replicant-frameworks_native/include/ui/InputReader.h
Jeff Brown 8575a87b0d Add initial gamepad support.
Change-Id: I0439648f6eb5405f200e4223c915eb3a418b32b9
2010-07-13 17:04:57 -07:00

334 lines
12 KiB
C++

/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef _UI_INPUT_READER_H
#define _UI_INPUT_READER_H
#include <ui/EventHub.h>
#include <ui/Input.h>
#include <ui/InputDevice.h>
#include <ui/InputDispatcher.h>
#include <utils/KeyedVector.h>
#include <utils/threads.h>
#include <utils/Timers.h>
#include <utils/RefBase.h>
#include <utils/String8.h>
#include <utils/BitSet.h>
#include <stddef.h>
#include <unistd.h>
namespace android {
/*
* Input reader policy interface.
*
* The input reader policy is used by the input reader to interact with the Window Manager
* and other system components.
*
* The actual implementation is partially supported by callbacks into the DVM
* via JNI. This interface is also mocked in the unit tests.
*/
class InputReaderPolicyInterface : public virtual RefBase {
protected:
InputReaderPolicyInterface() { }
virtual ~InputReaderPolicyInterface() { }
public:
/* Display orientations. */
enum {
ROTATION_0 = 0,
ROTATION_90 = 1,
ROTATION_180 = 2,
ROTATION_270 = 3
};
/* Actions returned by interceptXXX methods. */
enum {
// The input dispatcher should do nothing and discard the input unless other
// flags are set.
ACTION_NONE = 0,
// The input dispatcher should dispatch the input to the application.
ACTION_DISPATCH = 0x00000001,
// The input dispatcher should perform special filtering in preparation for
// a pending app switch.
ACTION_APP_SWITCH_COMING = 0x00000002,
// The input dispatcher should add POLICY_FLAG_WOKE_HERE to the policy flags it
// passes through the dispatch pipeline.
ACTION_WOKE_HERE = 0x00000004,
// The input dispatcher should add POLICY_FLAG_BRIGHT_HERE to the policy flags it
// passes through the dispatch pipeline.
ACTION_BRIGHT_HERE = 0x00000008,
};
/* Describes a virtual key. */
struct VirtualKeyDefinition {
int32_t scanCode;
// configured position data, specified in display coords
int32_t centerX;
int32_t centerY;
int32_t width;
int32_t height;
};
/* Gets information about the display with the specified id.
* Returns true if the display info is available, false otherwise.
*/
virtual bool getDisplayInfo(int32_t displayId,
int32_t* width, int32_t* height, int32_t* orientation) = 0;
/* Provides feedback for a virtual key down.
*/
virtual void virtualKeyDownFeedback() = 0;
/* Intercepts a key event.
* The policy can use this method as an opportunity to perform power management functions
* and early event preprocessing.
*
* Returns a policy action constant such as ACTION_DISPATCH.
*/
virtual int32_t interceptKey(nsecs_t when, int32_t deviceId,
bool down, int32_t keyCode, int32_t scanCode, uint32_t policyFlags) = 0;
/* Intercepts a trackball event.
* The policy can use this method as an opportunity to perform power management functions
* and early event preprocessing.
*
* Returns a policy action constant such as ACTION_DISPATCH.
*/
virtual int32_t interceptTrackball(nsecs_t when, bool buttonChanged, bool buttonDown,
bool rolled) = 0;
/* Intercepts a touch event.
* The policy can use this method as an opportunity to perform power management functions
* and early event preprocessing.
*
* Returns a policy action constant such as ACTION_DISPATCH.
*/
virtual int32_t interceptTouch(nsecs_t when) = 0;
/* Intercepts a switch event.
* The policy can use this method as an opportunity to perform power management functions
* and early event preprocessing.
*
* Switches are not dispatched to applications so this method should
* usually return ACTION_NONE.
*/
virtual int32_t interceptSwitch(nsecs_t when, int32_t switchCode, int32_t switchValue) = 0;
/* Determines whether to turn on some hacks we have to improve the touch interaction with a
* certain device whose screen currently is not all that good.
*/
virtual bool filterTouchEvents() = 0;
/* Determines whether to turn on some hacks to improve touch interaction with another device
* where touch coordinate data can get corrupted.
*/
virtual bool filterJumpyTouchEvents() = 0;
/* Gets the configured virtual key definitions for an input device. */
virtual void getVirtualKeyDefinitions(const String8& deviceName,
Vector<VirtualKeyDefinition>& outVirtualKeyDefinitions) = 0;
/* Gets the excluded device names for the platform. */
virtual void getExcludedDeviceNames(Vector<String8>& outExcludedDeviceNames) = 0;
};
/* Processes raw input events and sends cooked event data to an input dispatcher. */
class InputReaderInterface : public virtual RefBase {
protected:
InputReaderInterface() { }
virtual ~InputReaderInterface() { }
public:
/* Runs a single iteration of the processing loop.
* Nominally reads and processes one incoming message from the EventHub.
*
* This method should be called on the input reader thread.
*/
virtual void loopOnce() = 0;
/* Gets the current virtual key. Returns false if not down.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual bool getCurrentVirtualKey(int32_t* outKeyCode, int32_t* outScanCode) const = 0;
/* Gets the current input device configuration.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual void getCurrentInputConfiguration(InputConfiguration* outConfiguration) const = 0;
/*
* Query current input state.
* deviceId may be -1 to search for the device automatically, filtered by class.
* deviceClasses may be -1 to ignore device class while searching.
