replicant-frameworks_native/include/ui/InputDispatcher.h
Jeff Brown fef5b04203 Drop all dispatcher state when dispatcher is disabled.
This patch makes the dispatcher drop all of its state when it is
disabled (when the screen turns off).  This ensures that the dispatcher
does not get stuck thinking a pointer is still down if the screen
turned off while the user was touching the display (such as a fat touch
while hitting the power button).

Bug: 3098344
Change-Id: If50ef5804870aa1acd3179fd4b40e3cda58dd39d
2010-10-27 18:43:51 -07:00

1084 lines
41 KiB
C++

/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef _UI_INPUT_DISPATCHER_H
#define _UI_INPUT_DISPATCHER_H
#include <ui/Input.h>
#include <ui/InputTransport.h>
#include <utils/KeyedVector.h>
#include <utils/Vector.h>
#include <utils/threads.h>
#include <utils/Timers.h>
#include <utils/RefBase.h>
#include <utils/String8.h>
#include <utils/Looper.h>
#include <utils/Pool.h>
#include <utils/BitSet.h>
#include <stddef.h>
#include <unistd.h>
#include <limits.h>
namespace android {
/*
* Constants used to report the outcome of input event injection.
*/
enum {
/* (INTERNAL USE ONLY) Specifies that injection is pending and its outcome is unknown. */
INPUT_EVENT_INJECTION_PENDING = -1,
/* Injection succeeded. */
INPUT_EVENT_INJECTION_SUCCEEDED = 0,
/* Injection failed because the injector did not have permission to inject
* into the application with input focus. */
INPUT_EVENT_INJECTION_PERMISSION_DENIED = 1,
/* Injection failed because there were no available input targets. */
INPUT_EVENT_INJECTION_FAILED = 2,
/* Injection failed due to a timeout. */
INPUT_EVENT_INJECTION_TIMED_OUT = 3
};
/*
* Constants used to determine the input event injection synchronization mode.
*/
enum {
/* Injection is asynchronous and is assumed always to be successful. */
INPUT_EVENT_INJECTION_SYNC_NONE = 0,
/* Waits for previous events to be dispatched so that the input dispatcher can determine
* whether input event injection willbe permitted based on the current input focus.
* Does not wait for the input event to finish processing. */
INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT = 1,
/* Waits for the input event to be completely processed. */
INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_FINISHED = 2,
};
/*
* An input target specifies how an input event is to be dispatched to a particular window
* including the window's input channel, control flags, a timeout, and an X / Y offset to
* be added to input event coordinates to compensate for the absolute position of the
* window area.
*/
struct InputTarget {
enum {
/* This flag indicates that the event is being delivered to a foreground application. */
FLAG_FOREGROUND = 0x01,
/* This flag indicates that a MotionEvent with AMOTION_EVENT_ACTION_DOWN falls outside
* of the area of this target and so should instead be delivered as an
* AMOTION_EVENT_ACTION_OUTSIDE to this target. */
FLAG_OUTSIDE = 0x02,
/* This flag indicates that the target of a MotionEvent is partly or wholly
* obscured by another visible window above it. The motion event should be
* delivered with flag AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED. */
FLAG_WINDOW_IS_OBSCURED = 0x04,
/* This flag indicates that a motion event is being split across multiple windows. */
FLAG_SPLIT = 0x08,
};
// The input channel to be targeted.
sp<InputChannel> inputChannel;
// Flags for the input target.
int32_t flags;
// The x and y offset to add to a MotionEvent as it is delivered.
// (ignored for KeyEvents)
float xOffset, yOffset;
// The subset of pointer ids to include in motion events dispatched to this input target
// if FLAG_SPLIT is set.
BitSet32 pointerIds;
};
/*
* An input window describes the bounds of a window that can receive input.
