android_frameworks_base/services/input/InputDispatcher.cpp

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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.
*/
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#define LOG_TAG "InputDispatcher"
//#define LOG_NDEBUG 0
// Log detailed debug messages about each inbound event notification to the dispatcher.
#define DEBUG_INBOUND_EVENT_DETAILS 0
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Log detailed debug messages about each outbound event processed by the dispatcher.
#define DEBUG_OUTBOUND_EVENT_DETAILS 0
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Log debug messages about batching.
#define DEBUG_BATCHING 0
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Log debug messages about the dispatch cycle.
#define DEBUG_DISPATCH_CYCLE 0
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Log debug messages about registrations.
#define DEBUG_REGISTRATION 0
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Log debug messages about performance statistics.
#define DEBUG_PERFORMANCE_STATISTICS 0
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Log debug messages about input event injection.
#define DEBUG_INJECTION 0
// Log debug messages about input event throttling.
#define DEBUG_THROTTLING 0
// Log debug messages about input focus tracking.
#define DEBUG_FOCUS 0
// Log debug messages about the app switch latency optimization.
#define DEBUG_APP_SWITCH 0
// Log debug messages about hover events.
#define DEBUG_HOVER 0
#include "InputDispatcher.h"
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#include <cutils/log.h>
#include <ui/PowerManager.h>
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#include <stddef.h>
#include <unistd.h>
#include <errno.h>
#include <limits.h>
#define INDENT " "
#define INDENT2 " "
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
namespace android {
// Default input dispatching timeout if there is no focused application or paused window
// from which to determine an appropriate dispatching timeout.
const nsecs_t DEFAULT_INPUT_DISPATCHING_TIMEOUT = 5000 * 1000000LL; // 5 sec
// Amount of time to allow for all pending events to be processed when an app switch
// key is on the way. This is used to preempt input dispatch and drop input events
// when an application takes too long to respond and the user has pressed an app switch key.
const nsecs_t APP_SWITCH_TIMEOUT = 500 * 1000000LL; // 0.5sec
// Amount of time to allow for an event to be dispatched (measured since its eventTime)
// before considering it stale and dropping it.
const nsecs_t STALE_EVENT_TIMEOUT = 10000 * 1000000LL; // 10sec
// Motion samples that are received within this amount of time are simply coalesced
// when batched instead of being appended. This is done because some drivers update
// the location of pointers one at a time instead of all at once.
// For example, when there are 10 fingers down, the input dispatcher may receive 10
// samples in quick succession with only one finger's location changed in each sample.
//
// This value effectively imposes an upper bound on the touch sampling rate.
// Touch sensors typically have a 50Hz - 200Hz sampling rate, so we expect distinct
// samples to become available 5-20ms apart but individual finger reports can trickle
// in over a period of 2-4ms or so.
//
// Empirical testing shows that a 2ms coalescing interval (500Hz) is not enough,
// a 3ms coalescing interval (333Hz) works well most of the time and doesn't introduce
// significant quantization noise on current hardware.
