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- /*
- * 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 <input/Input.h>
- #include <input/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/BitSet.h>
- #include <cutils/atomic.h>
- #include <stddef.h>
- #include <unistd.h>
- #include <limits.h>
- #include "InputWindow.h"
- #include "InputApplication.h"
- #include "InputListener.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 = 1 << 0,
- /* This flag indicates that the MotionEvent falls within the area of the target
- * 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 = 1 << 1,
- /* This flag indicates that a motion event is being split across multiple windows. */
- FLAG_SPLIT = 1 << 2,
- /* This flag indicates that the pointer coordinates dispatched to the application
- * will be zeroed out to avoid revealing information to an application. This is
- * used in conjunction with FLAG_DISPATCH_AS_OUTSIDE to prevent apps not sharing
- * the same UID from watching all touches. */
- FLAG_ZERO_COORDS = 1 << 3,
- /* This flag indicates that the event should be sent as is.
- * Should always be set unless the event is to be transmuted. */
- FLAG_DISPATCH_AS_IS = 1 << 8,
- /* 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_DISPATCH_AS_OUTSIDE = 1 << 9,
- /* This flag indicates that a hover sequence is starting in the given window.
- * The event is transmuted into ACTION_HOVER_ENTER. */
- FLAG_DISPATCH_AS_HOVER_ENTER = 1 << 10,
- /* This flag indicates that a hover event happened outside of a window which handled
- * previous hover events, signifying the end of the current hover sequence for that
- * window.
- * The event is transmuted into ACTION_HOVER_ENTER. */
- FLAG_DISPATCH_AS_HOVER_EXIT = 1 << 11,
- /* This flag indicates that the event should be canceled.
- * It is used to transmute ACTION_MOVE into ACTION_CANCEL when a touch slips
- * outside of a window. */
- FLAG_DISPATCH_AS_SLIPPERY_EXIT = 1 << 12,
- /* This flag indicates that the event should be dispatched as an initial down.
- * It is used to transmute ACTION_MOVE into ACTION_DOWN when a touch slips
- * into a new window. */
- FLAG_DISPATCH_AS_SLIPPERY_ENTER = 1 << 13,
- /* Mask for all dispatch modes. */
- FLAG_DISPATCH_MASK = FLAG_DISPATCH_AS_IS
- | FLAG_DISPATCH_AS_OUTSIDE
- | FLAG_DISPATCH_AS_HOVER_ENTER
- | FLAG_DISPATCH_AS_HOVER_EXIT
- | FLAG_DISPATCH_AS_SLIPPERY_EXIT
- | FLAG_DISPATCH_AS_SLIPPERY_ENTER,
- /* 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_PARTIALLY_OBSCURED. */
- FLAG_WINDOW_IS_PARTIALLY_OBSCURED = 1 << 14,
- };
- // 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;
- // Scaling factor to apply to MotionEvent as it is delivered.
- // (ignored for KeyEvents)
- float scaleFactor;
- // The subset of pointer ids to include in motion events dispatched to this input target
- // if FLAG_SPLIT is set.
- BitSet32 pointerIds;
- };
- /*
- * Input dispatcher configuration.
- *
- * Specifies various options that modify the behavior of the input dispatcher.
- * The values provided here are merely defaults. The actual values will come from ViewConfiguration
- * and are passed into the dispatcher during initialization.
- */
- struct InputDispatcherConfiguration {
- // The key repeat initial timeout.
- nsecs_t keyRepeatTimeout;
- // The key repeat inter-key delay.
- nsecs_t keyRepeatDelay;
- InputDispatcherConfiguration() :
- keyRepeatTimeout(500 * 1000000LL),
- keyRepeatDelay(50 * 1000000LL) { }
- };
- /*
- * 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<InputWindowHandle>& inputWindowHandle,
- const String8& reason) = 0;
- /* Notifies the system that an input channel is unrecoverably broken. */
- virtual void notifyInputChannelBroken(const sp<InputWindowHandle>& inputWindowHandle) = 0;
- /* Gets the input dispatcher configuration. */
- virtual void getDispatcherConfiguration(InputDispatcherConfiguration* outConfig) = 0;
- /* Filters an input event.
- * Return true to dispatch the event unmodified, false to consume the event.
