/* * 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. */ #define LOG_TAG "PointerController" //#define LOG_NDEBUG 0 // Log debug messages about pointer updates #define DEBUG_POINTER_UPDATES 0 #include "PointerController.h" #include #include #include #include #include #include namespace android { // --- PointerController --- // Time to wait before starting the fade when the pointer is inactive. static const nsecs_t INACTIVITY_TIMEOUT_DELAY_TIME_NORMAL = 15 * 1000 * 1000000LL; // 15 seconds static const nsecs_t INACTIVITY_TIMEOUT_DELAY_TIME_SHORT = 3 * 1000 * 1000000LL; // 3 seconds // Time to wait between animation frames. static const nsecs_t ANIMATION_FRAME_INTERVAL = 1000000000LL / 60; // Time to spend fading out the spot completely. static const nsecs_t SPOT_FADE_DURATION = 200 * 1000000LL; // 200 ms // Time to spend fading out the pointer completely. static const nsecs_t POINTER_FADE_DURATION = 500 * 1000000LL; // 500 ms // --- PointerController --- PointerController::PointerController(const sp& policy, const sp& looper, const sp& spriteController) : mPolicy(policy), mLooper(looper), mSpriteController(spriteController) { mHandler = new WeakMessageHandler(this); AutoMutex _l(mLock); mLocked.animationPending = false; mLocked.displayWidth = -1; mLocked.displayHeight = -1; mLocked.displayOrientation = DISPLAY_ORIENTATION_0; mLocked.presentation = PRESENTATION_POINTER; mLocked.presentationChanged = false; mLocked.inactivityTimeout = INACTIVITY_TIMEOUT_NORMAL; mLocked.pointerFadeDirection = 0; mLocked.pointerX = 0; mLocked.pointerY = 0; mLocked.pointerAlpha = 0.0f; // pointer is initially faded mLocked.pointerSprite = mSpriteController->createSprite(); mLocked.pointerIconChanged = false; mLocked.buttonState = 0; loadResources(); } PointerController::~PointerController() { mLooper->removeMessages(mHandler); AutoMutex _l(mLock); mLocked.pointerSprite.clear(); for (size_t i = 0; i < mLocked.spots.size(); i++) { delete mLocked.spots.itemAt(i); } mLocked.spots.clear(); mLocked.recycledSprites.clear(); } bool PointerController::getBounds(float* outMinX, float* outMinY, float* outMaxX, float* outMaxY) const { AutoMutex _l(mLock); return getBoundsLocked(outMinX, outMinY, outMaxX, outMaxY); } bool PointerController::getBoundsLocked(float* outMinX, float* outMinY, float* outMaxX, float* outMaxY) const { if (mLocked.displayWidth <= 0 || mLocked.displayHeight <= 0) { return false; } *outMinX = 0; *outMinY = 0; switch (mLocked.displayOrientation) { case DISPLAY_ORIENTATION_90: case DISPLAY_ORIENTATION_270: *outMaxX = mLocked.displayHeight - 1; *outMaxY = mLocked.displayWidth - 1; break; default: *outMaxX = mLocked.displayWidth - 1; *outMaxY = mLocked.displayHeight - 1; break; } return true; } void PointerController::move(float deltaX, float deltaY) { #if DEBUG_POINTER_UPDATES LOGD("Move pointer by deltaX=%0.3f, deltaY=%0.3f", deltaX, deltaY); #endif if (deltaX == 0.0f && deltaY == 0.0f) { return; } AutoMutex _l(mLock); setPositionLocked(mLocked.pointerX + deltaX, mLocked.pointerY + deltaY); } void PointerController::setButtonState(int32_t buttonState) { #if DEBUG_POINTER_UPDATES LOGD("Set button state 0x%08x", buttonState); #endif AutoMutex _l(mLock); if (mLocked.buttonState != buttonState) { mLocked.buttonState = buttonState; } } int32_t PointerController::getButtonState() const { AutoMutex _l(mLock); return mLocked.buttonState; } void PointerController::setPosition(float x, float y) { #if DEBUG_POINTER_UPDATES LOGD("Set pointer position to x=%0.3f, y=%0.3f", x, y); #endif AutoMutex _l(mLock); setPositionLocked(x, y); } void