ed5fd384b7
This ensures it's the same size in both 32 and 64 bit
processes and also brings it in line with struct
MotionEntry.
(cherry-picked from bc6001b026
)
Change-Id: I28e87050478920a54132efbbb8138076ebad1409
444 lines
15 KiB
C++
444 lines
15 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 _LIBINPUT_INPUT_TRANSPORT_H
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#define _LIBINPUT_INPUT_TRANSPORT_H
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/**
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* Native input transport.
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*
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* The InputChannel provides a mechanism for exchanging InputMessage structures across processes.
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*
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* The InputPublisher and InputConsumer each handle one end-point of an input channel.
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* The InputPublisher is used by the input dispatcher to send events to the application.
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* The InputConsumer is used by the application to receive events from the input dispatcher.
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*/
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#include <input/Input.h>
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#include <utils/Errors.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/Vector.h>
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#include <utils/BitSet.h>
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namespace android {
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/*
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* Intermediate representation used to send input events and related signals.
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*/
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struct InputMessage {
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enum {
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TYPE_KEY = 1,
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TYPE_MOTION = 2,
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TYPE_FINISHED = 3,
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};
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struct Header {
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uint32_t type;
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uint32_t padding; // 8 byte alignment for the body that follows
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} header;
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union Body {
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struct Key {
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uint32_t seq;
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nsecs_t eventTime;
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int32_t deviceId;
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int32_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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inline size_t size() const {
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return sizeof(Key);
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}
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} key;
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struct Motion {
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uint32_t seq;
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nsecs_t eventTime;
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int32_t deviceId;
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int32_t source;
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int32_t action;
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int32_t flags;
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int32_t metaState;
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int32_t buttonState;
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int32_t edgeFlags;
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nsecs_t downTime;
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float xOffset;
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float yOffset;
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float xPrecision;
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float yPrecision;
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uint32_t pointerCount;
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struct Pointer {
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PointerProperties properties;
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PointerCoords coords;
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} pointers[MAX_POINTERS];
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int32_t getActionId() const {
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uint32_t index = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)
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>> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
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return pointers[index].properties.id;
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}
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inline size_t size() const {
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return sizeof(Motion) - sizeof(Pointer) * MAX_POINTERS
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+ sizeof(Pointer) * pointerCount;
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}
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} motion;
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struct Finished {
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uint32_t seq;
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bool handled;
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inline size_t size() const {
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return sizeof(Finished);
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}
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} finished;
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} body;
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bool isValid(size_t actualSize) const;
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size_t size() const;
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};
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/*
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* An input channel consists of a local unix domain socket used to send and receive
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* input messages across processes. Each channel has a descriptive name for debugging purposes.
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*
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* Each endpoint has its own InputChannel object that specifies its file descriptor.
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*
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* The input channel is closed when all references to it are released.
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*/
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class InputChannel : public RefBase {
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protected:
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virtual ~InputChannel();
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public:
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InputChannel(const String8& name, int fd);
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/* Creates a pair of input channels.
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*
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* Returns OK on success.
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*/
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static status_t openInputChannelPair(const String8& name,
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sp<InputChannel>& outServerChannel, sp<InputChannel>& outClientChannel);
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inline String8 getName() const { return mName; }
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inline int getFd() const { return mFd; }
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/* Sends a message to the other endpoint.
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*
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* If the channel is full then the message is guaranteed not to have been sent at all.
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* Try again after the consumer has sent a finished signal indicating that it has
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* consumed some of the pending messages from the channel.
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*
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* Returns OK on success.
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* Returns WOULD_BLOCK if the channel is full.
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* Returns DEAD_OBJECT if the channel's peer has been closed.
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* Other errors probably indicate that the channel is broken.
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*/
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status_t sendMessage(const InputMessage* msg);
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/* Receives a message sent by the other endpoint.
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*
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* If there is no message present, try again after poll() indicates that the fd
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* is readable.
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*
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* Returns OK on success.
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* Returns WOULD_BLOCK if there is no message present.
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* Returns DEAD_OBJECT if the channel's peer has been closed.
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* Other errors probably indicate that the channel is broken.
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*/
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status_t receiveMessage(InputMessage* msg);
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/* Returns a new object that has a duplicate of this channel's fd. */
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sp<InputChannel> dup() const;
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private:
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String8 mName;
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int mFd;
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};
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/*
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* Publishes input events to an input channel.