*/
struct InputWindow {
// Window flags from WindowManager.LayoutParams
enum {
FLAG_ALLOW_LOCK_WHILE_SCREEN_ON = 0x00000001,
FLAG_DIM_BEHIND = 0x00000002,
FLAG_BLUR_BEHIND = 0x00000004,
FLAG_NOT_FOCUSABLE = 0x00000008,
FLAG_NOT_TOUCHABLE = 0x00000010,
FLAG_NOT_TOUCH_MODAL = 0x00000020,
FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040,
FLAG_KEEP_SCREEN_ON = 0x00000080,
FLAG_LAYOUT_IN_SCREEN = 0x00000100,
FLAG_LAYOUT_NO_LIMITS = 0x00000200,
FLAG_FULLSCREEN = 0x00000400,
FLAG_FORCE_NOT_FULLSCREEN = 0x00000800,
FLAG_DITHER = 0x00001000,
FLAG_SECURE = 0x00002000,
FLAG_SCALED = 0x00004000,
FLAG_IGNORE_CHEEK_PRESSES = 0x00008000,
FLAG_LAYOUT_INSET_DECOR = 0x00010000,
FLAG_ALT_FOCUSABLE_IM = 0x00020000,
FLAG_WATCH_OUTSIDE_TOUCH = 0x00040000,
FLAG_SHOW_WHEN_LOCKED = 0x00080000,
FLAG_SHOW_WALLPAPER = 0x00100000,
FLAG_TURN_SCREEN_ON = 0x00200000,
FLAG_DISMISS_KEYGUARD = 0x00400000,
FLAG_SPLIT_TOUCH = 0x00800000,
FLAG_KEEP_SURFACE_WHILE_ANIMATING = 0x10000000,
FLAG_COMPATIBLE_WINDOW = 0x20000000,
FLAG_SYSTEM_ERROR = 0x40000000,
};
// Window types from WindowManager.LayoutParams
enum {
FIRST_APPLICATION_WINDOW = 1,
TYPE_BASE_APPLICATION = 1,
TYPE_APPLICATION = 2,
TYPE_APPLICATION_STARTING = 3,
LAST_APPLICATION_WINDOW = 99,
FIRST_SUB_WINDOW = 1000,
TYPE_APPLICATION_PANEL = FIRST_SUB_WINDOW,
TYPE_APPLICATION_MEDIA = FIRST_SUB_WINDOW+1,
TYPE_APPLICATION_SUB_PANEL = FIRST_SUB_WINDOW+2,
TYPE_APPLICATION_ATTACHED_DIALOG = FIRST_SUB_WINDOW+3,
TYPE_APPLICATION_MEDIA_OVERLAY = FIRST_SUB_WINDOW+4,
LAST_SUB_WINDOW = 1999,
FIRST_SYSTEM_WINDOW = 2000,
TYPE_STATUS_BAR = FIRST_SYSTEM_WINDOW,
TYPE_SEARCH_BAR = FIRST_SYSTEM_WINDOW+1,
TYPE_PHONE = FIRST_SYSTEM_WINDOW+2,
TYPE_SYSTEM_ALERT = FIRST_SYSTEM_WINDOW+3,
TYPE_KEYGUARD = FIRST_SYSTEM_WINDOW+4,
TYPE_TOAST = FIRST_SYSTEM_WINDOW+5,
TYPE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+6,
TYPE_PRIORITY_PHONE = FIRST_SYSTEM_WINDOW+7,
TYPE_SYSTEM_DIALOG = FIRST_SYSTEM_WINDOW+8,
TYPE_KEYGUARD_DIALOG = FIRST_SYSTEM_WINDOW+9,
TYPE_SYSTEM_ERROR = FIRST_SYSTEM_WINDOW+10,
TYPE_INPUT_METHOD = FIRST_SYSTEM_WINDOW+11,
TYPE_INPUT_METHOD_DIALOG= FIRST_SYSTEM_WINDOW+12,
TYPE_WALLPAPER = FIRST_SYSTEM_WINDOW+13,
TYPE_STATUS_BAR_PANEL = FIRST_SYSTEM_WINDOW+14,
TYPE_SECURE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+15,
LAST_SYSTEM_WINDOW = 2999,
};
sp<InputChannel> inputChannel;
String8 name;
int32_t layoutParamsFlags;
int32_t layoutParamsType;
nsecs_t dispatchingTimeout;
int32_t frameLeft;
int32_t frameTop;
int32_t frameRight;
int32_t frameBottom;
int32_t visibleFrameLeft;
int32_t visibleFrameTop;
int32_t visibleFrameRight;
int32_t visibleFrameBottom;
int32_t touchableAreaLeft;
int32_t touchableAreaTop;
int32_t touchableAreaRight;
int32_t touchableAreaBottom;
bool visible;
bool canReceiveKeys;
bool hasFocus;
bool hasWallpaper;
bool paused;
int32_t layer;
int32_t ownerPid;
int32_t ownerUid;
bool touchableAreaContainsPoint(int32_t x, int32_t y) const;
bool frameContainsPoint(int32_t x, int32_t y) const;
/* Returns true if the window is of a trusted type that is allowed to silently
* overlay other windows for the purpose of implementing the secure views feature.
