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Diffstat (limited to 'include/ui/InputDispatcher.h')
-rw-r--r-- | include/ui/InputDispatcher.h | 1083 |
1 files changed, 1083 insertions, 0 deletions
diff --git a/include/ui/InputDispatcher.h b/include/ui/InputDispatcher.h new file mode 100644 index 0000000..5f77cba --- /dev/null +++ b/include/ui/InputDispatcher.h @@ -0,0 +1,1083 @@ +/* + * Copyright (C) 2010 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef _UI_INPUT_DISPATCHER_H +#define _UI_INPUT_DISPATCHER_H + +#include <ui/Input.h> +#include <ui/InputTransport.h> +#include <utils/KeyedVector.h> +#include <utils/Vector.h> +#include <utils/threads.h> +#include <utils/Timers.h> +#include <utils/RefBase.h> +#include <utils/String8.h> +#include <utils/Looper.h> +#include <utils/Pool.h> +#include <utils/BitSet.h> + +#include <stddef.h> +#include <unistd.h> +#include <limits.h> + + +namespace android { + +/* + * Constants used to report the outcome of input event injection. + */ +enum { + /* (INTERNAL USE ONLY) Specifies that injection is pending and its outcome is unknown. */ + INPUT_EVENT_INJECTION_PENDING = -1, + + /* Injection succeeded. */ + INPUT_EVENT_INJECTION_SUCCEEDED = 0, + + /* Injection failed because the injector did not have permission to inject + * into the application with input focus. */ + INPUT_EVENT_INJECTION_PERMISSION_DENIED = 1, + + /* Injection failed because there were no available input targets. */ + INPUT_EVENT_INJECTION_FAILED = 2, + + /* Injection failed due to a timeout. */ + INPUT_EVENT_INJECTION_TIMED_OUT = 3 +}; + +/* + * Constants used to determine the input event injection synchronization mode. + */ +enum { + /* Injection is asynchronous and is assumed always to be successful. */ + INPUT_EVENT_INJECTION_SYNC_NONE = 0, + + /* Waits for previous events to be dispatched so that the input dispatcher can determine + * whether input event injection willbe permitted based on the current input focus. + * Does not wait for the input event to finish processing. */ + INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT = 1, + + /* Waits for the input event to be completely processed. */ + INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_FINISHED = 2, +}; + + +/* + * An input target specifies how an input event is to be dispatched to a particular window + * including the window's input channel, control flags, a timeout, and an X / Y offset to + * be added to input event coordinates to compensate for the absolute position of the + * window area. + */ +struct InputTarget { + enum { + /* This flag indicates that the event is being delivered to a foreground application. */ + FLAG_FOREGROUND = 0x01, + + /* This flag indicates that a MotionEvent with AMOTION_EVENT_ACTION_DOWN falls outside + * of the area of this target and so should instead be delivered as an + * AMOTION_EVENT_ACTION_OUTSIDE to this target. */ + FLAG_OUTSIDE = 0x02, + + /* This flag indicates that the target of a MotionEvent is partly or wholly + * obscured by another visible window above it. The motion event should be + * delivered with flag AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED. */ + FLAG_WINDOW_IS_OBSCURED = 0x04, + + /* This flag indicates that a motion event is being split across multiple windows. */ + FLAG_SPLIT = 0x08, + }; + + // The input channel to be targeted. + sp<InputChannel> inputChannel; + + // Flags for the input target. + int32_t flags; + + // The x and y offset to add to a MotionEvent as it is delivered. + // (ignored for KeyEvents) + float xOffset, yOffset; + + // The subset of pointer ids to include in motion events dispatched to this input target + // if FLAG_SPLIT is set. + BitSet32 pointerIds; +}; + + +/* + * An input window describes the bounds of a window that can receive input. + */ +struct InputWindow { + // Window flags from WindowManager.LayoutParams + enum { + FLAG_ALLOW_LOCK_WHILE_SCREEN_ON = 0x00000001, + FLAG_DIM_BEHIND = 0x00000002, + FLAG_BLUR_BEHIND = 0x00000004, + FLAG_NOT_FOCUSABLE = 0x00000008, + FLAG_NOT_TOUCHABLE = 0x00000010, + FLAG_NOT_TOUCH_MODAL = 0x00000020, + FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040, + FLAG_KEEP_SCREEN_ON = 0x00000080, + FLAG_LAYOUT_IN_SCREEN = 0x00000100, + FLAG_LAYOUT_NO_LIMITS = 0x00000200, + FLAG_FULLSCREEN = 0x00000400, + FLAG_FORCE_NOT_FULLSCREEN = 0x00000800, + FLAG_DITHER = 0x00001000, + FLAG_SECURE = 0x00002000, + FLAG_SCALED = 0x00004000, + FLAG_IGNORE_CHEEK_PRESSES = 0x00008000, + FLAG_LAYOUT_INSET_DECOR = 0x00010000, + FLAG_ALT_FOCUSABLE_IM = 0x00020000, + FLAG_WATCH_OUTSIDE_TOUCH = 0x00040000, + FLAG_SHOW_WHEN_LOCKED = 0x00080000, + FLAG_SHOW_WALLPAPER = 0x00100000, + FLAG_TURN_SCREEN_ON = 0x00200000, + FLAG_DISMISS_KEYGUARD = 0x00400000, + FLAG_SPLIT_TOUCH = 0x00800000, + FLAG_KEEP_SURFACE_WHILE_ANIMATING = 0x10000000, + FLAG_COMPATIBLE_WINDOW = 0x20000000, + FLAG_SYSTEM_ERROR = 0x40000000, + }; + + // Window types from WindowManager.LayoutParams + enum { + FIRST_APPLICATION_WINDOW = 1, + TYPE_BASE_APPLICATION = 1, + TYPE_APPLICATION = 2, + TYPE_APPLICATION_STARTING = 3, + LAST_APPLICATION_WINDOW = 99, + FIRST_SUB_WINDOW = 1000, + TYPE_APPLICATION_PANEL = FIRST_SUB_WINDOW, + TYPE_APPLICATION_MEDIA = FIRST_SUB_WINDOW+1, + TYPE_APPLICATION_SUB_PANEL = FIRST_SUB_WINDOW+2, + TYPE_APPLICATION_ATTACHED_DIALOG = FIRST_SUB_WINDOW+3, + TYPE_APPLICATION_MEDIA_OVERLAY = FIRST_SUB_WINDOW+4, + LAST_SUB_WINDOW = 1999, + FIRST_SYSTEM_WINDOW = 2000, + TYPE_STATUS_BAR = FIRST_SYSTEM_WINDOW, + TYPE_SEARCH_BAR = FIRST_SYSTEM_WINDOW+1, + TYPE_PHONE = FIRST_SYSTEM_WINDOW+2, + TYPE_SYSTEM_ALERT = FIRST_SYSTEM_WINDOW+3, + TYPE_KEYGUARD = FIRST_SYSTEM_WINDOW+4, + TYPE_TOAST = FIRST_SYSTEM_WINDOW+5, + TYPE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+6, + TYPE_PRIORITY_PHONE = FIRST_SYSTEM_WINDOW+7, + TYPE_SYSTEM_DIALOG = FIRST_SYSTEM_WINDOW+8, + TYPE_KEYGUARD_DIALOG = FIRST_SYSTEM_WINDOW+9, + TYPE_SYSTEM_ERROR = FIRST_SYSTEM_WINDOW+10, + TYPE_INPUT_METHOD = FIRST_SYSTEM_WINDOW+11, + TYPE_INPUT_METHOD_DIALOG= FIRST_SYSTEM_WINDOW+12, + TYPE_WALLPAPER = FIRST_SYSTEM_WINDOW+13, + TYPE_STATUS_BAR_PANEL = FIRST_SYSTEM_WINDOW+14, + TYPE_SECURE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+15, + LAST_SYSTEM_WINDOW = 2999, + }; + + sp<InputChannel> inputChannel; + String8 name; + int32_t layoutParamsFlags; + int32_t layoutParamsType; + nsecs_t dispatchingTimeout; + int32_t frameLeft; + int32_t frameTop; + int32_t frameRight; + int32_t frameBottom; + int32_t visibleFrameLeft; + int32_t visibleFrameTop; + int32_t visibleFrameRight; + int32_t visibleFrameBottom; + int32_t touchableAreaLeft; + int32_t touchableAreaTop; + int32_t touchableAreaRight; + int32_t touchableAreaBottom; + bool visible; + bool canReceiveKeys; + bool hasFocus; + bool hasWallpaper; + bool paused; + int32_t layer; + int32_t ownerPid; + int32_t ownerUid; + + bool touchableAreaContainsPoint(int32_t x, int32_t y) const; + bool frameContainsPoint(int32_t x, int32_t y) const; + + /* Returns true if the window is of a trusted type that is allowed to silently + * overlay other windows for the purpose of implementing the secure views feature. + * Trusted overlays, such as IME windows, can partly obscure other windows without causing + * motion events to be delivered to them with AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED. + */ + bool isTrustedOverlay() const; +}; + + +/* + * A private handle type used by the input manager to track the window. + */ +class InputApplicationHandle : public RefBase { +protected: + InputApplicationHandle() { } + virtual ~InputApplicationHandle() { } +}; + + +/* + * An input application describes properties of an application that can receive input. + */ +struct InputApplication { + String8 name; + nsecs_t dispatchingTimeout; + sp<InputApplicationHandle> handle; +}; + + +/* + * Input dispatcher policy interface. + * + * The input reader policy is used by the input reader to interact with the Window Manager + * and other system components. + * + * The actual implementation is partially supported by callbacks into the DVM + * via JNI. This interface is also mocked in the unit tests. + */ +class InputDispatcherPolicyInterface : public virtual RefBase { +protected: + InputDispatcherPolicyInterface() { } + virtual ~InputDispatcherPolicyInterface() { } + +public: + /* Notifies the system that a configuration change has occurred. */ + virtual void notifyConfigurationChanged(nsecs_t when) = 0; + + /* Notifies the system that an application is not responding. + * Returns a new timeout to continue waiting, or 0 to abort dispatch. */ + virtual nsecs_t notifyANR(const sp<InputApplicationHandle>& inputApplicationHandle, + const sp<InputChannel>& inputChannel) = 0; + + /* Notifies the system that an input channel is unrecoverably broken. */ + virtual void notifyInputChannelBroken(const sp<InputChannel>& inputChannel) = 0; + + /* Gets the key repeat initial timeout or -1 if automatic key repeating is disabled. */ + virtual nsecs_t getKeyRepeatTimeout() = 0; + + /* Gets the key repeat inter-key delay. */ + virtual nsecs_t getKeyRepeatDelay() = 0; + + /* Gets the maximum suggested event delivery rate per second. + * This value is used to throttle motion event movement actions on a per-device + * basis. It is not intended to be a hard limit. + */ + virtual int32_t getMaxEventsPerSecond() = 0; + + /* Intercepts a key event immediately before queueing it. + * The policy can use this method as an opportunity to perform power management functions + * and early event preprocessing such as updating policy flags. + * + * This method is expected