const nsecs_t MOTION_SAMPLE_COALESCE_INTERVAL = 3 * 1000000LL; // 3ms, 333Hz
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
static inline nsecs_t now() {
return systemTime(SYSTEM_TIME_MONOTONIC);
}
static inline const char* toString(bool value) {
return value ? "true" : "false";
}
static inline int32_t getMotionEventActionPointerIndex(int32_t action) {
return (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)
>> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
}
static bool isValidKeyAction(int32_t action) {
switch (action) {
case AKEY_EVENT_ACTION_DOWN:
case AKEY_EVENT_ACTION_UP:
return true;
default:
return false;
}
}
static bool validateKeyEvent(int32_t action) {
if (! isValidKeyAction(action)) {
LOGE("Key event has invalid action code 0x%x", action);
return false;
}
return true;
}
static bool isValidMotionAction(int32_t action, size_t pointerCount) {
switch (action & AMOTION_EVENT_ACTION_MASK) {
case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_UP:
case AMOTION_EVENT_ACTION_CANCEL:
case AMOTION_EVENT_ACTION_MOVE:
case AMOTION_EVENT_ACTION_OUTSIDE:
case AMOTION_EVENT_ACTION_HOVER_ENTER:
case AMOTION_EVENT_ACTION_HOVER_MOVE:
case AMOTION_EVENT_ACTION_HOVER_EXIT:
case AMOTION_EVENT_ACTION_SCROLL:
return true;
case AMOTION_EVENT_ACTION_POINTER_DOWN:
case AMOTION_EVENT_ACTION_POINTER_UP: {
int32_t index = getMotionEventActionPointerIndex(action);
return index >= 0 && size_t(index) < pointerCount;
}
default:
return false;
}
}
static bool validateMotionEvent(int32_t action, size_t pointerCount,
const PointerProperties* pointerProperties) {
if (! isValidMotionAction(action, pointerCount)) {
LOGE("Motion event has invalid action code 0x%x", action);
return false;
}
if (pointerCount < 1 || pointerCount > MAX_POINTERS) {
LOGE("Motion event has invalid pointer count %d; value must be between 1 and %d.",
pointerCount, MAX_POINTERS);
return false;
}
BitSet32 pointerIdBits;
for (size_t i = 0; i < pointerCount; i++) {
int32_t id = pointerProperties[i].id;
if (id < 0 || id > MAX_POINTER_ID) {
LOGE("Motion event has invalid pointer id %d; value must be between 0 and %d",
id, MAX_POINTER_ID);
return false;
}
if (pointerIdBits.hasBit(id)) {
LOGE("Motion event has duplicate pointer id %d", id);
return false;
}
pointerIdBits.markBit(id);
}
return true;
}
static void dumpRegion(String8& dump, const SkRegion& region) {
if (region.isEmpty()) {
dump.append("<empty>");
return;
}
bool first = true;
for (SkRegion::Iterator it(region); !it.done(); it.next()) {
if (first) {
first = false;
} else {
dump.append("|");
}
const SkIRect& rect = it.rect();
dump.appendFormat("[%d,%d][%d,%d]", rect.fLeft, rect.fTop, rect.fRight, rect.fBottom);
}
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// --- InputDispatcher ---
InputDispatcher::InputDispatcher(const sp<InputDispatcherPolicyInterface>& policy) :
mPolicy(policy),
mPendingEvent(NULL), mAppSwitchSawKeyDown(false), mAppSwitchDueTime(LONG_LONG_MAX),
mNextUnblockedEvent(NULL),
mDispatchEnabled(true), mDispatchFrozen(false), mInputFilterEnabled(false),
mCurrentInputTargetsValid(false),
mInputTargetWaitCause(INPUT_TARGET_WAIT_CAUSE_NONE) {
mLooper = new Looper(false);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
mKeyRepeatState.lastKeyEntry = NULL;
policy->getDispatcherConfiguration(&mConfig);
mThrottleState.minTimeBetweenEvents = 1000000000LL / mConfig.maxEventsPerSecond;
mThrottleState.lastDeviceId = -1;
#if DEBUG_THROTTLING
mThrottleState.originalSampleCount = 0;
LOGD("Throttling - Max events per second = %d", mConfig.maxEventsPerSecond);
#endif
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
InputDispatcher::~InputDispatcher() {
{ // acquire lock
AutoMutex _l(mLock);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
resetKeyRepeatLocked();
releasePendingEventLocked();
drainInboundQueueLocked();
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
while (mConnectionsByReceiveFd.size() != 0) {
unregisterInputChannel(mConnectionsByReceiveFd.valueAt(0)->inputChannel);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
}
void InputDispatcher::dispatchOnce() {
nsecs_t nextWakeupTime = LONG_LONG_MAX;
{ // acquire lock
AutoMutex _l(mLock);
dispatchOnceInnerLocked(&nextWakeupTime);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
if (runCommandsLockedInterruptible()) {
nextWakeupTime = LONG_LONG_MIN; // force next poll to wake up immediately
}
} // release lock
// Wait for callback or timeout or wake. (make sure we round up, not down)
nsecs_t currentTime = now();
int timeoutMillis = toMillisecondTimeoutDelay(currentTime, nextWakeupTime);
mLooper->pollOnce(timeoutMillis);
}
void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) {
nsecs_t currentTime = now();
// Reset the key repeat timer whenever we disallow key events, even if the next event
// is not a key. This is to ensure that we abort a key repeat if the device is just coming
// out of sleep.
if (!mPolicy->isKeyRepeatEnabled()) {
resetKeyRepeatLocked();
}
// If dispatching is frozen, do not process timeouts or try to deliver any new events.
if (mDispatchFrozen) {
#if DEBUG_FOCUS
LOGD("Dispatch frozen. Waiting some more.");
#endif
return;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Optimize latency of app switches.