* Trusted overlays, such as IME windows, can partly obscure other windows without causing
* motion events to be delivered to them with AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED.
*/
bool isTrustedOverlay() const;
};
/*
* A private handle type used by the input manager to track the window.
*/
class InputApplicationHandle : public RefBase {
protected:
InputApplicationHandle() { }
virtual ~InputApplicationHandle() { }
};
/*
* An input application describes properties of an application that can receive input.
*/
struct InputApplication {
String8 name;
nsecs_t dispatchingTimeout;
sp<InputApplicationHandle> handle;
};
/*
* Input dispatcher policy interface.
*
* The input reader policy is used by the input reader to interact with the Window Manager
* and other system components.
*
* The actual implementation is partially supported by callbacks into the DVM
* via JNI. This interface is also mocked in the unit tests.
*/
class InputDispatcherPolicyInterface : public virtual RefBase {
protected:
InputDispatcherPolicyInterface() { }
virtual ~InputDispatcherPolicyInterface() { }
public:
/* Notifies the system that a configuration change has occurred. */
virtual void notifyConfigurationChanged(nsecs_t when) = 0;
/* Notifies the system that an application is not responding.
* Returns a new timeout to continue waiting, or 0 to abort dispatch. */
virtual nsecs_t notifyANR(const sp<InputApplicationHandle>& inputApplicationHandle,
const sp<InputChannel>& inputChannel) = 0;
/* Notifies the system that an input channel is unrecoverably broken. */
virtual void notifyInputChannelBroken(const sp<InputChannel>& inputChannel) = 0;
/* Gets the key repeat initial timeout or -1 if automatic key repeating is disabled. */
virtual nsecs_t getKeyRepeatTimeout() = 0;
/* Gets the key repeat inter-key delay. */
virtual nsecs_t getKeyRepeatDelay() = 0;
/* Gets the maximum suggested event delivery rate per second.
* This value is used to throttle motion event movement actions on a per-device
* basis. It is not intended to be a hard limit.
*/
virtual int32_t getMaxEventsPerSecond() = 0;
/* Intercepts a key event immediately before queueing it.
* The policy can use this method as an opportunity to perform power management functions
* and early event preprocessing such as updating policy flags.
*
* This method is expected to set the POLICY_FLAG_PASS_TO_USER policy flag if the event
* should be dispatched to applications.
*/
virtual void interceptKeyBeforeQueueing(nsecs_t when, int32_t deviceId,
int32_t action, int32_t& flags, int32_t keyCode, int32_t scanCode,
uint32_t& policyFlags) = 0;
/* Intercepts a generic touch, trackball or other event before queueing it.
* The policy can use this method as an opportunity to perform power management functions
* and early event preprocessing such as updating policy flags.
*
* This method is expected to set the POLICY_FLAG_PASS_TO_USER policy flag if the event
* should be dispatched to applications.
*/
virtual void interceptGenericBeforeQueueing(nsecs_t when, uint32_t& policyFlags) = 0;
/* Allows the policy a chance to intercept a key before dispatching. */
virtual bool interceptKeyBeforeDispatching(const sp<InputChannel>& inputChannel,
const KeyEvent* keyEvent, uint32_t policyFlags) = 0;
/* Notifies the policy about switch events.
