f086ddbb97
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
1125 lines
43 KiB
C++
1125 lines
43 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef _UI_INPUT_DISPATCHER_H
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#define _UI_INPUT_DISPATCHER_H
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#include <input/Input.h>
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#include <input/InputTransport.h>
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#include <utils/KeyedVector.h>
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#include <utils/Vector.h>
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#include <utils/threads.h>
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#include <utils/Timers.h>
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#include <utils/RefBase.h>
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#include <utils/String8.h>
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#include <utils/Looper.h>
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#include <utils/BitSet.h>
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#include <cutils/atomic.h>
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#include <stddef.h>
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#include <unistd.h>
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#include <limits.h>
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#include "InputWindow.h"
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#include "InputApplication.h"
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#include "InputListener.h"
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namespace android {
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/*
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* Constants used to report the outcome of input event injection.
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*/
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enum {
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/* (INTERNAL USE ONLY) Specifies that injection is pending and its outcome is unknown. */
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INPUT_EVENT_INJECTION_PENDING = -1,
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/* Injection succeeded. */
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INPUT_EVENT_INJECTION_SUCCEEDED = 0,
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/* Injection failed because the injector did not have permission to inject
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* into the application with input focus. */
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INPUT_EVENT_INJECTION_PERMISSION_DENIED = 1,
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/* Injection failed because there were no available input targets. */
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INPUT_EVENT_INJECTION_FAILED = 2,
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/* Injection failed due to a timeout. */
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INPUT_EVENT_INJECTION_TIMED_OUT = 3
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};
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/*
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* Constants used to determine the input event injection synchronization mode.
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*/
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enum {
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/* Injection is asynchronous and is assumed always to be successful. */
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INPUT_EVENT_INJECTION_SYNC_NONE = 0,
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/* Waits for previous events to be dispatched so that the input dispatcher can determine
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* whether input event injection willbe permitted based on the current input focus.
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* Does not wait for the input event to finish processing. */
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INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT = 1,
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/* Waits for the input event to be completely processed. */
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INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_FINISHED = 2,
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};
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/*
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* An input target specifies how an input event is to be dispatched to a particular window
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* including the window's input channel, control flags, a timeout, and an X / Y offset to
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* be added to input event coordinates to compensate for the absolute position of the
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* window area.
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*/
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struct InputTarget {
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enum {
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/* This flag indicates that the event is being delivered to a foreground application. */
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FLAG_FOREGROUND = 1 << 0,
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/* This flag indicates that the target of a MotionEvent is partly or wholly
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* obscured by another visible window above it. The motion event should be
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* delivered with flag AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED. */
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FLAG_WINDOW_IS_OBSCURED = 1 << 1,
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/* This flag indicates that a motion event is being split across multiple windows. */
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FLAG_SPLIT = 1 << 2,
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/* This flag indicates that the pointer coordinates dispatched to the application
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* will be zeroed out to avoid revealing information to an application. This is
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* used in conjunction with FLAG_DISPATCH_AS_OUTSIDE to prevent apps not sharing
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* the same UID from watching all touches. */
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FLAG_ZERO_COORDS = 1 << 3,
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/* This flag indicates that the event should be sent as is.
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* Should always be set unless the event is to be transmuted. */
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FLAG_DISPATCH_AS_IS = 1 << 8,
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/* This flag indicates that a MotionEvent with AMOTION_EVENT_ACTION_DOWN falls outside
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* of the area of this target and so should instead be delivered as an
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* AMOTION_EVENT_ACTION_OUTSIDE to this target. */
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FLAG_DISPATCH_AS_OUTSIDE = 1 << 9,
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/* This flag indicates that a hover sequence is starting in the given window.
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* The event is transmuted into ACTION_HOVER_ENTER. */
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FLAG_DISPATCH_AS_HOVER_ENTER = 1 << 10,
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/* This flag indicates that a hover event happened outside of a window which handled
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* previous hover events, signifying the end of the current hover sequence for that
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* window.
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* The event is transmuted into ACTION_HOVER_ENTER. */
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FLAG_DISPATCH_AS_HOVER_EXIT = 1 << 11,
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/* This flag indicates that the event should be canceled.
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* It is used to transmute ACTION_MOVE into ACTION_CANCEL when a touch slips
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* outside of a window. */
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FLAG_DISPATCH_AS_SLIPPERY_EXIT = 1 << 12,
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/* This flag indicates that the event should be dispatched as an initial down.
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* It is used to transmute ACTION_MOVE into ACTION_DOWN when a touch slips
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* into a new window. */
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FLAG_DISPATCH_AS_SLIPPERY_ENTER = 1 << 13,
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/* Mask for all dispatch modes. */
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FLAG_DISPATCH_MASK = FLAG_DISPATCH_AS_IS
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| FLAG_DISPATCH_AS_OUTSIDE
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| FLAG_DISPATCH_AS_HOVER_ENTER
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| FLAG_DISPATCH_AS_HOVER_EXIT
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| FLAG_DISPATCH_AS_SLIPPERY_EXIT
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| FLAG_DISPATCH_AS_SLIPPERY_ENTER,
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};
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// The input channel to be targeted.
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sp<InputChannel> inputChannel;
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// Flags for the input target.
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int32_t flags;
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// The x and y offset to add to a MotionEvent as it is delivered.
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// (ignored for KeyEvents)
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float xOffset, yOffset;
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// Scaling factor to apply to MotionEvent as it is delivered.
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// (ignored for KeyEvents)
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float scaleFactor;
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// The subset of pointer ids to include in motion events dispatched to this input target
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// if FLAG_SPLIT is set.
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BitSet32 pointerIds;
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};
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/*
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* Input dispatcher configuration.
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*
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* Specifies various options that modify the behavior of the input dispatcher.
