Commit Graph

15 Commits

Author SHA1 Message Date
Dan Albert
ed7d193ae9 Some more test cleanup.
Needed to build successfully when libc++ is the default STL.

Also fix a missing include. Not sure how this was getting by before.
Probably some transitive include.

Change-Id: Ie96b79e96b4e154d786fbf2d5ae5cf5892608837
2014-10-16 20:46:05 -07:00
Ying Wang
a3cc7edfce Fix misuse of $(my-dir).
Change-Id: I8b24f60826abe4b541de646cbc3df66929203301
2014-02-28 18:05:56 -08:00
Mathias Agopian
595ea77f6b vector and matrix classes for graphics use
- this implements vec2, vec3, vec4, which are float vectors
of size 2, 3 and 4 respectively.

the code allows easy instantiation of vectors of a different
type via the tvec{2|3|4}<T> template classes.

- this also implements mat4 which is a float 4x4 matrix. the
tmat44<T> template class allows easy instantiation of a
4x4 matrix of a different value_type.

The vector types have some minimal support for the
glsl style swizzled access; for instance:

  vec4 u;
  vec3 v = u.xyz;

only .x, .xy, .xyz and their .stpq / .rgba equivalent are
supported.

most operators are supported on both vector and matrices:
arithmetic, unary, compound assignment and comparison
(bit-wise operators NOT supported).

- operations available on vectors include:
dot, length, distance, normalize and cross

- operations available on matrices include:
transpose, inverse, trace

- and a few utilities to create matrices:
ortho, frustum, lookAt

Change-Id: I64add89ae90fa78d3f2f59985b63495575378635
2013-08-26 20:41:13 -07:00
Chris Craik
3e010f3138 Add createTJunctionFreeRegion
T-junction free regions are useful for rendering regions with various
geometric transformations, and the Region's span-ordered, sorted rect
list supports T-junction free storage without modification.

This approach creates a T-junction free region by splitting each
rectangle that is part of a vertical T-junction. This approach is two
pass (up and down) so that divisions can trickle up/down to other
adjacent spans.

Change-Id: Ifcf5e6fe0034c96b00ef09a4433b2b0fce8f4300
2013-02-27 11:13:03 -08:00
Mathias Agopian
4f4c10104e frameworks/base refactoring
create the new libandroidfw from parts of libui and libutils

Change-Id: I1584995616fff5d527a2aba63921b682a6194d58
2012-02-20 22:38:43 -08:00
Ying Wang
0a1fdd7d50 Fix uses of all-subdir-makefiles
We should use all-makefiles-under instead.
all-subdir-makefiles can be used only before any "include" statement.
Before this change, both subdirs were actually not included.

Change-Id: I6bf35d07f294a5012c9322096f999ac26e37432f
2011-07-27 16:59:08 -07:00
Jeff Brown
baa44b89ec Remove the simulator target from all makefiles.
Bug: 5010576

Change-Id: I04d722f258951a3078fe07899f5bbe8aac02a8e8
2011-07-11 22:12:16 -07:00
Jeff Brown
b2d4435dfa Fix a regression with MotionEvent parceling.
Also added some more unit tests.

Change-Id: I413654294d1a998eec056884e6df5eaa50f3daf4
2011-02-17 13:01:34 -08:00
Jeff Brown
4125036157 Mouse pointer integration.
Added support for loading the pointer icon from a resource.

Moved the system server related bits of the input manager out
of libui and into libinput since they do not need to be linked into
applications.

Change-Id: Iec11e0725b3add2b905c51f8ea2c3b4b0d1a2d67
2011-01-04 17:31:24 -08:00
Jeff Brown
3c3cc62e24 Add unit tests for native input and fix bugs identified.
Fixed a bug where we would lose the first touch point when swiping out of
the virtual key area.

Fixed a bug where we would not send an ACTION_MOVE event in cases where
individual pointers went down/up and the remaining pointers actually moved.
This is important since many applications do not handle pointer movements
during ACTION_POINTER_DOWN or ACTION_POINTER_UP.  In the case of
ACTION_POINTER_UP the movement was completely lost since all pointers were
dispatched using their old location rather than the new location.

Improved motion event validation to check for duplicate pointer ids.

Added an input source constant that was missing from the NDK api but
defined in the framework api.

Added a timestamp when reporting added/removed devices in EventHub.

Bug: 3070082
Change-Id: I3206a030f43b7616e2f48006e5a9d522c4d92e56
2010-10-23 03:52:57 -07:00
Jeff Brown
a50ee3ecb3 Don't build framework tests for simulator target.
Change-Id: I70f29c7eb307e4f3ec5702f4eb9d97b4342e2f36
2010-07-14 22:55:02 -07:00
Jeff Brown
f4a4ec2063 Even more native input dispatch work in progress.
Added more tests.
Fixed a regression in Vector.
Fixed bugs in pointer tracking.
Fixed a starvation issue in PollLoop when setting or removing callbacks.
Fixed a couple of policy nits.

Modified the internal representation of MotionEvent to be more
efficient and more consistent.

Added code to skip/cancel virtual key processing when there are multiple
pointers down.  This helps to better disambiguate virtual key presses
from stray touches (such as cheek presses).

Change-Id: I2a7d2cce0195afb9125b23378baa94fd2fc6671c
2010-06-17 13:27:16 -07:00
Jeff Brown
f69280ef72 Support for multiple tests
The build system enforces some invariants that were being ignored
before.

Change-Id: Ie7675042af7f961a507386c13b2a0b592b591af8
2010-06-14 15:46:08 -07:00
Jeff Brown
e839a589bf 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
2010-06-13 17:42:16 -07:00
Mathias Agopian
20f68782a4 Region now has its own implementation instead of relying on SkRegion, which allows us to break libui's dependency on libcorecg. 2009-05-17 23:34:16 -07:00