- * A filter can also transform and inject events later by passing POLICY_FLAG_FILTERED
- * to injectInputEvent.
- */
- virtual bool filterInputEvent(const InputEvent* inputEvent, uint32_t policyFlags) = 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(const KeyEvent* keyEvent, uint32_t& policyFlags) = 0;
- /* Intercepts a touch, trackball or other motion 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 interceptMotionBeforeQueueing(nsecs_t when, uint32_t& policyFlags) = 0;
- /* Allows the policy a chance to intercept a key before dispatching. */
- virtual nsecs_t interceptKeyBeforeDispatching(const sp<InputWindowHandle>& inputWindowHandle,
- const KeyEvent* keyEvent, uint32_t policyFlags) = 0;
- /* Allows the policy a chance to perform default processing for an unhandled key.
- * Returns an alternate keycode to redispatch as a fallback, or 0 to give up. */
- virtual bool dispatchUnhandledKey(const sp<InputWindowHandle>& inputWindowHandle,
- const KeyEvent* keyEvent, uint32_t policyFlags, KeyEvent* outFallbackKeyEvent) = 0;
- /* Notifies the policy about switch events.
- */
- virtual void notifySwitch(nsecs_t when,
- uint32_t switchValues, uint32_t switchMask, 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, public InputListenerInterface {
- 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;
- /* Called by the heatbeat to ensures that the dispatcher has not deadlocked. */
- virtual void monitor() = 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;
- /* 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 displayId,
- int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis,
- uint32_t policyFlags) = 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<sp<InputWindowHandle> >& inputWindowHandles) = 0;
- /* Sets the focused application.
- *
- * This method may be called on any thread (usually by the input manager).
- */
- virtual void setFocusedApplication(
- const sp<InputApplicationHandle>& inputApplicationHandle) = 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;
- /* Sets whether input event filtering is enabled.
- * When enabled, incoming input events are sent to the policy's filterInputEvent
- * method instead of being dispatched. The filter is expected to use
- * injectInputEvent to inject the events it would like to have dispatched.
- * It should include POLICY_FLAG_FILTERED in the policy flags during injection.
- */
- virtual void setInputFilterEnabled(bool enabled) = 0;
- /* Transfers touch focus from the window associated with one channel to the
- * window associated with the other channel.
- *
- * Returns true on success. False if the window did not actually have touch focus.
- */
- virtual bool transferTouchFocus(const sp<InputChannel>& fromChannel,
- const sp<InputChannel>& toChannel) = 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,
- const sp<InputWindowHandle>& inputWindowHandle, 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 monitor();
- virtual void dispatchOnce();
- virtual void notifyConfigurationChanged(const NotifyConfigurationChangedArgs* args);
- virtual void notifyKey(const NotifyKeyArgs* args);
- virtual void notifyMotion(const NotifyMotionArgs* args);
- virtual void notifySwitch(const NotifySwitchArgs* args);
- virtual void notifyDeviceReset(const NotifyDeviceResetArgs* args);
- virtual int32_t injectInputEvent(const InputEvent* event, int32_t displayId,
- int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis,
- uint32_t policyFlags);
- virtual void setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles);
- virtual void setFocusedApplication(const sp<InputApplicationHandle>& inputApplicationHandle);
- virtual void setInputDispatchMode(bool enabled, bool frozen);
- virtual void setInputFilterEnabled(bool enabled);
- virtual bool transferTouchFocus(const sp<InputChannel>& fromChannel,
- const sp<InputChannel>& toChannel);
- virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel,
- const sp<InputWindowHandle>& inputWindowHandle, bool monitor);
- virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel);