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* The values provided here are merely defaults. The actual values will come from ViewConfiguration
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* and are passed into the dispatcher during initialization.
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*/
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struct InputDispatcherConfiguration {
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// The key repeat initial timeout.
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nsecs_t keyRepeatTimeout;
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// The key repeat inter-key delay.
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nsecs_t keyRepeatDelay;
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InputDispatcherConfiguration() :
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keyRepeatTimeout(500 * 1000000LL),
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keyRepeatDelay(50 * 1000000LL) { }
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};
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/*
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* Input dispatcher policy interface.
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*
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* The input reader policy is used by the input reader to interact with the Window Manager
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* and other system components.
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*
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* The actual implementation is partially supported by callbacks into the DVM
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* via JNI. This interface is also mocked in the unit tests.
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*/
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class InputDispatcherPolicyInterface : public virtual RefBase {
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protected:
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InputDispatcherPolicyInterface() { }
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virtual ~InputDispatcherPolicyInterface() { }
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public:
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/* Notifies the system that a configuration change has occurred. */
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virtual void notifyConfigurationChanged(nsecs_t when) = 0;
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/* Notifies the system that an application is not responding.
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* Returns a new timeout to continue waiting, or 0 to abort dispatch. */
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virtual nsecs_t notifyANR(const sp<InputApplicationHandle>& inputApplicationHandle,
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const sp<InputWindowHandle>& inputWindowHandle,
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const String8& reason) = 0;
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/* Notifies the system that an input channel is unrecoverably broken. */
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virtual void notifyInputChannelBroken(const sp<InputWindowHandle>& inputWindowHandle) = 0;
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/* Gets the input dispatcher configuration. */
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virtual void getDispatcherConfiguration(InputDispatcherConfiguration* outConfig) = 0;
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/* Returns true if automatic key repeating is enabled. */
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virtual bool isKeyRepeatEnabled() = 0;
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/* Filters an input event.
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* Return true to dispatch the event unmodified, false to consume the event.
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* A filter can also transform and inject events later by passing POLICY_FLAG_FILTERED
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* to injectInputEvent.
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*/
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virtual bool filterInputEvent(const InputEvent* inputEvent, uint32_t policyFlags) = 0;
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/* Intercepts a key event immediately before queueing it.
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* The policy can use this method as an opportunity to perform power management functions
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* and early event preprocessing such as updating policy flags.
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*
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* This method is expected to set the POLICY_FLAG_PASS_TO_USER policy flag if the event
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* should be dispatched to applications.
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*/
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virtual void interceptKeyBeforeQueueing(const KeyEvent* keyEvent, uint32_t& policyFlags) = 0;
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/* Intercepts a touch, trackball or other motion event before queueing it.
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* The policy can use this method as an opportunity to perform power management functions
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* and early event preprocessing such as updating policy flags.
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*
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* This method is expected to set the POLICY_FLAG_PASS_TO_USER policy flag if the event
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* should be dispatched to applications.
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*/
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virtual void interceptMotionBeforeQueueing(nsecs_t when, uint32_t& policyFlags) = 0;
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/* Allows the policy a chance to intercept a key before dispatching. */
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virtual nsecs_t interceptKeyBeforeDispatching(const sp<InputWindowHandle>& inputWindowHandle,
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const KeyEvent* keyEvent, uint32_t policyFlags) = 0;
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/* Allows the policy a chance to perform default processing for an unhandled key.
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* Returns an alternate keycode to redispatch as a fallback, or 0 to give up. */
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virtual bool dispatchUnhandledKey(const sp<InputWindowHandle>& inputWindowHandle,
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const KeyEvent* keyEvent, uint32_t policyFlags, KeyEvent* outFallbackKeyEvent) = 0;
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/* Notifies the policy about switch events.
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*/
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virtual void notifySwitch(nsecs_t when,
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uint32_t switchValues, uint32_t switchMask, uint32_t policyFlags) = 0;
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/* Poke user activity for an event dispatched to a window. */
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virtual void pokeUserActivity(nsecs_t eventTime, int32_t eventType) = 0;
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/* Checks whether a given application pid/uid has permission to inject input events
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* into other applications.
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*
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* This method is special in that its implementation promises to be non-reentrant and
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* is safe to call while holding other locks. (Most other methods make no such guarantees!)
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*/
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virtual bool checkInjectEventsPermissionNonReentrant(
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int32_t injectorPid, int32_t injectorUid) = 0;
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};
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/* Notifies the system about input events generated by the input reader.
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* The dispatcher is expected to be mostly asynchronous. */
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class InputDispatcherInterface : public virtual RefBase, public InputListenerInterface {
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protected:
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InputDispatcherInterface() { }
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virtual ~InputDispatcherInterface() { }
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public:
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/* Dumps the state of the input dispatcher.
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*
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* This method may be called on any thread (usually by the input manager). */
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virtual void dump(String8& dump) = 0;
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/* Called by the heatbeat to ensures that the dispatcher has not deadlocked. */
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virtual void monitor() = 0;
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/* Runs a single iteration of the dispatch loop.
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* Nominally processes one queued event, a timeout, or a response from an input consumer.
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*
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* This method should only be called on the input dispatcher thread.
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*/
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virtual void dispatchOnce() = 0;
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/* Injects an input event and optionally waits for sync.
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* The synchronization mode determines whether the method blocks while waiting for
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* input injection to proceed.
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* Returns one of the INPUT_EVENT_INJECTION_XXX constants.
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*
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* This method may be called on any thread (usually by the input manager).
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*/
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virtual int32_t injectInputEvent(const InputEvent* event, int32_t displayId,
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int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis,
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uint32_t policyFlags) = 0;
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/* Sets the list of input windows.
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*
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* This method may be called on any thread (usually by the input manager).
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*/
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virtual void setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles) = 0;
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/* Sets the focused application.
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*
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* This method may be called on any thread (usually by the input manager).
