744c559ac7
Prerequisite for drag and drop. Change-Id: Iedbe93ed0f3e1c4083130fe66b4ba06d416afce0
1045 lines
39 KiB
C++
1045 lines
39 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 <ui/Input.h>
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#include <ui/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/Pool.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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#include <limits.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 = 0x01,
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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_OUTSIDE = 0x02,
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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 = 0x04,
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/* This flag indicates that a motion event is being split across multiple windows. */
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FLAG_SPLIT = 0x08,
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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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// The window type of the input target.
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int32_t windowType;
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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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* An input window describes the bounds of a window that can receive input.
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*/
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struct InputWindow {
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// Window flags from WindowManager.LayoutParams
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enum {
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FLAG_ALLOW_LOCK_WHILE_SCREEN_ON = 0x00000001,
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FLAG_DIM_BEHIND = 0x00000002,
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FLAG_BLUR_BEHIND = 0x00000004,
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FLAG_NOT_FOCUSABLE = 0x00000008,
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FLAG_NOT_TOUCHABLE = 0x00000010,
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FLAG_NOT_TOUCH_MODAL = 0x00000020,
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FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040,
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FLAG_KEEP_SCREEN_ON = 0x00000080,
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FLAG_LAYOUT_IN_SCREEN = 0x00000100,
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FLAG_LAYOUT_NO_LIMITS = 0x00000200,
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FLAG_FULLSCREEN = 0x00000400,
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FLAG_FORCE_NOT_FULLSCREEN = 0x00000800,
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FLAG_DITHER = 0x00001000,
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FLAG_SECURE = 0x00002000,
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FLAG_SCALED = 0x00004000,
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FLAG_IGNORE_CHEEK_PRESSES = 0x00008000,
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FLAG_LAYOUT_INSET_DECOR = 0x00010000,
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FLAG_ALT_FOCUSABLE_IM = 0x00020000,
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FLAG_WATCH_OUTSIDE_TOUCH = 0x00040000,
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FLAG_SHOW_WHEN_LOCKED = 0x00080000,
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FLAG_SHOW_WALLPAPER = 0x00100000,
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FLAG_TURN_SCREEN_ON = 0x00200000,
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FLAG_DISMISS_KEYGUARD = 0x00400000,
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FLAG_SPLIT_TOUCH = 0x00800000,
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FLAG_KEEP_SURFACE_WHILE_ANIMATING = 0x10000000,
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FLAG_COMPATIBLE_WINDOW = 0x20000000,
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FLAG_SYSTEM_ERROR = 0x40000000,
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};
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// Window types from WindowManager.LayoutParams
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enum {
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FIRST_APPLICATION_WINDOW = 1,
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TYPE_BASE_APPLICATION = 1,
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TYPE_APPLICATION = 2,
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TYPE_APPLICATION_STARTING = 3,
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LAST_APPLICATION_WINDOW = 99,
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FIRST_SUB_WINDOW = 1000,
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TYPE_APPLICATION_PANEL = FIRST_SUB_WINDOW,
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TYPE_APPLICATION_MEDIA = FIRST_SUB_WINDOW+1,
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TYPE_APPLICATION_SUB_PANEL = FIRST_SUB_WINDOW+2,
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TYPE_APPLICATION_ATTACHED_DIALOG = FIRST_SUB_WINDOW+3,
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TYPE_APPLICATION_MEDIA_OVERLAY = FIRST_SUB_WINDOW+4,
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LAST_SUB_WINDOW = 1999,
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FIRST_SYSTEM_WINDOW = 2000,
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TYPE_STATUS_BAR = FIRST_SYSTEM_WINDOW,
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TYPE_SEARCH_BAR = FIRST_SYSTEM_WINDOW+1,
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TYPE_PHONE = FIRST_SYSTEM_WINDOW+2,
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TYPE_SYSTEM_ALERT = FIRST_SYSTEM_WINDOW+3,
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TYPE_KEYGUARD = FIRST_SYSTEM_WINDOW+4,
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TYPE_TOAST = FIRST_SYSTEM_WINDOW+5,
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TYPE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+6,
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TYPE_PRIORITY_PHONE = FIRST_SYSTEM_WINDOW+7,
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TYPE_SYSTEM_DIALOG = FIRST_SYSTEM_WINDOW+8,