- private:
- template <typename T>
- struct Link {
- T* next;
- T* prev;
- protected:
- inline Link() : next(NULL), prev(NULL) { }
- };
- 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
- InjectionState(int32_t injectorPid, int32_t injectorUid);
- void release();
- private:
- ~InjectionState();
- };
- struct EventEntry : Link<EventEntry> {
- enum {
- TYPE_CONFIGURATION_CHANGED,
- TYPE_DEVICE_RESET,
- 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() const { return injectionState != NULL; }
- void release();
- virtual void appendDescription(String8& msg) const = 0;
- protected:
- EventEntry(int32_t type, nsecs_t eventTime, uint32_t policyFlags);
- virtual ~EventEntry();
- void releaseInjectionState();
- };
- struct ConfigurationChangedEntry : EventEntry {
- ConfigurationChangedEntry(nsecs_t eventTime);
- virtual void appendDescription(String8& msg) const;
- protected:
- virtual ~ConfigurationChangedEntry();
- };
- struct DeviceResetEntry : EventEntry {
- int32_t deviceId;
- DeviceResetEntry(nsecs_t eventTime, int32_t deviceId);
- virtual void appendDescription(String8& msg) const;
- protected:
- virtual ~DeviceResetEntry();
- };
- struct KeyEntry : EventEntry {
- int32_t deviceId;
- uint32_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,
- INTERCEPT_KEY_RESULT_TRY_AGAIN_LATER,
- };
- InterceptKeyResult interceptKeyResult; // set based on the interception result
- nsecs_t interceptKeyWakeupTime; // used with INTERCEPT_KEY_RESULT_TRY_AGAIN_LATER
- KeyEntry(nsecs_t eventTime,
- int32_t deviceId, uint32_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);
- virtual void appendDescription(String8& msg) const;
- void recycle();
- protected:
- virtual ~KeyEntry();
- };
- struct MotionEntry : EventEntry {
- nsecs_t eventTime;
- int32_t deviceId;
- uint32_t source;
- int32_t action;
- int32_t actionButton;
- int32_t flags;
- int32_t metaState;
- int32_t buttonState;
- int32_t edgeFlags;
- float xPrecision;
- float yPrecision;
- nsecs_t downTime;
- int32_t displayId;
- uint32_t pointerCount;
- PointerProperties pointerProperties[MAX_POINTERS];
- PointerCoords pointerCoords[MAX_POINTERS];
- MotionEntry(nsecs_t eventTime,
- int32_t deviceId, uint32_t source, uint32_t policyFlags,
- int32_t action, int32_t actionButton, int32_t flags,
- int32_t metaState, int32_t buttonState, int32_t edgeFlags,
- float xPrecision, float yPrecision, nsecs_t downTime,
- int32_t displayId, uint32_t pointerCount,
- const PointerProperties* pointerProperties, const PointerCoords* pointerCoords,
- float xOffset, float yOffset);
- virtual void appendDescription(String8& msg) const;
- protected:
- virtual ~MotionEntry();
- };
- // Tracks the progress of dispatching a particular event to a particular connection.
- struct DispatchEntry : Link<DispatchEntry> {
- const uint32_t seq; // unique sequence number, never 0
- EventEntry* eventEntry; // the event to dispatch
- int32_t targetFlags;
- float xOffset;
- float yOffset;
- float scaleFactor;
- nsecs_t deliveryTime; // time when the event was actually delivered
- // Set to the resolved action and flags when the event is enqueued.
- int32_t resolvedAction;
- int32_t resolvedFlags;
- DispatchEntry(EventEntry* eventEntry,
- int32_t targetFlags, float xOffset, float yOffset, float scaleFactor);
- ~DispatchEntry();
- inline bool hasForegroundTarget() const {
- return targetFlags & InputTarget::FLAG_FOREGROUND;
- }
- inline bool isSplit() const {
- return targetFlags & InputTarget::FLAG_SPLIT;
- }
- private:
- static volatile int32_t sNextSeqAtomic;
- static uint32_t nextSeq();
- };
- // 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(Command command);
- ~CommandEntry();
- Command command;
- // parameters for the command (usage varies by command)
- sp<Connection> connection;
- nsecs_t eventTime;
- KeyEntry* keyEntry;
- sp<InputApplicationHandle> inputApplicationHandle;
- sp<InputWindowHandle> inputWindowHandle;
- String8 reason;
- int32_t userActivityEventType;
- uint32_t seq;
- bool handled;
- };
- // Generic queue implementation.