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*/
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virtual void setFocusedApplication(
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const sp<InputApplicationHandle>& inputApplicationHandle) = 0;
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/* Sets the input dispatching mode.
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*
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* This method may be called on any thread (usually by the input manager).
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*/
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virtual void setInputDispatchMode(bool enabled, bool frozen) = 0;
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/* Sets whether input event filtering is enabled.
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* When enabled, incoming input events are sent to the policy's filterInputEvent
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* method instead of being dispatched. The filter is expected to use
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* injectInputEvent to inject the events it would like to have dispatched.
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* It should include POLICY_FLAG_FILTERED in the policy flags during injection.
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*/
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virtual void setInputFilterEnabled(bool enabled) = 0;
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/* Transfers touch focus from the window associated with one channel to the
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* window associated with the other channel.
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*
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* Returns true on success. False if the window did not actually have touch focus.
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*/
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virtual bool transferTouchFocus(const sp<InputChannel>& fromChannel,
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const sp<InputChannel>& toChannel) = 0;
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/* Registers or unregister input channels that may be used as targets for input events.
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* If monitor is true, the channel will receive a copy of all input events.
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*
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* These methods may be called on any thread (usually by the input manager).
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*/
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virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel,
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const sp<InputWindowHandle>& inputWindowHandle, bool monitor) = 0;
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virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel) = 0;
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};
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/* Dispatches events to input targets. Some functions of the input dispatcher, such as
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* identifying input targets, are controlled by a separate policy object.
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*
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* IMPORTANT INVARIANT:
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* Because the policy can potentially block or cause re-entrance into the input dispatcher,
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* the input dispatcher never calls into the policy while holding its internal locks.
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* The implementation is also carefully designed to recover from scenarios such as an
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* input channel becoming unregistered while identifying input targets or processing timeouts.
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*
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* Methods marked 'Locked' must be called with the lock acquired.
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*
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* Methods marked 'LockedInterruptible' must be called with the lock acquired but
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* may during the course of their execution release the lock, call into the policy, and
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* then reacquire the lock. The caller is responsible for recovering gracefully.
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*
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* A 'LockedInterruptible' method may called a 'Locked' method, but NOT vice-versa.
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*/
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class InputDispatcher : public InputDispatcherInterface {
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protected:
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virtual ~InputDispatcher();
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public:
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explicit InputDispatcher(const sp<InputDispatcherPolicyInterface>& policy);
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virtual void dump(String8& dump);
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virtual void monitor();
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virtual void dispatchOnce();
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virtual void notifyConfigurationChanged(const NotifyConfigurationChangedArgs* args);
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virtual void notifyKey(const NotifyKeyArgs* args);
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virtual void notifyMotion(const NotifyMotionArgs* args);
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virtual void notifySwitch(const NotifySwitchArgs* args);
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virtual void notifyDeviceReset(const NotifyDeviceResetArgs* args);
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virtual int32_t injectInputEvent(const InputEvent* event, int32_t displayId,
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int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis,
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uint32_t policyFlags);
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virtual void setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles);
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virtual void setFocusedApplication(const sp<InputApplicationHandle>& inputApplicationHandle);
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virtual void setInputDispatchMode(bool enabled, bool frozen);
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virtual void setInputFilterEnabled(bool enabled);
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virtual bool transferTouchFocus(const sp<InputChannel>& fromChannel,
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const sp<InputChannel>& toChannel);
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virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel,
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const sp<InputWindowHandle>& inputWindowHandle, bool monitor);
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virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel);
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private:
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template <typename T>
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struct Link {
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T* next;
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T* prev;
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protected:
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inline Link() : next(NULL), prev(NULL) { }
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};
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struct InjectionState {
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mutable int32_t refCount;
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int32_t injectorPid;
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int32_t injectorUid;
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int32_t injectionResult; // initially INPUT_EVENT_INJECTION_PENDING
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bool injectionIsAsync; // set to true if injection is not waiting for the result
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int32_t pendingForegroundDispatches; // the number of foreground dispatches in progress