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TYPE_KEYGUARD_DIALOG = FIRST_SYSTEM_WINDOW+9,
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TYPE_SYSTEM_ERROR = FIRST_SYSTEM_WINDOW+10,
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TYPE_INPUT_METHOD = FIRST_SYSTEM_WINDOW+11,
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TYPE_INPUT_METHOD_DIALOG= FIRST_SYSTEM_WINDOW+12,
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TYPE_WALLPAPER = FIRST_SYSTEM_WINDOW+13,
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TYPE_STATUS_BAR_PANEL = FIRST_SYSTEM_WINDOW+14,
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LAST_SYSTEM_WINDOW = 2999,
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};
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sp<InputChannel> inputChannel;
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String8 name;
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int32_t layoutParamsFlags;
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int32_t layoutParamsType;
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nsecs_t dispatchingTimeout;
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int32_t frameLeft;
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int32_t frameTop;
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int32_t frameRight;
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int32_t frameBottom;
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int32_t visibleFrameLeft;
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int32_t visibleFrameTop;
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int32_t visibleFrameRight;
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int32_t visibleFrameBottom;
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int32_t touchableAreaLeft;
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int32_t touchableAreaTop;
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int32_t touchableAreaRight;
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int32_t touchableAreaBottom;
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bool visible;
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bool canReceiveKeys;
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bool hasFocus;
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bool hasWallpaper;
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bool paused;
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int32_t layer;
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int32_t ownerPid;
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int32_t ownerUid;
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bool visibleFrameIntersects(const InputWindow* other) const;
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bool touchableAreaContainsPoint(int32_t x, int32_t y) const;
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};
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/*
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* A private handle type used by the input manager to track the window.
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*/
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class InputApplicationHandle : public RefBase {
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protected:
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InputApplicationHandle() { }
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virtual ~InputApplicationHandle() { }
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};
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/*
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* An input application describes properties of an application that can receive input.
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*/
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struct InputApplication {
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String8 name;
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nsecs_t dispatchingTimeout;
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sp<InputApplicationHandle> handle;
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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<InputChannel>& inputChannel) = 0;
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/* Notifies the system that an input channel is unrecoverably broken. */
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virtual void notifyInputChannelBroken(const sp<InputChannel>& inputChannel) = 0;
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/* Gets the key repeat initial timeout or -1 if automatic key repeating is disabled. */
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virtual nsecs_t getKeyRepeatTimeout() = 0;
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/* Gets the key repeat inter-key delay. */
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virtual nsecs_t getKeyRepeatDelay() = 0;
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/* Gets the maximum suggested event delivery rate per second.
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* This value is used to throttle motion event movement actions on a per-device
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* basis. It is not intended to be a hard limit.
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*/
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virtual int32_t getMaxEventsPerSecond() = 0;
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/* Allows the policy a chance to intercept a key before dispatching. */
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virtual bool interceptKeyBeforeDispatching(const sp<InputChannel>& inputChannel,
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const KeyEvent* keyEvent, 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 {
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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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/* 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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/* Notifies the dispatcher about new events.
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*
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* These methods should only be called on the input reader thread.