to set the POLICY_FLAG_PASS_TO_USER policy flag if the event + * should be dispatched to applications. + */ + virtual void interceptKeyBeforeQueueing(nsecs_t when, int32_t deviceId, + int32_t action, int32_t& flags, int32_t keyCode, int32_t scanCode, + uint32_t& policyFlags) = 0; + + /* Intercepts a generic touch, trackball or other event before queueing it. + * The policy can use this method as an opportunity to perform power management functions + * and early event preprocessing such as updating policy flags. + * + * This method is expected to set the POLICY_FLAG_PASS_TO_USER policy flag if the event + * should be dispatched to applications. + */ + virtual void interceptGenericBeforeQueueing(nsecs_t when, uint32_t& policyFlags) = 0; + + /* Allows the policy a chance to intercept a key before dispatching. */ + virtual bool interceptKeyBeforeDispatching(const sp<InputChannel>& inputChannel, + const KeyEvent* keyEvent, uint32_t policyFlags) = 0; + + /* Notifies the policy about switch events. + */ + virtual void notifySwitch(nsecs_t when, + int32_t switchCode, int32_t switchValue, uint32_t policyFlags) = 0; + + /* Poke user activity for an event dispatched to a window. */ + virtual void pokeUserActivity(nsecs_t eventTime, int32_t eventType) = 0; + + /* Checks whether a given application pid/uid has permission to inject input events + * into other applications. + * + * This method is special in that its implementation promises to be non-reentrant and + * is safe to call while holding other locks. (Most other methods make no such guarantees!) + */ + virtual bool checkInjectEventsPermissionNonReentrant( + int32_t injectorPid, int32_t injectorUid) = 0; +}; + + +/* Notifies the system about input events generated by the input reader. + * The dispatcher is expected to be mostly asynchronous. */ +class InputDispatcherInterface : public virtual RefBase { +protected: + InputDispatcherInterface() { } + virtual ~InputDispatcherInterface() { } + +public: + /* Dumps the state of the input dispatcher. + * + * This method may be called on any thread (usually by the input manager). */ + virtual void dump(String8& dump) = 0; + + /* Runs a single iteration of the dispatch loop. + * Nominally processes one queued event, a timeout, or a response from an input consumer. + * + * This method should only be called on the input dispatcher thread. + */ + virtual void dispatchOnce() = 0; + + /* Notifies the dispatcher about new events. + * + * These methods should only be called on the input reader thread. + */ + virtual void notifyConfigurationChanged(nsecs_t eventTime) = 0; + virtual void notifyKey(nsecs_t eventTime, int32_t deviceId, int32_t source, + uint32_t policyFlags, int32_t action, int32_t flags, int32_t keyCode, + int32_t scanCode, int32_t metaState, nsecs_t downTime) = 0; + virtual void notifyMotion(nsecs_t eventTime, int32_t deviceId, int32_t source, + uint32_t policyFlags, int32_t action, int32_t flags, + int32_t metaState, int32_t edgeFlags, + uint32_t pointerCount, const int32_t* pointerIds, const PointerCoords* pointerCoords, + float xPrecision, float yPrecision, nsecs_t downTime) = 0; + virtual void notifySwitch(nsecs_t when, + int32_t switchCode, int32_t switchValue, uint32_t policyFlags) = 0; + + /* Injects an input event and optionally waits for sync. + * The synchronization mode determines whether the method blocks while waiting for + * input injection to proceed. + * Returns one of the INPUT_EVENT_INJECTION_XXX constants. + * + * This method may be called on any thread (usually by the input manager). + */ + virtual int32_t injectInputEvent(const InputEvent* event, + int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis) = 0; + + /* Sets the list of input windows. + * + * This method may be called on any thread (usually by the input manager). + */ + virtual void setInputWindows(const Vector<InputWindow>& inputWindows) = 0; + + /* Sets the focused application. + * + * This method may be called on any thread (usually by the input manager). + */ + virtual void setFocusedApplication(const InputApplication* inputApplication) = 0; + + /* Sets the input dispatching mode. + * + * This method may be called on any thread (usually by the input manager). + */ + virtual void setInputDispatchMode(bool enabled, bool frozen) = 0; + + /* Registers or unregister input channels that may be used as targets for input events. + * If monitor is true, the channel will receive a copy of all input events. + * + * These methods may be called on any thread (usually by the input manager). + */ + virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel, bool monitor) = 0; + virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel) = 0; +}; + +/* Dispatches events to input targets. Some functions of the input dispatcher, such as + * identifying