50de30a523
Target identification is now fully native. Fixed a couple of minor issues related to input injection. Native input enabled by default, can be disabled by setting WindowManagerPolicy.ENABLE_NATIVE_INPUT_DISPATCH to false. Change-Id: I7edf66ed3e987cc9306ad4743ac57a116af452ff
649 lines
26 KiB
C++
649 lines
26 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/PollLoop.h>
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#include <utils/Pool.h>
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#include <stddef.h>
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#include <unistd.h>
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namespace android {
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/*
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* 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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* 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 subsequent event delivery should be held until the
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* current event is delivered to this target or a timeout occurs. */
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FLAG_SYNC = 0x01,
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/* This flag indicates that a MotionEvent with ACTION_DOWN falls outside of the area of
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* this target and so should instead be delivered as an ACTION_OUTSIDE to this target. */
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FLAG_OUTSIDE = 0x02,
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/* This flag indicates that a KeyEvent or MotionEvent is being canceled.
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* In the case of a key event, it should be delivered with KeyEvent.FLAG_CANCELED set.
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* In the case of a motion event, it should be delivered as MotionEvent.ACTION_CANCEL. */
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FLAG_CANCEL = 0x04
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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 timeout for event delivery to this target in nanoseconds. Or -1 if none.
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nsecs_t timeout;
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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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};
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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 input channel is unrecoverably broken. */
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virtual void notifyInputChannelBroken(const sp<InputChannel>& inputChannel) = 0;
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/* Notifies the system that an input channel is not responding.
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* Returns true and a new timeout value if the dispatcher should keep waiting.
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* Otherwise returns false. */
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virtual bool notifyInputChannelANR(const sp<InputChannel>& inputChannel,
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nsecs_t& outNewTimeout) = 0;
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/* Notifies the system that an input channel recovered from ANR. */
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virtual void notifyInputChannelRecoveredFromANR(const sp<InputChannel>& inputChannel) = 0;
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/* Gets the key repeat timeout or -1 if automatic key repeating is disabled. */
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virtual nsecs_t getKeyRepeatTimeout() = 0;
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/* Waits for key event input targets to become available.
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* If the event is being injected, injectorPid and injectorUid should specify the
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* process id and used id of the injecting application, otherwise they should both
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* be -1.
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* Returns one of the INPUT_EVENT_INJECTION_XXX constants. */
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virtual int32_t waitForKeyEventTargets(KeyEvent* keyEvent, uint32_t policyFlags,
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int32_t injectorPid, int32_t injectorUid,
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Vector<InputTarget>& outTargets) = 0;
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/* Waits for motion event targets to become available.
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* If the event is being injected, injectorPid and injectorUid should specify the
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* process id and used id of the injecting application, otherwise they should both
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* be -1.
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* Returns one of the INPUT_EVENT_INJECTION_XXX constants. */
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virtual int32_t waitForMotionEventTargets(MotionEvent* motionEvent, uint32_t policyFlags,
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int32_t injectorPid, int32_t injectorUid,
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Vector<InputTarget>& outTargets) = 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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/* 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 notifyAppSwitchComing(nsecs_t eventTime) = 0;
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virtual void notifyKey(nsecs_t eventTime, int32_t deviceId, int32_t nature,
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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 nature,
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uint32_t policyFlags, int32_t action, 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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* This method may block even if sync is false because it must wait for previous events
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* to be dispatched before it can determine whether input event injection will be
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* permitted based on the current input focus.
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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, bool sync, int32_t timeoutMillis) = 0;
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/* Preempts input dispatch in progress by making pending synchronous
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* dispatches asynchronous instead. This method is generally called during a focus
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* transition from one application to the next so as to enable the new application
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* to start receiving input as soon as possible without having to wait for the
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* old application to finish up.
