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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/InputDispatchPolicy.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/PollLoop.h>
#include <utils/Pool.h>

#include <stddef.h>
#include <unistd.h>


namespace android {

/* 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:
    /* 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.
     * The dispatcher will process most of these events asynchronously although some
     * policy processing may occur synchronously.
     *
     * These methods should only be called on the input reader thread.
     */
    virtual void notifyConfigurationChanged(nsecs_t eventTime,
            int32_t touchScreenConfig, int32_t keyboardConfig, int32_t navigationConfig) = 0;
    virtual void notifyLidSwitchChanged(nsecs_t eventTime, bool lidOpen) = 0;
    virtual void notifyAppSwitchComing(nsecs_t eventTime) = 0;
    virtual void notifyKey(nsecs_t eventTime, int32_t deviceId, int32_t nature,
            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 nature,
            uint32_t policyFlags, int32_t action, int32_t metaState, int32_t edgeFlags,
            uint32_t pointerCount, const int32_t* pointerIds, const PointerCoords* pointerCoords,
            float xPrecision, float yPrecision, nsecs_t downTime) = 0;

    /* Registers or unregister input channels that may be used as targets for input events.
     *
     * These methods may be called on any thread (usually by the input manager).
     */
    virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel) = 0;
    virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel) = 0;
};

/* Dispatches events. */
class InputDispatcher : public InputDispatcherInterface {
protected:
    virtual ~InputDispatcher();

public:
    explicit InputDispatcher(const sp<InputDispatchPolicyInterface>& policy);

    virtual void dispatchOnce();

    virtual void notifyConfigurationChanged(nsecs_t eventTime,
            int32_t touchScreenConfig, int32_t keyboardConfig, int32_t navigationConfig);
    virtual void notifyLidSwitchChanged(nsecs_t eventTime, bool lidOpen);
    virtual void notifyAppSwitchComing(nsecs_t eventTime);
    virtual void notifyKey(nsecs_t eventTime, int32_t deviceId, int32_t nature,
            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 nature,
            uint32_t policyFlags, int32_t action, int32_t metaState, int32_t edgeFlags,
            uint32_t pointerCount, const int32_t* pointerIds, const PointerCoords* pointerCoords,
            float xPrecision, float yPrecision, nsecs_t downTime);

    virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel);
    virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel);

private:
    template <typename T>
    struct Link {
        T* next;
        T* prev;
    };

    struct EventEntry : Link<EventEntry> {
        enum {
            TYPE_SENTINEL,
            TYPE_CONFIGURATION_CHANGED,
            TYPE_KEY,
            TYPE_MOTION
        };

        int32_t refCount;
        int32_t type;
        nsecs_t eventTime;
    };

    struct ConfigurationChangedEntry : EventEntry {
        int32_t touchScreenConfig;
        int32_t keyboardConfig;
        int32_t navigationConfig;
    };

    struct KeyEntry : EventEntry {
        int32_t deviceId;
        int32_t nature;
        uint32_t policyFlags;
        int32_t action;
        int32_t flags;
        int32_t keyCode;
        int32_t scanCode;
        int32_t metaState;
        int32_t repeatCount;
        nsecs_t downTime;
    };

    struct MotionSample {
        MotionSample* next;

        nsecs_t eventTime;
        PointerCoords pointerCoords[MAX_POINTERS];
    };

    struct MotionEntry : EventEntry {
        int32_t deviceId;
        int32_t nature;
        uint32_t policyFlags;
        int32_t action;
        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;
    };

    struct DispatchEntry : Link<DispatchEntry> {
        EventEntry* eventEntry; // the event to dispatch
        int32_t targetFlags;
        float xOffset;
        float yOffset;
        nsecs_t timeout;

        // 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;
    };

    template <typename T>
    struct Queue {
        T head;
        T tail;

        inline Queue() {
            head.prev = NULL;
            head.next = & tail;
            tail.prev = & head;
            tail.next = NULL;
        }

        inline bool isEmpty() {
            return head.next == & tail;
        }

        inline void enqueueAtTail(T* entry) {
            T* last = tail.prev;
            last->next = entry;
            entry->prev = last;
            entry->next = & tail;
            tail.prev = entry;
        }

        inline void enqueueAtHead(T* entry) {
            T* first = head.next;
            head.next = entry;
            entry->prev = & head;
            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 = head.next;
            dequeue(first);
            return first;
        }
    };

    /* Allocates queue entries and performs reference counting as needed. */
    class Allocator {
    public:
        Allocator();

        ConfigurationChangedEntry* obtainConfigurationChangedEntry();
        KeyEntry* obtainKeyEntry();
        MotionEntry* obtainMotionEntry();
        DispatchEntry* obtainDispatchEntry(EventEntry* eventEntry);

        void releaseEventEntry(EventEntry* entry);
        void releaseConfigurationChangedEntry(ConfigurationChangedEntry* entry);
        void releaseKeyEntry(KeyEntry* entry);
        void releaseMotionEntry(MotionEntry* entry);
        void releaseDispatchEntry(DispatchEntry* entry);

        void appendMotionSample(MotionEntry* motionEntry,
                nsecs_t eventTime, int32_t pointerCount, const PointerCoords* pointerCoords);
        void freeMotionSample(MotionSample* sample);
        void freeMotionSampleList(MotionSample* head);

    private:
        Pool<ConfigurationChangedEntry> mConfigurationChangeEntryPool;
        Pool<KeyEntry> mKeyEntryPool;
        Pool<MotionEntry> mMotionEntryPool;
        Pool<MotionSample> mMotionSamplePool;
        Pool<DispatchEntry> mDispatchEntryPool;
    };