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*/
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class InputPublisher {
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public:
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/* Creates a publisher associated with an input channel. */
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explicit InputPublisher(const sp<InputChannel>& channel);
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/* Destroys the publisher and releases its input channel. */
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~InputPublisher();
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/* Gets the underlying input channel. */
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inline sp<InputChannel> getChannel() { return mChannel; }
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/* Publishes a key event to the input channel.
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*
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* Returns OK on success.
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* Returns WOULD_BLOCK if the channel is full.
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* Returns DEAD_OBJECT if the channel's peer has been closed.
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* Returns BAD_VALUE if seq is 0.
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* Other errors probably indicate that the channel is broken.
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*/
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status_t publishKeyEvent(
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uint32_t seq,
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int32_t deviceId,
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int32_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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nsecs_t eventTime);
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/* Publishes a motion event to the input channel.
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*
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* Returns OK on success.
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* Returns WOULD_BLOCK if the channel is full.
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* Returns DEAD_OBJECT if the channel's peer has been closed.
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* Returns BAD_VALUE if seq is 0 or if pointerCount is less than 1 or greater than MAX_POINTERS.
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* Other errors probably indicate that the channel is broken.
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*/
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status_t publishMotionEvent(
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uint32_t seq,
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int32_t deviceId,
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int32_t source,
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int32_t action,
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int32_t flags,
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int32_t edgeFlags,
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int32_t metaState,
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int32_t buttonState,
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float xOffset,
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float yOffset,
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float xPrecision,
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float yPrecision,
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nsecs_t downTime,
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nsecs_t eventTime,
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uint32_t pointerCount,
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const PointerProperties* pointerProperties,
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const PointerCoords* pointerCoords);
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/* Receives the finished signal from the consumer in reply to the original dispatch signal.
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* If a signal was received, returns the message sequence number,
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* and whether the consumer handled the message.
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*
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* The returned sequence number is never 0 unless the operation failed.
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*
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* Returns OK on success.
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* Returns WOULD_BLOCK if there is no signal present.
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* Returns DEAD_OBJECT if the channel's peer has been closed.
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* Other errors probably indicate that the channel is broken.
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*/
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status_t receiveFinishedSignal(uint32_t* outSeq, bool* outHandled);
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private:
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sp<InputChannel> mChannel;
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};
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/*
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* Consumes input events from an input channel.
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*/
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class InputConsumer {
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public:
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/* Creates a consumer associated with an input channel. */
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explicit InputConsumer(const sp<InputChannel>& channel);
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/* Destroys the consumer and releases its input channel. */
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~InputConsumer();
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/* Gets the underlying input channel. */
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inline sp<InputChannel> getChannel() { return mChannel; }
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/* Consumes an input event from the input channel and copies its contents into
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* an InputEvent object created using the specified factory.
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*
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* Tries to combine a series of move events into larger batches whenever possible.
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*
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* If consumeBatches is false, then defers consuming pending batched events if it
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* is possible for additional samples to be added to them later. Call hasPendingBatch()
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* to determine whether a pending batch is available to be consumed.
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*
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* If consumeBatches is true, then events are still batched but they are consumed
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* immediately as soon as the input channel is exhausted.
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*
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* The frameTime parameter specifies the time when the current display frame started
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* rendering in the CLOCK_MONOTONIC time base, or -1 if unknown.
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*
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* The returned sequence number is never 0 unless the operation failed.
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*
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* Returns OK on success.
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* Returns WOULD_BLOCK if there is no event present.
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* Returns DEAD_OBJECT if the channel's peer has been closed.
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* Returns NO_MEMORY if the event could not be created.
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* Other errors probably indicate that the channel is broken.
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*/
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status_t consume(InputEventFactoryInterface* factory, bool consumeBatches,
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nsecs_t frameTime, uint32_t* outSeq, InputEvent** outEvent);
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/* Sends a finished signal to the publisher to inform it that the message
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* with the specified sequence number has finished being process and whether
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* the message was handled by the consumer.
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*
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* Returns OK on success.
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* Returns BAD_VALUE if seq is 0.
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* Other errors probably indicate that the channel is broken.
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*/
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status_t sendFinishedSignal(uint32_t seq, bool handled);
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/* Returns true if there is a deferred event waiting.
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*
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* Should be called after calling consume() to determine whether the consumer
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* has a deferred event to be processed. Deferred events are somewhat special in
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* that they have already been removed from the input channel. If the input channel
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* becomes empty, the client may need to do extra work to ensure that it processes
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* the deferred event despite the fact that the input channel's file descriptor
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* is not readable.
