Print more details about the exact reason that an ANR has occurred.
Also start checking that the window actually has a registered
input connection that is not in a broken state. These windows
are supposed to be cleaned up by the window manager promptly
as if the app had crashed but the pattern of ANRs we are observing
suggests that broken windows might be sticking around longer than
they should.
Bug: 17721767
Change-Id: Ie2803a3fa9642381ecadc198fec15e1b70d93c20
This ensures it's the same size in both 32 and 64 bit
processes and also brings it in line with struct
MotionEntry.
Change-Id: I66bb8b8d8664763e7dcbd489686051f563d5e1dc
This fixes a bug where a View with filterTouchesWhenObscured will have
all touches filtered when in magnification accessibility mode. This is
due to magnification being a separate Window over top of the running
Activity. The method onFilterTouchEventForSecurity in View will then
always return false when filterTouchesWhenObscured is enabled on the
View. By adding the magnification Window to the list of Trusted Overlays
we can ensure that touches will work properly with this property
enabled.
This corresponds to AOSP change
I07706588a625682d05da5cb19f401139eb08a54c
Change-Id: Iba095433a1f9045349d1b47a58a33b850ed31c97
Native doesn't ever actually care about the attributes of keys, so
move all of it up into the managed layer and move all of the key
names down so they're defined once.
Change-Id: Ic8ded13ce050b2b98744735ff50d11e8d882d7d5
Eliminated the bright here and woke here policy flags since they
were unused. Simplified the input dispatch policy somewhat.
Bug: 13133142
Change-Id: I74b4dc866c44c46ed43006a48a857f0da4c07cc9
BUTTON_[1-9] are intended to be misc. buttons so the kernel will
assign them to non-gamepad devices. As such, we shouldn't treat them
as belonging to gamepads at all.
Bug: 13432364
Change-Id: Ida52ec45dadb53df1a9d36ac3ab212a2d2b56359
This is logically a part of the merge conflict resolution for
22d07464 to master. These files moved across git repositories.
Change-Id: Id95bfa0bf503295f2c02a201f4bec5243d169ec4
Some devices have joystick axes or DPad keys, but no gamepad buttons (or vice
versa). We shouldn't count these as gamepads since games can't really be
expected to work with this setup in the general case. Instead, require that a
device has a movement mechanism (joystick axes or DPad buttons), as well as at
least one gamepad button before considering it a controller.
Bug: 13432364
Change-Id: I64372e69d29c775094e2b1faa89714da8c29e2be
Updates the format of the calibration XML to store the Surface rotation
that a specific calibration applies to. Also updates the API to require
a rotation value for get/set, and has the native framework supply this
according to the current rotation whenever it changes.
Change-Id: If38563ceba27c9d8a75f9fd7928c8d7c9d187afb
This patch adds a test for the new native location calibration
code. The Java interface is not tested.
Change-Id: Id7496486f6b6e2ade12ada607b62d1594af488e8
This patch causes the InputReader to update its mAffineTransform to reflect
the currently-set calibration on startup and whenever its value is changed
through the InputManagerService.
Change-Id: I4719122a28afa9833772040f0433780a84240b9d
The variable mAffineCalibration describes the affine transformation
that should be applied to the raw X/Y location in order to get it
into a calibrated state.
Change-Id: I68aa43420ffe7fcaa1ada4acd7390d37e6966a1f
Normally we do not wake the device when the internal touch screen is
touched. This behavior can now be configured by setting a property
in the input device configuration file. Add the following line to
the IDC file to enable an initial touch to wake the device from sleep.
touch.wake = 1
Change-Id: Ifd6d4f51afacd30d85f475725a66e6fcccde9cbb
Enhanced the input system to support concurrent dispatch of touch
events on multiple displays which is required for this to work.
Add method to apply offset to PointerCoords.
Change-Id: I55fe4a9a8785ae5a2d3341d214fa3c5107f3963a
Add all of the underlying input system pieces, minux PointerController and
SpriteController, to inputflinger. This is in preparation for moving input to
its own process and the addition of the input HAL.
Try 2.
Change-Id: I5f571fe86eb570885ae994e1f0552fb558930346
Add all of the underlying input system pieces, minux PointerController and
SpriteController, to inputflinger. This is in preparation for moving input to
its own process and the addition of the input HAL.
Change-Id: I1419a740b38756bd0d54fef5f5ca337e6815b1b0