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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 preemptInputDispatch() = 0;
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/* Registers or unregister input channels that may be used as targets for 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) = 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 dispatchOnce();
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virtual void notifyConfigurationChanged(nsecs_t eventTime);
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virtual void notifyAppSwitchComing(nsecs_t eventTime);
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virtual void notifyKey(nsecs_t eventTime, int32_t deviceId, int32_t nature,
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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 nature,
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uint32_t policyFlags, int32_t action, 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, bool sync, int32_t timeoutMillis);
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virtual void preemptInputDispatch();
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virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel);
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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 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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int32_t refCount;
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int32_t type;
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nsecs_t eventTime;
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int32_t injectionResult; // initially INPUT_EVENT_INJECTION_PENDING
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int32_t injectorPid; // -1 if not injected
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int32_t injectorUid; // -1 if not injected
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bool dispatchInProgress; // initially false, set to true while dispatching
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inline bool isInjected() { return injectorPid >= 0; }
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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 nature;
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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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};
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struct MotionSample {
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MotionSample* next;
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nsecs_t eventTime;
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PointerCoords pointerCoords[MAX_POINTERS];
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};
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struct MotionEntry : EventEntry {
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int32_t deviceId;
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int32_t nature;
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uint32_t policyFlags;
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int32_t action;
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int32_t metaState;
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int32_t edgeFlags;
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float xPrecision;
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float yPrecision;
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nsecs_t downTime;
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uint32_t pointerCount;
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int32_t pointerIds[MAX_POINTERS];
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// Linked list of motion samples associated with this motion event.
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MotionSample firstSample;
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MotionSample* lastSample;
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};
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// Tracks the progress of dispatching a particular event to a particular connection.
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struct DispatchEntry : Link<DispatchEntry> {
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EventEntry* eventEntry; // the event to dispatch
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int32_t targetFlags;
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float xOffset;
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float yOffset;
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nsecs_t timeout;
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// True if dispatch has started.
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bool inProgress;
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// For motion events:
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// Pointer to the first motion sample to dispatch in this cycle.
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// Usually NULL to indicate that the list of motion samples begins at
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// MotionEntry::firstSample. Otherwise, some samples were dispatched in a previous
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// cycle and this pointer indicates the location of the first remainining sample
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// to dispatch during the current cycle.
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MotionSample* headMotionSample;
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// Pointer to a motion sample to dispatch in the next cycle if the dispatcher was
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// unable to send all motion samples during this cycle. On the next cycle,
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// headMotionSample will be initialized to tailMotionSample and tailMotionSample
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// will be set to NULL.
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MotionSample* tailMotionSample;
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};
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// A command entry captures state and behavior for an action to be performed in the
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// dispatch loop after the initial processing has taken place. It is essentially
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// a kind of continuation used to postpone sensitive policy interactions to a point
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// in the dispatch loop where it is safe to release the lock (generally after finishing
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// the critical parts of the dispatch cycle).
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//
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// The special thing about commands is that they can voluntarily release and reacquire
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// the dispatcher lock at will. Initially when the command starts running, the
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// dispatcher lock is held. However, if the command needs to call into the policy to
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// do some work, it can release the lock, do the work, then reacquire the lock again
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// before returning.
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//
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// This mechanism is a bit clunky but it helps to preserve the invariant that the dispatch
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// never calls into the policy while holding its lock.
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//
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// Commands are implicitly 'LockedInterruptible'.
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struct CommandEntry;
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typedef void (InputDispatcher::*Command)(CommandEntry* commandEntry);
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class Connection;
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struct CommandEntry : Link<CommandEntry> {
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CommandEntry();
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~CommandEntry();
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Command command;
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// parameters for the command (usage varies by command)
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sp<Connection> connection;
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};
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// Generic queue implementation.
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template <typename T>
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struct Queue {
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T head;
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T tail;
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inline Queue() {
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head.prev = NULL;
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head.next = & tail;
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tail.prev = & head;
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tail.next = NULL;
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}