// Essentially we start a short timeout when an app switch key (HOME / ENDCALL) has
// been pressed. When it expires, we preempt dispatch and drop all other pending events.
bool isAppSwitchDue = mAppSwitchDueTime <= currentTime;
if (mAppSwitchDueTime < *nextWakeupTime) {
*nextWakeupTime = mAppSwitchDueTime;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Ready to start a new event.
// If we don't already have a pending event, go grab one.
if (! mPendingEvent) {
if (mInboundQueue.isEmpty()) {
if (isAppSwitchDue) {
// The inbound queue is empty so the app switch key we were waiting
// for will never arrive. Stop waiting for it.
resetPendingAppSwitchLocked(false);
isAppSwitchDue = false;
}
// Synthesize a key repeat if appropriate.
if (mKeyRepeatState.lastKeyEntry) {
if (currentTime >= mKeyRepeatState.nextRepeatTime) {
mPendingEvent = synthesizeKeyRepeatLocked(currentTime);
} else {
if (mKeyRepeatState.nextRepeatTime < *nextWakeupTime) {
*nextWakeupTime = mKeyRepeatState.nextRepeatTime;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
}
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
// Nothing to do if there is no pending event.
if (! mPendingEvent) {
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (mActiveConnections.isEmpty()) {
dispatchIdleLocked();
}
return;
}
} else {
// Inbound queue has at least one entry.
EventEntry* entry = mInboundQueue.head;
// Throttle the entry if it is a move event and there are no
// other events behind it in the queue. Due to movement batching, additional
// samples may be appended to this event by the time the throttling timeout
// expires.
// TODO Make this smarter and consider throttling per device independently.
if (entry->type == EventEntry::TYPE_MOTION
&& !isAppSwitchDue
&& mDispatchEnabled
&& (entry->policyFlags & POLICY_FLAG_PASS_TO_USER)
&& !entry->isInjected()) {
MotionEntry* motionEntry = static_cast<MotionEntry*>(entry);
int32_t deviceId = motionEntry->deviceId;
uint32_t source = motionEntry->source;
if (! isAppSwitchDue
&& !motionEntry->next // exactly one event, no successors
&& (motionEntry->action == AMOTION_EVENT_ACTION_MOVE
|| motionEntry->action == AMOTION_EVENT_ACTION_HOVER_MOVE)
&& deviceId == mThrottleState.lastDeviceId
&& source == mThrottleState.lastSource) {
nsecs_t nextTime = mThrottleState.lastEventTime
+ mThrottleState.minTimeBetweenEvents;
if (currentTime < nextTime) {
// Throttle it!
#if DEBUG_THROTTLING
LOGD("Throttling - Delaying motion event for "
"device %d, source 0x%08x by up to %0.3fms.",
deviceId, source, (nextTime - currentTime) * 0.000001);
#endif
if (nextTime < *nextWakeupTime) {
*nextWakeupTime = nextTime;
}
if (mThrottleState.originalSampleCount == 0) {
mThrottleState.originalSampleCount =
motionEntry->countSamples();
}
return;
}
}
#if DEBUG_THROTTLING
if (mThrottleState.originalSampleCount != 0) {
uint32_t count = motionEntry->countSamples();
LOGD("Throttling - Motion event sample count grew by %d from %d to %d.",
count - mThrottleState.originalSampleCount,
mThrottleState.originalSampleCount, count);
mThrottleState.originalSampleCount = 0;
}
#endif
mThrottleState.lastEventTime = currentTime;
mThrottleState.lastDeviceId = deviceId;
mThrottleState.lastSource = source;
}
mInboundQueue.dequeue(entry);
mPendingEvent = entry;
}
// Poke user activity for this event.
if (mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER) {
pokeUserActivityLocked(mPendingEvent);
}
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Now we have an event to dispatch.
// All events are eventually dequeued and processed this way, even if we intend to drop them.