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*
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* One option is simply to call consume() in a loop until it returns WOULD_BLOCK.
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* This guarantees that all deferred events will be processed.
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*
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* Alternately, the caller can call hasDeferredEvent() to determine whether there is
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* a deferred event waiting and then ensure that its event loop wakes up at least
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* one more time to consume the deferred event.
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*/
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bool hasDeferredEvent() const;
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/* Returns true if there is a pending batch.
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*
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* Should be called after calling consume() with consumeBatches == false to determine
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* whether consume() should be called again later on with consumeBatches == true.
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*/
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bool hasPendingBatch() const;
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private:
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// True if touch resampling is enabled.
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const bool mResampleTouch;
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// The input channel.
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sp<InputChannel> mChannel;
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// The current input message.
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InputMessage mMsg;
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// True if mMsg contains a valid input message that was deferred from the previous
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// call to consume and that still needs to be handled.
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bool mMsgDeferred;
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// Batched motion events per device and source.
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struct Batch {
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Vector<InputMessage> samples;
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};
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Vector<Batch> mBatches;
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// Touch state per device and source, only for sources of class pointer.
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struct History {
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nsecs_t eventTime;
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BitSet32 idBits;
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int32_t idToIndex[MAX_POINTER_ID + 1];
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PointerCoords pointers[MAX_POINTERS];
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void initializeFrom(const InputMessage* msg) {
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eventTime = msg->body.motion.eventTime;
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idBits.clear();
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for (uint32_t i = 0; i < msg->body.motion.pointerCount; i++) {
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uint32_t id = msg->body.motion.pointers[i].properties.id;
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idBits.markBit(id);
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idToIndex[id] = i;
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pointers[i].copyFrom(msg->body.motion.pointers[i].coords);
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}
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}
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const PointerCoords& getPointerById(uint32_t id) const {
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return pointers[idToIndex[id]];
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}
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};
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struct TouchState {
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int32_t deviceId;
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int32_t source;
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size_t historyCurrent;
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size_t historySize;
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History history[2];
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History lastResample;
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void initialize(int32_t deviceId, int32_t source) {
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this->deviceId = deviceId;
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this->source = source;
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historyCurrent = 0;
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historySize = 0;
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lastResample.eventTime = 0;
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lastResample.idBits.clear();
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}
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void addHistory(const InputMessage* msg) {
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historyCurrent ^= 1;
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if (historySize < 2) {
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historySize += 1;
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}
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history[historyCurrent].initializeFrom(msg);
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}
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const History* getHistory(size_t index) const {
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return &history[(historyCurrent + index) & 1];
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}
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};
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Vector<TouchState> mTouchStates;
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// Chain of batched sequence numbers. When multiple input messages are combined into
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// a batch, we append a record here that associates the last sequence number in the
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// batch with the previous one. When the finished signal is sent, we traverse the
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// chain to individually finish all input messages that were part of the batch.
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struct SeqChain {
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uint32_t seq; // sequence number of batched input message
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uint32_t chain; // sequence number of previous batched input message
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};
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Vector<SeqChain> mSeqChains;
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status_t consumeBatch(InputEventFactoryInterface* factory,
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nsecs_t frameTime, uint32_t* outSeq, InputEvent** outEvent);
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status_t consumeSamples(InputEventFactoryInterface* factory,
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Batch& batch, size_t count, uint32_t* outSeq, InputEvent** outEvent);
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void updateTouchState(InputMessage* msg);
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void rewriteMessage(const TouchState& state, InputMessage* msg);
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void resampleTouchState(nsecs_t frameTime, MotionEvent* event,
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const InputMessage *next);
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ssize_t findBatch(int32_t deviceId, int32_t source) const;
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ssize_t findTouchState(int32_t deviceId, int32_t source) const;
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status_t sendUnchainedFinishedSignal(uint32_t seq, bool handled);
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static void initializeKeyEvent(KeyEvent* event, const InputMessage* msg);
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static void initializeMotionEvent(MotionEvent* event, const InputMessage* msg);
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static void addSample(MotionEvent* event, const InputMessage* msg);
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static bool canAddSample(const Batch& batch, const InputMessage* msg);
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static ssize_t findSampleNoLaterThan(const Batch& batch, nsecs_t time);
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static bool shouldResampleTool(int32_t toolType);
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static bool isTouchResamplingEnabled();
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};
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} // namespace android
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#endif // _LIBINPUT_INPUT_TRANSPORT_H
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