Associate each motion axis with the source from which it comes.
It is possible for multiple sources of the same device to define
the same axis. This fixes new API that was introduced in MR1.
(Bug: 4066146)
Fixed a bug that might cause a segfault when using a trackball.
Only fade out the mouse pointer when touching the touch screen,
ignore other touch pads.
Changed the plural "sources" to "source" in several places in
the InputReader where we intend to refer to a particular source
rather than to a combination of sources.
Improved the batching code to support batching events from different
sources of the same device in parallel. (Bug: 3391564)
Change-Id: I0189e18e464338f126f7bf94370b928e1b1695f2
This change adds a new 'method' to the ANativeWindow interface to check
whether buffers queued to the window will be sent directly to the system
window compositor.
Change-Id: I4d4b199e328c110b68b250029aea650f03c8724d
Bug: 3495535
Bug #3461349
This change also fixes two bugs that prevented partial invalidates
from working with other views. Both bugs were in our EGL implementation:
they were preventing the caller from comparing the current context/surface
with another context/surface. This was causing HardwareRenderer to always
redraw the entire screen.
Change-Id: I33e096b304d4a0b7e6c8f92930f71d2ece9bebf5
Ensure that the joystick can always reach -1.0, 0.0 and 1.0 positions
even when noise filtering is applied. (Bug: 3514510)
Add support for a few more standard axes.
Add additional mapping modes for axes.
Some axes are inverted from standard interpretation
or are actually intended to be split into two distict axes
such as left/right trigger controls or accelerator/brake.
Add key layout file for a G25 racing wheel and XBox 360 controller
to tweak behavior. They work fine without them but the axis mappings
are not ideal.
Change-Id: I0fddd90309af4dc14d35f34fe99ed6e521c0b7c7
Added some plumbing to enable the policy to intercept motion
events when the screen is off to handle wakeup if needed.
Added a basic concept of an external device to limit the scope
of the wakeup policy to external devices only. The wakeup policy
for internal devices should be based on explicit rules such as
policy flags in key layout files.
Moved isTouchEvent to native.
Ensure the dispatcher sends the right event type to userActivity
for non-touch pointer events like HOVER_MOVE and SCROLL.
Bug: 3193114
Change-Id: I15dbd48a16810dfaf226ff7ad117d46908ca4f86
Fades out the mouse pointer:
- after 15 seconds of inactivity normally
- after 3 seconds of inactivity in lights out mode
- after a non-modifier key down
- after a touch down
Extended the native Looper to support enqueuing time delayed
messages. This is used by the PointerController to control
pointer fade timing.
Change-Id: I87792fea7dbe2d9376c78cf354fe3189a484d9da
This change adds a new query to ANativeWindow for getting the minimum
number of buffers that must be left un-dequeued during the steady-state
operation of the ANativeWindow.
Change-Id: Ie8c461fc26b02ecde02ddb4f95bf763662cf1551
Related-Bug: 3356050
There are two areas that have changed to eliminate the assumption that
local jobject references are both canonical and persistent:
1. JavaBBinderHolder no longer holds onto and reuses it parent object
reference per se. Since the underlying JavaBBinder object holds a
real global ref, this was redundant anyway. Now, for purposes of its
transient need to perform JNI operations, it simply uses the current
jobject ref(s) passed during method invocation, and no longer attempts
to hold these refs beyond the scope of a single invocation.
2. Binder obituaries no longer assume that a jobject reference to a
recipient will always compare == as a 32-bit value with any future
reference to the same object. The implementation now asks Dalvik
whether object references match.
This amended patch fixes the earlier bug around races between
remote binder death cleanup and local explicit unregistration of
VM-side death recipients.
Bug 2090115
Change-Id: I70bd788a80ea953632b1f466f385ab6b78ef2913
some of the conversion operators were not using the proper
pointer type when calling incStrong/decStrong, usually it
has no bad consequences, but for some implementation
of the ref-counted object it could lead to recording the wrong
owner id.
Change-Id: If574b9069b8a4cf6e0911a992c8f095aba799995
this was introduced recently. we make sure to use
the correct owner id (the sp) instead of the wp.
Change-Id: I78fdc6ec0c2d3e687278b70442d74d1924b512a2
There are two areas that have changed to eliminate the assumption that
local jobject references are both canonical and persistent:
1. JavaBBinderHolder no longer holds onto and reuses it parent object
reference per se. Since the underlying JavaBBinder object holds a
real global ref, this was redundant anyway. Now, for purposes of its
transient need to perform JNI operations, it simply uses the current
jobject ref(s) passed during method invocation, and no longer attempts
to hold these refs beyond the scope of a single invocation.
2. Binder obituaries no longer assume that a jobject reference to a
recipient will always compare == as a 32-bit value with any future
reference to the same object. The implementation now asks Dalvik
whether object references match.
Bug 2090115
Change-Id: If62edd554d0a9fbb2d2977b0cbf8ad7cc8e2e68d
First slipt sp<> out of RefBase into StrongPointer.h so it can be reused
more easily and to make it clear that it doesn't require RefBase.
Note: the rest of the change only affects the system when DEBUG_REFS is enabled.
The main problem we fix here is that the owner id associated with each
reference could get out of date when a sp<> or wp<> was moved, for
instance when they're used in a Vector< >.
We fix this issue by calling into RefBase::moveReferences from
a template specialization for sp<TYPE> and wp<TYPE> of the
type helpers. RefBase::moveReferences() has then a chance to
update the owner ids.
There is a little bit of trickery to implement this generically in
RefBase, where we need to use a templatized functor that can turn
a sp<TYPE>* casted to a void* into a RefBase*.
Introduced a new debug option DEBUG_REFS_FATAL_SANITY_CHECKS
currently set to 0 by default as there seem to be an issue
with sp<ANativeWindow> which trips the sanity checks.