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InjectionState(int32_t injectorPid, int32_t injectorUid);
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void release();
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private:
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~InjectionState();
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};
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struct EventEntry : Link<EventEntry> {
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enum {
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TYPE_CONFIGURATION_CHANGED,
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TYPE_DEVICE_RESET,
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TYPE_KEY,
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TYPE_MOTION
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};
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mutable int32_t refCount;
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int32_t type;
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nsecs_t eventTime;
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uint32_t policyFlags;
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InjectionState* injectionState;
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bool dispatchInProgress; // initially false, set to true while dispatching
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inline bool isInjected() const { return injectionState != NULL; }
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void release();
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virtual void appendDescription(String8& msg) const = 0;
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protected:
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EventEntry(int32_t type, nsecs_t eventTime, uint32_t policyFlags);
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virtual ~EventEntry();
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void releaseInjectionState();
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};
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struct ConfigurationChangedEntry : EventEntry {
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ConfigurationChangedEntry(nsecs_t eventTime);
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virtual void appendDescription(String8& msg) const;
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protected:
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virtual ~ConfigurationChangedEntry();
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};
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struct DeviceResetEntry : EventEntry {
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int32_t deviceId;
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DeviceResetEntry(nsecs_t eventTime, int32_t deviceId);
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virtual void appendDescription(String8& msg) const;
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protected:
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virtual ~DeviceResetEntry();
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};
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struct KeyEntry : EventEntry {
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int32_t deviceId;
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uint32_t source;
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int32_t action;
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int32_t flags;
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int32_t keyCode;
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int32_t scanCode;
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int32_t metaState;
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int32_t repeatCount;
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nsecs_t downTime;
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bool syntheticRepeat; // set to true for synthetic key repeats
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enum InterceptKeyResult {
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INTERCEPT_KEY_RESULT_UNKNOWN,
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INTERCEPT_KEY_RESULT_SKIP,
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INTERCEPT_KEY_RESULT_CONTINUE,
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INTERCEPT_KEY_RESULT_TRY_AGAIN_LATER,
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};
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InterceptKeyResult interceptKeyResult; // set based on the interception result
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nsecs_t interceptKeyWakeupTime; // used with INTERCEPT_KEY_RESULT_TRY_AGAIN_LATER
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KeyEntry(nsecs_t eventTime,
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int32_t deviceId, uint32_t source, uint32_t policyFlags, int32_t action,
|
|
int32_t flags, int32_t keyCode, int32_t scanCode, int32_t metaState,
|
|
int32_t repeatCount, nsecs_t downTime);
|
|
virtual void appendDescription(String8& msg) const;
|
|
void recycle();
|
|
|
|
protected:
|
|
virtual ~KeyEntry();
|
|
};
|
|
|
|
struct MotionEntry : EventEntry {
|
|
nsecs_t eventTime;
|
|
int32_t deviceId;
|
|
uint32_t source;
|
|
int32_t action;
|
|
int32_t flags;
|
|
int32_t metaState;
|
|
int32_t buttonState;
|
|
int32_t edgeFlags;
|
|
float xPrecision;
|
|
float yPrecision;
|
|
nsecs_t downTime;
|
|
int32_t displayId;
|
|
uint32_t pointerCount;
|
|
PointerProperties pointerProperties[MAX_POINTERS];
|
|
PointerCoords pointerCoords[MAX_POINTERS];
|
|
|
|
MotionEntry(nsecs_t eventTime,
|
|
int32_t deviceId, uint32_t source, uint32_t policyFlags,
|
|
int32_t action, int32_t flags,
|
|
int32_t metaState, int32_t buttonState, int32_t edgeFlags,
|
|
float xPrecision, float yPrecision,
|
|
nsecs_t downTime, int32_t displayId, uint32_t pointerCount,
|
|
const PointerProperties* pointerProperties, const PointerCoords* pointerCoords,
|
|
float xOffset, float yOffset);
|
|
virtual void appendDescription(String8& msg) const;
|
|
|
|
protected:
|
|
virtual ~MotionEntry();
|
|
};
|
|
|
|
// Tracks the progress of dispatching a particular event to a particular connection.
|
|
struct DispatchEntry : Link<DispatchEntry> {
|
|
const uint32_t seq; // unique sequence number, never 0
|
|
|
|
EventEntry* eventEntry; // the event to dispatch
|
|
int32_t targetFlags;
|
|
float xOffset;
|
|
float yOffset;
|
|
float scaleFactor;
|
|
nsecs_t deliveryTime; // time when the event was actually delivered
|
|
|
|
// Set to the resolved action and flags when the event is enqueued.
|
|
int32_t resolvedAction;
|
|
int32_t resolvedFlags;
|
|
|
|
DispatchEntry(EventEntry* eventEntry,
|
|
int32_t targetFlags, float xOffset, float yOffset, float scaleFactor);
|
|
~DispatchEntry();
|
|
|
|
inline bool hasForegroundTarget() const {
|
|
return targetFlags & InputTarget::FLAG_FOREGROUND;
|
|
}
|
|
|
|
inline bool isSplit() const {
|
|
return targetFlags & InputTarget::FLAG_SPLIT;
|
|
}
|
|
|
|
private:
|
|
static volatile int32_t sNextSeqAtomic;
|
|
|
|
static uint32_t nextSeq();
|
|
};
|
|
|
|
// A command entry captures state and behavior for an action to be performed in the
|
|
// dispatch loop after the initial processing has taken place. It is essentially
|
|
// a kind of continuation used to postpone sensitive policy interactions to a point
|
|
// in the dispatch loop where it is safe to release the lock (generally after finishing
|
|
// the critical parts of the dispatch cycle).
|
|
//
|
|
// The special thing about commands is that they can voluntarily release and reacquire
|
|
// the dispatcher lock at will. Initially when the command starts running, the
|
|
// dispatcher lock is held. However, if the command needs to call into the policy to
|
|
// do some work, it can release the lock, do the work, then reacquire the lock again
|
|
// before returning.
|
|
//
|
|
// This mechanism is a bit clunky but it helps to preserve the invariant that the dispatch
|
|
// never calls into the policy while holding its lock.
|
|
//
|
|
// Commands are implicitly 'LockedInterruptible'.
|
|
struct CommandEntry;
|
|
typedef void (InputDispatcher::*Command)(CommandEntry* commandEntry);
|
|
|
|
class Connection;
|
|
struct CommandEntry : Link<CommandEntry> {
|
|
CommandEntry(Command command);
|
|
~CommandEntry();
|
|
|
|
Command command;
|
|
|
|
// parameters for the command (usage varies by command)
|
|
sp<Connection> connection;
|
|
nsecs_t eventTime;
|
|
KeyEntry* keyEntry;
|
|
sp<InputApplicationHandle> inputApplicationHandle;
|
|
sp<InputWindowHandle> inputWindowHandle;
|
|
String8 reason;
|
|
int32_t userActivityEventType;
|
|
uint32_t seq;
|
|
bool handled;
|
|
};
|
|
|
|
// Generic queue implementation.