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inline bool isEmpty() {
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return head.next == & tail;
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}
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inline void enqueueAtTail(T* entry) {
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T* last = tail.prev;
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last->next = entry;
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entry->prev = last;
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entry->next = & tail;
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tail.prev = entry;
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}
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inline void enqueueAtHead(T* entry) {
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T* first = head.next;
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head.next = entry;
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entry->prev = & head;
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entry->next = first;
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first->prev = entry;
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}
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inline void dequeue(T* entry) {
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entry->prev->next = entry->next;
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entry->next->prev = entry->prev;
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}
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inline T* dequeueAtHead() {
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T* first = head.next;
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dequeue(first);
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return first;
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}
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};
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/* Allocates queue entries and performs reference counting as needed. */
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class Allocator {
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public:
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Allocator();
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ConfigurationChangedEntry* obtainConfigurationChangedEntry(nsecs_t eventTime);
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KeyEntry* obtainKeyEntry(nsecs_t eventTime,
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int32_t deviceId, int32_t nature, uint32_t policyFlags, int32_t action,
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int32_t flags, int32_t keyCode, int32_t scanCode, int32_t metaState,
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int32_t repeatCount, nsecs_t downTime);
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MotionEntry* obtainMotionEntry(nsecs_t eventTime,
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int32_t deviceId, int32_t nature, uint32_t policyFlags, int32_t action,
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int32_t metaState, int32_t edgeFlags, float xPrecision, float yPrecision,
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nsecs_t downTime, uint32_t pointerCount,
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const int32_t* pointerIds, const PointerCoords* pointerCoords);
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DispatchEntry* obtainDispatchEntry(EventEntry* eventEntry);
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CommandEntry* obtainCommandEntry(Command command);
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void releaseEventEntry(EventEntry* entry);
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void releaseConfigurationChangedEntry(ConfigurationChangedEntry* entry);
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void releaseKeyEntry(KeyEntry* entry);
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void releaseMotionEntry(MotionEntry* entry);
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void releaseDispatchEntry(DispatchEntry* entry);
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void releaseCommandEntry(CommandEntry* entry);
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void appendMotionSample(MotionEntry* motionEntry,
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nsecs_t eventTime, const PointerCoords* pointerCoords);
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private:
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Pool<ConfigurationChangedEntry> mConfigurationChangeEntryPool;
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Pool<KeyEntry> mKeyEntryPool;
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Pool<MotionEntry> mMotionEntryPool;
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Pool<MotionSample> mMotionSamplePool;
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Pool<DispatchEntry> mDispatchEntryPool;
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Pool<CommandEntry> mCommandEntryPool;
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void initializeEventEntry(EventEntry* entry, int32_t type, nsecs_t eventTime);
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};
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/* Manages the dispatch state associated with a single input channel. */
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class Connection : public RefBase {
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protected:
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virtual ~Connection();
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public:
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enum Status {
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// Everything is peachy.
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STATUS_NORMAL,
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// An unrecoverable communication error has occurred.
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STATUS_BROKEN,
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// The client is not responding.
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STATUS_NOT_RESPONDING,
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// The input channel has been unregistered.
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STATUS_ZOMBIE
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};
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Status status;
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sp<InputChannel> inputChannel;
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InputPublisher inputPublisher;
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Queue<DispatchEntry> outboundQueue;
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nsecs_t nextTimeoutTime; // next timeout time (LONG_LONG_MAX if none)
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nsecs_t lastEventTime; // the time when the event was originally captured
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nsecs_t lastDispatchTime; // the time when the last event was dispatched
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nsecs_t lastANRTime; // the time when the last ANR was recorded
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explicit Connection(const sp<InputChannel>& inputChannel);
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inline const char* getInputChannelName() const { return inputChannel->getName().string(); }
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const char* getStatusLabel() const;
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// Finds a DispatchEntry in the outbound queue associated with the specified event.
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// Returns NULL if not found.
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DispatchEntry* findQueuedDispatchEntryForEvent(const EventEntry* eventEntry) const;
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// Determine whether this connection has a pending synchronous dispatch target.
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// Since there can only ever be at most one such target at a time, if there is one,
|
|
// it must be at the tail because nothing else can be enqueued after it.
|
|
inline bool hasPendingSyncTarget() {
|
|
return ! outboundQueue.isEmpty()
|
|
&& (outboundQueue.tail.prev->targetFlags & InputTarget::FLAG_SYNC);
|
|
}
|
|
|
|
// Gets the time since the current event was originally obtained from the input driver.
|
|
inline double getEventLatencyMillis(nsecs_t currentTime) {
|
|
return (currentTime - lastEventTime) / 1000000.0;
|
|
}
|
|
|
|
// Gets the time since the current event entered the outbound dispatch queue.
|
|
inline double getDispatchLatencyMillis(nsecs_t currentTime) {
|
|
return (currentTime - lastDispatchTime) / 1000000.0;
|
|
}
|
|
|
|
// Gets the time since the current event ANR was declared, if applicable.
|
|
inline double getANRLatencyMillis(nsecs_t currentTime) {
|
|
return (currentTime - lastANRTime) / 1000000.0;
|
|
}
|
|
|
|
status_t initialize();
|
|
|
|
void setNextTimeoutTime(nsecs_t currentTime, nsecs_t timeout);
|
|
};
|
|
|
|
sp<InputDispatcherPolicyInterface> mPolicy;
|
|
|
|
Mutex mLock;
|
|
|
|
Allocator mAllocator;
|
|
sp<PollLoop> mPollLoop;
|
|
|
|
Queue<EventEntry> mInboundQueue;
|
|
Queue<CommandEntry> mCommandQueue;
|
|
|
|
// All registered connections mapped by receive pipe file descriptor.