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*/
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virtual void notifyConfigurationChanged(nsecs_t eventTime) = 0;
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virtual void notifyKey(nsecs_t eventTime, int32_t deviceId, int32_t source,
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uint32_t policyFlags, int32_t action, int32_t flags, int32_t keyCode,
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int32_t scanCode, int32_t metaState, nsecs_t downTime) = 0;
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virtual void notifyMotion(nsecs_t eventTime, int32_t deviceId, int32_t source,
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uint32_t policyFlags, int32_t action, int32_t flags,
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int32_t metaState, int32_t edgeFlags,
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uint32_t pointerCount, const int32_t* pointerIds, const PointerCoords* pointerCoords,
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float xPrecision, float yPrecision, nsecs_t downTime) = 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,
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int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis) = 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<InputWindow>& inputWindows) = 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(const InputApplication* inputApplication) = 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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/* 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, 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 dispatchOnce();
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virtual void notifyConfigurationChanged(nsecs_t eventTime);
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virtual void notifyKey(nsecs_t eventTime, int32_t deviceId, int32_t source,
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uint32_t policyFlags, int32_t action, int32_t flags, int32_t keyCode,
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int32_t scanCode, int32_t metaState, nsecs_t downTime);
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virtual void notifyMotion(nsecs_t eventTime, int32_t deviceId, int32_t source,
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uint32_t policyFlags, int32_t action, int32_t flags,
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int32_t metaState, int32_t edgeFlags,
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uint32_t pointerCount, const int32_t* pointerIds, const PointerCoords* pointerCoords,
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float xPrecision, float yPrecision, nsecs_t downTime);
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virtual int32_t injectInputEvent(const InputEvent* event,
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int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis);
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virtual void setInputWindows(const Vector<InputWindow>& inputWindows);
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virtual void setFocusedApplication(const InputApplication* inputApplication);
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virtual void setInputDispatchMode(bool enabled, bool frozen);
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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, 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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};
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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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};
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struct EventEntry : Link<EventEntry> {
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enum {
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TYPE_SENTINEL,
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TYPE_CONFIGURATION_CHANGED,
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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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InjectionState* injectionState;
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bool dispatchInProgress; // initially false, set to true while dispatching
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inline bool isInjected() { return injectionState != NULL; }
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};
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struct ConfigurationChangedEntry : EventEntry {
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};
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struct KeyEntry : EventEntry {
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int32_t deviceId;
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int32_t source;
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uint32_t policyFlags;
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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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};
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InterceptKeyResult interceptKeyResult; // set based on the interception result
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};
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|
|
|
struct MotionSample {
|
|
MotionSample* next;
|
|
|
|
nsecs_t eventTime;
|
|
PointerCoords pointerCoords[MAX_POINTERS];
|
|
};
|
|
|
|
struct MotionEntry : EventEntry {
|
|
int32_t deviceId;
|
|
int32_t source;
|
|
uint32_t policyFlags;
|
|
int32_t action;
|
|
int32_t flags;
|
|
int32_t metaState;
|
|
int32_t edgeFlags;
|
|
float xPrecision;
|
|
float yPrecision;
|
|
nsecs_t downTime;
|
|
uint32_t pointerCount;
|
|
int32_t pointerIds[MAX_POINTERS];
|
|
|
|
// Linked list of motion samples associated with this motion event.
|
|
MotionSample firstSample;
|
|
MotionSample* lastSample;
|
|
|
|
uint32_t countSamples() const;
|
|
};
|
|
|
|
// Tracks the progress of dispatching a particular event to a particular connection.
|
|
struct DispatchEntry : Link<DispatchEntry> {
|
|
EventEntry* eventEntry; // the event to dispatch
|
|
int32_t targetFlags;
|
|
float xOffset;
|
|
float yOffset;
|
|
|
|
// True if dispatch has started.
|
|
bool inProgress;
|
|
|
|
// For motion events:
|
|
// Pointer to the first motion sample to dispatch in this cycle.
|
|
// Usually NULL to indicate that the list of motion samples begins at
|
|
// MotionEntry::firstSample. Otherwise, some samples were dispatched in a previous
|
|
// cycle and this pointer indicates the location of the first remainining sample
|
|
// to dispatch during the current cycle.
|
|
MotionSample* headMotionSample;
|
|
// Pointer to a motion sample to dispatch in the next cycle if the dispatcher was
|
|
// unable to send all motion samples during this cycle. On the next cycle,
|
|
// headMotionSample will be initialized to tailMotionSample and tailMotionSample
|
|
// will be set to NULL.
