBits.value = BitSet32::valueForBit(id);
|
|
|
|
} else {
|
|
|
|
// General case.
|
|
|
|
// We build a heap of squared euclidean distances between current and last pointers
|
|
|
|
// associated with the current and last pointer indices. Then, we find the best
|
|
|
|
// match (by distance) for each current pointer.
|
|
|
|
PointerDistanceHeapElement heap[MAX_POINTERS * MAX_POINTERS];
|
|
|
|
|
|
|
|
uint32_t heapSize = 0;
|
|
|
|
for (uint32_t currentPointerIndex = 0; currentPointerIndex < currentPointerCount;
|
|
|
|
currentPointerIndex++) {
|
|
|
|
for (uint32_t lastPointerIndex = 0; lastPointerIndex < lastPointerCount;
|
|
|
|
lastPointerIndex++) {
|
|
|
|
int64_t deltaX = mCurrentTouch.pointers[currentPointerIndex].x
|
|
|
|
- mLastTouch.pointers[lastPointerIndex].x;
|
|
|
|
int64_t deltaY = mCurrentTouch.pointers[currentPointerIndex].y
|
|
|
|
- mLastTouch.pointers[lastPointerIndex].y;
|
|
|
|
|
|
|
|
uint64_t distance = uint64_t(deltaX * deltaX + deltaY * deltaY);
|
|
|
|
|
|
|
|
// Insert new element into the heap (sift up).
|
|
|
|
heap[heapSize].currentPointerIndex = currentPointerIndex;
|
|
|
|
heap[heapSize].lastPointerIndex = lastPointerIndex;
|
|
|
|
heap[heapSize].distance = distance;
|
|
|
|
heapSize += 1;
|
|
|
|
}
|
|
|
|
}
|
2010-06-15 08:31:58 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// Heapify
|
|
|
|
for (uint32_t startIndex = heapSize / 2; startIndex != 0; ) {
|
|
|
|
startIndex -= 1;
|
|
|
|
for (uint32_t parentIndex = startIndex; ;) {
|
|
|
|
uint32_t childIndex = parentIndex * 2 + 1;
|
|
|
|
if (childIndex >= heapSize) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (childIndex + 1 < heapSize
|
|
|
|
&& heap[childIndex + 1].distance < heap[childIndex].distance) {
|
|
|
|
childIndex += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (heap[parentIndex].distance <= heap[childIndex].distance) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
swap(heap[parentIndex], heap[childIndex]);
|
|
|
|
parentIndex = childIndex;
|
|
|
|
}
|
2010-06-15 08:31:58 +00:00
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
#if DEBUG_POINTER_ASSIGNMENT
|
|
|
|
LOGD("calculatePointerIds - initial distance min-heap: size=%d", heapSize);
|
|
|
|
for (size_t i = 0; i < heapSize; i++) {
|
|
|
|
LOGD(" heap[%d]: cur=%d, last=%d, distance=%lld",
|
|
|
|
i, heap[i].currentPointerIndex, heap[i].lastPointerIndex,
|
|
|
|
heap[i].distance);
|
|
|
|
}
|
|
|
|
#endif
|
2010-06-15 08:31:58 +00:00
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// Pull matches out by increasing order of distance.
|
|
|
|
// To avoid reassigning pointers that have already been matched, the loop keeps track
|
|
|
|
// of which last and current pointers have been matched using the matchedXXXBits variables.
|
|
|
|
// It also tracks the used pointer id bits.
|
|
|
|
BitSet32 matchedLastBits(0);
|
|
|
|
BitSet32 matchedCurrentBits(0);
|
|
|
|
BitSet32 usedIdBits(0);
|
|
|
|
bool first = true;
|
|
|
|
for (uint32_t i = min(currentPointerCount, lastPointerCount); i > 0; i--) {
|
|
|
|
for (;;) {
|
|
|
|
if (first) {
|
|
|
|
// The first time through the loop, we just consume the root element of
|
|
|
|
// the heap (the one with smallest distance).
|
|
|
|
first = false;
|
|
|
|
} else {
|
|
|
|
// Previous iterations consumed the root element of the heap.
|
|
|
|
// Pop root element off of the heap (sift down).
|
|
|
|
heapSize -= 1;
|
|
|
|
assert(heapSize > 0);
|
|
|
|
|
|
|
|
// Sift down.
|
|
|
|
heap[0] = heap[heapSize];
|
|
|
|
for (uint32_t parentIndex = 0; ;) {
|
|
|
|
uint32_t childIndex = parentIndex * 2 + 1;
|
|
|
|
if (childIndex >= heapSize) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (childIndex + 1 < heapSize
|
|
|
|
&& heap[childIndex + 1].distance < heap[childIndex].distance) {
|
|
|
|
childIndex += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (heap[parentIndex].distance <= heap[childIndex].distance) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
swap(heap[parentIndex], heap[childIndex]);
|
|
|
|
parentIndex = childIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
#if DEBUG_POINTER_ASSIGNMENT
|
|
|
|
LOGD("calculatePointerIds - reduced distance min-heap: size=%d", heapSize);
|
|
|
|
for (size_t i = 0; i < heapSize; i++) {
|
|
|
|
LOGD(" heap[%d]: cur=%d, last=%d, distance=%lld",
|
|
|
|
i, heap[i].currentPointerIndex, heap[i].lastPointerIndex,
|
|
|
|
heap[i].distance);
|
|
|
|
}
|
|
|
|
#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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
uint32_t currentPointerIndex = heap[0].currentPointerIndex;
|
|
|
|
if (matchedCurrentBits.hasBit(currentPointerIndex)) continue; // already matched
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
uint32_t lastPointerIndex = heap[0].lastPointerIndex;
|
|
|
|
if (matchedLastBits.hasBit(lastPointerIndex)) continue; // already matched
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
matchedCurrentBits.markBit(currentPointerIndex);
|
|
|
|
matchedLastBits.markBit(lastPointerIndex);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
uint32_t id = mLastTouch.pointers[lastPointerIndex].id;
|
|
|
|
mCurrentTouch.pointers[currentPointerIndex].id = id;
|
|
|
|
mCurrentTouch.idToIndex[id] = currentPointerIndex;
|
|
|
|
usedIdBits.markBit(id);
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
#if DEBUG_POINTER_ASSIGNMENT
|
|
|
|
LOGD("calculatePointerIds - matched: cur=%d, last=%d, id=%d, distance=%lld",
|
|
|
|
lastPointerIndex, currentPointerIndex, id, heap[0].distance);
|
|
|
|
#endif
|
|
|
|
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
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
// Assign fresh ids to new pointers.