input targets, are controlled by a separate policy object. + * + * IMPORTANT INVARIANT: + * Because the policy can potentially block or cause re-entrance into the input dispatcher, + * the input dispatcher never calls into the policy while holding its internal locks. + * The implementation is also carefully designed to recover from scenarios such as an + * input channel becoming unregistered while identifying input targets or processing timeouts. + * + * Methods marked 'Locked' must be called with the lock acquired. + * + * Methods marked 'LockedInterruptible' must be called with the lock acquired but + * may during the course of their execution release the lock, call into the policy, and + * then reacquire the lock. The caller is responsible for recovering gracefully. + * + * A 'LockedInterruptible' method may called a 'Locked' method, but NOT vice-versa. + */ +class InputDispatcher : public InputDispatcherInterface { +protected: + virtual ~InputDispatcher(); + +public: + explicit InputDispatcher(const sp<InputDispatcherPolicyInterface>& policy); + + virtual void dump(String8& dump); + + virtual void dispatchOnce(); + + virtual void notifyConfigurationChanged(nsecs_t eventTime); + virtual void notifyKey(nsecs_t eventTime, int32_t deviceId, int32_t source, + uint32_t policyFlags, int32_t action, int32_t flags, int32_t keyCode, + int32_t scanCode, int32_t metaState, nsecs_t downTime); + virtual void notifyMotion(nsecs_t eventTime, int32_t deviceId, int32_t source, + uint32_t policyFlags, int32_t action, int32_t flags, + int32_t metaState, int32_t edgeFlags, + uint32_t pointerCount, const int32_t* pointerIds, const PointerCoords* pointerCoords, + float xPrecision, float yPrecision, nsecs_t downTime); + virtual void notifySwitch(nsecs_t when, + int32_t switchCode, int32_t switchValue, uint32_t policyFlags) ; + + virtual int32_t injectInputEvent(const InputEvent* event, + int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis); + + virtual void setInputWindows(const Vector<InputWindow>& inputWindows); + virtual void setFocusedApplication(const InputApplication* inputApplication); + virtual void setInputDispatchMode(bool enabled, bool frozen); + + virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel, bool monitor); + virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel); + +private: + template <typename T> + struct Link { + T* next; + T* prev; + }; + + struct InjectionState { + mutable int32_t refCount; + + int32_t injectorPid; + int32_t injectorUid; + int32_t injectionResult; // initially INPUT_EVENT_INJECTION_PENDING + bool injectionIsAsync; // set to true if injection is not waiting for the result + int32_t pendingForegroundDispatches; // the number of foreground dispatches in progress + }; + + struct EventEntry : Link<EventEntry> { + enum { + TYPE_SENTINEL, + TYPE_CONFIGURATION_CHANGED, + TYPE_KEY, + TYPE_MOTION + }; + + mutable int32_t refCount; + int32_t type; + nsecs_t eventTime; + uint32_t policyFlags; + InjectionState* injectionState; + + bool dispatchInProgress; // initially false, set to true while dispatching + + inline bool isInjected() { return injectionState != NULL; } + }; + + struct ConfigurationChangedEntry : EventEntry { + }; + + struct KeyEntry : EventEntry { + int32_t deviceId; + int32_t source; + int32_t action; + int32_t flags; + int32_t keyCode; + int32_t scanCode; + int32_t metaState; + int32_t repeatCount; + nsecs_t downTime; + + bool syntheticRepeat; // set to true for synthetic key repeats + + enum InterceptKeyResult { + INTERCEPT_KEY_RESULT_UNKNOWN, + INTERCEPT_KEY_RESULT_SKIP, + INTERCEPT_KEY_RESULT_CONTINUE, + }; + InterceptKeyResult interceptKeyResult; // set based on the interception result + }; + + struct MotionSample { + MotionSample* next; + + nsecs_t eventTime; + PointerCoords pointerCoords[MAX_POINTERS]; + }; + + struct MotionEntry : EventEntry { + int32_t deviceId; + int32_t source; + int32_t action; + int32_t flags; + int32_t metaState; + int32_t edgeFlags; + float xPrecision; + float yPrecision; + nsecs_t downTime; + uint32_t pointerCount; + int32_t pointerIds[MAX_POINTERS]; + + // Linked list of motion samples associated with this motion event. + MotionSample firstSample; + MotionSample* lastSample; + + uint32_t countSamples() const; + }; + + // Tracks the progress of dispatching a particular event to a particular connection. + struct DispatchEntry : Link<DispatchEntry> { + EventEntry* eventEntry; // the event to dispatch + int32_t targetFlags; + float xOffset; + float yOffset; + + // True if dispatch has started. + bool inProgress; + + // For motion events: + // Pointer to the first motion sample to dispatch in this cycle. + // Usually NULL to indicate that the list of motion samples begins at + // MotionEntry::firstSample. Otherwise, some samples