|
|
MotionSample* tailMotionSample;
|
|
|
|
inline bool hasForegroundTarget() const {
|
|
return targetFlags & InputTarget::FLAG_FOREGROUND;
|
|
}
|
|
|
|
inline bool isSplit() const {
|
|
return targetFlags & InputTarget::FLAG_SPLIT;
|
|
}
|
|
};
|
|
|
|
// 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();
|
|
~CommandEntry();
|
|
|
|
Command command;
|
|
|
|
// parameters for the command (usage varies by command)
|
|
sp<Connection> connection;
|
|
nsecs_t eventTime;
|
|
KeyEntry* keyEntry;
|
|
sp<InputChannel> inputChannel;
|
|
sp<InputApplicationHandle> inputApplicationHandle;
|
|
int32_t userActivityEventType;
|
|
};
|
|
|
|
// Generic queue implementation.
|
|
template <typename T>
|
|
struct Queue {
|
|
T headSentinel;
|
|
T tailSentinel;
|
|
|
|
inline Queue() {
|
|
headSentinel.prev = NULL;
|
|
headSentinel.next = & tailSentinel;
|
|
tailSentinel.prev = & headSentinel;
|
|
tailSentinel.next = NULL;
|
|
}
|
|
|
|
inline bool isEmpty() const {
|
|
return headSentinel.next == & tailSentinel;
|
|
}
|
|
|
|
inline void enqueueAtTail(T* entry) {
|
|
T* last = tailSentinel.prev;
|
|
last->next = entry;
|
|
entry->prev = last;
|
|
entry->next = & tailSentinel;
|
|
tailSentinel.prev = entry;
|
|
}
|
|
|
|
inline void enqueueAtHead(T* entry) {
|
|
T* first = headSentinel.next;
|
|
headSentinel.next = entry;
|
|
entry->prev = & headSentinel;
|
|
entry->next = first;
|
|
first->prev = entry;
|
|
}
|
|
|
|
inline void dequeue(T* entry) {
|
|
entry->prev->next = entry->next;
|
|
entry->next->prev = entry->prev;
|
|
}
|
|
|
|
inline T* dequeueAtHead() {
|
|
T* first = headSentinel.next;
|
|
dequeue(first);
|
|
return first;
|
|
}
|
|
|
|
uint32_t count() const;
|
|
};
|
|
|
|
/* Allocates queue entries and performs reference counting as needed. */
|
|
class Allocator {
|
|
public:
|
|
Allocator();
|
|
|
|
InjectionState* obtainInjectionState(int32_t injectorPid, int32_t injectorUid);
|
|
ConfigurationChangedEntry* obtainConfigurationChangedEntry(nsecs_t eventTime);
|
|
KeyEntry* obtainKeyEntry(nsecs_t eventTime,
|
|
int32_t deviceId, int32_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);
|
|
MotionEntry* obtainMotionEntry(nsecs_t eventTime,
|
|
int32_t deviceId, int32_t source, uint32_t policyFlags, int32_t action,
|
|
int32_t flags, int32_t metaState, int32_t edgeFlags,
|
|
float xPrecision, float yPrecision,
|
|
nsecs_t downTime, uint32_t pointerCount,
|
|
const int32_t* pointerIds, const PointerCoords* pointerCoords);
|
|
DispatchEntry* obtainDispatchEntry(EventEntry* eventEntry,
|
|
int32_t targetFlags, float xOffset, float yOffset);
|
|
CommandEntry* obtainCommandEntry(Command command);
|
|
|
|
void releaseInjectionState(InjectionState* injectionState);
|
|
void releaseEventEntry(EventEntry* entry);
|
|
void releaseConfigurationChangedEntry(ConfigurationChangedEntry* entry);
|
|
void releaseKeyEntry(KeyEntry* entry);
|
|
void releaseMotionEntry(MotionEntry* entry);
|
|
void releaseDispatchEntry(DispatchEntry* entry);
|
|
void releaseCommandEntry(CommandEntry* entry);
|
|
|
|
void recycleKeyEntry(KeyEntry* entry);
|
|
|
|
void appendMotionSample(MotionEntry* motionEntry,
|
|
nsecs_t eventTime, const PointerCoords* pointerCoords);
|
|
|
|
private:
|
|
Pool<InjectionState> mInjectionStatePool;
|
|
Pool<ConfigurationChangedEntry> mConfigurationChangeEntryPool;
|
|
Pool<KeyEntry> mKeyEntryPool;
|
|
Pool<MotionEntry> mMotionEntryPool;
|
|
Pool<MotionSample> mMotionSamplePool;
|
|
Pool<DispatchEntry> mDispatchEntryPool;
|
|
Pool<CommandEntry> mCommandEntryPool;
|
|
|
|
void initializeEventEntry(EventEntry* entry, int32_t type, nsecs_t eventTime);
|
|
void releaseEventEntryInjectionState(EventEntry* entry);
|
|
};
|
|
|
|
/* Tracks dispatched key and motion event state so that cancelation events can be
|
|
* synthesized when events are dropped. */
|
|
class InputState {
|
|
public:
|
|
// Specifies whether a given event will violate input state consistency.