- template <typename T>
- struct Queue {
- T* head;
- T* tail;
- uint32_t entryCount;
- inline Queue() : head(NULL), tail(NULL), entryCount(0) {
- }
- inline bool isEmpty() const {
- return !head;
- }
- inline void enqueueAtTail(T* entry) {
- entryCount++;
- entry->prev = tail;
- if (tail) {
- tail->next = entry;
- } else {
- head = entry;
- }
- entry->next = NULL;
- tail = entry;
- }
- inline void enqueueAtHead(T* entry) {
- entryCount++;
- entry->next = head;
- if (head) {
- head->prev = entry;
- } else {
- tail = entry;
- }
- entry->prev = NULL;
- head = entry;
- }
- inline void dequeue(T* entry) {
- entryCount--;
- if (entry->prev) {
- entry->prev->next = entry->next;
- } else {
- head = entry->next;
- }
- if (entry->next) {
- entry->next->prev = entry->prev;
- } else {
- tail = entry->prev;
- }
- }
- inline T* dequeueAtHead() {
- entryCount--;
- T* entry = head;
- head = entry->next;
- if (head) {
- head->prev = NULL;
- } else {
- tail = NULL;
- }
- return entry;
- }
- uint32_t count() const {
- return entryCount;
- }
- };
- /* Specifies which events are to be canceled and why. */
- struct CancelationOptions {
- enum Mode {
- CANCEL_ALL_EVENTS = 0,
- CANCEL_POINTER_EVENTS = 1,
- CANCEL_NON_POINTER_EVENTS = 2,
- CANCEL_FALLBACK_EVENTS = 3,
- };
- // The criterion to use to determine which events should be canceled.
- Mode mode;
- // Descriptive reason for the cancelation.
- const char* reason;
- // The specific keycode of the key event to cancel, or -1 to cancel any key event.
- int32_t keyCode;
- // The specific device id of events to cancel, or -1 to cancel events from any device.
- int32_t deviceId;
- CancelationOptions(Mode mode, const char* reason) :
- mode(mode), reason(reason), keyCode(-1), deviceId(-1) { }
- };
- /* Tracks dispatched key and motion event state so that cancelation events can be
- * synthesized when events are dropped. */
- class InputState {
- public:
- InputState();
- ~InputState();
- // Returns true if there is no state to be canceled.
- bool isNeutral() const;
- // Returns true if the specified source is known to have received a hover enter
- // motion event.
- bool isHovering(int32_t deviceId, uint32_t source, int32_t displayId) const;
- // Records tracking information for a key event that has just been published.
- // Returns true if the event should be delivered, false if it is inconsistent
- // and should be skipped.
- bool trackKey(const KeyEntry* entry, int32_t action, int32_t flags);
- // Records tracking information for a motion event that has just been published.
- // Returns true if the event should be delivered, false if it is inconsistent
- // and should be skipped.
- bool trackMotion(const MotionEntry* entry, int32_t action, int32_t flags);
- // Synthesizes cancelation events for the current state and resets the tracked state.
- void synthesizeCancelationEvents(nsecs_t currentTime,
- Vector<EventEntry*>& outEvents, const CancelationOptions& options);
- // Clears the current state.
- void clear();
- // Copies pointer-related parts of the input state to another instance.
- void copyPointerStateTo(InputState& other) const;
- // Gets the fallback key associated with a keycode.
- // Returns -1 if none.
- // Returns AKEYCODE_UNKNOWN if we are only dispatching the unhandled key to the policy.
- int32_t getFallbackKey(int32_t originalKeyCode);
- // Sets the fallback key for a particular keycode.
- void setFallbackKey(int32_t originalKeyCode, int32_t fallbackKeyCode);
- // Removes the fallback key for a particular keycode.