LOG_ASSERT(mPendingEvent != NULL);
bool done = false;
DropReason dropReason = DROP_REASON_NOT_DROPPED;
if (!(mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER)) {
dropReason = DROP_REASON_POLICY;
} else if (!mDispatchEnabled) {
dropReason = DROP_REASON_DISABLED;
}
if (mNextUnblockedEvent == mPendingEvent) {
mNextUnblockedEvent = NULL;
}
switch (mPendingEvent->type) {
case EventEntry::TYPE_CONFIGURATION_CHANGED: {
ConfigurationChangedEntry* typedEntry =
static_cast<ConfigurationChangedEntry*>(mPendingEvent);
done = dispatchConfigurationChangedLocked(currentTime, typedEntry);
dropReason = DROP_REASON_NOT_DROPPED; // configuration changes are never dropped
break;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
Input system bug fixes, particularly for stylus. Bug: 5049148 Finished stylus support, including support for indirect stylus and mouse tools. Added TILT axis. When stylus tilt X/Y is available, it is transformed into an orientation and tilt inclination which is a more convenient representation and a simpler extension to the exiting API. Touch devices now only report touch data using a single input source. Previously touch devices in pointer mode would report both absolute touch pad data and cooked pointer gestures. Now we just pick one. The touch device switches modes as needed when the focused application enables/disables pointer gestures. This change greatly simplifies the code and reduces the load on the input dispatcher. Fixed an incorrect assumption that the value of ABS_(MT_)DISTANCE would be zero whenever the stylus was in direct contact. It appears that the correct way to determine whether the stylus is in direct contact (rather than hovering) is by checking for a non-zero reported pressure. Added code to read the initial state of tool buttons and axis values when the input devices are initialized or reset. This fixes problems where the input mapper state might have the wrong initial state. Moved responsibility for cancelling pending inputs (keys down, touches, etc.) to the InputDispatcher by sending it a device reset notification. This frees the InputReader from having to synthesize events during reset, which was cumbersome and somewhat brittle to begin with. Consolidated more of the common accumulator logic from SingleTouchInputMapper and MultiTouchInputMapper into TouchInputMapper. Improved the PointerLocation output. Change-Id: I595d3647f7fd7cb1e3eff8b3c76b85043b5fe2f0
2011-08-18 11:20:58 -07:00
case EventEntry::TYPE_DEVICE_RESET: {
DeviceResetEntry* typedEntry =
static_cast<DeviceResetEntry*>(mPendingEvent);
done = dispatchDeviceResetLocked(currentTime, typedEntry);
dropReason = DROP_REASON_NOT_DROPPED; // device resets are never dropped
break;
}
case EventEntry::TYPE_KEY: {
KeyEntry* typedEntry = static_cast<KeyEntry*>(mPendingEvent);
if (isAppSwitchDue) {
if (isAppSwitchKeyEventLocked(typedEntry)) {
resetPendingAppSwitchLocked(true);
isAppSwitchDue = false;
} else if (dropReason == DROP_REASON_NOT_DROPPED) {
dropReason = DROP_REASON_APP_SWITCH;
}
}
if (dropReason == DROP_REASON_NOT_DROPPED
&& isStaleEventLocked(currentTime, typedEntry)) {
dropReason = DROP_REASON_STALE;
}
if (dropReason == DROP_REASON_NOT_DROPPED && mNextUnblockedEvent) {
dropReason = DROP_REASON_BLOCKED;
}
done = dispatchKeyLocked(currentTime, typedEntry, &dropReason, nextWakeupTime);
break;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
case EventEntry::TYPE_MOTION: {
MotionEntry* typedEntry = static_cast<MotionEntry*>(mPendingEvent);
if (dropReason == DROP_REASON_NOT_DROPPED && isAppSwitchDue) {
dropReason = DROP_REASON_APP_SWITCH;
}
if (dropReason == DROP_REASON_NOT_DROPPED
&& isStaleEventLocked(currentTime, typedEntry)) {
dropReason = DROP_REASON_STALE;
}
if (dropReason == DROP_REASON_NOT_DROPPED && mNextUnblockedEvent) {
dropReason = DROP_REASON_BLOCKED;
}
done = dispatchMotionLocked(currentTime, typedEntry,
&dropReason, nextWakeupTime);
break;
}
default:
LOG_ASSERT(false);
break;
}
if (done) {
if (dropReason != DROP_REASON_NOT_DROPPED) {
dropInboundEventLocked(mPendingEvent, dropReason);
}
releasePendingEventLocked();
*nextWakeupTime = LONG_LONG_MIN; // force next poll to wake up immediately
}
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
void InputDispatcher::dispatchIdleLocked() {
#if DEBUG_FOCUS
LOGD("Dispatcher idle. There are no pending events or active connections.");
#endif
// Reset targets when idle, to release input channels and other resources
// they are holding onto.