|
|
enum Consistency {
|
|
// The event is consistent with the current input state.
|
|
CONSISTENT,
|
|
// The event is inconsistent with the current input state but applications
|
|
// will tolerate it. eg. Down followed by another down.
|
|
TOLERABLE,
|
|
// The event is inconsistent with the current input state and will probably
|
|
// cause applications to crash. eg. Up without prior down, move with
|
|
// unexpected number of pointers.
|
|
BROKEN
|
|
};
|
|
|
|
InputState();
|
|
~InputState();
|
|
|
|
// Returns true if there is no state to be canceled.
|
|
bool isNeutral() const;
|
|
|
|
// Returns true if the input state believes it is out of sync.
|
|
bool isOutOfSync() const;
|
|
|
|
// Sets the input state to be out of sync if it is not neutral.
|
|
void setOutOfSync();
|
|
|
|
// Resets the input state out of sync flag.
|
|
void resetOutOfSync();
|
|
|
|
// Records tracking information for an event that has just been published.
|
|
// Returns whether the event is consistent with the current input state.
|
|
Consistency trackEvent(const EventEntry* entry);
|
|
|
|
// Records tracking information for a key event that has just been published.
|
|
// Returns whether the event is consistent with the current input state.
|
|
Consistency trackKey(const KeyEntry* entry);
|
|
|
|
// Records tracking information for a motion event that has just been published.
|
|
// Returns whether the event is consistent with the current input state.
|
|
Consistency trackMotion(const MotionEntry* entry);
|
|
|
|
// Synthesizes cancelation events for the current state.
|
|
void synthesizeCancelationEvents(Allocator* allocator,
|
|
Vector<EventEntry*>& outEvents) const;
|
|
|
|
// Clears the current state.
|
|
void clear();
|
|
|
|
private:
|
|
bool mIsOutOfSync;
|
|
|
|
struct KeyMemento {
|
|
int32_t deviceId;
|
|
int32_t source;
|
|
int32_t keyCode;
|
|
int32_t scanCode;
|
|
nsecs_t downTime;
|
|
};
|
|
|
|
struct MotionMemento {
|
|
int32_t deviceId;
|
|
int32_t source;
|
|
float xPrecision;
|
|
float yPrecision;
|
|
nsecs_t downTime;
|
|
uint32_t pointerCount;
|
|
int32_t pointerIds[MAX_POINTERS];
|
|
PointerCoords pointerCoords[MAX_POINTERS];
|
|
|
|
void setPointers(const MotionEntry* entry);
|
|
};
|
|
|
|
Vector<KeyMemento> mKeyMementos;
|
|
Vector<MotionMemento> mMotionMementos;
|
|
};
|
|
|
|
/* 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;
|
|
InputPublisher inputPublisher;
|
|
InputState inputState;
|
|
Queue<DispatchEntry> outboundQueue;
|
|
|
|
nsecs_t lastEventTime; // the time when the event was originally captured
|
|
nsecs_t lastDispatchTime; // the time when the last event was dispatched
|
|
|
|
explicit Connection(const sp<InputChannel>& inputChannel);
|
|
|
|
inline const char* getInputChannelName() const { return inputChannel->getName().string(); }
|
|
|
|
const char* getStatusLabel() const;
|
|
|
|
// Finds a DispatchEntry in the outbound queue associated with the specified event.