Change-Id: I4825b21c8ec47d4a0ef35d760760ae0c9cdfbd7f
Added API on InputDevice to query the set of axes available.
Added API on KeyEvent and MotionEvent to convert keycodes and axes
to symbolic name strings for diagnostic purposes.
Added API on KeyEvent to query if a given key code is a gamepad button.
Added a new "axis" element to key layout files to specify the
mapping between raw absolute axis values and motion axis ids.
Expanded the axis bitfield to 64bits to allow for future growth.
Modified the Makefile for keyboard prebuilts to run the keymap
validation tool during the build.
Added layouts for two game controllers.
Added default actions for game pad button keys.
Added more tests.
Fixed a bunch of bugs.
Change-Id: I73f9166c3b3c5bcf4970845b58088ad467525525
This change makes it possible to extend the set of axes that
are reported in MotionEvents by defining new axis constants.
The MotionEvent object is now backed by its C++ counterpart
to avoid having to maintain multiple representations of the
same data.
Change-Id: Ibe93c90d4b390d43c176cce48d558d20869ee608
weak pointer comparison operators were implemented wrong,
they were using the internal "unsafe" pointer. We could end up
with two "equal" weak pointer pointing to different objects.
this caused KeyedVector keyed by weak pointer to work incorrectly, in
turn causing a window that just got added to a list to be immediately
removed.
Change-Id: Ib191010c39aafa9229109e4211f6c3b2b2f9696d
This change passes a reference to the IGraphicBufferAlloc binder object
to SurfaceTextureClient objects. When STC objects are created they
query their associated ISurfaceTexture object for the
IGraphicBufferAlloc that the SurfaceTexture uses to allocate buffers.
Having the SurfaceTextureClient hold this reference prevents the
GraphicBufferAlloc in SurfaceFlinger from freeing the allocated buffers
before the SurfaceTextureClient is done with them.
Change-Id: Ib8e30e8b37fdd60438cbb4cb7e9174d0ba6d661c
related-bug: 3362519
This changes the ANativeWindow API and the two implementations to reset
the window's crop rectangle to be uncropped when the window's buffer
geometry is changed.
Bug: 3359604
Change-Id: I64283dc8382ae687787ec0bebe6a5d5b4a0dcd6b
The touch screen sometimes reports more than 10 pointers even though that's
all we asked for. When this happens, we start dropping events with more
than 10 pointers. This confuses applications and causes them to crash.
Raised the limit to 16 pointers.
Bug: 3331247
The default behavior was to identify all touch devices as touch screens.
External devices that are plugged in are more likely to be touch pads
not attached to a screen. Changed the default to be a touch pad
and renamed some internal constants to avoid confusion.
A certain mouse happens to also behave like a touch pad. That caused
problems because we would see multiple concurrent traces of motion events
coming from the same input device so we would batch them up.
Added code to ensure that we don't batch events unless they come from
the same *source* in addition to coming from the same *device*.
Due to batching or misbehaving drivers, it's possible for the set of
pointer ids to be different from what we expect when it comes time to
split motion events across windows. As a result, we can generate motion
events with 0 pointers. When we try to deliver those events, we cause
an error in the InputTransport so we tear down the InputChannel and kill
the application.
Added code to check out assumption about pointer ids and drop the
event gracefully instead.
Patched up the tests to take into account the change in default behavior
for identifying touch screens and touch pads.
Change-Id: Ic364bd4cb4cc6335d4a1213a26d6bdadc7e33505
Generally we never want to lock a buffer for write access if it is at
the "head" on the surfaceflinger side. The only exception (1) is when
the buffer is not currently in use AND there is at least one queued
buffer -- in which case, SurfaceFlinger will never use said buffer
anymore, because on the next composition around, it will be able to
retire the first queued buffer.
The logic above relies on SurfaceFlinger always retiring
and locking a buffer before composition -- unfortunately this
didn't happen during a screenshot.
This could leave us in a situation where a buffer is locked by the
application for write, and used by SurfaceFlinger for texturing,
causing a hang.
Here, we fix this issue by never assuming the exception (1), it was
intended as an optimization allowing ANativeWindow::lockBuffer() to
return sooner and was justified when most of SF composition was
done in software. The actual buffer locking is now ensured by
gralloc. We could have handled screenshots in a similar way to
a regular composition, but it could have caused glitches on screen,
essentially, taking a screenshot could cause to skip a frame.
now that we removed the notion of a "inUse" buffer in surfaceflinger
a lot of code can be simplified / removed.
noteworthy, the whole concept of "unlockClient" wrt. "compositionComplete"
is also gone.
Previously, display lists were used only if hardware acceleration
was enabled for an application (hardwareAccelerated=true) *and* if
setDrawingCacheEnabled(true) was called. This change makes the framework
use display lists for all views in an application if hardware acceleration
is enabled.
In addition, display list renderering has been optimized so that
any view's recreation of its own display list (which is necessary whenever
the visuals of that view change) will not cause any other display list
in its parent hierarchy to change. Instead, when there are any visual
changes in the hierarchy, only those views which need to have new
display list content will recreate their display lists.
This optimization works by caching display list references in each
parent display list (so the container of some child will refer to its
child's display list by a reference to the child's display list). Then when
a view needs to recreate its display list, it will do so inside the same
display list object. This will cause the content to get refreshed, but not
the reference to that content. Then when the view hierarchy is redrawn,
it will automatically pick up the new content from the old reference.
This optimization will not necessarily improve performance when applications
need to update the entire view hierarchy or redraw the entire screen, but it does
show significant improvements when redrawing only a portion of the screen,
especially when the regions that are not refreshed are complex and time-
consuming to redraw.
Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4