resetTargetsLocked();
}
bool InputDispatcher::enqueueInboundEventLocked(EventEntry* entry) {
bool needWake = mInboundQueue.isEmpty();
mInboundQueue.enqueueAtTail(entry);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
switch (entry->type) {
case EventEntry::TYPE_KEY: {
// Optimize app switch latency.
// If the application takes too long to catch up then we drop all events preceding
// the app switch key.
KeyEntry* keyEntry = static_cast<KeyEntry*>(entry);
if (isAppSwitchKeyEventLocked(keyEntry)) {
if (keyEntry->action == AKEY_EVENT_ACTION_DOWN) {
mAppSwitchSawKeyDown = true;
} else if (keyEntry->action == AKEY_EVENT_ACTION_UP) {
if (mAppSwitchSawKeyDown) {
#if DEBUG_APP_SWITCH
LOGD("App switch is pending!");
#endif
mAppSwitchDueTime = keyEntry->eventTime + APP_SWITCH_TIMEOUT;
mAppSwitchSawKeyDown = false;
needWake = true;
}
}
}
break;
}
case EventEntry::TYPE_MOTION: {
// Optimize case where the current application is unresponsive and the user
// decides to touch a window in a different application.
// If the application takes too long to catch up then we drop all events preceding
// the touch into the other window.
MotionEntry* motionEntry = static_cast<MotionEntry*>(entry);
if (motionEntry->action == AMOTION_EVENT_ACTION_DOWN
&& (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER)
&& mInputTargetWaitCause == INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY
&& mInputTargetWaitApplicationHandle != NULL) {
int32_t x = int32_t(motionEntry->firstSample.pointerCoords[0].
getAxisValue(AMOTION_EVENT_AXIS_X));
int32_t y = int32_t(motionEntry->firstSample.pointerCoords[0].
getAxisValue(AMOTION_EVENT_AXIS_Y));
sp<InputWindowHandle> touchedWindowHandle = findTouchedWindowAtLocked(x, y);
if (touchedWindowHandle != NULL
&& touchedWindowHandle->inputApplicationHandle
!= mInputTargetWaitApplicationHandle) {
// User touched a different application than the one we are waiting on.
// Flag the event, and start pruning the input queue.
mNextUnblockedEvent = motionEntry;
needWake = true;
}
}
break;
}
}
return needWake;
}
sp<InputWindowHandle> InputDispatcher::findTouchedWindowAtLocked(int32_t x, int32_t y) {
// Traverse windows from front to back to find touched window.
size_t numWindows = mWindowHandles.size();
for (size_t i = 0; i < numWindows; i++) {
sp<InputWindowHandle> windowHandle = mWindowHandles.itemAt(i);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
const InputWindowInfo* windowInfo = windowHandle->getInfo();
int32_t flags = windowInfo->layoutParamsFlags;
if (windowInfo->visible) {
if (!(flags & InputWindowInfo::FLAG_NOT_TOUCHABLE)) {
bool isTouchModal = (flags & (InputWindowInfo::FLAG_NOT_FOCUSABLE
| InputWindowInfo::FLAG_NOT_TOUCH_MODAL)) == 0;
if (isTouchModal || windowInfo->touchableRegionContainsPoint(x, y)) {
// Found window.
return windowHandle;
}
}
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (flags & InputWindowInfo::FLAG_SYSTEM_ERROR) {
// Error window is on top but not visible, so touch is dropped.