|
|
// Returns NULL if not found.
|
|
DispatchEntry* findQueuedDispatchEntryForEvent(const EventEntry* eventEntry) const;
|
|
|
|
// Gets the time since the current event was originally obtained from the input driver.
|
|
inline double getEventLatencyMillis(nsecs_t currentTime) const {
|
|
return (currentTime - lastEventTime) / 1000000.0;
|
|
}
|
|
|
|
// Gets the time since the current event entered the outbound dispatch queue.
|
|
inline double getDispatchLatencyMillis(nsecs_t currentTime) const {
|
|
return (currentTime - lastDispatchTime) / 1000000.0;
|
|
}
|
|
|
|
status_t initialize();
|
|
};
|
|
|
|
sp<InputDispatcherPolicyInterface> mPolicy;
|
|
|
|
Mutex mLock;
|
|
|
|
Allocator mAllocator;
|
|
sp<Looper> mLooper;
|
|
|
|
EventEntry* mPendingEvent;
|
|
Queue<EventEntry> mInboundQueue;
|
|
Queue<CommandEntry> mCommandQueue;
|
|
|
|
Vector<EventEntry*> mTempCancelationEvents;
|
|
|
|
void dispatchOnceInnerLocked(nsecs_t keyRepeatTimeout, nsecs_t keyRepeatDelay,
|
|
nsecs_t* nextWakeupTime);
|
|
|
|
// Enqueues an inbound event. Returns true if mLooper->wake() should be called.
|
|
bool enqueueInboundEventLocked(EventEntry* entry);
|
|
|
|
// App switch latency optimization.
|
|
nsecs_t mAppSwitchDueTime;
|
|
|
|
static bool isAppSwitchKey(int32_t keyCode);
|
|
bool isAppSwitchPendingLocked();
|
|
bool detectPendingAppSwitchLocked(KeyEntry* inboundKeyEntry);
|
|
void resetPendingAppSwitchLocked(bool handled);
|
|
|
|
// All registered connections mapped by receive pipe file descriptor.
|
|
KeyedVector<int, sp<Connection> > mConnectionsByReceiveFd;
|
|
|
|
ssize_t getConnectionIndexLocked(const sp<InputChannel>& inputChannel);
|
|
|
|
// Active connections are connections that have a non-empty outbound queue.
|
|
// We don't use a ref-counted pointer here because we explicitly abort connections
|
|
// during unregistration which causes the connection's outbound queue to be cleared
|
|
// and the connection itself to be deactivated.
|
|
Vector<Connection*> mActiveConnections;
|
|
|
|
// Input channels that will receive a copy of all input events.
|
|
Vector<sp<InputChannel> > mMonitoringChannels;
|
|
|
|
// Preallocated key event object used for policy inquiries.
|
|
KeyEvent mReusableKeyEvent;
|
|
|
|
// Event injection and synchronization.
|
|
Condition mInjectionResultAvailableCondition;
|
|
EventEntry* createEntryFromInjectedInputEventLocked(const InputEvent* event);
|
|
void setInjectionResultLocked(EventEntry* entry, int32_t injectionResult);
|
|
|
|
Condition mInjectionSyncFinishedCondition;
|
|
void incrementPendingForegroundDispatchesLocked(EventEntry* entry);
|
|
void decrementPendingForegroundDispatchesLocked(EventEntry* entry);
|
|
|
|
// Throttling state.
|
|
struct ThrottleState {
|
|
nsecs_t minTimeBetweenEvents;
|
|
|
|
nsecs_t lastEventTime;
|
|
int32_t lastDeviceId;
|
|
uint32_t lastSource;
|
|
|
|
uint32_t originalSampleCount; // only collected during debugging
|
|
} mThrottleState;
|
|
|
|
// Key repeat tracking.
