3cf1c9b844
Fix a minor threading bug in InputManager dump. Change-Id: Ic2eecf7df5a8dc9f40561fcb03ebe58a2c073778
335 lines
12 KiB
C++
335 lines
12 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_READER_H
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#define _UI_INPUT_READER_H
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#include <ui/EventHub.h>
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#include <ui/Input.h>
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#include <ui/InputDevice.h>
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#include <ui/InputDispatcher.h>
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#include <utils/KeyedVector.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/BitSet.h>
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#include <stddef.h>
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#include <unistd.h>
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namespace android {
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/*
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* Input reader 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 InputReaderPolicyInterface : public virtual RefBase {
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protected:
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InputReaderPolicyInterface() { }
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virtual ~InputReaderPolicyInterface() { }
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public:
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/* Display orientations. */
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enum {
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ROTATION_0 = 0,
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ROTATION_90 = 1,
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ROTATION_180 = 2,
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ROTATION_270 = 3
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};
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/* Actions returned by interceptXXX methods. */
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enum {
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// The input dispatcher should do nothing and discard the input unless other
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// flags are set.
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ACTION_NONE = 0,
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// The input dispatcher should dispatch the input to the application.
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ACTION_DISPATCH = 0x00000001,
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// The input dispatcher should perform special filtering in preparation for
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// a pending app switch.
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ACTION_APP_SWITCH_COMING = 0x00000002,
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// The input dispatcher should add POLICY_FLAG_WOKE_HERE to the policy flags it
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// passes through the dispatch pipeline.
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ACTION_WOKE_HERE = 0x00000004,
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// The input dispatcher should add POLICY_FLAG_BRIGHT_HERE to the policy flags it
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// passes through the dispatch pipeline.
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ACTION_BRIGHT_HERE = 0x00000008,
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};
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/* Describes a virtual key. */
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struct VirtualKeyDefinition {
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int32_t scanCode;
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// configured position data, specified in display coords
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int32_t centerX;
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int32_t centerY;
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int32_t width;
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int32_t height;
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};
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/* Gets information about the display with the specified id.
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* Returns true if the display info is available, false otherwise.
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*/
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virtual bool getDisplayInfo(int32_t displayId,
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int32_t* width, int32_t* height, int32_t* orientation) = 0;
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/* Provides feedback for a virtual key down.
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*/
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virtual void virtualKeyDownFeedback() = 0;
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/* Intercepts a key event.
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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.
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*
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* Returns a policy action constant such as ACTION_DISPATCH.
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*/
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virtual int32_t interceptKey(nsecs_t when, int32_t deviceId,
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bool down, int32_t keyCode, int32_t scanCode, uint32_t policyFlags) = 0;
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/* Intercepts a trackball event.
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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.
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*
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* Returns a policy action constant such as ACTION_DISPATCH.
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*/
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virtual int32_t interceptTrackball(nsecs_t when, bool buttonChanged, bool buttonDown,
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bool rolled) = 0;
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/* Intercepts a touch event.
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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.
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*
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* Returns a policy action constant such as ACTION_DISPATCH.
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*/
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virtual int32_t interceptTouch(nsecs_t when) = 0;
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/* Intercepts a switch event.
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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.
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*
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* Switches are not dispatched to applications so this method should
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* usually return ACTION_NONE.
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*/
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virtual int32_t interceptSwitch(nsecs_t when, int32_t switchCode, int32_t switchValue) = 0;
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/* Determines whether to turn on some hacks we have to improve the touch interaction with a
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* certain device whose screen currently is not all that good.
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*/
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virtual bool filterTouchEvents() = 0;
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/* Determines whether to turn on some hacks to improve touch interaction with another device
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* where touch coordinate data can get corrupted.
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*/
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virtual bool filterJumpyTouchEvents() = 0;
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/* Gets the configured virtual key definitions for an input device. */
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virtual void getVirtualKeyDefinitions(const String8& deviceName,
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Vector<VirtualKeyDefinition>& outVirtualKeyDefinitions) = 0;
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/* Gets the excluded device names for the platform. */
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virtual void getExcludedDeviceNames(Vector<String8>& outExcludedDeviceNames) = 0;
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};
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/* Processes raw input events and sends cooked event data to an input dispatcher. */
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class InputReaderInterface : public virtual RefBase {
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protected:
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InputReaderInterface() { }
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virtual ~InputReaderInterface() { }
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public:
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/* Runs a single iteration of the processing loop.
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* Nominally reads and processes one incoming message from the EventHub.
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*
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* This method should be called on the input reader thread.
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*/
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virtual void loopOnce() = 0;
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/* Gets the current virtual key. Returns false if not down.
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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 bool getCurrentVirtualKey(int32_t* outKeyCode, int32_t* outScanCode) const = 0;
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/* Gets the current input device configuration.
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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 getCurrentInputConfiguration(InputConfiguration* outConfiguration) const = 0;
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/*
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* Query current input state.
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* deviceId may be -1 to search for the device automatically, filtered by class.
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* deviceClasses may be -1 to ignore device class while searching.
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*/
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virtual int32_t getCurrentScanCodeState(int32_t deviceId, int32_t deviceClasses,
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int32_t scanCode) const = 0;
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virtual int32_t getCurrentKeyCodeState(int32_t deviceId, int32_t deviceClasses,
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int32_t keyCode) const = 0;
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virtual int32_t getCurrentSwitchState(int32_t deviceId, int32_t deviceClasses,
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int32_t sw) const = 0;
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/* Determine whether physical keys exist for the given framework-domain key codes. */
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virtual bool hasKeys(size_t numCodes, const int32_t* keyCodes, uint8_t* outFlags) const = 0;
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};
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/* The input reader reads raw event data from the event hub and processes it into input events
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* that it sends to the input dispatcher. Some functions of the input reader, such as early
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* event filtering in low power states, 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 reader,
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* the input reader never calls into the policy while holding its internal locks.