|
|
template <typename T>
|
|
struct Queue {
|
|
T* head;
|
|
T* tail;
|
|
|
|
inline Queue() : head(NULL), tail(NULL) {
|
|
}
|
|
|
|
inline bool isEmpty() const {
|
|
return !head;
|
|
}
|
|
|
|
inline void enqueueAtTail(T* entry) {
|
|
entry->prev = tail;
|
|
if (tail) {
|
|
tail->next = entry;
|
|
} else {
|
|
head = entry;
|
|
}
|
|
entry->next = NULL;
|
|
tail = entry;
|
|
}
|
|
|
|
inline void enqueueAtHead(T* entry) {
|
|
entry->next = head;
|
|
if (head) {
|
|
head->prev = entry;
|
|
} else {
|
|
tail = entry;
|
|
}
|
|
entry->prev = NULL;
|
|
head = entry;
|
|
}
|
|
|
|
inline void dequeue(T* entry) {
|
|
if (entry->prev) {
|
|
entry->prev->next = entry->next;
|
|
} else {
|
|
head = entry->next;
|
|
}
|
|
if (entry->next) {
|
|
entry->next->prev = entry->prev;
|
|
} else {
|
|
tail = entry->prev;
|
|
}
|
|
}
|
|
|
|
inline T* dequeueAtHead() {
|
|
T* entry = head;
|
|
head = entry->next;
|
|
if (head) {
|
|
head->prev = NULL;
|
|
} else {
|
|
tail = NULL;
|
|
}
|
|
return entry;
|
|
}
|
|
|
|
uint32_t count() const;
|
|
};
|
|
|
|
/* Specifies which events are to be canceled and why. */
|
|
struct CancelationOptions {
|
|
enum Mode {
|
|
CANCEL_ALL_EVENTS = 0,
|
|
CANCEL_POINTER_EVENTS = 1,
|
|
CANCEL_NON_POINTER_EVENTS = 2,
|
|
CANCEL_FALLBACK_EVENTS = 3,
|
|
};
|
|
|
|
// The criterion to use to determine which events should be canceled.
|
|
Mode mode;
|
|
|
|
// Descriptive reason for the cancelation.
|
|
const char* reason;
|
|
|
|
// The specific keycode of the key event to cancel, or -1 to cancel any key event.
|
|
int32_t keyCode;
|
|
|
|
// The specific device id of events to cancel, or -1 to cancel events from any device.
|
|
int32_t deviceId;
|
|
|
|
CancelationOptions(Mode mode, const char* reason) :
|
|
mode(mode), reason(reason), keyCode(-1), deviceId(-1) { }
|
|
};
|
|
|
|
/* Tracks dispatched key and motion event state so that cancelation events can be
|
|
* synthesized when events are dropped. */
|
|
class InputState {
|
|
public:
|
|
InputState();
|
|
~InputState();
|
|
|
|
// Returns true if there is no state to be canceled.
|
|
bool isNeutral() const;
|
|
|
|
// Returns true if the specified source is known to have received a hover enter
|
|
// motion event.
|
|
bool isHovering(int32_t deviceId, uint32_t source, int32_t displayId) const;
|
|
|
|
// Records tracking information for a key event that has just been published.
|
|
// Returns true if the event should be delivered, false if it is inconsistent
|
|
// and should be skipped.
|
|
bool trackKey(const KeyEntry* entry, int32_t action, int32_t flags);
|
|
|
|
// Records tracking information for a motion event that has just been published.
|
|
// Returns true if the event should be delivered, false if it is inconsistent
|
|
// and should be skipped.
|
|
bool trackMotion(const MotionEntry* entry, int32_t action, int32_t flags);
|
|
|
|
// Synthesizes cancelation events for the current state and resets the tracked state.
|
|
void synthesizeCancelationEvents(nsecs_t currentTime,
|
|
Vector<EventEntry*>& outEvents, const CancelationOptions& options);
|
|
|
|
// Clears the current state.
|
|
void clear();
|
|
|
|
// Copies pointer-related parts of the input state to another instance.
|
|
void copyPointerStateTo(InputState& other) const;
|
|
|
|
// Gets the fallback key associated with a keycode.
|
|
// Returns -1 if none.
|
|
// Returns AKEYCODE_UNKNOWN if we are only dispatching the unhandled key to the policy.
|
|
int32_t getFallbackKey(int32_t originalKeyCode);
|
|
|
|
// Sets the fallback key for a particular keycode.
|
|
void setFallbackKey(int32_t originalKeyCode, int32_t fallbackKeyCode);
|
|
|
|
// Removes the fallback key for a particular keycode.
|
|
void removeFallbackKey(int32_t originalKeyCode);
|
|
|
|
inline const KeyedVector<int32_t, int32_t>& getFallbackKeys() const {
|
|
return mFallbackKeys;
|
|
}
|
|
|
|
private:
|
|
struct KeyMemento {
|
|
int32_t deviceId;
|
|
uint32_t source;
|
|
int32_t keyCode;
|
|
int32_t scanCode;
|
|
int32_t metaState;
|
|
int32_t flags;
|
|
nsecs_t downTime;
|
|
uint32_t policyFlags;
|
|
};
|
|
|
|
struct MotionMemento {
|
|
int32_t deviceId;
|
|
uint32_t source;
|
|
int32_t flags;
|
|
float xPrecision;
|
|
float yPrecision;
|
|
nsecs_t downTime;
|
|
int32_t displayId;
|
|
uint32_t pointerCount;
|
|
PointerProperties pointerProperties[MAX_POINTERS];
|
|
PointerCoords pointerCoords[MAX_POINTERS];
|
|
bool hovering;
|
|
uint32_t policyFlags;
|
|
|
|
void setPointers(const MotionEntry* entry);
|
|
};
|
|
|
|
Vector<KeyMemento> mKeyMementos;
|
|
Vector<MotionMemento> mMotionMementos;
|
|
KeyedVector<int32_t, int32_t> mFallbackKeys;
|
|
|
|
ssize_t findKeyMemento(const KeyEntry* entry) const;
|
|
ssize_t findMotionMemento(const MotionEntry* entry, bool hovering) const;
|
|
|
|
void addKeyMemento(const KeyEntry* entry, int32_t flags);
|
|
void addMotionMemento(const MotionEntry* entry, int32_t flags, bool hovering);
|
|
|
|
static bool shouldCancelKey(const KeyMemento& memento,
|
|
const CancelationOptions& options);
|
|
static bool shouldCancelMotion(const MotionMemento& memento,
|
|
const CancelationOptions& options);
|
|
};
|
|
|
|
/* Manages the dispatch state associated with a single input channel. */
|
|
class Connection : public RefBase {
|
|
protected:
|
|
virtual ~Connection();
|
|
|
|
public:
|
|
enum Status {
|
|
// Everything is peachy.