|
|
|
|
if (currentPointerCount > lastPointerCount) {
|
|
|
|
for (uint32_t i = currentPointerCount - lastPointerCount; ;) {
|
|
|
|
uint32_t currentPointerIndex = matchedCurrentBits.firstUnmarkedBit();
|
|
|
|
uint32_t id = usedIdBits.firstUnmarkedBit();
|
|
|
|
|
|
|
|
mCurrentTouch.pointers[currentPointerIndex].id = id;
|
|
|
|
mCurrentTouch.idToIndex[id] = currentPointerIndex;
|
|
|
|
usedIdBits.markBit(id);
|
|
|
|
|
|
|
|
#if DEBUG_POINTER_ASSIGNMENT
|
|
|
|
LOGD("calculatePointerIds - assigned: cur=%d, id=%d",
|
|
|
|
currentPointerIndex, id);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (--i == 0) break; // done
|
|
|
|
matchedCurrentBits.markBit(currentPointerIndex);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Fix id bits.
|
|
|
|
mCurrentTouch.idBits = usedIdBits;
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
2010-07-24 04:28:06 +00:00
|
|
|
/* Special hack for devices that have bad screen data: if one of the
|
|
|
|
* points has moved more than a screen height from the last position,
|
|
|
|
* then drop it. */
|
|
|
|
bool TouchInputMapper::applyBadTouchFilter() {
|
|
|
|
// This hack requires valid axis parameters.
|
2010-08-30 10:02:23 +00:00
|
|
|
if (! mRawAxes.y.valid) {
|
2010-07-24 04:28:06 +00:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
uint32_t pointerCount = mCurrentTouch.pointerCount;
|
|
|
|
|
|
|
|
// Nothing to do if there are no points.
|
|
|
|
if (pointerCount == 0) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Don't do anything if a finger is going down or up. We run
|
|
|
|
// here before assigning pointer IDs, so there isn't a good
|
|
|
|
// way to do per-finger matching.
|
|
|
|
if (pointerCount != mLastTouch.pointerCount) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// We consider a single movement across more than a 7/16 of
|
|
|
|
// the long size of the screen to be bad. This was a magic value
|
|
|
|
// determined by looking at the maximum distance it is feasible
|
|
|
|
// to actually move in one sample.
|
2010-08-30 10:02:23 +00:00
|
|
|
int32_t maxDeltaY = mRawAxes.y.getRange() * 7 / 16;
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
// XXX The original code in InputDevice.java included commented out
|
|
|
|
// code for testing the X axis. Note that when we drop a point
|
|
|
|
// we don't actually restore the old X either. Strange.
|
|
|
|
// The old code also tries to track when bad points were previously
|
|
|
|
// detected but it turns out that due to the placement of a "break"
|
|
|
|
// at the end of the loop, we never set mDroppedBadPoint to true
|
|
|
|
// so it is effectively dead code.
|
|
|
|
// Need to figure out if the old code is busted or just overcomplicated
|
|
|
|
// but working as intended.
|
|
|
|
|
|
|
|
// Look through all new points and see if any are farther than
|
|
|
|
// acceptable from all previous points.
|
|
|
|
for (uint32_t i = pointerCount; i-- > 0; ) {
|
|
|
|
int32_t y = mCurrentTouch.pointers[i].y;
|
|
|
|
int32_t closestY = INT_MAX;
|
|
|
|
int32_t closestDeltaY = 0;
|
|
|
|
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
LOGD("BadTouchFilter: Looking at next point #%d: y=%d", i, y);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
for (uint32_t j = pointerCount; j-- > 0; ) {
|
|
|
|
int32_t lastY = mLastTouch.pointers[j].y;
|
|
|
|
int32_t deltaY = abs(y - lastY);
|
|
|
|
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
LOGD("BadTouchFilter: Comparing with last point #%d: y=%d deltaY=%d",
|
|
|
|
j, lastY, deltaY);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (deltaY < maxDeltaY) {
|
|
|
|
goto SkipSufficientlyClosePoint;
|
|
|
|
}
|
|
|
|
if (deltaY < closestDeltaY) {
|
|
|
|
closestDeltaY = deltaY;
|
|
|
|
closestY = lastY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Must not have found a close enough match.
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
LOGD("BadTouchFilter: Dropping bad point #%d: newY=%d oldY=%d deltaY=%d maxDeltaY=%d",
|
|
|
|
i, y, closestY, closestDeltaY, maxDeltaY);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
mCurrentTouch.pointers[i].y = closestY;
|
|
|
|
return true; // XXX original code only corrects one point
|
|
|
|
|
|
|
|
SkipSufficientlyClosePoint: ;
|
|
|
|
}
|
|
|
|
|
|
|
|
// No change.