- void removeFallbackKey(int32_t originalKeyCode);
- inline const KeyedVector<int32_t, int32_t>& getFallbackKeys() const {
- return mFallbackKeys;
- }
- private:
- struct KeyMemento {
- int32_t deviceId;
- uint32_t source;
- int32_t keyCode;
- int32_t scanCode;
- int32_t metaState;
- int32_t flags;
- nsecs_t downTime;
- uint32_t policyFlags;
- };
- struct MotionMemento {
- int32_t deviceId;
- uint32_t source;
- int32_t flags;
- float xPrecision;
- float yPrecision;
- nsecs_t downTime;
- int32_t displayId;
- uint32_t pointerCount;
- PointerProperties pointerProperties[MAX_POINTERS];
- PointerCoords pointerCoords[MAX_POINTERS];
- bool hovering;
- uint32_t policyFlags;
- void setPointers(const MotionEntry* entry);
- };
- Vector<KeyMemento> mKeyMementos;
- Vector<MotionMemento> mMotionMementos;
- KeyedVector<int32_t, int32_t> mFallbackKeys;
- ssize_t findKeyMemento(const KeyEntry* entry) const;
- ssize_t findMotionMemento(const MotionEntry* entry, bool hovering) const;
- void addKeyMemento(const KeyEntry* entry, int32_t flags);
- void addMotionMemento(const MotionEntry* entry, int32_t flags, bool hovering);
- static bool shouldCancelKey(const KeyMemento& memento,
- const CancelationOptions& options);
- static bool shouldCancelMotion(const MotionMemento& memento,
- const 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; // never null
- sp<InputWindowHandle> inputWindowHandle; // may be null
- bool monitor;
- InputPublisher inputPublisher;
- InputState inputState;
- // True if the socket is full and no further events can be published until
- // the application consumes some of the input.
- bool inputPublisherBlocked;
- // Queue of events that need to be published to the connection.
- Queue<DispatchEntry> outboundQueue;
- // Queue of events that have been published to the connection but that have not
- // yet received a "finished" response from the application.
- Queue<DispatchEntry> waitQueue;
- explicit Connection(const sp<InputChannel>& inputChannel,
- const sp<InputWindowHandle>& inputWindowHandle, bool monitor);
- inline const char* getInputChannelName() const { return inputChannel->getName().string(); }
- const char* getWindowName() const;
- const char* getStatusLabel() const;
- DispatchEntry* findWaitQueueEntry(uint32_t seq);
- };
- enum DropReason {
- DROP_REASON_NOT_DROPPED = 0,
- DROP_REASON_POLICY = 1,
- DROP_REASON_APP_SWITCH = 2,
- DROP_REASON_DISABLED = 3,
- DROP_REASON_BLOCKED = 4,
- DROP_REASON_STALE = 5,
- };
- sp<InputDispatcherPolicyInterface> mPolicy;
- InputDispatcherConfiguration mConfig;
- Mutex mLock;
- Condition mDispatcherIsAliveCondition;
- sp<Looper> mLooper;
- EventEntry* mPendingEvent;
- Queue<EventEntry> mInboundQueue;
- Queue<EventEntry> mRecentQueue;
- Queue<CommandEntry> mCommandQueue;
- DropReason mLastDropReason;
- void dispatchOnceInnerLocked(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);
- // Adds an event to a queue of recent events for debugging purposes.
- void addRecentEventLocked(EventEntry* entry);
- // 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);
- // Stale event latency optimization.
- static bool isStaleEventLocked(nsecs_t currentTime, EventEntry* entry);
- // Blocked event latency optimization. Drops old events when the user intends
- // to transfer focus to a new application.
- EventEntry* mNextUnblockedEvent;
- sp<InputWindowHandle> findTouchedWindowAtLocked(int32_t displayId, int32_t x, int32_t y);
- // All registered connections mapped by channel file descriptor.
- KeyedVector<int, sp<Connection> > mConnectionsByFd;
- ssize_t getConnectionIndexLocked(const sp<InputChannel>& inputChannel);
- // Input channels that will receive a copy of all input events.
- Vector<sp<InputChannel> > mMonitoringChannels;
- // 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);
- // Key repeat tracking.
- struct KeyRepeatState {
- KeyEntry* lastKeyEntry; // or null if no repeat
- nsecs_t nextRepeatTime;
- } mKeyRepeatState;
- void resetKeyRepeatLocked();
- KeyEntry* synthesizeKeyRepeatLocked(nsecs_t currentTime);
- // Key replacement tracking
- struct KeyReplacement {
- int32_t keyCode;
- int32_t deviceId;
- bool operator==(const KeyReplacement& rhs) const {
- return keyCode == rhs.keyCode && deviceId == rhs.deviceId;
- }
- bool operator<(const KeyReplacement& rhs) const {
- return keyCode != rhs.keyCode ? keyCode < rhs.keyCode : deviceId < rhs.deviceId;
- }
- };
- // Maps the key code replaced, device id tuple to the key code it was replaced with
- KeyedVector<KeyReplacement, int32_t> mReplacedKeys;
- // Deferred command processing.