|
|
STATUS_NORMAL,
|
|
// An unrecoverable communication error has occurred.
|
|
STATUS_BROKEN,
|
|
// The input channel has been unregistered.
|
|
STATUS_ZOMBIE
|
|
};
|
|
|
|
Status status;
|
|
sp<InputChannel> inputChannel; // never null
|
|
sp<InputWindowHandle> inputWindowHandle; // may be null
|
|
bool monitor;
|
|
InputPublisher inputPublisher;
|
|
InputState inputState;
|
|
|
|
// True if the socket is full and no further events can be published until
|
|
// the application consumes some of the input.
|
|
bool inputPublisherBlocked;
|
|
|
|
// Queue of events that need to be published to the connection.
|
|
Queue<DispatchEntry> outboundQueue;
|
|
|
|
// Queue of events that have been published to the connection but that have not
|
|
// yet received a "finished" response from the application.
|
|
Queue<DispatchEntry> waitQueue;
|
|
|
|
explicit Connection(const sp<InputChannel>& inputChannel,
|
|
const sp<InputWindowHandle>& inputWindowHandle, bool monitor);
|
|
|
|
inline const char* getInputChannelName() const { return inputChannel->getName().string(); }
|
|
|
|
const char* getWindowName() const;
|
|
const char* getStatusLabel() const;
|
|
|
|
DispatchEntry* findWaitQueueEntry(uint32_t seq);
|
|
};
|
|
|
|
enum DropReason {
|
|
DROP_REASON_NOT_DROPPED = 0,
|
|
DROP_REASON_POLICY = 1,
|
|
DROP_REASON_APP_SWITCH = 2,
|
|
DROP_REASON_DISABLED = 3,
|
|
DROP_REASON_BLOCKED = 4,
|
|
DROP_REASON_STALE = 5,
|
|
};
|
|
|
|
sp<InputDispatcherPolicyInterface> mPolicy;
|
|
InputDispatcherConfiguration mConfig;
|
|
|
|
Mutex mLock;
|
|
|
|
Condition mDispatcherIsAliveCondition;
|
|
|
|
sp<Looper> mLooper;
|
|
|
|
EventEntry* mPendingEvent;
|
|
Queue<EventEntry> mInboundQueue;
|
|
Queue<EventEntry> mRecentQueue;
|
|
Queue<CommandEntry> mCommandQueue;
|
|
|
|
void dispatchOnceInnerLocked(nsecs_t* nextWakeupTime);
|
|
|
|
// Enqueues an inbound event. Returns true if mLooper->wake() should be called.
|
|
bool enqueueInboundEventLocked(EventEntry* entry);
|
|
|
|
// Cleans up input state when dropping an inbound event.
|
|
void dropInboundEventLocked(EventEntry* entry, DropReason dropReason);
|
|
|
|
// Adds an event to a queue of recent events for debugging purposes.
|
|
void addRecentEventLocked(EventEntry* entry);
|
|
|
|
// App switch latency optimization.
|
|
bool mAppSwitchSawKeyDown;
|
|
nsecs_t mAppSwitchDueTime;
|
|
|
|
static bool isAppSwitchKeyCode(int32_t keyCode);
|
|
bool isAppSwitchKeyEventLocked(KeyEntry* keyEntry);
|
|
bool isAppSwitchPendingLocked();
|
|
void resetPendingAppSwitchLocked(bool handled);
|
|
|
|
// Stale event latency optimization.
|
|
static bool isStaleEventLocked(nsecs_t currentTime, EventEntry* entry);
|
|
|
|
// Blocked event latency optimization. Drops old events when the user intends
|
|
// to transfer focus to a new application.
|
|
EventEntry* mNextUnblockedEvent;
|
|
|
|
sp<InputWindowHandle> findTouchedWindowAtLocked(int32_t displayId, int32_t x, int32_t y);
|
|
|
|
// All registered connections mapped by channel file descriptor.
|
|
KeyedVector<int, sp<Connection> > mConnectionsByFd;
|
|
|
|
ssize_t getConnectionIndexLocked(const sp<InputChannel>& inputChannel);
|
|
|
|
// Input channels that will receive a copy of all input events.
|
|
Vector<sp<InputChannel> > mMonitoringChannels;
|
|
|
|
// Event injection and synchronization.
|
|
Condition mInjectionResultAvailableCondition;
|
|
bool hasInjectionPermission(int32_t injectorPid, int32_t injectorUid);
|
|
void setInjectionResultLocked(EventEntry* entry, int32_t injectionResult);
|
|
|
|
Condition mInjectionSyncFinishedCondition;
|
|
void incrementPendingForegroundDispatchesLocked(EventEntry* entry);
|
|
void decrementPendingForegroundDispatchesLocked(EventEntry* entry);
|
|
|
|
// Key repeat tracking.
|
|
struct KeyRepeatState {
|
|
KeyEntry* lastKeyEntry; // or null if no repeat
|
|
nsecs_t nextRepeatTime;
|
|
} mKeyRepeatState;
|
|
|
|
void resetKeyRepeatLocked();
|
|
KeyEntry* synthesizeKeyRepeatLocked(nsecs_t currentTime);
|
|
|
|
// Deferred command processing.
|
|
bool haveCommandsLocked() const;
|
|
bool runCommandsLockedInterruptible();
|
|
CommandEntry* postCommandLocked(Command command);
|
|
|
|
// Input filter processing.