were dispatched in a previous + // cycle and this pointer indicates the location of the first remainining sample + // to dispatch during the current cycle. + MotionSample* headMotionSample; + // Pointer to a motion sample to dispatch in the next cycle if the dispatcher was + // unable to send all motion samples during this cycle. On the next cycle, + // headMotionSample will be initialized to tailMotionSample and tailMotionSample + // will be set to NULL. + MotionSample* tailMotionSample; + + inline bool hasForegroundTarget() const { + return targetFlags & InputTarget::FLAG_FOREGROUND; + } + + inline bool isSplit() const { + return targetFlags & InputTarget::FLAG_SPLIT; + } + }; + + // A command entry captures state and behavior for an action to be performed in the + // dispatch loop after the initial processing has taken place. It is essentially + // a kind of continuation used to postpone sensitive policy interactions to a point + // in the dispatch loop where it is safe to release the lock (generally after finishing + // the critical parts of the dispatch cycle). + // + // The special thing about commands is that they can voluntarily release and reacquire + // the dispatcher lock at will. Initially when the command starts running, the + // dispatcher lock is held. However, if the command needs to call into the policy to + // do some work, it can release the lock, do the work, then reacquire the lock again + // before returning. + // + // This mechanism is a bit clunky but it helps to preserve the invariant that the dispatch + // never calls into the policy while holding its lock. + // + // Commands are implicitly 'LockedInterruptible'. + struct CommandEntry; + typedef void (InputDispatcher::*Command)(CommandEntry* commandEntry); + + class Connection; + struct CommandEntry : Link<CommandEntry> { + CommandEntry(); + ~CommandEntry(); + + Command command; + + // parameters for the command (usage varies by command) + sp<Connection> connection; + nsecs_t eventTime; + KeyEntry* keyEntry; + sp<InputChannel> inputChannel; + sp<InputApplicationHandle> inputApplicationHandle; + int32_t userActivityEventType; + }; + + // Generic queue implementation. + template <typename T> + struct Queue { + T headSentinel; + T tailSentinel; + + inline Queue() { + headSentinel.prev = NULL; + headSentinel.next = & tailSentinel; + tailSentinel.prev = & headSentinel; + tailSentinel.next = NULL; + } + + inline bool isEmpty() const { + return headSentinel.next == & tailSentinel; + } + + inline void enqueueAtTail(T* entry) { + T* last = tailSentinel.prev; + last->next = entry; + entry->prev = last; + entry->next = & tailSentinel; + tailSentinel.prev = entry; + } + + inline void enqueueAtHead(T* entry) { + T* first = headSentinel.next; + headSentinel.next = entry; + entry->prev = & headSentinel; + entry->next = first; + first->prev = entry; + } + + inline void dequeue(T* entry) { + entry->prev->next = entry->next; + entry->next->prev = entry->prev; + } + + inline T* dequeueAtHead() { + T* first = headSentinel.next; + dequeue(first); + return first; + } + + uint32_t count() const; + }; + + /* Allocates queue entries and performs reference counting as needed. */ + class Allocator { + public: + Allocator(); + + InjectionState* obtainInjectionState(int32_t injectorPid, int32_t injectorUid); + ConfigurationChangedEntry* obtainConfigurationChangedEntry(nsecs_t eventTime); + KeyEntry* obtainKeyEntry(nsecs_t eventTime, + int32_t deviceId, int32_t source, uint32_t policyFlags, int32_t action, + int32_t flags, int32_t keyCode, int32_t scanCode, int32_t metaState, + int32_t repeatCount, nsecs_t downTime); + MotionEntry* obtainMotionEntry(nsecs_t eventTime, + int32_t deviceId, int32_t source, uint32_t policyFlags, int32_t action, + int32_t flags, int32_t metaState, int32_t edgeFlags, + float xPrecision, float yPrecision, + nsecs_t downTime, uint32_t pointerCount, + const int32_t* pointerIds, const PointerCoords* pointerCoords); + DispatchEntry* obtainDispatchEntry(EventEntry* eventEntry, + int32_t targetFlags, float xOffset, float yOffset); + CommandEntry* obtainCommandEntry(Command command); + + void releaseInjectionState(InjectionState* injectionState); + void releaseEventEntry(EventEntry* entry); + void releaseConfigurationChangedEntry(ConfigurationChangedEntry* entry); + void releaseKeyEntry(KeyEntry* entry); + void releaseMotionEntry(MotionEntry* entry); + void releaseDispatchEntry(DispatchEntry* entry); + void releaseCommandEntry(CommandEntry* entry); + + void recycleKeyEntry(KeyEntry* entry); + + void appendMotionSample(MotionEntry* motionEntry, + nsecs_t eventTime, const PointerCoords* pointerCoords); + + private: + Pool<InjectionState> mInjectionStatePool; + Pool<ConfigurationChangedEntry> mConfigurationChangeEntryPool; + Pool<KeyEntry> mKeyEntryPool; + Pool<MotionEntry> mMotionEntryPool; + Pool<MotionSample> mMotionSamplePool; + Pool<DispatchEntry> mDispatchEntryPool; + Pool<CommandEntry> mCommandEntryPool; + + void initializeEventEntry(EventEntry* entry, int32_t type, nsecs_t eventTime, + uint32_t policyFlags); + void releaseEventEntryInjectionState(EventEntry* entry); + }; + + /* Tracks dispatched key and motion event state so that cancelation events can be + * synthesized when events are dropped. */ + class InputState { + public: + // Specifies whether a given event will violate input state consistency. + enum Consistency { + // The event is consistent with the current input state. + CONSISTENT, + // The event is inconsistent with the current input state but applications + // will tolerate it. eg. Down followed by another down. + TOLERABLE, + // The event is inconsistent with the current input state and will probably + // cause applications to crash. eg. Up without prior down, move with + // unexpected number of pointers. + BROKEN + }; + + // Specifies the sources to cancel. + enum CancelationOptions { + CANCEL_ALL_EVENTS = 0, + CANCEL_POINTER_EVENTS = 1, + CANCEL_NON_POINTER_EVENTS = 2, + }; + + InputState(); + ~InputState(); + + // Returns true if there is no state to be canceled. + bool isNeutral() const; + + // Records tracking information for an event that has just been published. + // Returns whether the event is consistent with the current input state. + Consistency trackEvent(const EventEntry* entry); + + // Records tracking information for a key event that has just been published. + // Returns whether the event is consistent with the current input state. + Consistency trackKey(const KeyEntry* entry); + + // Records tracking information for a motion event that has just been published. + // Returns whether the event is consistent with the current input state. + Consistency trackMotion(const MotionEntry* entry); + + // Synthesizes cancelation events for the current state and resets the tracked state. + void synthesizeCancelationEvents(nsecs_t currentTime, Allocator* allocator, + Vector<EventEntry*>& outEvents, CancelationOptions options); + + // Clears the current state. + void clear(); + + private: + struct KeyMemento { + int32_t deviceId; + int32_t source; + int32_t keyCode; + int32_t scanCode; + nsecs_t downTime; + }; + + struct MotionMemento { + int32_t deviceId; + int32_t source; + float xPrecision; + float yPrecision; + nsecs_t downTime; + uint32_t pointerCount; + int32_t pointerIds[MAX_POINTERS]; + PointerCoords pointerCoords[MAX_POINTERS]; + + void setPointers(const MotionEntry* entry); + }; + + Vector<KeyMemento> mKeyMementos; + Vector<MotionMemento> mMotionMementos; + + static bool shouldCancelEvent(int32_t eventSource, CancelationOptions options); + }; + + /* Manages the dispatch state associated with a single input channel. */ + class Connection : public RefBase { + protected: + virtual ~Connection(); + + public: + enum Status { + // Everything is peachy. + STATUS_NORMAL, + // An unrecoverable communication error has occurred. + STATUS_BROKEN, + // The input channel has been unregistered. + STATUS_ZOMBIE + }; + + Status status; + sp<InputChannel> inputChannel; + InputPublisher inputPublisher; + InputState inputState; + Queue<DispatchEntry> outboundQueue; + + nsecs_t lastEventTime; // the time when the event was originally captured + nsecs_t lastDispatchTime; // the time when the last event was dispatched + + explicit Connection(const sp<InputChannel>& inputChannel); + + inline const char* getInputChannelName() const { return inputChannel->getName().string(); } + + const char* getStatusLabel() const; + + // Finds a DispatchEntry in the outbound queue associated with the specified event. + // Returns NULL if not found. + DispatchEntry* findQueuedDispatchEntryForEvent(const EventEntry* eventEntry) const; + + // Gets the time since the current event was originally obtained from the input driver. + inline double getEventLatencyMillis(nsecs_t currentTime) const { + return (currentTime - lastEventTime) / 1000000.0; + } + + // Gets the time since the current event entered the outbound dispatch queue. + inline double getDispatchLatencyMillis(nsecs_t currentTime) const { + return (currentTime - lastDispatchTime) / 1000000.0; + } + + status_t initialize(); + }; + + enum DropReason { + DROP_REASON_NOT_DROPPED = 0, + DROP_REASON_POLICY = 1, + DROP_REASON_APP_SWITCH = 2, + DROP_REASON_DISABLED = 3, + }; + + sp<InputDispatcherPolicyInterface> mPolicy; + + Mutex mLock; + + Allocator mAllocator; + sp<Looper> mLooper; + + EventEntry* mPendingEvent; + Queue<EventEntry> mInboundQueue; + Queue<CommandEntry> mCommandQueue; + + Vector<EventEntry*> mTempCancelationEvents; + + void dispatchOnceInnerLocked(nsecs_t keyRepeatTimeout, nsecs_t