return NULL;
}
}
return NULL;
}
void InputDispatcher::dropInboundEventLocked(EventEntry* entry, DropReason dropReason) {
const char* reason;
switch (dropReason) {
case DROP_REASON_POLICY:
#if DEBUG_INBOUND_EVENT_DETAILS
LOGD("Dropped event because policy consumed it.");
#endif
reason = "inbound event was dropped because the policy consumed it";
break;
case DROP_REASON_DISABLED:
LOGI("Dropped event because input dispatch is disabled.");
reason = "inbound event was dropped because input dispatch is disabled";
break;
case DROP_REASON_APP_SWITCH:
LOGI("Dropped event because of pending overdue app switch.");
reason = "inbound event was dropped because of pending overdue app switch";
break;
case DROP_REASON_BLOCKED:
LOGI("Dropped event because the current application is not responding and the user "
"has started interacting with a different application.");
reason = "inbound event was dropped because the current application is not responding "
"and the user has started interacting with a different application";
break;
case DROP_REASON_STALE:
LOGI("Dropped event because it is stale.");
reason = "inbound event was dropped because it is stale";
break;
default:
LOG_ASSERT(false);
return;
}
switch (entry->type) {
case EventEntry::TYPE_KEY: {
CancelationOptions options(CancelationOptions::CANCEL_NON_POINTER_EVENTS, reason);
synthesizeCancelationEventsForAllConnectionsLocked(options);
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast<MotionEntry*>(entry);
if (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER) {
CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS, reason);
synthesizeCancelationEventsForAllConnectionsLocked(options);
} else {
CancelationOptions options(CancelationOptions::CANCEL_NON_POINTER_EVENTS, reason);
synthesizeCancelationEventsForAllConnectionsLocked(options);
}
break;
}
}
}
bool InputDispatcher::isAppSwitchKeyCode(int32_t keyCode) {
return keyCode == AKEYCODE_HOME || keyCode == AKEYCODE_ENDCALL;
}
bool InputDispatcher::isAppSwitchKeyEventLocked(KeyEntry* keyEntry) {
return ! (keyEntry->flags & AKEY_EVENT_FLAG_CANCELED)
&& isAppSwitchKeyCode(keyEntry->keyCode)
&& (keyEntry->policyFlags & POLICY_FLAG_TRUSTED)
&& (keyEntry->policyFlags & POLICY_FLAG_PASS_TO_USER);
}
bool InputDispatcher::isAppSwitchPendingLocked() {
return mAppSwitchDueTime != LONG_LONG_MAX;
}
void InputDispatcher::resetPendingAppSwitchLocked(bool handled) {
mAppSwitchDueTime = LONG_LONG_MAX;
#if DEBUG_APP_SWITCH
if (handled) {
LOGD("App switch has arrived.");
} else {
LOGD("App switch was abandoned.");
}
#endif
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
bool InputDispatcher::isStaleEventLocked(nsecs_t currentTime, EventEntry* entry) {
return currentTime - entry->eventTime >= STALE_EVENT_TIMEOUT;
}
bool InputDispatcher::runCommandsLockedInterruptible() {
if (mCommandQueue.isEmpty()) {
return false;
}
do {
CommandEntry* commandEntry = mCommandQueue.dequeueAtHead();
Command command = commandEntry->command;
(this->*command)(commandEntry); // commands are implicitly 'LockedInterruptible'
commandEntry->connection.clear();
delete commandEntry;
} while (! mCommandQueue.isEmpty());
return true;
}
InputDispatcher::CommandEntry* InputDispatcher::postCommandLocked(Command command) {
CommandEntry* commandEntry = new CommandEntry(command);
mCommandQueue.enqueueAtTail(commandEntry);
return commandEntry;
}
void InputDispatcher::drainInboundQueueLocked() {
while (! mInboundQueue.isEmpty()) {
EventEntry* entry = mInboundQueue.dequeueAtHead();
releaseInboundEventLocked(entry);
}
}
void InputDispatcher::releasePendingEventLocked() {
if (mPendingEvent) {
releaseInboundEventLocked(mPendingEvent);
mPendingEvent = NULL;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
void InputDispatcher::releaseInboundEventLocked(EventEntry* entry) {
InjectionState* injectionState = entry->injectionState;
if (injectionState && injectionState->injectionResult == INPUT_EVENT_INJECTION_PENDING) {
#if DEBUG_DISPATCH_CYCLE
LOGD("Injected inbound event was dropped.");
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#endif
setInjectionResultLocked(entry, INPUT_EVENT_INJECTION_FAILED);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
if (entry == mNextUnblockedEvent) {
mNextUnblockedEvent = NULL;
}
entry->release();
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
void InputDispatcher::resetKeyRepeatLocked() {
if (mKeyRepeatState.lastKeyEntry) {
mKeyRepeatState.lastKeyEntry->release();
mKeyRepeatState.lastKeyEntry = NULL;
}
}
InputDispatcher::KeyEntry* InputDispatcher::synthesizeKeyRepeatLocked(nsecs_t currentTime) {
KeyEntry* entry = mKeyRepeatState.lastKeyEntry;
// Reuse the repeated key entry if it is otherwise unreferenced.