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Special hack for devices that have bad screen data: drop points where
|
|
|
|
* the coordinate value for one axis has jumped to the other pointer's location.
|
|
|
|
*/
|
|
|
|
bool TouchInputMapper::applyJumpyTouchFilter() {
|
|
|
|
// This hack requires valid axis parameters.
|
2010-08-30 10:02:23 +00:00
|
|
|
if (! mRawAxes.y.valid) {
|
2010-07-24 04:28:06 +00:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
uint32_t pointerCount = mCurrentTouch.pointerCount;
|
|
|
|
if (mLastTouch.pointerCount != pointerCount) {
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
LOGD("JumpyTouchFilter: Different pointer count %d -> %d",
|
|
|
|
mLastTouch.pointerCount, pointerCount);
|
|
|
|
for (uint32_t i = 0; i < pointerCount; i++) {
|
|
|
|
LOGD(" Pointer %d (%d, %d)", i,
|
|
|
|
mCurrentTouch.pointers[i].x, mCurrentTouch.pointers[i].y);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (mJumpyTouchFilter.jumpyPointsDropped < JUMPY_TRANSITION_DROPS) {
|
|
|
|
if (mLastTouch.pointerCount == 1 && pointerCount == 2) {
|
|
|
|
// Just drop the first few events going from 1 to 2 pointers.
|
|
|
|
// They're bad often enough that they're not worth considering.
|
|
|
|
mCurrentTouch.pointerCount = 1;
|
|
|
|
mJumpyTouchFilter.jumpyPointsDropped += 1;
|
|
|
|
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
LOGD("JumpyTouchFilter: Pointer 2 dropped");
|
|
|
|
#endif
|
|
|
|
return true;
|
|
|
|
} else if (mLastTouch.pointerCount == 2 && pointerCount == 1) {
|
|
|
|
// The event when we go from 2 -> 1 tends to be messed up too
|
|
|
|
mCurrentTouch.pointerCount = 2;
|
|
|
|
mCurrentTouch.pointers[0] = mLastTouch.pointers[0];
|
|
|
|
mCurrentTouch.pointers[1] = mLastTouch.pointers[1];
|
|
|
|
mJumpyTouchFilter.jumpyPointsDropped += 1;
|
|
|
|
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
for (int32_t i = 0; i < 2; i++) {
|
|
|
|
LOGD("JumpyTouchFilter: Pointer %d replaced (%d, %d)", i,
|
|
|
|
mCurrentTouch.pointers[i].x, mCurrentTouch.pointers[i].y);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Reset jumpy points dropped on other transitions or if limit exceeded.
|
|
|
|
mJumpyTouchFilter.jumpyPointsDropped = 0;
|
|
|
|
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
LOGD("JumpyTouchFilter: Transition - drop limit reset");
|
|
|
|
#endif
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// We have the same number of pointers as last time.
|
|
|
|
// A 'jumpy' point is one where the coordinate value for one axis
|
|
|
|
// has jumped to the other pointer's location. No need to do anything
|
|
|
|
// else if we only have one pointer.
|
|
|
|
if (pointerCount < 2) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mJumpyTouchFilter.jumpyPointsDropped < JUMPY_DROP_LIMIT) {
|
2010-08-30 10:02:23 +00:00
|
|
|
int jumpyEpsilon = mRawAxes.y.getRange() / JUMPY_EPSILON_DIVISOR;
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
// We only replace the single worst jumpy point as characterized by pointer distance
|
|
|
|
// in a single axis.
|
|
|
|
int32_t badPointerIndex = -1;
|
|
|
|
int32_t badPointerReplacementIndex = -1;
|
|
|
|
int32_t badPointerDistance = INT_MIN; // distance to be corrected
|
|
|
|
|
|
|
|
for (uint32_t i = pointerCount; i-- > 0; ) {
|
|
|
|
int32_t x = mCurrentTouch.pointers[i].x;
|
|
|
|
int32_t y = mCurrentTouch.pointers[i].y;
|
|
|
|
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
LOGD("JumpyTouchFilter: Point %d (%d, %d)", i, x, y);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// Check if a touch point is too close to another's coordinates
|
|
|
|
bool dropX = false, dropY = false;
|
|
|
|
for (uint32_t j = 0; j < pointerCount; j++) {
|
|
|
|
if (i == j) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (abs(x - mCurrentTouch.pointers[j].x) <= jumpyEpsilon) {
|
|
|
|
dropX = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (abs(y - mCurrentTouch.pointers[j].y) <= jumpyEpsilon) {
|
|
|
|
dropY = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (! dropX && ! dropY) {
|
|
|
|
continue; // not jumpy
|
|
|
|
}
|
|
|
|
|
|
|
|
// Find a replacement candidate by comparing with older points on the
|
|
|
|
// complementary (non-jumpy) axis.
|
|
|
|
int32_t distance = INT_MIN; // distance to be corrected
|
|
|
|
int32_t replacementIndex = -1;
|
|
|
|
|
|
|
|
if (dropX) {
|
|
|
|
// X looks too close. Find an older replacement point with a close Y.
|
|
|
|
int32_t smallestDeltaY = INT_MAX;
|
|
|
|
for (uint32_t j = 0; j < pointerCount; j++) {
|
|
|
|
int32_t deltaY = abs(y - mLastTouch.pointers[j].y);
|
|
|
|
if (deltaY < smallestDeltaY) {
|
|
|
|
smallestDeltaY = deltaY;
|
|
|
|
replacementIndex = j;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
distance = abs(x - mLastTouch.pointers[replacementIndex].x);
|
|
|
|
} else {
|
|
|
|
// Y looks too close. Find an older replacement point with a close X.