keyRepeatDelay, + nsecs_t* nextWakeupTime); + + // Enqueues an inbound event. Returns true if mLooper->wake() should be called. + bool enqueueInboundEventLocked(EventEntry* entry); + + // Cleans up input state when dropping an inbound event. + void dropInboundEventLocked(EventEntry* entry, DropReason dropReason); + + // App switch latency optimization. + bool mAppSwitchSawKeyDown; + nsecs_t mAppSwitchDueTime; + + static bool isAppSwitchKeyCode(int32_t keyCode); + bool isAppSwitchKeyEventLocked(KeyEntry* keyEntry); + bool isAppSwitchPendingLocked(); + void resetPendingAppSwitchLocked(bool handled); + + // All registered connections mapped by receive pipe file descriptor. + KeyedVector<int, sp<Connection> > mConnectionsByReceiveFd; + + ssize_t getConnectionIndexLocked(const sp<InputChannel>& inputChannel); + + // Active connections are connections that have a non-empty outbound queue. + // We don't use a ref-counted pointer here because we explicitly abort connections + // during unregistration which causes the connection's outbound queue to be cleared + // and the connection itself to be deactivated. + Vector<Connection*> mActiveConnections; + + // Input channels that will receive a copy of all input events. + Vector<sp<InputChannel> > mMonitoringChannels; + + // Preallocated key event object used for policy inquiries. + KeyEvent mReusableKeyEvent; + + // Event injection and synchronization. + Condition mInjectionResultAvailableCondition; + bool hasInjectionPermission(int32_t injectorPid, int32_t injectorUid); + void setInjectionResultLocked(EventEntry* entry, int32_t injectionResult); + + Condition mInjectionSyncFinishedCondition; + void incrementPendingForegroundDispatchesLocked(EventEntry* entry); + void decrementPendingForegroundDispatchesLocked(EventEntry* entry); + + // Throttling state. + struct ThrottleState { + nsecs_t minTimeBetweenEvents; + + nsecs_t lastEventTime; + int32_t lastDeviceId; + uint32_t lastSource; + + uint32_t originalSampleCount; // only collected during debugging + } mThrottleState; + + // Key repeat tracking. + struct KeyRepeatState { + KeyEntry* lastKeyEntry; // or null if no repeat + nsecs_t nextRepeatTime; + } mKeyRepeatState; + + void resetKeyRepeatLocked(); + KeyEntry* synthesizeKeyRepeatLocked(nsecs_t currentTime, nsecs_t keyRepeatTimeout); + + // Deferred command processing. + bool runCommandsLockedInterruptible(); + CommandEntry* postCommandLocked(Command command); + + // Inbound event processing. + void drainInboundQueueLocked(); + void releasePendingEventLocked(); + void releaseInboundEventLocked(EventEntry* entry); + + // Dispatch state. + bool mDispatchEnabled; + bool mDispatchFrozen; + + Vector<InputWindow> mWindows; + + const InputWindow* getWindowLocked(const sp<InputChannel>& inputChannel); + + // Focus tracking for keys, trackball, etc. + const InputWindow* mFocusedWindow; + + // Focus tracking for touch. + struct TouchedWindow { + const InputWindow* window; + int32_t targetFlags; + BitSet32 pointerIds; + sp<InputChannel> channel; + }; + struct TouchState { + bool down; + bool split; + Vector<TouchedWindow> windows; + + TouchState(); + ~TouchState(); + void reset(); + void copyFrom(const TouchState& other); + void addOrUpdateWindow(const InputWindow* window, int32_t targetFlags, BitSet32 pointerIds); + void removeOutsideTouchWindows(); + const InputWindow* getFirstForegroundWindow(); + }; + + TouchState mTouchState; + TouchState mTempTouchState; + + // Focused application. + InputApplication* mFocusedApplication; + InputApplication mFocusedApplicationStorage; // preallocated storage for mFocusedApplication + void releaseFocusedApplicationLocked(); + + // Dispatch inbound events. + bool dispatchConfigurationChangedLocked( + nsecs_t currentTime, ConfigurationChangedEntry* entry); + bool dispatchKeyLocked( + nsecs_t currentTime, KeyEntry* entry, nsecs_t keyRepeatTimeout, + DropReason* dropReason, nsecs_t* nextWakeupTime); + bool dispatchMotionLocked( + nsecs_t currentTime, MotionEntry* entry, + DropReason* dropReason, nsecs_t* nextWakeupTime); + void dispatchEventToCurrentInputTargetsLocked( + nsecs_t currentTime, EventEntry* entry, bool resumeWithAppendedMotionSample); + + void logOutboundKeyDetailsLocked(const char* prefix, const KeyEntry* entry); + void logOutboundMotionDetailsLocked(const char* prefix, const MotionEntry* entry); + + // The input targets that were most recently identified for dispatch. + bool mCurrentInputTargetsValid; // false while targets are being recomputed + Vector<InputTarget> mCurrentInputTargets; + + enum InputTargetWaitCause { + INPUT_TARGET_WAIT_CAUSE_NONE, + INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY, + INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY, + }; + + InputTargetWaitCause mInputTargetWaitCause; + nsecs_t