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/*
* Copyright (C) 2011 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_WINDOW_H
#define _UI_INPUT_WINDOW_H
#include <ui/Input.h>
#include <ui/InputTransport.h>
#include <utils/RefBase.h>
#include <utils/Timers.h>
#include <utils/String8.h>
#include <SkRegion.h>
#include "InputApplication.h"
namespace android {
/*
* A handle to a window that can receive input.
* Used by the native input dispatcher to indirectly refer to the window manager objects
* that describe a window.
*/
class InputWindowHandle : public RefBase {
protected:
InputWindowHandle(const sp<InputApplicationHandle>& inputApplicationHandle) :
mInputApplicationHandle(inputApplicationHandle) { }
virtual ~InputWindowHandle() { }
public:
inline sp<InputApplicationHandle> getInputApplicationHandle() {
return mInputApplicationHandle;
}
private:
sp<InputApplicationHandle> mInputApplicationHandle;
};
/*
* An input window describes the bounds of a window that can receive input.
*/
struct InputWindow {
// Window flags from WindowManager.LayoutParams
enum {
FLAG_ALLOW_LOCK_WHILE_SCREEN_ON = 0x00000001,
FLAG_DIM_BEHIND = 0x00000002,
FLAG_BLUR_BEHIND = 0x00000004,
FLAG_NOT_FOCUSABLE = 0x00000008,
FLAG_NOT_TOUCHABLE = 0x00000010,
FLAG_NOT_TOUCH_MODAL = 0x00000020,
FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040,
FLAG_KEEP_SCREEN_ON = 0x00000080,
FLAG_LAYOUT_IN_SCREEN = 0x00000100,
FLAG_LAYOUT_NO_LIMITS = 0x00000200,
FLAG_FULLSCREEN = 0x00000400,
FLAG_FORCE_NOT_FULLSCREEN = 0x00000800,
FLAG_DITHER = 0x00001000,
FLAG_SECURE = 0x00002000,
FLAG_SCALED = 0x00004000,
FLAG_IGNORE_CHEEK_PRESSES = 0x00008000,
FLAG_LAYOUT_INSET_DECOR = 0x00010000,
FLAG_ALT_FOCUSABLE_IM = 0x00020000,
FLAG_WATCH_OUTSIDE_TOUCH = 0x00040000,
FLAG_SHOW_WHEN_LOCKED = 0x00080000,
FLAG_SHOW_WALLPAPER = 0x00100000,
FLAG_TURN_SCREEN_ON = 0x00200000,
FLAG_DISMISS_KEYGUARD = 0x00400000,
FLAG_SPLIT_TOUCH = 0x00800000,
FLAG_HARDWARE_ACCELERATED = 0x01000000,
FLAG_HARDWARE_ACCELERATED_SYSTEM = 0x02000000,
FLAG_SLIPPERY = 0x04000000,
FLAG_NEEDS_MENU_KEY = 0x08000000,
FLAG_KEEP_SURFACE_WHILE_ANIMATING = 0x10000000,
FLAG_COMPATIBLE_WINDOW = 0x20000000,
FLAG_SYSTEM_ERROR = 0x40000000,
};
// Window types from WindowManager.LayoutParams
enum {
FIRST_APPLICATION_WINDOW = 1,
TYPE_BASE_APPLICATION = 1,
TYPE_APPLICATION = 2,
TYPE_APPLICATION_STARTING = 3,
LAST_APPLICATION_WINDOW = 99,
FIRST_SUB_WINDOW = 1000,
TYPE_APPLICATION_PANEL = FIRST_SUB_WINDOW,
TYPE_APPLICATION_MEDIA = FIRST_SUB_WINDOW+1,
TYPE_APPLICATION_SUB_PANEL = FIRST_SUB_WINDOW+2,
TYPE_APPLICATION_ATTACHED_DIALOG = FIRST_SUB_WINDOW+3,
TYPE_APPLICATION_MEDIA_OVERLAY = FIRST_SUB_WINDOW+4,
LAST_SUB_WINDOW = 1999,
FIRST_SYSTEM_WINDOW = 2000,
TYPE_STATUS_BAR = FIRST_SYSTEM_WINDOW,
TYPE_SEARCH_BAR = FIRST_SYSTEM_WINDOW+1,
TYPE_PHONE = FIRST_SYSTEM_WINDOW+2,
TYPE_SYSTEM_ALERT = FIRST_SYSTEM_WINDOW+3,
TYPE_KEYGUARD = FIRST_SYSTEM_WINDOW+4,
TYPE_TOAST = FIRST_SYSTEM_WINDOW+5,
TYPE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+6,
TYPE_PRIORITY_PHONE = FIRST_SYSTEM_WINDOW+7,
TYPE_SYSTEM_DIALOG = FIRST_SYSTEM_WINDOW+8,
TYPE_KEYGUARD_DIALOG = FIRST_SYSTEM_WINDOW+9,
TYPE_SYSTEM_ERROR = FIRST_SYSTEM_WINDOW+10,
TYPE_INPUT_METHOD = FIRST_SYSTEM_WINDOW+11,
TYPE_INPUT_METHOD_DIALOG= FIRST_SYSTEM_WINDOW+12,
TYPE_WALLPAPER = FIRST_SYSTEM_WINDOW+13,
TYPE_STATUS_BAR_PANEL = FIRST_SYSTEM_WINDOW+14,
TYPE_SECURE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+15,
TYPE_DRAG = FIRST_SYSTEM_WINDOW+16,
TYPE_STATUS_BAR_SUB_PANEL = FIRST_SYSTEM_WINDOW+17,