|
|
struct KeyRepeatState {
|
|
KeyEntry* lastKeyEntry; // or null if no repeat
|
|
nsecs_t nextRepeatTime;
|
|
} mKeyRepeatState;
|
|
|
|
void resetKeyRepeatLocked();
|
|
KeyEntry* synthesizeKeyRepeatLocked(nsecs_t currentTime, nsecs_t keyRepeatTimeout);
|
|
|
|
// Deferred command processing.
|
|
bool runCommandsLockedInterruptible();
|
|
CommandEntry* postCommandLocked(Command command);
|
|
|
|
// Inbound event processing.
|
|
void drainInboundQueueLocked();
|
|
void releasePendingEventLocked();
|
|
void releaseInboundEventLocked(EventEntry* entry);
|
|
bool isEventFromReliableSourceLocked(EventEntry* entry);
|
|
|
|
// Dispatch state.
|
|
bool mDispatchEnabled;
|
|
bool mDispatchFrozen;
|
|
|
|
Vector<InputWindow> mWindows;
|
|
|
|
const InputWindow* getWindowLocked(const sp<InputChannel>& inputChannel);
|
|
|
|
// Focus tracking for keys, trackball, etc.
|
|
const InputWindow* mFocusedWindow;
|
|
|
|
// Focus tracking for touch.
|
|
struct TouchedWindow {
|
|
const InputWindow* window;
|
|
int32_t targetFlags;
|
|
BitSet32 pointerIds;
|
|
sp<InputChannel> channel;
|
|
};
|
|
struct TouchState {
|
|
bool down;
|
|
bool split;
|
|
Vector<TouchedWindow> windows;
|
|
|
|
TouchState();
|
|
~TouchState();
|
|
void reset();
|
|
void copyFrom(const TouchState& other);
|
|
void addOrUpdateWindow(const InputWindow* window, int32_t targetFlags, BitSet32 pointerIds);
|
|
void removeOutsideTouchWindows();
|
|
const InputWindow* getFirstForegroundWindow();
|
|
};
|
|
|
|
TouchState mTouchState;
|
|
TouchState mTempTouchState;
|
|
|
|
// Focused application.
|
|
InputApplication* mFocusedApplication;
|
|
InputApplication mFocusedApplicationStorage; // preallocated storage for mFocusedApplication
|
|
void releaseFocusedApplicationLocked();
|
|
|
|
// Dispatch inbound events.
|
|
bool dispatchConfigurationChangedLocked(
|
|
nsecs_t currentTime, ConfigurationChangedEntry* entry);
|
|
bool dispatchKeyLocked(
|
|
nsecs_t currentTime, KeyEntry* entry, nsecs_t keyRepeatTimeout,
|
|
bool dropEvent, nsecs_t* nextWakeupTime);
|
|
bool dispatchMotionLocked(
|
|
nsecs_t currentTime, MotionEntry* entry,
|
|
bool dropEvent, nsecs_t* nextWakeupTime);
|
|
void dispatchEventToCurrentInputTargetsLocked(
|
|
nsecs_t currentTime, EventEntry* entry, bool resumeWithAppendedMotionSample);
|
|
|
|
void logOutboundKeyDetailsLocked(const char* prefix, const KeyEntry* entry);
|
|
void logOutboundMotionDetailsLocked(const char* prefix, const MotionEntry* entry);
|
|
|
|
// The input targets that were most recently identified for dispatch.
|
|
bool mCurrentInputTargetsValid; // false while targets are being recomputed
|
|
Vector<InputTarget> mCurrentInputTargets;
|
|
|
|
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;
|
|
|
|
// Finding targets for input events.