mInputTargetWaitStartTime; + nsecs_t mInputTargetWaitTimeoutTime; + bool mInputTargetWaitTimeoutExpired; + + // Finding targets for input events. + void resetTargetsLocked(); + void commitTargetsLocked(); + int32_t handleTargetsNotReadyLocked(nsecs_t currentTime, const EventEntry* entry, + const InputApplication* application, const InputWindow* window, + nsecs_t* nextWakeupTime); + void resumeAfterTargetsNotReadyTimeoutLocked(nsecs_t newTimeout, + const sp<InputChannel>& inputChannel); + nsecs_t getTimeSpentWaitingForApplicationLocked(nsecs_t currentTime); + void resetANRTimeoutsLocked(); + + int32_t findFocusedWindowTargetsLocked(nsecs_t currentTime, const EventEntry* entry, + nsecs_t* nextWakeupTime); + int32_t findTouchedWindowTargetsLocked(nsecs_t currentTime, const MotionEntry* entry, + nsecs_t* nextWakeupTime); + + void addWindowTargetLocked(const InputWindow* window, int32_t targetFlags, + BitSet32 pointerIds); + void addMonitoringTargetsLocked(); + void pokeUserActivityLocked(const EventEntry* eventEntry); + bool checkInjectionPermission(const InputWindow* window, const InjectionState* injectionState); + bool isWindowObscuredAtPointLocked(const InputWindow* window, int32_t x, int32_t y) const; + bool isWindowFinishedWithPreviousInputLocked(const InputWindow* window); + String8 getApplicationWindowLabelLocked(const InputApplication* application, + const InputWindow* window); + + // Manage the dispatch cycle for a single connection. + // These methods are deliberately not Interruptible because doing all of the work + // with the mutex held makes it easier to ensure that connection invariants are maintained. + // If needed, the methods post commands to run later once the critical bits are done. + void prepareDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection, + EventEntry* eventEntry, const InputTarget* inputTarget, + bool resumeWithAppendedMotionSample); + void startDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection); + void finishDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection); + void startNextDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection); + void abortBrokenDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection); + void drainOutboundQueueLocked(Connection* connection); + static int handleReceiveCallback(int receiveFd, int events, void* data); + + void synthesizeCancelationEventsForAllConnectionsLocked( + InputState::CancelationOptions options, const char* reason); + void synthesizeCancelationEventsForInputChannelLocked(const sp<InputChannel>& channel, + InputState::CancelationOptions options, const char* reason); + void synthesizeCancelationEventsForConnectionLocked(const sp<Connection>& connection, + InputState::CancelationOptions options, const char* reason); + + // Splitting motion events across windows. + MotionEntry* splitMotionEvent(const MotionEntry* originalMotionEntry, BitSet32 pointerIds); + + // Reset and drop everything the dispatcher is doing. + void resetAndDropEverythingLocked(const char* reason); + + // Dump state. + void dumpDispatchStateLocked(String8& dump); + void logDispatchStateLocked(); + + // Add or remove a connection to the mActiveConnections vector. + void activateConnectionLocked(Connection* connection); + void deactivateConnectionLocked(Connection* connection); + + // Interesting events that we might like to log or tell the framework about. + void onDispatchCycleStartedLocked( + nsecs_t currentTime, const sp<Connection>& connection); + void onDispatchCycleFinishedLocked( + nsecs_t currentTime, const sp<Connection>& connection); + void onDispatchCycleBrokenLocked( + nsecs_t currentTime, const sp<Connection>& connection); + void onANRLocked( + nsecs_t currentTime, const InputApplication* application, const InputWindow* window, + nsecs_t eventTime, nsecs_t waitStartTime); + + // Outbound policy interactions. + void doNotifyConfigurationChangedInterruptible(CommandEntry* commandEntry); + void doNotifyInputChannelBrokenLockedInterruptible(CommandEntry* commandEntry); + void doNotifyANRLockedInterruptible(CommandEntry* commandEntry); + void doInterceptKeyBeforeDispatchingLockedInterruptible(CommandEntry* commandEntry); + void doPokeUserActivityLockedInterruptible(CommandEntry* commandEntry); + + // Statistics gathering. + void updateDispatchStatisticsLocked(nsecs_t currentTime, const EventEntry* entry, + int32_t injectionResult, nsecs_t timeSpentWaitingForApplication); +}; + +/* Enqueues and dispatches input events, endlessly. */ +class InputDispatcherThread : public Thread { +public: + explicit InputDispatcherThread(const sp<InputDispatcherInterface>& dispatcher); + ~InputDispatcherThread(); + +private: + virtual bool threadLoop(); + + sp<InputDispatcherInterface> mDispatcher; +}; + +} // namespace android + +#endif // _UI_INPUT_DISPATCHER_H |