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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 <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>
+
+#include "InputWindow.h"
+#include "InputApplication.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;
+};
+
+
+/*
+ * 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) = 0;
+
+ /* Notifies the system that an input channel is unrecoverably broken. */
+ virtual void notifyInputChannelBroken(const sp<InputWindowHandle>& inputWindowHandle) = 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(const KeyEvent* keyEvent, 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<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,
+ 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;
+
+ /* 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 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 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;
+ };
+
+ 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;
+ sp<InputWindowHandle> inputWindowHandle;
+ int32_t userActivityEventType;
+ bool handled;
+ };
+
+ // 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,
+ CANCEL_FALLBACK_EVENTS = 3,
+ };
+
+ 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();
+
+ // Copies pointer-related parts of the input state to another instance.
+ void copyPointerStateTo(InputState& other) const;
+
+ private:
+ struct KeyMemento {
+ int32_t deviceId;
+ int32_t source;
+ int32_t keyCode;
+ int32_t scanCode;
+ int32_t flags;
+ 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 shouldCancelKey(const KeyMemento& memento,
+ CancelationOptions options);
+ static bool shouldCancelMotion(const MotionMemento& memento,
+ 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
+ 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,
+ const sp<InputWindowHandle>& inputWindowHandle);
+
+ 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,
+ DROP_REASON_BLOCKED = 4,
+ DROP_REASON_STALE = 5,
+ };
+
+ 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);
+
+ // 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;
+
+ const InputWindow* findTouchedWindowAtLocked(int32_t x, int32_t y);
+
+ // 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;
+
+ // 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; // zero unless target flag FLAG_SPLIT is set
+ sp<InputChannel> channel;
+ };
+ struct TouchState {
+ bool down;
+ bool split;
+ int32_t deviceId; // id of the device that is currently down, others are rejected
+ 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;
+ sp<InputApplicationHandle> mInputTargetWaitApplication;
+
+ // 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,
+ bool handled);
+ 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, bool handled);
+ 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 doDispatchCycleFinishedLockedInterruptible(CommandEntry* commandEntry);
+ 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);
+};
+
+/* 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