|
|
bool shouldSendKeyToInputFilterLocked(const NotifyKeyArgs* args);
|
|
bool shouldSendMotionToInputFilterLocked(const NotifyMotionArgs* args);
|
|
|
|
// Inbound event processing.
|
|
void drainInboundQueueLocked();
|
|
void releasePendingEventLocked();
|
|
void releaseInboundEventLocked(EventEntry* entry);
|
|
|
|
// Dispatch state.
|
|
bool mDispatchEnabled;
|
|
bool mDispatchFrozen;
|
|
bool mInputFilterEnabled;
|
|
|
|
Vector<sp<InputWindowHandle> > mWindowHandles;
|
|
|
|
sp<InputWindowHandle> getWindowHandleLocked(const sp<InputChannel>& inputChannel) const;
|
|
bool hasWindowHandleLocked(const sp<InputWindowHandle>& windowHandle) const;
|
|
|
|
// Focus tracking for keys, trackball, etc.
|
|
sp<InputWindowHandle> mFocusedWindowHandle;
|
|
|
|
// Focus tracking for touch.
|
|
struct TouchedWindow {
|
|
sp<InputWindowHandle> windowHandle;
|
|
int32_t targetFlags;
|
|
BitSet32 pointerIds; // zero unless target flag FLAG_SPLIT is set
|
|
};
|
|
struct TouchState {
|
|
bool down;
|
|
bool split;
|
|
int32_t deviceId; // id of the device that is currently down, others are rejected
|
|
uint32_t source; // source of the device that is current down, others are rejected
|
|
int32_t displayId; // id to the display that currently has a touch, others are rejected
|
|
Vector<TouchedWindow> windows;
|
|
|
|
TouchState();
|
|
~TouchState();
|
|
void reset();
|
|
void copyFrom(const TouchState& other);
|
|
void addOrUpdateWindow(const sp<InputWindowHandle>& windowHandle,
|
|
int32_t targetFlags, BitSet32 pointerIds);
|
|
void removeWindow(const sp<InputWindowHandle>& windowHandle);
|
|
void filterNonAsIsTouchWindows();
|
|
sp<InputWindowHandle> getFirstForegroundWindowHandle() const;
|
|
bool isSlippery() const;
|
|
};
|
|
|
|
KeyedVector<int32_t, TouchState> mTouchStatesByDisplay;
|
|
TouchState mTempTouchState;
|
|
|
|
// Focused application.
|
|
sp<InputApplicationHandle> mFocusedApplicationHandle;
|
|
|
|
// Dispatcher state at time of last ANR.
|
|
String8 mLastANRState;
|
|
|
|
// Dispatch inbound events.
|
|
bool dispatchConfigurationChangedLocked(
|
|
nsecs_t currentTime, ConfigurationChangedEntry* entry);
|
|
bool dispatchDeviceResetLocked(
|
|
nsecs_t currentTime, DeviceResetEntry* entry);
|
|
bool dispatchKeyLocked(
|
|
nsecs_t currentTime, KeyEntry* entry,
|
|
DropReason* dropReason, nsecs_t* nextWakeupTime);
|
|
bool dispatchMotionLocked(
|
|
nsecs_t currentTime, MotionEntry* entry,
|
|
DropReason* dropReason, nsecs_t* nextWakeupTime);
|
|
void dispatchEventLocked(nsecs_t currentTime, EventEntry* entry,
|
|
const Vector<InputTarget>& inputTargets);
|
|
|
|
void logOutboundKeyDetailsLocked(const char* prefix, const KeyEntry* entry);
|
|
void logOutboundMotionDetailsLocked(const char* prefix, const MotionEntry* entry);
|
|
|
|
// Keeping track of ANR timeouts.
|
|
enum InputTargetWaitCause {
|
|
INPUT_TARGET_WAIT_CAUSE_NONE,
|
|
INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY,
|
|
INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY,
|
|
};
|
|
|
|
InputTargetWaitCause mInputTargetWaitCause;
|
|
nsecs_t mInputTargetWaitStartTime;
|
|
nsecs_t mInputTargetWaitTimeoutTime;
|
|
bool mInputTargetWaitTimeoutExpired;
|
|
sp<InputApplicationHandle> mInputTargetWaitApplicationHandle;
|
|
|
|
// Contains the last window which received a hover event.
|
|
sp<InputWindowHandle> mLastHoverWindowHandle;
|
|
|
|
// Finding targets for input events.
|
|
int32_t handleTargetsNotReadyLocked(nsecs_t currentTime, const EventEntry* entry,
|
|
const sp<InputApplicationHandle>& applicationHandle,
|
|
const sp<InputWindowHandle>& windowHandle,
|
|
nsecs_t* nextWakeupTime, const char* reason);
|
|
void resumeAfterTargetsNotReadyTimeoutLocked(nsecs_t newTimeout,
|
|
const sp<InputChannel>& inputChannel);
|
|
nsecs_t getTimeSpentWaitingForApplicationLocked(nsecs_t currentTime);
|
|
void resetANRTimeoutsLocked();
|
|
|
|
int32_t findFocusedWindowTargetsLocked(nsecs_t currentTime, const EventEntry* entry,
|
|
Vector<InputTarget>& inputTargets, nsecs_t* nextWakeupTime);
|
|
int32_t findTouchedWindowTargetsLocked(nsecs_t currentTime, const MotionEntry* entry,
|
|
Vector<InputTarget>& inputTargets, nsecs_t* nextWakeupTime,
|
|
bool* outConflictingPointerActions);
|
|
|
|
void addWindowTargetLocked(const sp<InputWindowHandle>& windowHandle,
|
|
int32_t targetFlags, BitSet32 pointerIds, Vector<InputTarget>& inputTargets);
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void addMonitoringTargetsLocked(Vector<InputTarget>& inputTargets);
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void pokeUserActivityLocked(const EventEntry* eventEntry);
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bool checkInjectionPermission(const sp<InputWindowHandle>& windowHandle,
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const InjectionState* injectionState);
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bool isWindowObscuredAtPointLocked(const sp<InputWindowHandle>& windowHandle,
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int32_t x, int32_t y) const;
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bool isWindowReadyForMoreInputLocked(nsecs_t currentTime,
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const sp<InputWindowHandle>& windowHandle, const EventEntry* eventEntry);
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String8 getApplicationWindowLabelLocked(const sp<InputApplicationHandle>& applicationHandle,
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const sp<InputWindowHandle>& windowHandle);
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|
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// Manage the dispatch cycle for a single connection.
