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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 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 = 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,
+ };
+
+ // 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;
+
+ /* Returns true if automatic key repeating is enabled. */
+ virtual bool isKeyRepeatEnabled() = 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 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 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 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 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);
+ 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;
+
+ inline Queue() : head(NULL), tail(NULL) {
+ }
+
+ inline bool isEmpty() const {
+ return !head;
+ }
+
+ inline void enqueueAtTail(T* entry) {
+ entry->prev = tail;
+ if (tail) {
+ tail->next = entry;
+ } else {
+ head = entry;
+ }
+ entry->next = NULL;
+ tail = entry;
+ }
+
+ inline void enqueueAtHead(T* entry) {
+ entry->next = head;
+ if (head) {
+ head->prev = entry;
+ } else {
+ tail = entry;
+ }
+ entry->prev = NULL;
+ head = entry;
+ }
+
+ inline void dequeue(T* entry) {
+ 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() {
+ T* entry = head;
+ head = entry->next;
+ if (head) {
+ head->prev = NULL;
+ } else {
+ tail = NULL;
+ }
+ return entry;
+ }
+
+ uint32_t count() const;
+ };
+
+ /* 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;
+
+ 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);
+
+ // 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;
+ };
+
+ TouchState mTouchState;
+ 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 isWindowReadyForMoreInputLocked(nsecs_t currentTime,
+ const sp<InputWindowHandle>& windowHandle, const EventEntry* eventEntry);
+ String8 getApplicationWindowLabelLocked(const sp<InputApplicationHandle>& applicationHandle,
+ const sp<InputWindowHandle>& windowHandle);
+
+ // 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 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