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*/
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class InputReader : public InputReaderInterface {
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public:
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InputReader(const sp<EventHubInterface>& eventHub,
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const sp<InputReaderPolicyInterface>& policy,
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const sp<InputDispatcherInterface>& dispatcher);
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virtual ~InputReader();
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virtual void loopOnce();
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virtual bool getCurrentVirtualKey(int32_t* outKeyCode, int32_t* outScanCode) const;
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virtual void getCurrentInputConfiguration(InputConfiguration* outConfiguration) const;
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virtual int32_t getCurrentScanCodeState(int32_t deviceId, int32_t deviceClasses,
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int32_t scanCode) const;
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virtual int32_t getCurrentKeyCodeState(int32_t deviceId, int32_t deviceClasses,
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int32_t keyCode) const;
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virtual int32_t getCurrentSwitchState(int32_t deviceId, int32_t deviceClasses,
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int32_t sw) const;
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virtual bool hasKeys(size_t numCodes, const int32_t* keyCodes, uint8_t* outFlags) const;
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private:
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// Lock that must be acquired while manipulating state that may be concurrently accessed
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// from other threads by input state query methods. It should be held for as short a
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// time as possible.
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//
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// Exported state:
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// - global virtual key code and scan code
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// - device list and immutable properties of devices such as id, name, and class
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// (but not other internal device state)
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mutable Mutex mExportedStateLock;
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// current virtual key information (lock mExportedStateLock)
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int32_t mExportedVirtualKeyCode;
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int32_t mExportedVirtualScanCode;
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// current input configuration (lock mExportedStateLock)
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InputConfiguration mExportedInputConfiguration;
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// combined key meta state
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int32_t mGlobalMetaState;
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sp<EventHubInterface> mEventHub;
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sp<InputReaderPolicyInterface> mPolicy;
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sp<InputDispatcherInterface> mDispatcher;
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KeyedVector<int32_t, InputDevice*> mDevices;
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// display properties needed to translate touch screen coordinates into display coordinates
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int32_t mDisplayOrientation;
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int32_t mDisplayWidth;
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int32_t mDisplayHeight;
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// low-level input event decoding
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void process(const RawEvent* rawEvent);
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void handleDeviceAdded(const RawEvent* rawEvent);
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void handleDeviceRemoved(const RawEvent* rawEvent);
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void handleSync(const RawEvent* rawEvent);
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void handleKey(const RawEvent* rawEvent);
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void handleRelativeMotion(const RawEvent* rawEvent);
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void handleAbsoluteMotion(const RawEvent* rawEvent);
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void handleSwitch(const RawEvent* rawEvent);
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// input policy processing and dispatch
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void onKey(nsecs_t when, InputDevice* device, bool down,
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int32_t keyCode, int32_t scanCode, uint32_t policyFlags);
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void onSwitch(nsecs_t when, InputDevice* device, int32_t switchCode, int32_t switchValue);
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void onSingleTouchScreenStateChanged(nsecs_t when, InputDevice* device);
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void onMultiTouchScreenStateChanged(nsecs_t when, InputDevice* device);
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void onTouchScreenChanged(nsecs_t when, InputDevice* device, bool havePointerIds);
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void onTrackballStateChanged(nsecs_t when, InputDevice* device);
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void onConfigurationChanged(nsecs_t when);
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bool applyStandardInputDispatchPolicyActions(nsecs_t when,
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int32_t policyActions, uint32_t* policyFlags);
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bool consumeVirtualKeyTouches(nsecs_t when, InputDevice* device, uint32_t policyFlags);
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void dispatchVirtualKey(nsecs_t when, InputDevice* device, uint32_t policyFlags,
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int32_t keyEventAction, int32_t keyEventFlags);
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void dispatchTouches(nsecs_t when, InputDevice* device, uint32_t policyFlags);
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void dispatchTouch(nsecs_t when, InputDevice* device, uint32_t policyFlags,
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InputDevice::TouchData* touch, BitSet32 idBits, uint32_t changedId,
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int32_t motionEventAction);
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// display
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void resetDisplayProperties();
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bool refreshDisplayProperties();
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// device management
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InputDevice* getDevice(int32_t deviceId);
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InputDevice* getNonIgnoredDevice(int32_t deviceId);
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void addDevice(nsecs_t when, int32_t deviceId);
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void removeDevice(nsecs_t when, InputDevice* device);
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void configureDevice(InputDevice* device);
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void configureDeviceForCurrentDisplaySize(InputDevice* device);
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void configureVirtualKeys(InputDevice* device);
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void configureAbsoluteAxisInfo(InputDevice* device, int axis, const char* name,
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InputDevice::AbsoluteAxisInfo* out);
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void configureExcludedDevices();
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// global meta state management for all devices
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void resetGlobalMetaState();
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int32_t globalMetaState();
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// virtual key management
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void updateExportedVirtualKeyState();
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// input configuration management
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void updateExportedInputConfiguration();
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};
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/* Reads raw events from the event hub and processes them, endlessly. */
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class InputReaderThread : public Thread {
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public:
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InputReaderThread(const sp<InputReaderInterface>& reader);
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virtual ~InputReaderThread();
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private:
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sp<InputReaderInterface> mReader;
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virtual bool threadLoop();
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};
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} // namespace android
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#endif // _UI_INPUT_READER_H
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