replicant-frameworks_native/include/ui/EventHub.h

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/*
* Copyright (C) 2005 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
//
#ifndef _RUNTIME_EVENT_HUB_H
#define _RUNTIME_EVENT_HUB_H
#include <ui/Input.h>
Added support for full PC-style keyboards. BREAKING CHANGE: Redesigned the key character map format to accomodate full keyboards with more comprehensive suite of modifiers. Old key character maps will not work anymore and must be updated. The new format is plain text only and it not compiled to a binary file (so the "kcm" tool will be removed in a subsequent check-in). Added FULL keyboard type to support full PC-style keyboards. Added SPECIAL_FUNCTION keyboard type to support special function keypads that do not have any printable keys suitable for typing and only have keys like HOME and POWER Added a special VIRTUAL_KEYBOARD device id convention that maps to a virtual keyboard with a fixed known layout. This is designed to work around issues injecting input events on devices whose built-in keyboard does not have a useful key character map (ie. when the built-in keyboard is a special function keyboard only.) Modified several places where events were being synthesized to use the virtual keyboard. Removed support for the "qwerty" default layout. The new default layout is "Generic". For the most part "qwerty" was being used as a backstop in case the built-in keyboard did not have a key character map (probably because it was a special function keypad) and the framework needed to be able to inject key events anyways. The latter issue is resolved by using the special VIRTUAL_KEYBOARD device instead of BUILT_IN_KEYBOARD. Added the concept of a key modifier behavior so that MetaKeyKeyListener can distinguish between keyboards that use chorded vs. toggled modifiers. Wrote more robust key layout and key character map parsers to enable support for new keyboard features and user installable key maps. Fixed a bug in InputReader generating key ups when keys are released out of sequence. Updated tons of documentation. Currently QwertyKeyListener is being used for full keyboards with autotext and capitalization disabled. This mostly works but causes some problems with character pickers, etc. These issues will be resolved in subsequent changes. Change-Id: Ica48f6097a551141c215bc0d2c6f7b3fb634d354
2010-11-11 00:03:06 +00:00
#include <ui/Keyboard.h>
#include <ui/KeyLayoutMap.h>
#include <ui/KeyCharacterMap.h>
#include <ui/VirtualKeyMap.h>
#include <utils/String8.h>
#include <utils/threads.h>
2009-06-01 02:13:00 +00:00
#include <utils/Log.h>
#include <utils/threads.h>
#include <utils/List.h>
#include <utils/Errors.h>
#include <utils/PropertyMap.h>
#include <utils/Vector.h>
#include <linux/input.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
/* These constants are not defined in linux/input.h but they are part of the multitouch
* input protocol. */
#define ABS_MT_TOUCH_MAJOR 0x30 /* Major axis of touching ellipse */
#define ABS_MT_TOUCH_MINOR 0x31 /* Minor axis (omit if circular) */
#define ABS_MT_WIDTH_MAJOR 0x32 /* Major axis of approaching ellipse */
#define ABS_MT_WIDTH_MINOR 0x33 /* Minor axis (omit if circular) */
#define ABS_MT_ORIENTATION 0x34 /* Ellipse orientation */
#define ABS_MT_POSITION_X 0x35 /* Center X ellipse position */
#define ABS_MT_POSITION_Y 0x36 /* Center Y ellipse position */
#define ABS_MT_TOOL_TYPE 0x37 /* Type of touching device (finger, pen, ...) */
#define ABS_MT_BLOB_ID 0x38 /* Group a set of packets as a blob */
#define ABS_MT_TRACKING_ID 0x39 /* Unique ID of initiated contact */
#define ABS_MT_PRESSURE 0x3a /* Pressure on contact area */
#define MT_TOOL_FINGER 0 /* Identifies a finger */
#define MT_TOOL_PEN 1 /* Identifies a pen */
#define SYN_MT_REPORT 2
/* Convenience constants. */
#define BTN_FIRST 0x100 // first button scancode
#define BTN_LAST 0x15f // last button scancode
struct pollfd;
namespace android {
/*
* A raw event as retrieved from the EventHub.