*/
virtual void notifySwitch(nsecs_t when,
int32_t switchCode, int32_t switchValue, uint32_t policyFlags) = 0;
/* Poke user activity for an event dispatched to a window. */
virtual void pokeUserActivity(nsecs_t eventTime, int32_t eventType) = 0;
/* Checks whether a given application pid/uid has permission to inject input events
* into other applications.
*
* This method is special in that its implementation promises to be non-reentrant and
* is safe to call while holding other locks. (Most other methods make no such guarantees!)
*/
virtual bool checkInjectEventsPermissionNonReentrant(
int32_t injectorPid, int32_t injectorUid) = 0;
};
/* Notifies the system about input events generated by the input reader.
* The dispatcher is expected to be mostly asynchronous. */
class InputDispatcherInterface : public virtual RefBase {
protected:
InputDispatcherInterface() { }
virtual ~InputDispatcherInterface() { }
public:
/* Dumps the state of the input dispatcher.
*
* This method may be called on any thread (usually by the input manager). */
virtual void dump(String8& dump) = 0;
/* Runs a single iteration of the dispatch loop.
* Nominally processes one queued event, a timeout, or a response from an input consumer.
*
* This method should only be called on the input dispatcher thread.
*/
virtual void dispatchOnce() = 0;
/* Notifies the dispatcher about new events.
*
* These methods should only be called on the input reader thread.
*/
virtual void notifyConfigurationChanged(nsecs_t eventTime) = 0;
virtual void notifyKey(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, nsecs_t downTime) = 0;
virtual void notifyMotion(nsecs_t eventTime, int32_t deviceId, int32_t source,
uint32_t policyFlags, int32_t action, int32_t flags,
int32_t metaState, int32_t edgeFlags,
uint32_t pointerCount, const int32_t* pointerIds, const PointerCoords* pointerCoords,
float xPrecision, float yPrecision, nsecs_t downTime) = 0;
virtual void notifySwitch(nsecs_t when,
int32_t switchCode, int32_t switchValue, uint32_t policyFlags) = 0;
/* Injects an input event and optionally waits for sync.
* The synchronization mode determines whether the method blocks while waiting for
* input injection to proceed.
* Returns one of the INPUT_EVENT_INJECTION_XXX constants.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual int32_t injectInputEvent(const InputEvent* event,
int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis) = 0;
/* Sets the list of input windows.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual void setInputWindows(const Vector<InputWindow>& inputWindows) = 0;
/* Sets the focused application.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual void setFocusedApplication(const InputApplication* inputApplication) = 0;
/* Sets the input dispatching mode.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual void setInputDispatchMode(bool enabled, bool frozen) = 0;
/* Registers or unregister input channels that may be used as targets for input events.
* If monitor is true, the channel will receive a copy of all input events.
*
* These methods may be called on any thread (usually by the input manager).
*/
virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel, bool monitor) = 0;
virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel) = 0;
};
/* Dispatches events to input targets. Some functions of the input dispatcher, such as
* identifying input targets, are controlled by a separate policy object.
*
* IMPORTANT INVARIANT:
* Because the policy can potentially block or cause re-entrance into the input dispatcher,
* the input dispatcher never calls into the policy while holding its internal locks.
* The implementation is also carefully designed to recover from scenarios such as an
* input channel becoming unregistered while identifying input targets or processing timeouts.
*
* Methods marked 'Locked' must be called with the lock acquired.
*
* Methods marked 'LockedInterruptible' must be called with the lock acquired but
* may during the course of their execution release the lock, call into the policy, and
* then reacquire the lock. The caller is responsible for recovering gracefully.
*
* A 'LockedInterruptible' method may called a 'Locked' method, but NOT vice-versa.
