InputReader::getSwitchState always returns AKEY_STATE_UNKNOWN
because SwitchInputMapper::getSources() returns 0 which cannot
match any source mask including AINPUT_SOURCE_ANY. As a result
initial lid switch detection is broken.
This change adds a new source constant AINPUT_SOURCE_SWITCH
that indicates that the source has switches.
Change-Id: I5321ecf0ce84f1c2b4535f6c163d3f4dcf9b7a9b
Added the concept of a "trusted" event to distinguish between events from
attached input devices or trusted injectors vs. other applications.
This change enables us to move certain policy decisions out of the
dispatcher and into the policy itself where they can be handled more
systematically.
Change-Id: I4d56fdcdd31aaa675d452088af39a70c4e039970
This change fixes several issues where events would be dropped in the
input dispatch pipeline in such a way that the dispatcher could not
accurately track the state of the input device.
Given more robust tracking, we can now also provide robust cancelation
of input events in cases where an application might otherwise become
out of sync with the event stream due to ANR, app switch, policy decisions,
or forced focus transitions.
Pruned some of the input dispatcher log output.
Moved the responsibility for calling intercept*BeforeQueueing into
the input dispatcher instead of the input reader and added support for
early interception of injected events for events coming from trusted
sources. This enables behaviors like injection of media keys while
the screen is off, haptic feedback of injected virtual keys, so injected
events become more "first class" in a way.
Change-Id: Iec6ff1dd21e5f3c7feb80ea4feb5382bd090dbd9
This feature is currently used to enable dragging the start and end
selection handles of a TextView at the same time. Could be used for
other things later.
Deleted some dead code in ArrowKeyMovementMethod and CursorControllers.
Change-Id: I930accd97ca1ca1917aab8a807db2c950fc7b409
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
Finished the input device capability API.
Added a mechanism for calibrating touch devices to obtain more
accurate information about the touch contact area.
Improved pointer location to show new coordinates and capabilities.
Optimized pointer location display and formatting to avoid allocating large
numbers of temporary objects. The GC churn was causing the application to
stutter very badly when more than a couple of fingers were down).
Added more diagnostics.
Change-Id: Ie25380278ed6f16c5b04cd9df848015850383498
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
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
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
And also:
- APIs to show and hide the IME, and control its interaction with the app.
- APIs to tell the app when its window resizes and needs to be redrawn.
- API to tell the app the content rectangle of its window (to layout
around the IME or status bar).
There is still a problem with IME interaction -- we need a way for the
app to deliver events to the IME before it handles them, so that for
example the back key will close the IME instead of finishing the app.
Change-Id: I37b75fc2ec533750ef36ca3aedd2f0cc0b5813cd
This change mainly unwinds a premature optimization in the
dispatch pipeline.
To test HOME injection, run 'adb shell input keyevent 3'.
Change-Id: I1c4b7377c205da7c898014b8b07fc6dc1d46e4dd
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
Target identification is now fully native.
Fixed a couple of minor issues related to input injection.
Native input enabled by default, can be disabled by setting
WindowManagerPolicy.ENABLE_NATIVE_INPUT_DISPATCH to false.
Change-Id: I7edf66ed3e987cc9306ad4743ac57a116af452ff
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
Added ANRs handling.
Added event injection.
Fixed a NPE ActivityManagerServer writing ANRs to the drop box.
Fixed HOME key interception.
Fixed trackball reporting.
Fixed pointer rotation in landscape mode.
Change-Id: I50340f559f22899ab924e220a78119ffc79469b7
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
Refactored the code to eliminate potential deadlocks due to re-entrant
calls from the policy into the dispatcher. Also added some plumbing
that will be used to notify the framework about ANRs.
Change-Id: Iba7a10de0cb3c56cd7520d6ce716db52fdcc94ff
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