Commit Graph

13 Commits

Author SHA1 Message Date
Jeff Brown
db360642ed Improve support for external keyboards.
Use Vendor ID, Product ID and optionally the Version to
locate keymaps and configuration files for external devices.

Moved virtual key definition parsing to native code so that
EventHub can identify touch screens with virtual keys and load
the appropriate key layout file.

Cleaned up a lot of old code in EventHub.

Fixed a regression in ViewRoot's fallback event handling.

Fixed a minor bug in FileMap that caused it to try to munmap
or close invalid handled when released if the attempt to map
the file failed.

Added a couple of new String8 conveniences for formatting strings.

Modified Tokenizer to fall back to open+read when mmap fails since
we can't mmap sysfs files as needed to open the virtual key
definition files in /sys/board_properties/.

Change-Id: I6ca5e5f9547619fd082ddac47e87ce185da69ee6
2010-12-02 16:01:32 -08:00
Jeff Brown
6688837ff6 Support non-orientation aware keyboards and other devices.
Fixed a bug with dpad keys on external keyboards being rotated
according to the display orientation by adding a new input device
configuration property called "keyboard.orientationAware".

Added a mechanism for overriding the key layout and key character
map in the input device configuration file using the new
"keyboard.layout" and "keyboard.characterMap" properties.

Also added "trackball.orientationAware", "touch.orientationAware" and
"touch.deviceType" configuration properties.

Rewrote the configuration property reading code in native code
so that it can be used by EventHub and other components.

Added basic support for installable idc, kl, and kcm files
in /data/system/devices.  However, there is no provision for
copying files there yet.

Disabled long-press character pickers on full keyboards so that
key repeating works as expected.

Change-Id: I1bd9f0c3d344421db444e7d271eb09bc8bab4791
2010-11-30 17:15:49 -08:00
Jeff Brown
7e5660f3e2 Add plumbing for volume mute key.
Full support for the volume mute key will be implemented in a
later change.

Bug: 2912307
Change-Id: I98c27d6360f159c8b7447e04b45f442eff87b38a
2010-11-02 17:31:39 -07:00
Jeff Brown
af30ff6020 Add support for secure views.
Added the MotionEvent.FLAG_WINDOW_IS_OBSCURED flag which is set by the
input manager whenever another visible window is partly or wholly obscured
the target of a touch event so that applications can filter touches
accordingly.

Added a "filterTouchesWhenObscured" attribute to View which can be used to
enable filtering of touches when the view's window is obscured.

Change-Id: I936d9c85013fd2d77fb296a600528d30a29027d2
2010-09-08 11:50:55 -07:00
Jeff Brown
774cf1baa1 Remove incomplete input device enumeration NDK API.
Change-Id: I32de74ff5fcf0e29179a2aee03ddabd22fa485bb
2010-08-31 15:24:55 -07:00
Jeff Brown
e57e895080 Refactor input reader to support new device types more easily.
Refactored the input reader so that each raw input protocol is handled
by a separate subclass of the new InputMapper type.  This way, behaviors
pertaining to keyboard, trackballs, touchscreens, switches and other
devices are clearly distinguished for improved maintainability.

Added partial support for describing capabilities of input devices
(incomplete and untested for now, will be fleshed out in later commits).

Simplified EventHub interface somewhat since InputReader is taking over
more of the work.

Cleaned up some of the interactions between InputManager and
WindowManagerService related to reading input state.

Fixed swiping finger from screen edge into display area.

Added logging of device information to 'dumpsys window'.

Change-Id: I17faffc33e3aec3a0f33f0b37e81a70609378612
2010-07-28 14:16:15 -07:00
Dianne Hackborn
0e8852766d Implement native key pre-dispatching to IMEs.
This significantly re-works the native key dispatching code to
allow events to be pre-dispatched to the current IME before
being processed by native code.  It introduces one new public
API, which must be called after retrieving an event if the app
wishes for it to be pre-dispatched.

Currently the native code will only do pre-dispatching of
system keys, to avoid significant overhead for gaming input.
This should be improved to be smarted, filtering for only
keys that the IME is interested in.  Unfortunately IMEs don't
currently provide this information. :p

Change-Id: Ic1c7aeec8b348164957f2cd88119eb5bd85c2a9f
2010-07-15 22:05:33 -07:00
Jeff Brown
5c1ed84a2d Add support for new input sources.
Added several new coordinate values to MotionEvents to capture
touch major/minor area, tool major/minor area and orientation.

Renamed NDK input constants per convention.

Added InputDevice class in Java which will eventually provide
useful information about available input devices.

Added APIs for manufacturing new MotionEvent objects with multiple
pointers and all necessary coordinate data.

Fixed a bug in the input dispatcher where it could get stuck with
a pointer down forever.

Fixed a bug in the WindowManager where the input window list could
end up containing stale removed windows.

Fixed a bug in the WindowManager where the input channel was being
removed only after the final animation transition had taken place
which caused spurious WINDOW DIED log messages to be printed.

Change-Id: Ie55084da319b20aad29b28a0499b8dd98bb5da68
2010-07-15 18:32:33 -07:00
Jeff Brown
8575a87b0d Add initial gamepad support.
Change-Id: I0439648f6eb5405f200e4223c915eb3a418b32b9
2010-07-13 17:04:57 -07:00
Dianne Hackborn
189ed23c10 Implement default key handling for native code.
The native code now maintains a list of all keys that may use
default handling.  If the app finishes one of these keys
without handling it, the key will be passed back off to Java
for default treatment.

Change-Id: I6a842a0d728eeafa4de7142fae573f8c11099e18
2010-06-30 10:49:40 -07:00
Dianne Hackborn
4d96bb6ae3 First stab at attaching native event dispatching.
Provides the basic infrastructure for a
NativeActivity's native code to get an object representing
its event stream that can be used to read input events.

Still work to do, probably some API changes, and reasonable
default key handling (so that for example back will still
work).

Change-Id: I6db891bc35dc9683181d7708eaed552b955a077e
2010-06-22 11:21:50 -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
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