*/
struct RawEvent {
nsecs_t when;
int32_t deviceId;
int32_t type;
int32_t scanCode;
int32_t keyCode;
int32_t value;
uint32_t flags;
};
/* Describes an absolute axis. */
struct RawAbsoluteAxisInfo {
bool valid; // true if the information is valid, false otherwise
int32_t minValue; // minimum value
int32_t maxValue; // maximum value
int32_t flat; // center flat position, eg. flat == 8 means center is between -8 and 8
int32_t fuzz; // error tolerance, eg. fuzz == 4 means value is +/- 4 due to noise
inline int32_t getRange() { return maxValue - minValue; }
inline void clear() {
valid = false;
minValue = 0;
maxValue = 0;
flat = 0;
fuzz = 0;
}
};
/*
* Input device classes.
*/
enum {
/* The input device is a keyboard. */
INPUT_DEVICE_CLASS_KEYBOARD = 0x00000001,
/* The input device is an alpha-numeric keyboard (not just a dial pad). */
INPUT_DEVICE_CLASS_ALPHAKEY = 0x00000002,
/* The input device is a touchscreen (either single-touch or multi-touch). */
INPUT_DEVICE_CLASS_TOUCHSCREEN = 0x00000004,
/* The input device is a trackball. */
INPUT_DEVICE_CLASS_TRACKBALL = 0x00000008,
/* The input device is a multi-touch touchscreen. */
INPUT_DEVICE_CLASS_TOUCHSCREEN_MT= 0x00000010,
/* The input device is a directional pad (implies keyboard, has DPAD keys). */
INPUT_DEVICE_CLASS_DPAD = 0x00000020,
/* The input device is a gamepad (implies keyboard, has BUTTON keys). */
INPUT_DEVICE_CLASS_GAMEPAD = 0x00000040,
/* The input device has switches. */
INPUT_DEVICE_CLASS_SWITCH = 0x00000080,
};
/*
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
* Grand Central Station for events.
*
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
* The event hub aggregates input events received across all known input
* devices on the system, including devices that may be emulated by the simulator
* environment. In addition, the event hub generates fake input events to indicate
* when devices are added or removed.
*
* The event hub provies a stream of input events (via the getEvent function).
* It also supports querying the current actual state of input devices such as identifying
* which keys are currently down. Finally, the event hub keeps track of the capabilities of
* individual input devices, such as their class and the set of key codes that they support.
*/
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
class EventHubInterface : public virtual RefBase {
protected:
EventHubInterface() { }
virtual ~EventHubInterface() { }
public:
// Synthetic raw event type codes produced when devices are added or removed.
enum {
// Sent when a device is added.
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
DEVICE_ADDED = 0x10000000,
// Sent when a device is removed.
DEVICE_REMOVED = 0x20000000,
// Sent when all added/removed devices from the most recent scan have been reported.
// This event is always sent at least once.
FINISHED_DEVICE_SCAN = 0x30000000,
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
};
virtual uint32_t getDeviceClasses(int32_t deviceId) const = 0;
virtual String8 getDeviceName(int32_t deviceId) const = 0;
virtual void getConfiguration(int32_t deviceId, PropertyMap* outConfiguration) const = 0;
virtual status_t getAbsoluteAxisInfo(int32_t deviceId, int axis,
RawAbsoluteAxisInfo* outAxisInfo) const = 0;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
virtual status_t scancodeToKeycode(int32_t deviceId, int scancode,
int32_t* outKeycode, uint32_t* outFlags) const = 0;
// exclude a particular device from opening
// this can be used to ignore input devices for sensors
virtual void addExcludedDevice(const char* deviceName) = 0;
/*
* Wait for the next event to become available and return it.
* After returning, the EventHub holds onto a wake lock until the next call to getEvent.
* This ensures that the device will not go to sleep while the event is being processed.
* If the device needs to remain awake longer than that, then the caller is responsible
* for taking care of it (say, by poking the power manager user activity timer).
*/
virtual bool getEvent(RawEvent* outEvent) = 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
/*
* Query current input state.