- bool haveCommandsLocked() const;
- bool runCommandsLockedInterruptible();
- CommandEntry* postCommandLocked(Command command);
- // Input filter processing.
- bool shouldSendKeyToInputFilterLocked(const NotifyKeyArgs* args);
- bool shouldSendMotionToInputFilterLocked(const NotifyMotionArgs* args);
- // Inbound event processing.
- void drainInboundQueueLocked();
- void releasePendingEventLocked();
- void releaseInboundEventLocked(EventEntry* entry);
- // Dispatch state.
- bool mDispatchEnabled;
- bool mDispatchFrozen;
- bool mInputFilterEnabled;
- Vector<sp<InputWindowHandle> > mWindowHandles;
- sp<InputWindowHandle> getWindowHandleLocked(const sp<InputChannel>& inputChannel) const;
- bool hasWindowHandleLocked(const sp<InputWindowHandle>& windowHandle) const;
- // Focus tracking for keys, trackball, etc.
- sp<InputWindowHandle> mFocusedWindowHandle;
- // Focus tracking for touch.
- struct TouchedWindow {
- sp<InputWindowHandle> windowHandle;
- int32_t targetFlags;
- BitSet32 pointerIds; // zero unless target flag FLAG_SPLIT is set
- };
- struct TouchState {
- bool down;
- bool split;
- int32_t deviceId; // id of the device that is currently down, others are rejected
- uint32_t source; // source of the device that is current down, others are rejected
- int32_t displayId; // id to the display that currently has a touch, others are rejected
- Vector<TouchedWindow> windows;
- TouchState();
- ~TouchState();
- void reset();
- void copyFrom(const TouchState& other);
- void addOrUpdateWindow(const sp<InputWindowHandle>& windowHandle,
- int32_t targetFlags, BitSet32 pointerIds);
- void removeWindow(const sp<InputWindowHandle>& windowHandle);
- void filterNonAsIsTouchWindows();
- sp<InputWindowHandle> getFirstForegroundWindowHandle() const;
- bool isSlippery() const;
- };
- KeyedVector<int32_t, TouchState> mTouchStatesByDisplay;
- TouchState mTempTouchState;
- // Focused application.
- sp<InputApplicationHandle> mFocusedApplicationHandle;
- // Dispatcher state at time of last ANR.
- String8 mLastANRState;
- // Dispatch inbound events.
- bool dispatchConfigurationChangedLocked(
- nsecs_t currentTime, ConfigurationChangedEntry* entry);
- bool dispatchDeviceResetLocked(
- nsecs_t currentTime, DeviceResetEntry* entry);
- bool dispatchKeyLocked(
- nsecs_t currentTime, KeyEntry* entry,
- DropReason* dropReason, nsecs_t* nextWakeupTime);
- bool dispatchMotionLocked(
- nsecs_t currentTime, MotionEntry* entry,
- DropReason* dropReason, nsecs_t* nextWakeupTime);
- void dispatchEventLocked(nsecs_t currentTime, EventEntry* entry,
- const Vector<InputTarget>& inputTargets);
- void logOutboundKeyDetailsLocked(const char* prefix, const KeyEntry* entry);
- void logOutboundMotionDetailsLocked(const char* prefix, const MotionEntry* entry);
- // Keeping track of ANR timeouts.
- 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;
- sp<InputApplicationHandle> mInputTargetWaitApplicationHandle;
- // Contains the last window which received a hover event.
- sp<InputWindowHandle> mLastHoverWindowHandle;
- // Finding targets for input events.