*/
class InputDispatcher : public InputDispatcherInterface {
protected:
virtual ~InputDispatcher();
public:
explicit InputDispatcher(const sp<InputDispatcherPolicyInterface>& policy);
virtual void dump(String8& dump);
virtual void dispatchOnce();
virtual void notifyConfigurationChanged(nsecs_t eventTime);
virtual void notifyKey(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, nsecs_t downTime);
virtual void notifyMotion(nsecs_t eventTime, int32_t deviceId, int32_t source,
uint32_t policyFlags, int32_t action, int32_t flags,
int32_t metaState, int32_t edgeFlags,
uint32_t pointerCount, const int32_t* pointerIds, const PointerCoords* pointerCoords,
float xPrecision, float yPrecision, nsecs_t downTime);
virtual void notifySwitch(nsecs_t when,
int32_t switchCode, int32_t switchValue, uint32_t policyFlags) ;
virtual int32_t injectInputEvent(const InputEvent* event,
int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis);
virtual void setInputWindows(const Vector<InputWindow>& inputWindows);
virtual void setFocusedApplication(const InputApplication* inputApplication);
virtual void setInputDispatchMode(bool enabled, bool frozen);
virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel, bool monitor);
virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel);
private:
template <typename T>
struct Link {
T* next;
T* prev;
};
struct InjectionState {
mutable int32_t refCount;
int32_t injectorPid;
int32_t injectorUid;
int32_t injectionResult; // initially INPUT_EVENT_INJECTION_PENDING
bool injectionIsAsync; // set to true if injection is not waiting for the result
int32_t pendingForegroundDispatches; // the number of foreground dispatches in progress
};
struct EventEntry : Link<EventEntry> {
enum {
TYPE_SENTINEL,
TYPE_CONFIGURATION_CHANGED,
TYPE_KEY,
TYPE_MOTION
};
mutable int32_t refCount;
int32_t type;
nsecs_t eventTime;
uint32_t policyFlags;
InjectionState* injectionState;
bool dispatchInProgress; // initially false, set to true while dispatching
inline bool isInjected() { return injectionState != NULL; }
};
struct ConfigurationChangedEntry : EventEntry {
};
struct KeyEntry : EventEntry {
int32_t deviceId;
int32_t source;
int32_t action;
int32_t flags;
int32_t keyCode;
int32_t scanCode;
int32_t metaState;
int32_t repeatCount;
nsecs_t downTime;
bool syntheticRepeat; // set to true for synthetic key repeats
enum InterceptKeyResult {
INTERCEPT_KEY_RESULT_UNKNOWN,
INTERCEPT_KEY_RESULT_SKIP,
INTERCEPT_KEY_RESULT_CONTINUE,
};
InterceptKeyResult interceptKeyResult; // set based on the interception result
};
struct MotionSample {
MotionSample* next;
nsecs_t eventTime;
PointerCoords pointerCoords[MAX_POINTERS];
};
struct MotionEntry : EventEntry {
int32_t deviceId;
int32_t source;
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,
uint32_t policyFlags);
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
};
// Specifies the sources to cancel.
enum CancelationOptions {
CANCEL_ALL_EVENTS = 0,
CANCEL_POINTER_EVENTS = 1,
CANCEL_NON_POINTER_EVENTS = 2,
};
InputState();
~InputState();
// Returns true if there is no state to be canceled.
bool isNeutral() const;
// 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 and resets the tracked state.
void synthesizeCancelationEvents(nsecs_t currentTime, Allocator* allocator,
Vector<EventEntry*>& outEvents, CancelationOptions options);
// Clears the current state.
void clear();
private:
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;
static bool shouldCancelEvent(int32_t eventSource, CancelationOptions options);
};
/* Manages the dispatch state associated with a single input channel. */
class Connection : public RefBase {
protected:
virtual ~Connection();
public:
enum Status {
// Everything is peachy.
STATUS_NORMAL,
// An unrecoverable communication error has occurred.
STATUS_BROKEN,
// The input channel has been unregistered.