|
|
|
|
int32_t smallestDeltaX = INT_MAX;
|
|
|
|
for (uint32_t j = 0; j < pointerCount; j++) {
|
|
|
|
int32_t deltaX = abs(x - mLastTouch.pointers[j].x);
|
|
|
|
if (deltaX < smallestDeltaX) {
|
|
|
|
smallestDeltaX = deltaX;
|
|
|
|
replacementIndex = j;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
distance = abs(y - mLastTouch.pointers[replacementIndex].y);
|
|
|
|
}
|
|
|
|
|
|
|
|
// If replacing this pointer would correct a worse error than the previous ones
|
|
|
|
// considered, then use this replacement instead.
|
|
|
|
if (distance > badPointerDistance) {
|
|
|
|
badPointerIndex = i;
|
|
|
|
badPointerReplacementIndex = replacementIndex;
|
|
|
|
badPointerDistance = distance;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Correct the jumpy pointer if one was found.
|
|
|
|
if (badPointerIndex >= 0) {
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
LOGD("JumpyTouchFilter: Replacing bad pointer %d with (%d, %d)",
|
|
|
|
badPointerIndex,
|
|
|
|
mLastTouch.pointers[badPointerReplacementIndex].x,
|
|
|
|
mLastTouch.pointers[badPointerReplacementIndex].y);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
mCurrentTouch.pointers[badPointerIndex].x =
|
|
|
|
mLastTouch.pointers[badPointerReplacementIndex].x;
|
|
|
|
mCurrentTouch.pointers[badPointerIndex].y =
|
|
|
|
mLastTouch.pointers[badPointerReplacementIndex].y;
|
|
|
|
mJumpyTouchFilter.jumpyPointsDropped += 1;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
mJumpyTouchFilter.jumpyPointsDropped = 0;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Special hack for devices that have bad screen data: aggregate and
|
|
|
|
* compute averages of the coordinate data, to reduce the amount of
|
|
|
|
* jitter seen by applications. */
|
|
|
|
void TouchInputMapper::applyAveragingTouchFilter() {
|
|
|
|
for (uint32_t currentIndex = 0; currentIndex < mCurrentTouch.pointerCount; currentIndex++) {
|
|
|
|
uint32_t id = mCurrentTouch.pointers[currentIndex].id;
|
|
|
|
int32_t x = mCurrentTouch.pointers[currentIndex].x;
|
|
|
|
int32_t y = mCurrentTouch.pointers[currentIndex].y;
|
2010-08-30 10:02:23 +00:00
|
|
|
int32_t pressure;
|
|
|
|
switch (mCalibration.pressureSource) {
|
|
|
|
case Calibration::PRESSURE_SOURCE_PRESSURE:
|
|
|
|
pressure = mCurrentTouch.pointers[currentIndex].pressure;
|
|
|
|
break;
|
|
|
|
case Calibration::PRESSURE_SOURCE_TOUCH:
|
|
|
|
pressure = mCurrentTouch.pointers[currentIndex].touchMajor;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
pressure = 1;
|
|
|
|
break;
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
if (mLastTouch.idBits.hasBit(id)) {
|
|
|
|
// Pointer was down before and is still down now.
|
|
|
|
// Compute average over history trace.
|
|
|
|
uint32_t start = mAveragingTouchFilter.historyStart[id];
|
|
|
|
uint32_t end = mAveragingTouchFilter.historyEnd[id];
|
|
|
|
|
|
|
|
int64_t deltaX = x - mAveragingTouchFilter.historyData[end].pointers[id].x;
|
|
|
|
int64_t deltaY = y - mAveragingTouchFilter.historyData[end].pointers[id].y;
|
|
|
|
uint64_t distance = uint64_t(deltaX * deltaX + deltaY * deltaY);
|
|
|
|
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
LOGD("AveragingTouchFilter: Pointer id %d - Distance from last sample: %lld",
|
|
|
|
id, distance);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (distance < AVERAGING_DISTANCE_LIMIT) {
|
|
|
|
// Increment end index in preparation for recording new historical data.
|
|
|
|
end += 1;
|
|
|
|
if (end > AVERAGING_HISTORY_SIZE) {
|
|
|
|
end = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If the end index has looped back to the start index then we have filled
|
|
|
|
// the historical trace up to the desired size so we drop the historical
|
|
|
|
// data at the start of the trace.
|
|
|
|
if (end == start) {
|
|
|
|
start += 1;
|
|
|
|
if (start > AVERAGING_HISTORY_SIZE) {
|
|
|
|
start = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Add the raw data to the historical trace.
|
|
|
|
mAveragingTouchFilter.historyStart[id] = start;
|
|
|
|
mAveragingTouchFilter.historyEnd[id] = end;
|
|
|
|
mAveragingTouchFilter.historyData[end].pointers[id].x = x;
|
|
|
|
mAveragingTouchFilter.historyData[end].pointers[id].y = y;
|
|
|
|
mAveragingTouchFilter.historyData[end].pointers[id].pressure = pressure;
|
|
|
|
|
|
|
|
// Average over all historical positions in the trace by total pressure.
