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authorJeff Brown <jeffbrown@google.com>2012-02-13 13:48:59 -0800
committerJeff Brown <jeffbrown@google.com>2012-02-13 14:04:24 -0800
commit0952c30ac279d5f4cdc032fcbafa372213aa6d86 (patch)
treef180a4e1d2c3cf301817c3db75008a201fd4b4e5 /services/input
parent2d34e0cfe7e2586b75a6f2c6646dd2e1e52c973f (diff)
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Don't serialize motion events.
On reflection, only key events need to be serialized. This is part of a series of changes to improve input system pipelining. Bug: 5963420 Change-Id: I028b4eac97497d012036cb60ffbac4cb22d3966c
Diffstat (limited to 'services/input')
-rw-r--r--services/input/InputDispatcher.cpp44
-rw-r--r--services/input/InputDispatcher.h2
2 files changed, 31 insertions, 15 deletions
diff --git a/services/input/InputDispatcher.cpp b/services/input/InputDispatcher.cpp
index d04aa68..d4e59d1 100644
--- a/services/input/InputDispatcher.cpp
+++ b/services/input/InputDispatcher.cpp
@@ -1041,8 +1041,7 @@ int32_t InputDispatcher::findFocusedWindowTargetsLocked(nsecs_t currentTime,
}
// If the currently focused window is still working on previous events then keep waiting.
- if (!isWindowReadyForMoreInputLocked(currentTime,
- mFocusedWindowHandle, true /*focusedEvent*/)) {
+ if (!isWindowReadyForMoreInputLocked(currentTime, mFocusedWindowHandle, entry)) {
#if DEBUG_FOCUS
ALOGD("Waiting because focused window still processing previous input.");
#endif
@@ -1405,8 +1404,7 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
}
// If the touched window is still working on previous events then keep waiting.
- if (!isWindowReadyForMoreInputLocked(currentTime,
- touchedWindow.windowHandle, false /*focusedEvent*/)) {
+ if (!isWindowReadyForMoreInputLocked(currentTime, touchedWindow.windowHandle, entry)) {
#if DEBUG_FOCUS
ALOGD("Waiting because touched window still processing previous input.");
#endif
@@ -1618,25 +1616,43 @@ bool InputDispatcher::isWindowObscuredAtPointLocked(
}
bool InputDispatcher::isWindowReadyForMoreInputLocked(nsecs_t currentTime,
- const sp<InputWindowHandle>& windowHandle, bool focusedEvent) {
+ const sp<InputWindowHandle>& windowHandle, const EventEntry* eventEntry) {
ssize_t connectionIndex = getConnectionIndexLocked(windowHandle->getInputChannel());
if (connectionIndex >= 0) {
sp<Connection> connection = mConnectionsByFd.valueAt(connectionIndex);
if (connection->inputPublisherBlocked) {
return false;
}
- if (focusedEvent) {
- // If the event relies on input focus (such as a key event), then we must
- // wait for all previous events to complete before delivering it because they
- // may move focus elsewhere.
+ if (eventEntry->type == EventEntry::TYPE_KEY) {
+ // If the event is a key event, then we must wait for all previous events to
+ // complete before delivering it because previous events may have the
+ // side-effect of transferring focus to a different window and we want to
+ // ensure that the following keys are sent to the new window.
+ //
+ // Suppose the user touches a button in a window then immediately presses "A".
+ // If the button causes a pop-up window to appear then we want to ensure that
+ // the "A" key is delivered to the new pop-up window. This is because users
+ // often anticipate pending UI changes when typing on a keyboard.
+ // To obtain this behavior, we must serialize key events with respect to all
+ // prior input events.
return connection->outboundQueue.isEmpty()
&& connection->waitQueue.isEmpty();
}
- // Touch events can always be sent to a window because the user intended to touch
- // whatever was visible immediately. Even if focus changes or a new window appears,
- // the touch event was meant for whatever happened to be on screen at the time.
- // However, if the wait queue is piling up with lots of events, then hold up
- // new events for awhile. This condition ensures that ANRs still work.
+ // Touch events can always be sent to a window immediately because the user intended
+ // to touch whatever was visible at the time. Even if focus changes or a new
+ // window appears moments later, the touch event was meant to be delivered to
+ // whatever window happened to be on screen at the time.
+ //
+ // Generic motion events, such as trackball or joystick events are a little trickier.
+ // Like key events, generic motion events are delivered to the focused window.
+ // Unlike key events, generic motion events don't tend to transfer focus to other
+ // windows and it is not important for them to be serialized. So we prefer to deliver
+ // generic motion events as soon as possible to improve efficiency and reduce lag
+ // through batching.
+ //
+ // The one case where we pause input event delivery is when the wait queue is piling
+ // up with lots of events because the application is not responding.
+ // This condition ensures that ANRs are detected reliably.
if (!connection->waitQueue.isEmpty()
&& currentTime >= connection->waitQueue.head->eventEntry->eventTime
+ STREAM_AHEAD_EVENT_TIMEOUT) {
diff --git a/services/input/InputDispatcher.h b/services/input/InputDispatcher.h
index 03a824b..5c517f5 100644
--- a/services/input/InputDispatcher.h
+++ b/services/input/InputDispatcher.h
@@ -995,7 +995,7 @@ private:
bool isWindowObscuredAtPointLocked(const sp<InputWindowHandle>& windowHandle,
int32_t x, int32_t y) const;
bool isWindowReadyForMoreInputLocked(nsecs_t currentTime,
- const sp<InputWindowHandle>& windowHandle, bool focusedEvent);
+ const sp<InputWindowHandle>& windowHandle, const EventEntry* eventEntry);
String8 getApplicationWindowLabelLocked(const sp<InputApplicationHandle>& applicationHandle,
const sp<InputWindowHandle>& windowHandle);