TYPE_POINTER = FIRST_SYSTEM_WINDOW+18,
TYPE_NAVIGATION_BAR = FIRST_SYSTEM_WINDOW+19,
LAST_SYSTEM_WINDOW = 2999,
};
enum {
INPUT_FEATURE_DISABLE_TOUCH_PAD_GESTURES = 0x00000001,
};
sp<InputWindowHandle> inputWindowHandle;
sp<InputChannel> inputChannel;
String8 name;
int32_t layoutParamsFlags;
int32_t layoutParamsType;
nsecs_t dispatchingTimeout;
int32_t frameLeft;
int32_t frameTop;
int32_t frameRight;
int32_t frameBottom;
Better compat mode part one: start scaling windows. First step of improving app screen size compatibility mode. When running in compat mode, an application's windows are scaled up on the screen rather than being small with 1:1 pixels. Currently we scale the application to fill the entire screen, so don't use an even pixel scaling. Though this may have some negative impact on the appearance (it looks okay to me), it has a big benefit of allowing us to now treat these apps as normal full-screens apps and do the normal transition animations as you move in and out and around in them. This introduces fun stuff in the input system to take care of modifying pointer coordinates to account for the app window surface scaling. The input dispatcher is told about the scale that is being applied to each window and, when there is one, adjusts pointer events appropriately as they are being sent to the transport. Also modified is CompatibilityInfo, which has been greatly simplified to not be so insane and incomprehendible. It is now simple -- when constructed it determines if the given app is compatible with the current screen size and density, and that is that. There are new APIs on ActivityManagerService to put applications that we would traditionally consider compatible with larger screens in compatibility mode. This is the start of a facility to have a UI affordance for a user to switch apps in and out of compatibility. To test switching of modes, there is a new variation of the "am" command to do this: am screen-compat [on|off] [package] This mode switching has the fundamentals of restarting activities when it is changed, though the state still needs to be persisted and the overall mode switch cleaned up. For the few small apps I have tested, things mostly seem to be working well. I know of one problem with the text selection handles being drawn at the wrong position because at some point the window offset is being scaled incorrectly. There are probably other similar issues around the interaction between two windows because the different window coordinate spaces are done in a hacky way instead of being formally integrated into the window manager layout process. Change-Id: Ie038e3746b448135117bd860859d74e360938557
2011-04-27 18:52:56 -04:00
float scaleFactor;
SkRegion touchableRegion;
bool visible;
bool canReceiveKeys;
bool hasFocus;
bool hasWallpaper;
bool paused;
int32_t layer;
int32_t ownerPid;
int32_t ownerUid;
int32_t inputFeatures;
bool touchableRegionContainsPoint(int32_t x, int32_t y) const;
bool frameContainsPoint(int32_t x, int32_t y) const;
/* Returns true if the window is of a trusted type that is allowed to silently
* overlay other windows for the purpose of implementing the secure views feature.
* Trusted overlays, such as IME windows, can partly obscure other windows without causing
* motion events to be delivered to them with AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED.
*/
bool isTrustedOverlay() const;
bool supportsSplitTouch() const;
};
} // namespace android
#endif // _UI_INPUT_WINDOW_H