|
|
KeyedVector<int, sp<Connection> > mConnectionsByReceiveFd;
|
|
|
|
// 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;
|
|
|
|
// List of connections that have timed out. Only used by dispatchOnce()
|
|
// We don't use a ref-counted pointer here because it is not possible for a connection
|
|
// to be unregistered while processing timed out connections since we hold the lock for
|
|
// the duration.
|
|
Vector<Connection*> mTimedOutConnections;
|
|
|
|
// Preallocated key and motion event objects used only to ask the input dispatcher policy
|
|
// for the targets of an event that is to be dispatched.
|
|
KeyEvent mReusableKeyEvent;
|
|
MotionEvent mReusableMotionEvent;
|
|
|
|
// The input targets that were most recently identified for dispatch.
|
|
// If there is a synchronous event dispatch in progress, the current input targets will
|
|
// remain unchanged until the dispatch has completed or been aborted.
|
|
Vector<InputTarget> mCurrentInputTargets;
|
|
bool mCurrentInputTargetsValid; // false while targets are being recomputed
|
|
|
|
// Event injection and synchronization.
|
|
Condition mInjectionResultAvailableCondition;
|
|
Condition mFullySynchronizedCondition;
|
|
bool isFullySynchronizedLocked();
|
|
EventEntry* createEntryFromInputEventLocked(const InputEvent* event);
|
|
void setInjectionResultLocked(EventEntry* entry, int32_t injectionResult);
|
|
|
|
// Key repeat tracking.
|
|
// XXX Move this up to the input reader instead.
|
|
struct KeyRepeatState {
|
|
KeyEntry* lastKeyEntry; // or null if no repeat
|
|
nsecs_t nextRepeatTime;
|
|
} mKeyRepeatState;
|
|
|
|
void resetKeyRepeatLocked();
|
|
|
|
// Deferred command processing.
|
|
bool runCommandsLockedInterruptible();
|
|
CommandEntry* postCommandLocked(Command command);
|
|
|
|
// Process events that have just been dequeued from the head of the input queue.
|
|
void processConfigurationChangedLockedInterruptible(
|
|
nsecs_t currentTime, ConfigurationChangedEntry* entry);
|
|
void processKeyLockedInterruptible(
|
|
nsecs_t currentTime, KeyEntry* entry, nsecs_t keyRepeatTimeout);
|
|
void processKeyRepeatLockedInterruptible(
|
|
nsecs_t currentTime, nsecs_t keyRepeatTimeout);
|
|
void processMotionLockedInterruptible(
|
|
nsecs_t currentTime, MotionEntry* entry);
|
|
|
|
// Identify input targets for an event and dispatch to them.
|
|
void identifyInputTargetsAndDispatchKeyLockedInterruptible(
|
|
nsecs_t currentTime, KeyEntry* entry);
|
|
void identifyInputTargetsAndDispatchMotionLockedInterruptible(
|
|
nsecs_t currentTime, MotionEntry* entry);
|
|
void dispatchEventToCurrentInputTargetsLocked(
|
|
nsecs_t currentTime, EventEntry* entry, bool resumeWithAppendedMotionSample);
|
|
|
|
// 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 timeoutDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection);
|
|
void resumeAfterTimeoutDispatchCycleLocked(nsecs_t currentTime,
|
|
const sp<Connection>& connection, nsecs_t newTimeout);
|
|
void abortDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
|
|
bool broken);
|
|
static bool handleReceiveCallback(int receiveFd, int events, void* data);
|
|
|
|
// 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, bool recoveredFromANR);
|
|
void onDispatchCycleANRLocked(
|
|
nsecs_t currentTime, const sp<Connection>& connection);
|
|
void onDispatchCycleBrokenLocked(
|
|
nsecs_t currentTime, const sp<Connection>& connection);
|
|
|
|
// Outbound policy interactions.
|
|
void doNotifyInputChannelBrokenLockedInterruptible(CommandEntry* commandEntry);
|
|
void doNotifyInputChannelANRLockedInterruptible(CommandEntry* commandEntry);
|
|
void doNotifyInputChannelRecoveredFromANRLockedInterruptible(CommandEntry* commandEntry);
|
|
};
|
|
|
|
/* 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_PRIV_H
|