*/
virtual int32_t getScanCodeState(int32_t deviceId, int32_t scanCode) const = 0;
virtual int32_t getKeyCodeState(int32_t deviceId, int32_t keyCode) const = 0;
virtual int32_t getSwitchState(int32_t deviceId, int32_t sw) const = 0;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
/*
* Examine key input devices for specific framework keycode support
*/
virtual bool markSupportedKeyCodes(int32_t deviceId, size_t numCodes, const int32_t* keyCodes,
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
uint8_t* outFlags) const = 0;
Add keycodes and meta-key modifiers to support external keyboards. Added new key maps for external keyboards. These maps are intended to be shared across devices by inheriting the "keyboards.mk" product makefile as part of the device's product definition. One of the trickier changes here was to unwind some code in MetaKeyKeyListener that assumed that only the low 8 bits of the meta key state were actually used. The new code abandons bitshifts in favor of simple conditionals that are probably easier to read anyways. The special meta key state constants used by MetaKeyKeyListener are now (@hide) defined in KeyEvent now so as to make it clearer that they share the same code space even if those codes are not valid for KeyEvents. The EventHub now takes care of detecting the appropriate key layout map and key character map when the device is added and sets system properties accordingly. This avoids having duplicate code in KeyCharacterMap to probe for the appropriate key character map although the current probing mechanism has been preserved for legacy reasons just in case. Added support for tracking caps lock, num lock and scroll lock and turning their corresponding LEDs on and off as needed. The key character map format will need to be updated to correctly support PC style external keyboard semantics related to modifier keys. That will come in a later change so caps lock doesn't actually do anything right now except turn the shiny LEDs on and off... Added a list of symbolic key names to KeyEvent and improved the toString() output for debug diagnosis. Having this list in a central place in the framework also allows us to remove it from Monkey so there is one less thing to maintain when we add new keycodes. Bug: 2912307 Change-Id: If8c25e8d50a7c29bbf5d663c94284f5f86de5da4
2010-09-13 00:55:08 +00:00
virtual bool hasLed(int32_t deviceId, int32_t led) const = 0;
virtual void setLedState(int32_t deviceId, int32_t led, bool on) = 0;
virtual void getVirtualKeyDefinitions(int32_t deviceId,
Vector<VirtualKeyDefinition>& outVirtualKeys) const = 0;
virtual void dump(String8& dump) = 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
};
class EventHub : public EventHubInterface
{
public:
EventHub();
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
status_t errorCheck() const;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
virtual uint32_t getDeviceClasses(int32_t deviceId) const;
Add keycodes and meta-key modifiers to support external keyboards. Added new key maps for external keyboards. These maps are intended to be shared across devices by inheriting the "keyboards.mk" product makefile as part of the device's product definition. One of the trickier changes here was to unwind some code in MetaKeyKeyListener that assumed that only the low 8 bits of the meta key state were actually used. The new code abandons bitshifts in favor of simple conditionals that are probably easier to read anyways. The special meta key state constants used by MetaKeyKeyListener are now (@hide) defined in KeyEvent now so as to make it clearer that they share the same code space even if those codes are not valid for KeyEvents. The EventHub now takes care of detecting the appropriate key layout map and key character map when the device is added and sets system properties accordingly. This avoids having duplicate code in KeyCharacterMap to probe for the appropriate key character map although the current probing mechanism has been preserved for legacy reasons just in case. Added support for tracking caps lock, num lock and scroll lock and turning their corresponding LEDs on and off as needed. The key character map format will need to be updated to correctly support PC style external keyboard semantics related to modifier keys. That will come in a later change so caps lock doesn't actually do anything right now except turn the shiny LEDs on and off... Added a list of symbolic key names to KeyEvent and improved the toString() output for debug diagnosis. Having this list in a central place in the framework also allows us to remove it from Monkey so there is one less thing to maintain when we add new keycodes. Bug: 2912307 Change-Id: If8c25e8d50a7c29bbf5d663c94284f5f86de5da4
2010-09-13 00:55:08 +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
virtual String8 getDeviceName(int32_t deviceId) const;
