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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /widget/gonk/libui/InputDispatcher.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'widget/gonk/libui/InputDispatcher.h')
-rw-r--r-- | widget/gonk/libui/InputDispatcher.h | 1117 |
1 files changed, 1117 insertions, 0 deletions
diff --git a/widget/gonk/libui/InputDispatcher.h b/widget/gonk/libui/InputDispatcher.h new file mode 100644 index 000000000..5453421f6 --- /dev/null +++ b/widget/gonk/libui/InputDispatcher.h @@ -0,0 +1,1117 @@ +/* + * 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.h" +#include "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) = 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; + 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<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); + + // 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 |