|
|
|
|
int32_t averagedX = 0;
|
|
|
|
int32_t averagedY = 0;
|
|
|
|
int32_t totalPressure = 0;
|
|
|
|
for (;;) {
|
|
|
|
int32_t historicalX = mAveragingTouchFilter.historyData[start].pointers[id].x;
|
|
|
|
int32_t historicalY = mAveragingTouchFilter.historyData[start].pointers[id].y;
|
|
|
|
int32_t historicalPressure = mAveragingTouchFilter.historyData[start]
|
|
|
|
.pointers[id].pressure;
|
|
|
|
|
|
|
|
averagedX += historicalX * historicalPressure;
|
|
|
|
averagedY += historicalY * historicalPressure;
|
|
|
|
totalPressure += historicalPressure;
|
|
|
|
|
|
|
|
if (start == end) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
start += 1;
|
|
|
|
if (start > AVERAGING_HISTORY_SIZE) {
|
|
|
|
start = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
if (totalPressure != 0) {
|
|
|
|
averagedX /= totalPressure;
|
|
|
|
averagedY /= totalPressure;
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
#if DEBUG_HACKS
|
2010-08-30 10:02:23 +00:00
|
|
|
LOGD("AveragingTouchFilter: Pointer id %d - "
|
|
|
|
"totalPressure=%d, averagedX=%d, averagedY=%d", id, totalPressure,
|
|
|
|
averagedX, averagedY);
|
2010-07-24 04:28:06 +00:00
|
|
|
#endif
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
mCurrentTouch.pointers[currentIndex].x = averagedX;
|
|
|
|
mCurrentTouch.pointers[currentIndex].y = averagedY;
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
} else {
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
LOGD("AveragingTouchFilter: Pointer id %d - Exceeded max distance", id);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
#if DEBUG_HACKS
|
|
|
|
LOGD("AveragingTouchFilter: Pointer id %d - Pointer went up", id);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
// Reset pointer history.
|
|
|
|
mAveragingTouchFilter.historyStart[id] = 0;
|
|
|
|
mAveragingTouchFilter.historyEnd[id] = 0;
|
|
|
|
mAveragingTouchFilter.historyData[0].pointers[id].x = x;
|
|
|
|
mAveragingTouchFilter.historyData[0].pointers[id].y = y;
|
|
|
|
mAveragingTouchFilter.historyData[0].pointers[id].pressure = pressure;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int32_t TouchInputMapper::getKeyCodeState(uint32_t sourceMask, int32_t keyCode) {
|
2010-07-30 01:18:33 +00:00
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
if (mLocked.currentVirtualKey.down && mLocked.currentVirtualKey.keyCode == keyCode) {
|
2010-07-24 04:28:06 +00:00
|
|
|
return AKEY_STATE_VIRTUAL;
|
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
size_t numVirtualKeys = mLocked.virtualKeys.size();
|
|
|
|
for (size_t i = 0; i < numVirtualKeys; i++) {
|
|
|
|
const VirtualKey& virtualKey = mLocked.virtualKeys[i];
|
2010-07-24 04:28:06 +00:00
|
|
|
if (virtualKey.keyCode == keyCode) {
|
|
|
|
return AKEY_STATE_UP;
|
|
|
|
}
|
|
|
|
}
|
2010-07-30 01:18:33 +00:00
|
|
|
} // release lock
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
return AKEY_STATE_UNKNOWN;
|
|
|
|
}
|
|
|
|
|
|
|
|
int32_t TouchInputMapper::getScanCodeState(uint32_t sourceMask, int32_t scanCode) {
|
2010-07-30 01:18:33 +00:00
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
if (mLocked.currentVirtualKey.down && mLocked.currentVirtualKey.scanCode == scanCode) {
|
2010-07-24 04:28:06 +00:00
|
|
|
return AKEY_STATE_VIRTUAL;
|
|
|
|
}
|
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
size_t numVirtualKeys = mLocked.virtualKeys.size();
|
|
|
|
for (size_t i = 0; i < numVirtualKeys; i++) {
|
|
|
|
const VirtualKey& virtualKey = mLocked.virtualKeys[i];
|
2010-07-24 04:28:06 +00:00
|
|
|
if (virtualKey.scanCode == scanCode) {
|
|
|
|
return AKEY_STATE_UP;
|
|
|
|
}
|
|
|
|
}
|
2010-07-30 01:18:33 +00:00
|
|
|
} // release lock
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
return AKEY_STATE_UNKNOWN;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool TouchInputMapper::markSupportedKeyCodes(uint32_t sourceMask, size_t numCodes,
|
|
|
|
const int32_t* keyCodes, uint8_t* outFlags) {
|
2010-07-30 01:18:33 +00:00
|
|
|
{ // acquire lock
|
|
|
|
AutoMutex _l(mLock);
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-07-30 01:18:33 +00:00
|
|
|
size_t numVirtualKeys = mLocked.virtualKeys.size();
|
|
|
|
for (size_t i = 0; i < numVirtualKeys; i++) {
|
|
|
|
const VirtualKey& virtualKey = mLocked.virtualKeys[i];
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
for (size_t i = 0; i < numCodes; i++) {
|
|
|
|
if (virtualKey.keyCode == keyCodes[i]) {
|
|
|
|
outFlags[i] = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2010-07-30 01:18:33 +00:00
|
|
|
} // release lock
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// --- SingleTouchInputMapper ---
|
|
|
|
|
|
|
|
SingleTouchInputMapper::SingleTouchInputMapper(InputDevice* device, int32_t associatedDisplayId) :
|
|
|
|
TouchInputMapper(device, associatedDisplayId) {
|
|
|
|
initialize();
|
|
|
|
}
|
|
|
|
|
|
|
|
SingleTouchInputMapper::~SingleTouchInputMapper() {
|
|
|
|
}
|
|
|
|
|
|
|
|
void SingleTouchInputMapper::initialize() {
|
|
|
|
mAccumulator.clear();
|
|
|
|
|
|
|
|
mDown = false;
|
|
|
|
mX = 0;
|
|
|
|
mY = 0;
|
2010-08-30 10:02:23 +00:00
|
|
|
mPressure = 0; // default to 0 for devices that don't report pressure
|
|
|
|
mToolWidth = 0; // default to 0 for devices that don't report tool width
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void SingleTouchInputMapper::reset() {
|
|
|
|
TouchInputMapper::reset();
|
|
|
|
|
|
|
|
initialize();
|
|
|
|
}
|
|
|
|
|
|
|
|
void SingleTouchInputMapper::process(const RawEvent* rawEvent) {
|
|
|
|
switch (rawEvent->type) {
|
|
|
|
case EV_KEY:
|
|
|
|
switch (rawEvent->scanCode) {
|
|
|
|
case BTN_TOUCH:
|
|
|
|
mAccumulator.fields |= Accumulator::FIELD_BTN_TOUCH;
|
|
|
|
mAccumulator.btnTouch = rawEvent->value != 0;
|
2010-08-18 03:38:35 +00:00
|
|
|
// Don't sync immediately. Wait until the next SYN_REPORT since we might
|
|
|
|
// not have received valid position information yet. This logic assumes that
|
|
|
|
// BTN_TOUCH is always followed by SYN_REPORT as part of a complete packet.