Add keycodes and meta-key modifiers to support external keyboards. Added new key maps for external keyboards. These maps are intended to be shared across devices by inheriting the "keyboards.mk" product makefile as part of the device's product definition. One of the trickier changes here was to unwind some code in MetaKeyKeyListener that assumed that only the low 8 bits of the meta key state were actually used. The new code abandons bitshifts in favor of simple conditionals that are probably easier to read anyways. The special meta key state constants used by MetaKeyKeyListener are now (@hide) defined in KeyEvent now so as to make it clearer that they share the same code space even if those codes are not valid for KeyEvents. The EventHub now takes care of detecting the appropriate key layout map and key character map when the device is added and sets system properties accordingly. This avoids having duplicate code in KeyCharacterMap to probe for the appropriate key character map although the current probing mechanism has been preserved for legacy reasons just in case. Added support for tracking caps lock, num lock and scroll lock and turning their corresponding LEDs on and off as needed. The key character map format will need to be updated to correctly support PC style external keyboard semantics related to modifier keys. That will come in a later change so caps lock doesn't actually do anything right now except turn the shiny LEDs on and off... Added a list of symbolic key names to KeyEvent and improved the toString() output for debug diagnosis. Having this list in a central place in the framework also allows us to remove it from Monkey so there is one less thing to maintain when we add new keycodes. Bug: 2912307 Change-Id: If8c25e8d50a7c29bbf5d663c94284f5f86de5da4
2010-09-13 00:55:08 +00:00
virtual void getConfiguration(int32_t deviceId, PropertyMap* outConfiguration) const;
virtual status_t getAbsoluteAxisInfo(int32_t deviceId, int axis,
RawAbsoluteAxisInfo* outAxisInfo) const;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
virtual status_t scancodeToKeycode(int32_t deviceId, int scancode,
int32_t* outKeycode, uint32_t* outFlags) const;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
virtual void addExcludedDevice(const char* deviceName);
virtual int32_t getScanCodeState(int32_t deviceId, int32_t scanCode) const;
virtual int32_t getKeyCodeState(int32_t deviceId, int32_t keyCode) const;
virtual int32_t getSwitchState(int32_t deviceId, int32_t sw) const;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
virtual bool markSupportedKeyCodes(int32_t deviceId, size_t numCodes,
const int32_t* keyCodes, uint8_t* outFlags) const;
virtual bool getEvent(RawEvent* outEvent);
Add keycodes and meta-key modifiers to support external keyboards. Added new key maps for external keyboards. These maps are intended to be shared across devices by inheriting the "keyboards.mk" product makefile as part of the device's product definition. One of the trickier changes here was to unwind some code in MetaKeyKeyListener that assumed that only the low 8 bits of the meta key state were actually used. The new code abandons bitshifts in favor of simple conditionals that are probably easier to read anyways. The special meta key state constants used by MetaKeyKeyListener are now (@hide) defined in KeyEvent now so as to make it clearer that they share the same code space even if those codes are not valid for KeyEvents. The EventHub now takes care of detecting the appropriate key layout map and key character map when the device is added and sets system properties accordingly. This avoids having duplicate code in KeyCharacterMap to probe for the appropriate key character map although the current probing mechanism has been preserved for legacy reasons just in case. Added support for tracking caps lock, num lock and scroll lock and turning their corresponding LEDs on and off as needed. The key character map format will need to be updated to correctly support PC style external keyboard semantics related to modifier keys. That will come in a later change so caps lock doesn't actually do anything right now except turn the shiny LEDs on and off... Added a list of symbolic key names to KeyEvent and improved the toString() output for debug diagnosis. Having this list in a central place in the framework also allows us to remove it from Monkey so there is one less thing to maintain when we add new keycodes. Bug: 2912307 Change-Id: If8c25e8d50a7c29bbf5d663c94284f5f86de5da4
2010-09-13 00:55:08 +00:00
virtual bool hasLed(int32_t deviceId, int32_t led) const;
virtual void setLedState(int32_t deviceId, int32_t led, bool on);
virtual void getVirtualKeyDefinitions(int32_t deviceId,
Vector<VirtualKeyDefinition>& outVirtualKeys) const;
virtual void dump(String8& dump);
protected:
virtual ~EventHub();
private:
bool openPlatformInput(void);
int openDevice(const char *devicePath);
int closeDevice(const char *devicePath);
int scanDir(const char *dirname);
int readNotify(int nfd);
status_t mError;
struct Device {
Device* next;
int fd;
const int32_t id;
const String8 path;
const InputDeviceIdentifier identifier;
uint32_t classes;
uint8_t* keyBitmask;
String8 configurationFile;
PropertyMap* configuration;
VirtualKeyMap* virtualKeyMap;
KeyMap keyMap;
Device(int fd, int32_t id, const String8& path, const InputDeviceIdentifier& identifier);
~Device();
void close();
};
Device* getDeviceLocked(int32_t deviceId) const;