|
|
void resetTargetsLocked();
|
|
void commitTargetsLocked();
|
|
int32_t handleTargetsNotReadyLocked(nsecs_t currentTime, const EventEntry* entry,
|
|
const InputApplication* application, const InputWindow* window,
|
|
nsecs_t* nextWakeupTime);
|
|
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,
|
|
nsecs_t* nextWakeupTime);
|
|
int32_t findTouchedWindowTargetsLocked(nsecs_t currentTime, const MotionEntry* entry,
|
|
nsecs_t* nextWakeupTime);
|
|
|
|
void addWindowTargetLocked(const InputWindow* window, int32_t targetFlags,
|
|
BitSet32 pointerIds);
|
|
void addMonitoringTargetsLocked();
|
|
bool shouldPokeUserActivityForCurrentInputTargetsLocked();
|
|
void pokeUserActivityLocked(nsecs_t eventTime, int32_t eventType);
|
|
bool checkInjectionPermission(const InputWindow* window, const InjectionState* injectionState);
|
|
bool isWindowObscuredLocked(const InputWindow* window);
|
|
bool isWindowFinishedWithPreviousInputLocked(const InputWindow* window);
|
|
String8 getApplicationWindowLabelLocked(const InputApplication* application,
|
|
const InputWindow* window);
|
|
|
|
// Manage the dispatch cycle for a single connection.
|
|
// These methods are deliberately not Interruptible because doing all of the work
|
|
// with the mutex held makes it easier to ensure that connection invariants are maintained.
|
|
// If needed, the methods post commands to run later once the critical bits are done.
|
|
void prepareDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
|
|
EventEntry* eventEntry, const InputTarget* inputTarget,
|
|
bool resumeWithAppendedMotionSample);
|
|
void startDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection);
|
|
void finishDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection);
|
|
void startNextDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection);
|
|
void abortDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
|
|
bool broken);
|
|
void drainOutboundQueueLocked(Connection* connection);
|
|
static int handleReceiveCallback(int receiveFd, int events, void* data);
|
|
|
|
// Splitting motion events across windows.
|
|
MotionEntry* splitMotionEvent(const MotionEntry* originalMotionEntry, BitSet32 pointerIds);
|
|
|
|
// Dump state.
|
|
void dumpDispatchStateLocked(String8& dump);
|
|
void logDispatchStateLocked();
|
|
|
|
// Add or remove a connection to the mActiveConnections vector.
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void activateConnectionLocked(Connection* connection);
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void deactivateConnectionLocked(Connection* connection);
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|
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// Interesting events that we might like to log or tell the framework about.
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void onDispatchCycleStartedLocked(
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nsecs_t currentTime, const sp<Connection>& connection);
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void onDispatchCycleFinishedLocked(
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nsecs_t currentTime, const sp<Connection>& connection);
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void onDispatchCycleBrokenLocked(
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nsecs_t currentTime, const sp<Connection>& connection);
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|
void onANRLocked(
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nsecs_t currentTime, const InputApplication* application, const InputWindow* window,
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|
nsecs_t eventTime, nsecs_t waitStartTime);
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|
|
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// Outbound policy interactions.
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void doNotifyConfigurationChangedInterruptible(CommandEntry* commandEntry);
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|
void doNotifyInputChannelBrokenLockedInterruptible(CommandEntry* commandEntry);
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void doNotifyANRLockedInterruptible(CommandEntry* commandEntry);
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|
void doInterceptKeyBeforeDispatchingLockedInterruptible(CommandEntry* commandEntry);
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|
void doPokeUserActivityLockedInterruptible(CommandEntry* commandEntry);
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|
|
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// Statistics gathering.
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|
void updateDispatchStatisticsLocked(nsecs_t currentTime, const EventEntry* entry,
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|
int32_t injectionResult, nsecs_t timeSpentWaitingForApplication);
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|
};
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|
|
|
/* Enqueues and dispatches input events, endlessly. */
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|
class InputDispatcherThread : public Thread {
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|
public:
|
|
explicit InputDispatcherThread(const sp<InputDispatcherInterface>& dispatcher);
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|
~InputDispatcherThread();
|
|
|
|
private:
|
|
virtual bool threadLoop();
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|
|
|
sp<InputDispatcherInterface> mDispatcher;
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|
};
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|
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} // namespace android
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|
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#endif // _UI_INPUT_DISPATCHER_H
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