|
2010-07-24 04:28:06 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EV_ABS:
|
|
|
|
switch (rawEvent->scanCode) {
|
|
|
|
case ABS_X:
|
|
|
|
mAccumulator.fields |= Accumulator::FIELD_ABS_X;
|
|
|
|
mAccumulator.absX = rawEvent->value;
|
|
|
|
break;
|
|
|
|
case ABS_Y:
|
|
|
|
mAccumulator.fields |= Accumulator::FIELD_ABS_Y;
|
|
|
|
mAccumulator.absY = rawEvent->value;
|
|
|
|
break;
|
|
|
|
case ABS_PRESSURE:
|
|
|
|
mAccumulator.fields |= Accumulator::FIELD_ABS_PRESSURE;
|
|
|
|
mAccumulator.absPressure = rawEvent->value;
|
|
|
|
break;
|
|
|
|
case ABS_TOOL_WIDTH:
|
|
|
|
mAccumulator.fields |= Accumulator::FIELD_ABS_TOOL_WIDTH;
|
|
|
|
mAccumulator.absToolWidth = rawEvent->value;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EV_SYN:
|
|
|
|
switch (rawEvent->scanCode) {
|
|
|
|
case SYN_REPORT:
|
2010-08-18 03:38:35 +00:00
|
|
|
sync(rawEvent->when);
|
2010-07-24 04:28:06 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SingleTouchInputMapper::sync(nsecs_t when) {
|
|
|
|
uint32_t fields = mAccumulator.fields;
|
2010-08-18 03:38:35 +00:00
|
|
|
if (fields == 0) {
|
|
|
|
return; // no new state changes, so nothing to do
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
if (fields & Accumulator::FIELD_BTN_TOUCH) {
|
|
|
|
mDown = mAccumulator.btnTouch;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fields & Accumulator::FIELD_ABS_X) {
|
|
|
|
mX = mAccumulator.absX;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fields & Accumulator::FIELD_ABS_Y) {
|
|
|
|
mY = mAccumulator.absY;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fields & Accumulator::FIELD_ABS_PRESSURE) {
|
|
|
|
mPressure = mAccumulator.absPressure;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fields & Accumulator::FIELD_ABS_TOOL_WIDTH) {
|
2010-08-30 10:02:23 +00:00
|
|
|
mToolWidth = mAccumulator.absToolWidth;
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
mCurrentTouch.clear();
|
|
|
|
|
|
|
|
if (mDown) {
|
|
|
|
mCurrentTouch.pointerCount = 1;
|
|
|
|
mCurrentTouch.pointers[0].id = 0;
|
|
|
|
mCurrentTouch.pointers[0].x = mX;
|
|
|
|
mCurrentTouch.pointers[0].y = mY;
|
|
|
|
mCurrentTouch.pointers[0].pressure = mPressure;
|
2010-08-30 10:02:23 +00:00
|
|
|
mCurrentTouch.pointers[0].touchMajor = 0;
|
|
|
|
mCurrentTouch.pointers[0].touchMinor = 0;
|
|
|
|
mCurrentTouch.pointers[0].toolMajor = mToolWidth;
|
|
|
|
mCurrentTouch.pointers[0].toolMinor = mToolWidth;
|
2010-07-24 04:28:06 +00:00
|
|
|
mCurrentTouch.pointers[0].orientation = 0;
|
|
|
|
mCurrentTouch.idToIndex[0] = 0;
|
|
|
|
mCurrentTouch.idBits.markBit(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
syncTouch(when, true);
|
2010-08-18 03:38:35 +00:00
|
|
|
|
|
|
|
mAccumulator.clear();
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
void SingleTouchInputMapper::configureRawAxes() {
|
|
|
|
TouchInputMapper::configureRawAxes();
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_X, & mRawAxes.x);
|
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_Y, & mRawAxes.y);
|
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_PRESSURE, & mRawAxes.pressure);
|
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_TOOL_WIDTH, & mRawAxes.toolMajor);
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// --- MultiTouchInputMapper ---
|
|
|
|
|
|
|
|
MultiTouchInputMapper::MultiTouchInputMapper(InputDevice* device, int32_t associatedDisplayId) :
|
|
|
|
TouchInputMapper(device, associatedDisplayId) {
|
|
|
|
initialize();
|
|
|
|
}
|
|
|
|
|
|
|
|
MultiTouchInputMapper::~MultiTouchInputMapper() {
|
|
|
|
}
|
|
|
|
|
|
|
|
void MultiTouchInputMapper::initialize() {
|
|
|
|
mAccumulator.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
void MultiTouchInputMapper::reset() {
|
|
|
|
TouchInputMapper::reset();
|
|
|
|
|
|
|
|
initialize();
|
|
|
|
}
|
|
|
|
|
|
|
|
void MultiTouchInputMapper::process(const RawEvent* rawEvent) {
|
|
|
|
switch (rawEvent->type) {
|
|
|
|
case EV_ABS: {
|
|
|
|
uint32_t pointerIndex = mAccumulator.pointerCount;