- int32_t handleTargetsNotReadyLocked(nsecs_t currentTime, const EventEntry* entry,
- const sp<InputApplicationHandle>& applicationHandle,
- const sp<InputWindowHandle>& windowHandle,
- nsecs_t* nextWakeupTime, const char* reason);
- 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,
- Vector<InputTarget>& inputTargets, nsecs_t* nextWakeupTime);
- int32_t findTouchedWindowTargetsLocked(nsecs_t currentTime, const MotionEntry* entry,
- Vector<InputTarget>& inputTargets, nsecs_t* nextWakeupTime,
- bool* outConflictingPointerActions);
- void addWindowTargetLocked(const sp<InputWindowHandle>& windowHandle,
- int32_t targetFlags, BitSet32 pointerIds, Vector<InputTarget>& inputTargets);
- void addMonitoringTargetsLocked(Vector<InputTarget>& inputTargets);
- void pokeUserActivityLocked(const EventEntry* eventEntry);
- bool checkInjectionPermission(const sp<InputWindowHandle>& windowHandle,
- const InjectionState* injectionState);
- bool isWindowObscuredAtPointLocked(const sp<InputWindowHandle>& windowHandle,
- int32_t x, int32_t y) const;
- bool isWindowObscuredLocked(const sp<InputWindowHandle>& windowHandle) const;
- String8 getApplicationWindowLabelLocked(const sp<InputApplicationHandle>& applicationHandle,
- const sp<InputWindowHandle>& windowHandle);
- String8 checkWindowReadyForMoreInputLocked(nsecs_t currentTime,
- const sp<InputWindowHandle>& windowHandle, const EventEntry* eventEntry,
- const char* targetType);
- // 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);
- void enqueueDispatchEntriesLocked(nsecs_t currentTime, const sp<Connection>& connection,
- EventEntry* eventEntry, const InputTarget* inputTarget);
- void enqueueDispatchEntryLocked(const sp<Connection>& connection,
- EventEntry* eventEntry, const InputTarget* inputTarget, int32_t dispatchMode);
- void startDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection);
- void finishDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
- uint32_t seq, bool handled);
- void abortBrokenDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
- bool notify);
- void drainDispatchQueueLocked(Queue<DispatchEntry>* queue);
- void releaseDispatchEntryLocked(DispatchEntry* dispatchEntry);
- static int handleReceiveCallback(int fd, int events, void* data);
- void synthesizeCancelationEventsForAllConnectionsLocked(
- const CancelationOptions& options);
- void synthesizeCancelationEventsForMonitorsLocked(const CancelationOptions& options);
- void synthesizeCancelationEventsForInputChannelLocked(const sp<InputChannel>& channel,
- const CancelationOptions& options);
- void synthesizeCancelationEventsForConnectionLocked(const sp<Connection>& connection,
- const CancelationOptions& options);
- // 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();
- // Registration.
- void removeMonitorChannelLocked(const sp<InputChannel>& inputChannel);
- status_t unregisterInputChannelLocked(const sp<InputChannel>& inputChannel, bool notify);
- // 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 onDispatchCycleFinishedLocked(
- nsecs_t currentTime, const sp<Connection>& connection, uint32_t seq, bool handled);
- void onDispatchCycleBrokenLocked(
- nsecs_t currentTime, const sp<Connection>& connection);
- void onANRLocked(
- nsecs_t currentTime, const sp<InputApplicationHandle>& applicationHandle,
- const sp<InputWindowHandle>& windowHandle,
- nsecs_t eventTime, nsecs_t waitStartTime, const char* reason);
- // Outbound policy interactions.
- void doNotifyConfigurationChangedInterruptible(CommandEntry* commandEntry);
- void doNotifyInputChannelBrokenLockedInterruptible(CommandEntry* commandEntry);
- void doNotifyANRLockedInterruptible(CommandEntry* commandEntry);
- void doInterceptKeyBeforeDispatchingLockedInterruptible(CommandEntry* commandEntry);
- void doDispatchCycleFinishedLockedInterruptible(CommandEntry* commandEntry);
- bool afterKeyEventLockedInterruptible(const sp<Connection>& connection,
- DispatchEntry* dispatchEntry, KeyEntry* keyEntry, bool handled);
- bool afterMotionEventLockedInterruptible(const sp<Connection>& connection,
- DispatchEntry* dispatchEntry, MotionEntry* motionEntry, bool handled);
- void doPokeUserActivityLockedInterruptible(CommandEntry* commandEntry);
- void initializeKeyEvent(KeyEvent* event, const KeyEntry* entry);
- // Statistics gathering.
- void updateDispatchStatisticsLocked(nsecs_t currentTime, const EventEntry* entry,
- int32_t injectionResult, nsecs_t timeSpentWaitingForApplication);
- void traceInboundQueueLengthLocked();
- void traceOutboundQueueLengthLocked(const sp<Connection>& connection);
- void traceWaitQueueLengthLocked(const sp<Connection>& connection);
- };
- /* 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
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