STATUS_ZOMBIE
};
Status status;
sp<InputChannel> inputChannel;
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();
};
enum DropReason {
DROP_REASON_NOT_DROPPED = 0,
DROP_REASON_POLICY = 1,
DROP_REASON_APP_SWITCH = 2,
DROP_REASON_DISABLED = 3,
};
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);
// Cleans up input state when dropping an inbound event.
void dropInboundEventLocked(EventEntry* entry, DropReason dropReason);
// App switch latency optimization.
bool mAppSwitchSawKeyDown;
nsecs_t mAppSwitchDueTime;
static bool isAppSwitchKeyCode(int32_t keyCode);
bool isAppSwitchKeyEventLocked(KeyEntry* keyEntry);
bool isAppSwitchPendingLocked();
void resetPendingAppSwitchLocked(bool handled);
// 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;
bool hasInjectionPermission(int32_t injectorPid, int32_t injectorUid);
void setInjectionResultLocked(EventEntry* entry, int32_t injectionResult);
Condition mInjectionSyncFinishedCondition;
void incrementPendingForegroundDispatchesLocked(EventEntry* entry);
void decrementPendingForegroundDispatchesLocked(EventEntry* entry);
// 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);
// 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,
DropReason* dropReason, nsecs_t* nextWakeupTime);
bool dispatchMotionLocked(
nsecs_t currentTime, MotionEntry* entry,
DropReason* dropReason, 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();
void pokeUserActivityLocked(const EventEntry* eventEntry);
bool checkInjectionPermission(const InputWindow* window, const InjectionState* injectionState);
bool isWindowObscuredAtPointLocked(const InputWindow* window, int32_t x, int32_t y) const;
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 abortBrokenDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection);
void drainOutboundQueueLocked(Connection* connection);
static int handleReceiveCallback(int receiveFd, int events, void* data);
void synthesizeCancelationEventsForAllConnectionsLocked(
InputState::CancelationOptions options, const char* reason);
void synthesizeCancelationEventsForInputChannelLocked(const sp<InputChannel>& channel,
InputState::CancelationOptions options, const char* reason);
void synthesizeCancelationEventsForConnectionLocked(const sp<Connection>& connection,
InputState::CancelationOptions options, const char* reason);
// Splitting motion events across windows.
MotionEntry* splitMotionEvent(const MotionEntry* originalMotionEntry, BitSet32 pointerIds);
// Reset and drop everything the dispatcher is doing.
void resetAndDropEverythingLocked(const char* reason);
// Dump state.
void dumpDispatchStateLocked(String8& dump);
void logDispatchStateLocked();
// Add or remove a connection to the mActiveConnections vector.
void activateConnectionLocked(Connection* connection);
void deactivateConnectionLocked(Connection* connection);
// Interesting events that we might like to log or tell the framework about.
void onDispatchCycleStartedLocked(
nsecs_t currentTime, const sp<Connection>& connection);
void onDispatchCycleFinishedLocked(
nsecs_t currentTime, const sp<Connection>& connection);
void onDispatchCycleBrokenLocked(
nsecs_t currentTime, const sp<Connection>& connection);
void onANRLocked(
nsecs_t currentTime, const InputApplication* application, const InputWindow* window,
nsecs_t eventTime, nsecs_t waitStartTime);
// Outbound policy interactions.
void doNotifyConfigurationChangedInterruptible(CommandEntry* commandEntry);
void doNotifyInputChannelBrokenLockedInterruptible(CommandEntry* commandEntry);
void doNotifyANRLockedInterruptible(CommandEntry* commandEntry);
void doInterceptKeyBeforeDispatchingLockedInterruptible(CommandEntry* commandEntry);
void doPokeUserActivityLockedInterruptible(CommandEntry* commandEntry);
// Statistics gathering.
void updateDispatchStatisticsLocked(nsecs_t currentTime, const EventEntry* entry,
int32_t injectionResult, nsecs_t timeSpentWaitingForApplication);
};
/* Enqueues and dispatches input events, endlessly. */
class InputDispatcherThread : public Thread {
public:
explicit InputDispatcherThread(const sp<InputDispatcherInterface>& dispatcher);
~InputDispatcherThread();
private:
virtual bool threadLoop();
sp<InputDispatcherInterface> mDispatcher;
};
} // namespace android
#endif // _UI_INPUT_DISPATCHER_H