replicant-frameworks_native/libs/ui/Android.mk

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# Copyright (C) 2010 The Android Open Source Project
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
LOCAL_PATH:= $(call my-dir)
# libui is partially built for the host (used by build time keymap validation tool)
# These files are common to host and target builds.
commonSources:= \
Input.cpp \
Keyboard.cpp \
KeyLayoutMap.cpp \
KeyCharacterMap.cpp \
VirtualKeyMap.cpp
# For the host
# =====================================================
include $(CLEAR_VARS)
LOCAL_SRC_FILES:= $(commonSources)
LOCAL_MODULE:= libui
include $(BUILD_HOST_STATIC_LIBRARY)
# For the device
# =====================================================
include $(CLEAR_VARS)
LOCAL_SRC_FILES:= \
$(commonSources) \
EGLUtils.cpp \
FramebufferNativeWindow.cpp \
GraphicBuffer.cpp \
GraphicBufferAllocator.cpp \
GraphicBufferMapper.cpp \
GraphicLog.cpp \
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
InputTransport.cpp \
PixelFormat.cpp \
Rect.cpp \
Region.cpp
LOCAL_SHARED_LIBRARIES := \
libcutils \
libutils \
libEGL \
libpixelflinger \
libhardware \
libhardware_legacy \
libskia \
libbinder
LOCAL_C_INCLUDES := \
external/skia/include/core
LOCAL_MODULE:= libui
include $(BUILD_SHARED_LIBRARY)
# Include subdirectory makefiles
# ============================================================
# If we're building with ONE_SHOT_MAKEFILE (mm, mmm), then what the framework
# team really wants is to build the stuff defined by this makefile.
ifeq (,$(ONE_SHOT_MAKEFILE))
include $(call first-makefiles-under,$(LOCAL_PATH))
endif