*/
virtual int32_t getCurrentScanCodeState(int32_t deviceId, int32_t deviceClasses,
int32_t scanCode) const = 0;
virtual int32_t getCurrentKeyCodeState(int32_t deviceId, int32_t deviceClasses,
int32_t keyCode) const = 0;
virtual int32_t getCurrentSwitchState(int32_t deviceId, int32_t deviceClasses,
int32_t sw) const = 0;
/* Determine whether physical keys exist for the given framework-domain key codes. */
virtual bool hasKeys(size_t numCodes, const int32_t* keyCodes, uint8_t* outFlags) const = 0;
};
/* The input reader reads raw event data from the event hub and processes it into input events
* that it sends to the input dispatcher. Some functions of the input reader, such as early
* event filtering in low power states, are controlled by a separate policy object.
*
* IMPORTANT INVARIANT:
* Because the policy can potentially block or cause re-entrance into the input reader,
* the input reader never calls into the policy while holding its internal locks.
*/
class InputReader : public InputReaderInterface {
public:
InputReader(const sp<EventHubInterface>& eventHub,
const sp<InputReaderPolicyInterface>& policy,
const sp<InputDispatcherInterface>& dispatcher);
virtual ~InputReader();
virtual void loopOnce();
virtual bool getCurrentVirtualKey(int32_t* outKeyCode, int32_t* outScanCode) const;
virtual void getCurrentInputConfiguration(InputConfiguration* outConfiguration) const;
virtual int32_t getCurrentScanCodeState(int32_t deviceId, int32_t deviceClasses,
int32_t scanCode) const;
virtual int32_t getCurrentKeyCodeState(int32_t deviceId, int32_t deviceClasses,
int32_t keyCode) const;
virtual int32_t getCurrentSwitchState(int32_t deviceId, int32_t deviceClasses,
int32_t sw) const;
virtual bool hasKeys(size_t numCodes, const int32_t* keyCodes, uint8_t* outFlags) const;
private:
// Lock that must be acquired while manipulating state that may be concurrently accessed
// from other threads by input state query methods. It should be held for as short a
// time as possible.
//
// Exported state:
// - global virtual key code and scan code
// - device list and immutable properties of devices such as id, name, and class
// (but not other internal device state)
mutable Mutex mExportedStateLock;
// current virtual key information (lock mExportedStateLock)
int32_t mExportedVirtualKeyCode;
int32_t mExportedVirtualScanCode;
// current input configuration (lock mExportedStateLock)
InputConfiguration mExportedInputConfiguration;
// combined key meta state
int32_t mGlobalMetaState;
sp<EventHubInterface> mEventHub;
sp<InputReaderPolicyInterface> mPolicy;
sp<InputDispatcherInterface> mDispatcher;
KeyedVector<int32_t, InputDevice*> mDevices;
// display properties needed to translate touch screen coordinates into display coordinates
int32_t mDisplayOrientation;
int32_t mDisplayWidth;
int32_t mDisplayHeight;
// low-level input event decoding
void process(const RawEvent* rawEvent);
void handleDeviceAdded(const RawEvent* rawEvent);
void handleDeviceRemoved(const RawEvent* rawEvent);
void handleSync(const RawEvent* rawEvent);
void handleKey(const RawEvent* rawEvent);
void handleRelativeMotion(const RawEvent* rawEvent);
void handleAbsoluteMotion(const RawEvent* rawEvent);
void handleSwitch(const RawEvent* rawEvent);
// input policy processing and dispatch
void onKey(nsecs_t when, InputDevice* device, bool down,
int32_t keyCode, int32_t scanCode, uint32_t policyFlags);
void onSwitch(nsecs_t when, InputDevice* device, int32_t switchCode, int32_t switchValue);
void onSingleTouchScreenStateChanged(nsecs_t when, InputDevice* device);
void onMultiTouchScreenStateChanged(nsecs_t when, InputDevice* device);
void onTouchScreenChanged(nsecs_t when, InputDevice* device, bool havePointerIds);
void onTrackballStateChanged(nsecs_t when, InputDevice* device);
void onConfigurationChanged(nsecs_t when);
bool applyStandardInputDispatchPolicyActions(nsecs_t when,
int32_t policyActions, uint32_t* policyFlags);
bool consumeVirtualKeyTouches(nsecs_t when, InputDevice* device, uint32_t policyFlags);
void dispatchVirtualKey(nsecs_t when, InputDevice* device, uint32_t policyFlags,
int32_t keyEventAction, int32_t keyEventFlags);
void dispatchTouches(nsecs_t when, InputDevice* device, uint32_t policyFlags);
void dispatchTouch(nsecs_t when, InputDevice* device, uint32_t policyFlags,
InputDevice::TouchData* touch, BitSet32 idBits, int32_t motionEventAction);
// display
void resetDisplayProperties();
bool refreshDisplayProperties();
// device management
InputDevice* getDevice(int32_t deviceId);
InputDevice* getNonIgnoredDevice(int32_t deviceId);
void addDevice(nsecs_t when, int32_t deviceId);
void removeDevice(nsecs_t when, InputDevice* device);
void configureDevice(InputDevice* device);
void configureDeviceForCurrentDisplaySize(InputDevice* device);
void configureVirtualKeys(InputDevice* device);
void configureAbsoluteAxisInfo(InputDevice* device, int axis, const char* name,
InputDevice::AbsoluteAxisInfo* out);
void configureExcludedDevices();
// global meta state management for all devices
void resetGlobalMetaState();
int32_t globalMetaState();
// virtual key management
void updateExportedVirtualKeyState();
// input configuration management
void updateExportedInputConfiguration();
};
/* Reads raw events from the event hub and processes them, endlessly. */
class InputReaderThread : public Thread {
public:
InputReaderThread(const sp<InputReaderInterface>& reader);
virtual ~InputReaderThread();
private:
sp<InputReaderInterface> mReader;
virtual bool threadLoop();
};
} // namespace android
#endif // _UI_INPUT_READER_H