    /* 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 client is not responding.
            STATUS_NOT_RESPONDING,
            // The input channel has been unregistered.
            STATUS_ZOMBIE
        };

        Status status;
        sp<InputChannel> inputChannel;
        InputPublisher inputPublisher;
        Queue<DispatchEntry> outboundQueue;
        nsecs_t nextTimeoutTime; // next timeout time (LONG_LONG_MAX if none)

        nsecs_t lastEventTime; // the time when the event was originally captured
        nsecs_t lastDispatchTime; // the time when the last event was dispatched
        nsecs_t lastANRTime; // the time when the last ANR was recorded

        explicit Connection(const sp<InputChannel>& inputChannel);

        inline const char* getInputChannelName() { return inputChannel->getName().string(); }

        // Finds a DispatchEntry in the outbound queue associated with the specified event.
        // Returns NULL if not found.
        DispatchEntry* findQueuedDispatchEntryForEvent(const EventEntry* eventEntry) const;

        // Determine whether this connection has a pending synchronous dispatch target.
        // Since there can only ever be at most one such target at a time, if there is one,
        // it must be at the tail because nothing else can be enqueued after it.
        inline bool hasPendingSyncTarget() {
            return ! outboundQueue.isEmpty()
                    && (outboundQueue.tail.prev->targetFlags & InputTarget::FLAG_SYNC);
        }

        // Gets the time since the current event was originally obtained from the input driver.
        inline double getEventLatencyMillis(nsecs_t currentTime) {
            return (currentTime - lastEventTime) / 1000000.0;
        }

        // Gets the time since the current event entered the outbound dispatch queue.
        inline double getDispatchLatencyMillis(nsecs_t currentTime) {
            return (currentTime - lastDispatchTime) / 1000000.0;
        }

        // Gets the time since the current event ANR was declared, if applicable.
        inline double getANRLatencyMillis(nsecs_t currentTime) {
            return (currentTime - lastANRTime) / 1000000.0;
        }

        status_t initialize();
    };

    sp<InputDispatchPolicyInterface> mPolicy;

    Mutex mLock;

    Queue<EventEntry> mInboundQueue;
    Allocator mAllocator;

    sp<PollLoop> mPollLoop;

    // All registered connections mapped by receive pipe file descriptor.
    KeyedVector<int, sp<Connection> > mConnectionsByReceiveFd;

    // Active connections are connections that have a non-empty outbound queue.
    Vector<Connection*> mActiveConnections;

    // Pool of key and motion event objects used only to ask the input dispatch policy
    // for the targets of an event that is to be dispatched.
    KeyEvent mReusableKeyEvent;
    MotionEvent mReusableMotionEvent;

    // The input targets that were most recently identified for dispatch.
    // If there is a synchronous event dispatch in progress, the current input targets will
    // remain unchanged until the dispatch has completed or been aborted.
    Vector<InputTarget> mCurrentInputTargets;

    // Key repeat tracking.
    // XXX Move this up to the input reader instead.
    struct KeyRepeatState {
        KeyEntry* lastKeyEntry; // or null if no repeat
        nsecs_t nextRepeatTime;
    } mKeyRepeatState;

    void resetKeyRepeatLocked();

    // Process events that have just been dequeued from the head of the input queue.
    void processConfigurationChangedLocked(nsecs_t currentTime, ConfigurationChangedEntry* entry);
    void processKeyLocked(nsecs_t currentTime, KeyEntry* entry);
    void processKeyRepeatLocked(nsecs_t currentTime);
    void processMotionLocked(nsecs_t currentTime, MotionEntry* entry);

    // Identify input targets for an event and dispatch to them.
    void identifyInputTargetsAndDispatchKeyLocked(nsecs_t currentTime, KeyEntry* entry);
    void identifyInputTargetsAndDispatchMotionLocked(nsecs_t currentTime, MotionEntry* entry);
    void dispatchEventToCurrentInputTargetsLocked(nsecs_t currentTime, EventEntry* entry,
            bool resumeWithAppendedMotionSample);

    // Manage the dispatch cycle for a single connection.
    void prepareDispatchCycleLocked(nsecs_t currentTime, Connection* connection,
            EventEntry* eventEntry, const InputTarget* inputTarget,
            bool resumeWithAppendedMotionSample);
    void startDispatchCycleLocked(nsecs_t currentTime, Connection* connection);
    void finishDispatchCycleLocked(nsecs_t currentTime, Connection* connection);
    bool timeoutDispatchCycleLocked(nsecs_t currentTime, Connection* connection);
    bool abortDispatchCycleLocked(nsecs_t currentTime, Connection* connection,
            bool broken);
    static bool handleReceiveCallback(int receiveFd, int events, void* data);

    // 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, Connection* connection);
    void onDispatchCycleFinishedLocked(nsecs_t currentTime, Connection* connection,
            bool recoveredFromANR);
    void onDispatchCycleANRLocked(nsecs_t currentTime, Connection* connection);
    void onDispatchCycleBrokenLocked(nsecs_t currentTime, 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_PRIV_H