|
|
|
|
Accumulator::Pointer* pointer = & mAccumulator.pointers[pointerIndex];
|
|
|
|
|
|
|
|
switch (rawEvent->scanCode) {
|
|
|
|
case ABS_MT_POSITION_X:
|
|
|
|
pointer->fields |= Accumulator::FIELD_ABS_MT_POSITION_X;
|
|
|
|
pointer->absMTPositionX = rawEvent->value;
|
|
|
|
break;
|
|
|
|
case ABS_MT_POSITION_Y:
|
|
|
|
pointer->fields |= Accumulator::FIELD_ABS_MT_POSITION_Y;
|
|
|
|
pointer->absMTPositionY = rawEvent->value;
|
|
|
|
break;
|
|
|
|
case ABS_MT_TOUCH_MAJOR:
|
|
|
|
pointer->fields |= Accumulator::FIELD_ABS_MT_TOUCH_MAJOR;
|
|
|
|
pointer->absMTTouchMajor = rawEvent->value;
|
|
|
|
break;
|
|
|
|
case ABS_MT_TOUCH_MINOR:
|
|
|
|
pointer->fields |= Accumulator::FIELD_ABS_MT_TOUCH_MINOR;
|
|
|
|
pointer->absMTTouchMinor = rawEvent->value;
|
|
|
|
break;
|
|
|
|
case ABS_MT_WIDTH_MAJOR:
|
|
|
|
pointer->fields |= Accumulator::FIELD_ABS_MT_WIDTH_MAJOR;
|
|
|
|
pointer->absMTWidthMajor = rawEvent->value;
|
|
|
|
break;
|
|
|
|
case ABS_MT_WIDTH_MINOR:
|
|
|
|
pointer->fields |= Accumulator::FIELD_ABS_MT_WIDTH_MINOR;
|
|
|
|
pointer->absMTWidthMinor = rawEvent->value;
|
|
|
|
break;
|
|
|
|
case ABS_MT_ORIENTATION:
|
|
|
|
pointer->fields |= Accumulator::FIELD_ABS_MT_ORIENTATION;
|
|
|
|
pointer->absMTOrientation = rawEvent->value;
|
|
|
|
break;
|
|
|
|
case ABS_MT_TRACKING_ID:
|
|
|
|
pointer->fields |= Accumulator::FIELD_ABS_MT_TRACKING_ID;
|
|
|
|
pointer->absMTTrackingId = rawEvent->value;
|
|
|
|
break;
|
2010-08-30 10:02:23 +00:00
|
|
|
case ABS_MT_PRESSURE:
|
|
|
|
pointer->fields |= Accumulator::FIELD_ABS_MT_PRESSURE;
|
|
|
|
pointer->absMTPressure = rawEvent->value;
|
|
|
|
break;
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
case EV_SYN:
|
|
|
|
switch (rawEvent->scanCode) {
|
|
|
|
case SYN_MT_REPORT: {
|
|
|
|
// MultiTouch Sync: The driver has returned all data for *one* of the pointers.
|
|
|
|
uint32_t pointerIndex = mAccumulator.pointerCount;
|
|
|
|
|
|
|
|
if (mAccumulator.pointers[pointerIndex].fields) {
|
|
|
|
if (pointerIndex == MAX_POINTERS) {
|
|
|
|
LOGW("MultiTouch device driver returned more than maximum of %d pointers.",
|
|
|
|
MAX_POINTERS);
|
|
|
|
} else {
|
|
|
|
pointerIndex += 1;
|
|
|
|
mAccumulator.pointerCount = pointerIndex;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
mAccumulator.pointers[pointerIndex].clear();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
case SYN_REPORT:
|
2010-08-18 03:38:35 +00:00
|
|
|
sync(rawEvent->when);
|
2010-07-24 04:28:06 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void MultiTouchInputMapper::sync(nsecs_t when) {
|
|
|
|
static const uint32_t REQUIRED_FIELDS =
|
2010-08-30 10:02:23 +00:00
|
|
|
Accumulator::FIELD_ABS_MT_POSITION_X | Accumulator::FIELD_ABS_MT_POSITION_Y;
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
uint32_t inCount = mAccumulator.pointerCount;
|
|
|
|
uint32_t outCount = 0;
|
|
|
|
bool havePointerIds = true;
|
|
|
|
|
|
|
|
mCurrentTouch.clear();
|
|
|
|
|
|
|
|
for (uint32_t inIndex = 0; inIndex < inCount; inIndex++) {
|
2010-08-18 03:38:35 +00:00
|
|
|
const Accumulator::Pointer& inPointer = mAccumulator.pointers[inIndex];
|
|
|
|
uint32_t fields = inPointer.fields;
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
if ((fields & REQUIRED_FIELDS) != REQUIRED_FIELDS) {
|
2010-08-18 03:38:35 +00:00
|
|
|
// Some drivers send empty MT sync packets without X / Y to indicate a pointer up.
|
|
|
|
// Drop this finger.
|
2010-07-24 04:28:06 +00:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2010-08-18 03:38:35 +00:00
|
|
|
PointerData& outPointer = mCurrentTouch.pointers[outCount];
|
|
|
|
outPointer.x = inPointer.absMTPositionX;
|
|
|
|
outPointer.y = inPointer.absMTPositionY;
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
if (fields & Accumulator::FIELD_ABS_MT_PRESSURE) {
|
|
|
|
if (inPointer.absMTPressure <= 0) {
|
|
|
|
// Some devices send sync packets with X / Y but with a 0 presure to indicate
|
|
|
|
// a pointer up. Drop this finger.