bool hasKeycodeLocked(Device* device, int keycode) const;
Add keycodes and meta-key modifiers to support external keyboards. Added new key maps for external keyboards. These maps are intended to be shared across devices by inheriting the "keyboards.mk" product makefile as part of the device's product definition. One of the trickier changes here was to unwind some code in MetaKeyKeyListener that assumed that only the low 8 bits of the meta key state were actually used. The new code abandons bitshifts in favor of simple conditionals that are probably easier to read anyways. The special meta key state constants used by MetaKeyKeyListener are now (@hide) defined in KeyEvent now so as to make it clearer that they share the same code space even if those codes are not valid for KeyEvents. The EventHub now takes care of detecting the appropriate key layout map and key character map when the device is added and sets system properties accordingly. This avoids having duplicate code in KeyCharacterMap to probe for the appropriate key character map although the current probing mechanism has been preserved for legacy reasons just in case. Added support for tracking caps lock, num lock and scroll lock and turning their corresponding LEDs on and off as needed. The key character map format will need to be updated to correctly support PC style external keyboard semantics related to modifier keys. That will come in a later change so caps lock doesn't actually do anything right now except turn the shiny LEDs on and off... Added a list of symbolic key names to KeyEvent and improved the toString() output for debug diagnosis. Having this list in a central place in the framework also allows us to remove it from Monkey so there is one less thing to maintain when we add new keycodes. Bug: 2912307 Change-Id: If8c25e8d50a7c29bbf5d663c94284f5f86de5da4
2010-09-13 00:55:08 +00:00
int32_t getScanCodeStateLocked(Device* device, int32_t scanCode) const;
int32_t getKeyCodeStateLocked(Device* device, int32_t keyCode) const;
int32_t getSwitchStateLocked(Device* device, int32_t sw) const;
bool markSupportedKeyCodesLocked(Device* device, size_t numCodes,
const int32_t* keyCodes, uint8_t* outFlags) const;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
void loadConfiguration(Device* device);
status_t loadVirtualKeyMap(Device* device);
status_t loadKeyMap(Device* device);
void setKeyboardProperties(Device* device, bool builtInKeyboard);
void clearKeyboardProperties(Device* device, bool builtInKeyboard);
Add keycodes and meta-key modifiers to support external keyboards. Added new key maps for external keyboards. These maps are intended to be shared across devices by inheriting the "keyboards.mk" product makefile as part of the device's product definition. One of the trickier changes here was to unwind some code in MetaKeyKeyListener that assumed that only the low 8 bits of the meta key state were actually used. The new code abandons bitshifts in favor of simple conditionals that are probably easier to read anyways. The special meta key state constants used by MetaKeyKeyListener are now (@hide) defined in KeyEvent now so as to make it clearer that they share the same code space even if those codes are not valid for KeyEvents. The EventHub now takes care of detecting the appropriate key layout map and key character map when the device is added and sets system properties accordingly. This avoids having duplicate code in KeyCharacterMap to probe for the appropriate key character map although the current probing mechanism has been preserved for legacy reasons just in case. Added support for tracking caps lock, num lock and scroll lock and turning their corresponding LEDs on and off as needed. The key character map format will need to be updated to correctly support PC style external keyboard semantics related to modifier keys. That will come in a later change so caps lock doesn't actually do anything right now except turn the shiny LEDs on and off... Added a list of symbolic key names to KeyEvent and improved the toString() output for debug diagnosis. Having this list in a central place in the framework also allows us to remove it from Monkey so there is one less thing to maintain when we add new keycodes. Bug: 2912307 Change-Id: If8c25e8d50a7c29bbf5d663c94284f5f86de5da4
2010-09-13 00:55:08 +00:00
// Protect all internal state.
mutable Mutex mLock;
// The actual id of the built-in keyboard, or -1 if none.
// EventHub remaps the built-in keyboard to id 0 externally as required by the API.
int32_t mBuiltInKeyboardId;
int32_t mNextDeviceId;
// Parallel arrays of fds and devices.
// First index is reserved for inotify.
Vector<struct pollfd> mFds;
Vector<Device*> mDevices;
Device *mOpeningDevices;
Device *mClosingDevices;
bool mOpened;
bool mNeedToSendFinishedDeviceScan;
List<String8> mExcludedDevices;
// device ids that report particular switches.
#ifdef EV_SW
int32_t mSwitches[SW_MAX + 1];
#endif
static const int INPUT_BUFFER_SIZE = 64;
struct input_event mInputBufferData[INPUT_BUFFER_SIZE];
size_t mInputBufferIndex;
size_t mInputBufferCount;
size_t mInputFdIndex;
};
}; // namespace android
#endif // _RUNTIME_EVENT_HUB_H