PointerController::setPositionLocked(float x, float y) { float minX, minY, maxX, maxY; if (getBoundsLocked(&minX, &minY, &maxX, &maxY)) { if (x <= minX) { mLocked.pointerX = minX; } else if (x >= maxX) { mLocked.pointerX = maxX; } else { mLocked.pointerX = x; } if (y <= minY) { mLocked.pointerY = minY; } else if (y >= maxY) { mLocked.pointerY = maxY; } else { mLocked.pointerY = y; } updatePointerLocked(); } } void PointerController::getPosition(float* outX, float* outY) const { AutoMutex _l(mLock); *outX = mLocked.pointerX; *outY = mLocked.pointerY; } void PointerController::fade(Transition transition) { AutoMutex _l(mLock); // Remove the inactivity timeout, since we are fading now. removeInactivityTimeoutLocked(); // Start fading. if (transition == TRANSITION_IMMEDIATE) { mLocked.pointerFadeDirection = 0; mLocked.pointerAlpha = 0.0f; updatePointerLocked(); } else { mLocked.pointerFadeDirection = -1; startAnimationLocked(); } } void PointerController::unfade(Transition transition) { AutoMutex _l(mLock); // Always reset the inactivity timer. resetInactivityTimeoutLocked(); // Start unfading. if (transition == TRANSITION_IMMEDIATE) { mLocked.pointerFadeDirection = 0; mLocked.pointerAlpha = 1.0f; updatePointerLocked(); } else { mLocked.pointerFadeDirection = 1; startAnimationLocked(); } } void PointerController::setPresentation(Presentation presentation) { AutoMutex _l(mLock); if (mLocked.presentation != presentation) { mLocked.presentation = presentation; mLocked.presentationChanged = true; if (presentation != PRESENTATION_SPOT) { fadeOutAndReleaseAllSpotsLocked(); } updatePointerLocked(); } } void PointerController::setSpots(const PointerCoords* spotCoords, const uint32_t* spotIdToIndex, BitSet32 spotIdBits) { #if DEBUG_POINTER_UPDATES LOGD("setSpots: idBits=%08x", spotIdBits.value); for (BitSet32 idBits(spotIdBits); !idBits.isEmpty(); ) { uint32_t id = idBits.firstMarkedBit(); idBits.clearBit(id); const PointerCoords& c = spotCoords[spotIdToIndex[id]]; LOGD(" spot %d: position=(%0.3f, %0.3f), pressure=%0.3f", id, c.getAxisValue(AMOTION_EVENT_AXIS_X), c.getAxisValue(AMOTION_EVENT_AXIS_Y), c.getAxisValue(AMOTION_EVENT_AXIS_PRESSURE)); } #endif AutoMutex _l(mLock); mSpriteController->openTransaction(); // Add or move spots for fingers that are down. for (BitSet32 idBits(spotIdBits); !idBits.isEmpty(); ) { uint32_t id = idBits.clearFirstMarkedBit(); const PointerCoords& c = spotCoords[spotIdToIndex[id]]; const SpriteIcon& icon = c.getAxisValue(AMOTION_EVENT_AXIS_PRESSURE) > 0 ? mResources.spotTouch : mResources.spotHover; float x = c.getAxisValue(AMOTION_EVENT_AXIS_X); float y = c.getAxisValue(AMOTION_EVENT_AXIS_Y); Spot* spot = getSpotLocked(id); if (!spot) { spot = createAndAddSpotLocked(id); } spot->updateSprite(&icon, x, y); } // Remove spots for fingers that went up. for (size_t i = 0; i < mLocked.spots.size(); i++) { Spot* spot = mLocked.spots.itemAt(i); if (spot->id != Spot::INVALID_ID && !spotIdBits.hasBit(spot->id)) { fadeOutAndReleaseSpotLocked(spot); } } mSpriteController->closeTransaction(); } void PointerController::clearSpots() { #if DEBUG_POINTER_UPDATES LOGD("clearSpots"); #endif AutoMutex _l(mLock); fadeOutAndReleaseAllSpotsLocked(); } void PointerController::setInactivityTimeout(InactivityTimeout inactivityTimeout) { AutoMutex _l(mLock); if (mLocked.inactivityTimeout != inactivityTimeout) { mLocked.inactivityTimeout = inactivityTimeout; resetInactivityTimeoutLocked(); } } void PointerController::setDisplaySize(int32_t width, int32_t height) { AutoMutex _l(mLock); if (mLocked.displayWidth != width || mLocked.displayHeight != height) { mLocked.displayWidth = width; mLocked.displayHeight = height; float minX, minY, maxX, maxY; if (getBoundsLocked(&minX, &minY, &maxX, &maxY)) { mLocked.pointerX = (minX + maxX) * 0.5f; mLocked.pointerY = (minY + maxY) * 0.5f; } else { mLocked.pointerX = 0; mLocked.pointerY = 0; } fadeOutAndReleaseAllSpotsLocked(); updatePointerLocked(); } } void PointerController::setDisplayOrientation(int32_t orientation) { AutoMutex _l(mLock); if (mLocked.displayOrientation != orientation) { // Apply offsets to convert from the pixel top-left corner position to the pixel center. // This creates an invariant frame of reference that we can easily rotate when // taking into account that the pointer may be located at fractional pixel offsets. float x = mLocked.pointerX + 0.5f; float y = mLocked.pointerY + 0.5f; float temp; // Undo the previous rotation. switch (mLocked.displayOrientation) { case DISPLAY_ORIENTATION_90: temp = x; x = mLocked.displayWidth - y; y = temp; break; case DISPLAY_ORIENTATION_180: x = mLocked.displayWidth - x; y = mLocked.displayHeight - y; break; case DISPLAY_ORIENTATION_270: temp = x; x = y; y = mLocked.displayHeight - temp; break; } // Perform the new rotation. switch (orientation) { case DISPLAY_ORIENTATION_90: temp = x; x = y; y = mLocked.displayWidth - temp; break; case DISPLAY_ORIENTATION_180: x = mLocked.displayWidth - x; y = mLocked.displayHeight - y; break; case DISPLAY_ORIENTATION_270: temp = x; x = mLocked.displayHeight - y; y = temp; break; } // Apply offsets to convert from the pixel center to the pixel top-left corner position // and save the results. mLocked.pointerX = x - 0.5f; mLocked.pointerY = y - 0.5f; mLocked.displayOrientation = orientation; updatePointerLocked(); } } void PointerController::setPointerIcon(const SpriteIcon& icon) { AutoMutex _l(mLock); mLocked.pointerIcon = icon.copy(); mLocked.pointerIconChanged = true; updatePointerLocked(); } void PointerController::handleMessage(const Message& message) { switch (message.what) { case MSG_ANIMATE: doAnimate(); break; case MSG_INACTIVITY_TIMEOUT: doInactivityTimeout(); break; } } void PointerController::doAnimate() { AutoMutex _l(mLock); bool keepAnimating = false; mLocked.animationPending = false; nsecs_t frameDelay = systemTime(SYSTEM_TIME_MONOTONIC) - mLocked.animationTime; // Animate pointer fade. if (mLocked.pointerFadeDirection < 0) { mLocked.pointerAlpha -= float(frameDelay) / POINTER_FADE_DURATION; if (mLocked.pointerAlpha <= 0.0f) { mLocked.pointerAlpha = 0.0f; mLocked.pointerFadeDirection = 0; } else { keepAnimating = true; } updatePointerLocked(); } else if (mLocked.pointerFadeDirection > 0) { mLocked.pointerAlpha += float(frameDelay) / POINTER_FADE_DURATION; if (mLocked.pointerAlpha >= 1.0f) { mLocked.pointerAlpha = 1.0f; mLocked.pointerFadeDirection = 0; } else { keepAnimating = true; } updatePointerLocked(); } // Animate spots that are fading out and being removed. for (size_t i = 0; i < mLocked.spots.size(); i++) { Spot* spot = mLocked.spots.itemAt(i); if (spot->id == Spot::INVALID_ID) { spot->alpha -= float(frameDelay) / SPOT_FADE_DURATION; if (spot->alpha <= 0) { mLocked.spots.removeAt(i--); releaseSpotLocked(spot); } else { spot->sprite->setAlpha(spot->alpha); keepAnimating = true; } } } if (keepAnimating) { startAnimationLocked(); } } void PointerController::doInactivityTimeout() { fade(TRANSITION_GRADUAL); } void PointerController::startAnimationLocked() { if (!mLocked.animationPending) { mLocked.animationPending = true; mLocked.animationTime = systemTime(SYSTEM_TIME_MONOTONIC); mLooper->sendMessageDelayed(ANIMATION_FRAME_INTERVAL, mHandler, Message(MSG_ANIMATE)); } } void PointerController::resetInactivityTimeoutLocked() { mLooper->removeMessages(mHandler, MSG_INACTIVITY_TIMEOUT); nsecs_t timeout = mLocked.inactivityTimeout == INACTIVITY_TIMEOUT_SHORT ? INACTIVITY_TIMEOUT_DELAY_TIME_SHORT : INACTIVITY_TIMEOUT_DELAY_TIME_NORMAL; mLooper->sendMessageDelayed(timeout, mHandler, MSG_INACTIVITY_TIMEOUT); } void PointerController::removeInactivityTimeoutLocked() { mLooper->removeMessages(mHandler, MSG_INACTIVITY_TIMEOUT); } void PointerController::updatePointerLocked() { mSpriteController->openTransaction(); mLocked.pointerSprite->setLayer(Sprite::BASE_LAYER_POINTER); mLocked.pointerSprite->setPosition(mLocked.pointerX, mLocked.pointerY); if (mLocked.pointerAlpha > 0) { mLocked.pointerSprite->setAlpha(mLocked.pointerAlpha); mLocked.pointerSprite->setVisible(true); } else { mLocked.pointerSprite->setVisible(false); } if (mLocked.pointerIconChanged || mLocked.presentationChanged) { mLocked.pointerSprite->setIcon(mLocked.presentation == PRESENTATION_POINTER ? mLocked.pointerIcon : mResources.spotAnchor); mLocked.pointerIconChanged = false; mLocked.presentationChanged = false; } mSpriteController->closeTransaction(); } PointerController::Spot* PointerController::getSpotLocked(uint32_t id) { for (size_t i = 0; i < mLocked.spots.size(); i++) { Spot* spot = mLocked.spots.itemAt(i); if (spot->id == id) { return spot; } } return NULL; } PointerController::Spot* PointerController::createAndAddSpotLocked(uint32_t id) { // Remove spots until we have fewer than MAX_SPOTS remaining. while (mLocked.spots.size() >= MAX_SPOTS) { Spot* spot = removeFirstFadingSpotLocked(); if (!spot) { spot = mLocked.spots.itemAt(0); mLocked.spots.removeAt(0); } releaseSpotLocked(spot); } // Obtain a sprite from the recycled pool. sp sprite; if (! mLocked.recycledSprites.isEmpty()) { sprite = mLocked.recycledSprites.top(); mLocked.recycledSprites.pop(); } else { sprite = mSpriteController->createSprite(); } // Return the new spot. Spot* spot = new Spot(id, sprite); mLocked.spots.push(spot); return spot; } PointerController::Spot* PointerController::removeFirstFadingSpotLocked() { for (size_t i = 0; i < mLocked.spots.size(); i++) { Spot* spot = mLocked.spots.itemAt(i); if (spot->id == Spot::INVALID_ID) { mLocked.spots.removeAt(i); return spot; } } return NULL; } void PointerController::releaseSpotLocked(Spot* spot) { spot->sprite->clearIcon(); if (mLocked.recycledSprites.size() < MAX_RECYCLED_SPRITES) { mLocked.recycledSprites.push(spot->sprite); } delete spot; } void PointerController::fadeOutAndReleaseSpotLocked(Spot* spot) { if (spot->id != Spot::INVALID_ID) { spot->id = Spot::INVALID_ID; startAnimationLocked(); } } void PointerController::fadeOutAndReleaseAllSpotsLocked() { for (size_t i = 0; i < mLocked.spots.size(); i++) { Spot* spot = mLocked.spots.itemAt(i); fadeOutAndReleaseSpotLocked(spot); } } void PointerController::loadResources() { mPolicy->loadPointerResources(&mResources); } // --- PointerController::Spot --- void PointerController::Spot::updateSprite(const SpriteIcon* icon, float x, float y) { sprite->setLayer(Sprite::BASE_LAYER_SPOT + id); sprite->setAlpha(alpha); sprite->setTransformationMatrix(SpriteTransformationMatrix(scale, 0.0f, 0.0f, scale)); sprite->setPosition(x, y); this->x = x; this->y = y; if (icon != lastIcon) { lastIcon = icon; if (icon) { sprite->setIcon(*icon); sprite->setVisible(true); } else { sprite->setVisible(false); } } } } // namespace android