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// These methods are deliberately not Interruptible because doing all of the work
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// with the mutex held makes it easier to ensure that connection invariants are maintained.
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// If needed, the methods post commands to run later once the critical bits are done.
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void prepareDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
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EventEntry* eventEntry, const InputTarget* inputTarget);
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void enqueueDispatchEntriesLocked(nsecs_t currentTime, const sp<Connection>& connection,
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EventEntry* eventEntry, const InputTarget* inputTarget);
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void enqueueDispatchEntryLocked(const sp<Connection>& connection,
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EventEntry* eventEntry, const InputTarget* inputTarget, int32_t dispatchMode);
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void startDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection);
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void finishDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
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uint32_t seq, bool handled);
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void abortBrokenDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
|
|
bool notify);
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void drainDispatchQueueLocked(Queue<DispatchEntry>* queue);
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void releaseDispatchEntryLocked(DispatchEntry* dispatchEntry);
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static int handleReceiveCallback(int fd, int events, void* data);
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|
|
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void synthesizeCancelationEventsForAllConnectionsLocked(
|
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const CancelationOptions& options);
|
|
void synthesizeCancelationEventsForInputChannelLocked(const sp<InputChannel>& channel,
|
|
const CancelationOptions& options);
|
|
void synthesizeCancelationEventsForConnectionLocked(const sp<Connection>& connection,
|
|
const CancelationOptions& options);
|
|
|
|
// Splitting motion events across windows.
|
|
MotionEntry* splitMotionEvent(const MotionEntry* originalMotionEntry, BitSet32 pointerIds);
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|
|
|
// Reset and drop everything the dispatcher is doing.
|
|
void resetAndDropEverythingLocked(const char* reason);
|
|
|
|
// Dump state.
|
|
void dumpDispatchStateLocked(String8& dump);
|
|
void logDispatchStateLocked();
|
|
|
|
// Registration.
|
|
void removeMonitorChannelLocked(const sp<InputChannel>& inputChannel);
|
|
status_t unregisterInputChannelLocked(const sp<InputChannel>& inputChannel, bool notify);
|
|
|
|
// Add or remove a connection to the mActiveConnections vector.
|
|
void activateConnectionLocked(Connection* connection);
|
|
void deactivateConnectionLocked(Connection* connection);
|
|
|
|
// Interesting events that we might like to log or tell the framework about.
|
|
void onDispatchCycleFinishedLocked(
|
|
nsecs_t currentTime, const sp<Connection>& connection, uint32_t seq, bool handled);
|
|
void onDispatchCycleBrokenLocked(
|
|
nsecs_t currentTime, const sp<Connection>& connection);
|
|
void onANRLocked(
|
|
nsecs_t currentTime, const sp<InputApplicationHandle>& applicationHandle,
|
|
const sp<InputWindowHandle>& windowHandle,
|
|
nsecs_t eventTime, nsecs_t waitStartTime, const char* reason);
|
|
|
|
// Outbound policy interactions.
|
|
void doNotifyConfigurationChangedInterruptible(CommandEntry* commandEntry);
|
|
void doNotifyInputChannelBrokenLockedInterruptible(CommandEntry* commandEntry);
|
|
void doNotifyANRLockedInterruptible(CommandEntry* commandEntry);
|
|
void doInterceptKeyBeforeDispatchingLockedInterruptible(CommandEntry* commandEntry);
|
|
void doDispatchCycleFinishedLockedInterruptible(CommandEntry* commandEntry);
|
|
bool afterKeyEventLockedInterruptible(const sp<Connection>& connection,
|
|
DispatchEntry* dispatchEntry, KeyEntry* keyEntry, bool handled);
|
|
bool afterMotionEventLockedInterruptible(const sp<Connection>& connection,
|
|
DispatchEntry* dispatchEntry, MotionEntry* motionEntry, bool handled);
|
|
void doPokeUserActivityLockedInterruptible(CommandEntry* commandEntry);
|
|
void initializeKeyEvent(KeyEvent* event, const KeyEntry* entry);
|
|
|
|
// Statistics gathering.
|
|
void updateDispatchStatisticsLocked(nsecs_t currentTime, const EventEntry* entry,
|
|
int32_t injectionResult, nsecs_t timeSpentWaitingForApplication);
|
|
void traceInboundQueueLengthLocked();
|
|
void traceOutboundQueueLengthLocked(const sp<Connection>& connection);
|
|
void traceWaitQueueLengthLocked(const sp<Connection>& connection);
|
|
};
|
|
|
|
/* Enqueues and dispatches input events, endlessly. */
|
|
class InputDispatcherThread : public Thread {
|
|
public:
|
|
explicit InputDispatcherThread(const sp<InputDispatcherInterface>& dispatcher);
|
|
~InputDispatcherThread();
|
|
|
|
private:
|
|
virtual bool threadLoop();
|
|
|
|
sp<InputDispatcherInterface> mDispatcher;
|
|
};
|
|
|
|
} // namespace android
|
|
|
|
#endif // _UI_INPUT_DISPATCHER_H
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