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
outPointer.pressure = inPointer.absMTPressure;
|
|
|
|
} else {
|
|
|
|
// Default pressure to 0 if absent.
|
|
|
|
outPointer.pressure = 0;
|
|
|
|
}
|
|
|
|
|
2010-08-18 03:38:35 +00:00
|
|
|
if (fields & Accumulator::FIELD_ABS_MT_TOUCH_MAJOR) {
|
2010-08-30 10:02:23 +00:00
|
|
|
if (inPointer.absMTTouchMajor <= 0) {
|
2010-08-18 03:38:35 +00:00
|
|
|
// Some devices send sync packets with X / Y but with a 0 touch major to indicate
|
2010-08-30 10:02:23 +00:00
|
|
|
// a pointer going up. Drop this finger.
|
2010-08-18 03:38:35 +00:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
outPointer.touchMajor = inPointer.absMTTouchMajor;
|
|
|
|
} else {
|
2010-08-30 10:02:23 +00:00
|
|
|
// Default touch area to 0 if absent.
|
2010-08-18 03:38:35 +00:00
|
|
|
outPointer.touchMajor = 0;
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
2010-08-18 03:38:35 +00:00
|
|
|
if (fields & Accumulator::FIELD_ABS_MT_TOUCH_MINOR) {
|
|
|
|
outPointer.touchMinor = inPointer.absMTTouchMinor;
|
|
|
|
} else {
|
2010-08-30 10:02:23 +00:00
|
|
|
// Assume touch area is circular.
|
2010-08-18 03:38:35 +00:00
|
|
|
outPointer.touchMinor = outPointer.touchMajor;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fields & Accumulator::FIELD_ABS_MT_WIDTH_MAJOR) {
|
|
|
|
outPointer.toolMajor = inPointer.absMTWidthMajor;
|
|
|
|
} else {
|
2010-08-30 10:02:23 +00:00
|
|
|
// Default tool area to 0 if absent.
|
|
|
|
outPointer.toolMajor = 0;
|
2010-08-18 03:38:35 +00:00
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-08-18 03:38:35 +00:00
|
|
|
if (fields & Accumulator::FIELD_ABS_MT_WIDTH_MINOR) {
|
|
|
|
outPointer.toolMinor = inPointer.absMTWidthMinor;
|
|
|
|
} else {
|
2010-08-30 10:02:23 +00:00
|
|
|
// Assume tool area is circular.
|
2010-08-18 03:38:35 +00:00
|
|
|
outPointer.toolMinor = outPointer.toolMajor;
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-08-18 03:38:35 +00:00
|
|
|
if (fields & Accumulator::FIELD_ABS_MT_ORIENTATION) {
|
|
|
|
outPointer.orientation = inPointer.absMTOrientation;
|
|
|
|
} else {
|
2010-08-30 10:02:23 +00:00
|
|
|
// Default orientation to vertical if absent.
|
2010-08-18 03:38:35 +00:00
|
|
|
outPointer.orientation = 0;
|
|
|
|
}
|
2010-07-24 04:28:06 +00:00
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
// Assign pointer id using tracking id if available.
|
2010-07-24 04:28:06 +00:00
|
|
|
if (havePointerIds) {
|
2010-08-18 03:38:35 +00:00
|
|
|
if (fields & Accumulator::FIELD_ABS_MT_TRACKING_ID) {
|
|
|
|
uint32_t id = uint32_t(inPointer.absMTTrackingId);
|
2010-07-24 04:28:06 +00:00
|
|
|
|
|
|
|
if (id > MAX_POINTER_ID) {
|
|
|
|
#if DEBUG_POINTERS
|
|
|
|
LOGD("Pointers: Ignoring driver provided pointer id %d because "
|
|
|
|
"it is larger than max supported id %d for optimizations",
|
|
|
|
id, MAX_POINTER_ID);
|
|
|
|
#endif
|
|
|
|
havePointerIds = false;
|
|
|
|
}
|
|
|
|
else {
|
2010-08-18 03:38:35 +00:00
|
|
|
outPointer.id = id;
|
2010-07-24 04:28:06 +00:00
|
|
|
mCurrentTouch.idToIndex[id] = outCount;
|
|
|
|
mCurrentTouch.idBits.markBit(id);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
havePointerIds = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
outCount += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
mCurrentTouch.pointerCount = outCount;
|
|
|
|
|
|
|
|
syncTouch(when, havePointerIds);
|
2010-08-18 03:38:35 +00:00
|
|
|
|
|
|
|
mAccumulator.clear();
|
2010-07-24 04:28:06 +00:00
|
|
|
}
|
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
void MultiTouchInputMapper::configureRawAxes() {
|
|
|
|
TouchInputMapper::configureRawAxes();
|
2010-08-18 03:38:35 +00:00
|
|
|
|
2010-08-30 10:02:23 +00:00
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_MT_POSITION_X, & mRawAxes.x);
|
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_MT_POSITION_Y, & mRawAxes.y);
|
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_MT_TOUCH_MAJOR, & mRawAxes.touchMajor);
|
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_MT_TOUCH_MINOR, & mRawAxes.touchMinor);
|
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_MT_WIDTH_MAJOR, & mRawAxes.toolMajor);
|
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_MT_WIDTH_MINOR, & mRawAxes.toolMinor);
|
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_MT_ORIENTATION, & mRawAxes.orientation);
|
|
|
|
getEventHub()->getAbsoluteAxisInfo(getDeviceId(), ABS_MT_PRESSURE, & mRawAxes.pressure);
|
2010-07-24 04:28:06 +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
|
|
|
} // namespace android
|