uint32_t policyFlags = (entry->policyFlags & POLICY_FLAG_RAW_MASK)
| POLICY_FLAG_PASS_TO_USER | POLICY_FLAG_TRUSTED;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
if (entry->refCount == 1) {
entry->recycle();
entry->eventTime = currentTime;
entry->policyFlags = policyFlags;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
entry->repeatCount += 1;
} else {
KeyEntry* newEntry = new KeyEntry(currentTime,
entry->deviceId, entry->source, policyFlags,
entry->action, entry->flags, entry->keyCode, entry->scanCode,
entry->metaState, entry->repeatCount + 1, entry->downTime);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
mKeyRepeatState.lastKeyEntry = newEntry;
entry->release();
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
entry = newEntry;
}
entry->syntheticRepeat = true;
// Increment reference count since we keep a reference to the event in
// mKeyRepeatState.lastKeyEntry in addition to the one we return.
entry->refCount += 1;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
mKeyRepeatState.nextRepeatTime = currentTime + mConfig.keyRepeatDelay;
return entry;
}
bool InputDispatcher::dispatchConfigurationChangedLocked(
nsecs_t currentTime, ConfigurationChangedEntry* entry) {
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("dispatchConfigurationChanged - eventTime=%lld", entry->eventTime);
#endif
// Reset key repeating in case a keyboard device was added or removed or something.
resetKeyRepeatLocked();
// Enqueue a command to run outside the lock to tell the policy that the configuration changed.
CommandEntry* commandEntry = postCommandLocked(
& InputDispatcher::doNotifyConfigurationChangedInterruptible);
commandEntry->eventTime = entry->eventTime;
return true;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
Input system bug fixes, particularly for stylus. Bug: 5049148 Finished stylus support, including support for indirect stylus and mouse tools. Added TILT axis. When stylus tilt X/Y is available, it is transformed into an orientation and tilt inclination which is a more convenient representation and a simpler extension to the exiting API. Touch devices now only report touch data using a single input source. Previously touch devices in pointer mode would report both absolute touch pad data and cooked pointer gestures. Now we just pick one. The touch device switches modes as needed when the focused application enables/disables pointer gestures. This change greatly simplifies the code and reduces the load on the input dispatcher. Fixed an incorrect assumption that the value of ABS_(MT_)DISTANCE would be zero whenever the stylus was in direct contact. It appears that the correct way to determine whether the stylus is in direct contact (rather than hovering) is by checking for a non-zero reported pressure. Added code to read the initial state of tool buttons and axis values when the input devices are initialized or reset. This fixes problems where the input mapper state might have the wrong initial state. Moved responsibility for cancelling pending inputs (keys down, touches, etc.) to the InputDispatcher by sending it a device reset notification. This frees the InputReader from having to synthesize events during reset, which was cumbersome and somewhat brittle to begin with. Consolidated more of the common accumulator logic from SingleTouchInputMapper and MultiTouchInputMapper into TouchInputMapper. Improved the PointerLocation output. Change-Id: I595d3647f7fd7cb1e3eff8b3c76b85043b5fe2f0
2011-08-18 11:20:58 -07:00
bool InputDispatcher::dispatchDeviceResetLocked(
nsecs_t currentTime, DeviceResetEntry* entry) {
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("dispatchDeviceReset - eventTime=%lld, deviceId=%d", entry->eventTime, entry->deviceId);
#endif
CancelationOptions options(CancelationOptions::CANCEL_ALL_EVENTS,
"device was reset");
options.deviceId = entry->deviceId;
synthesizeCancelationEventsForAllConnectionsLocked(options);
return true;
}
bool InputDispatcher::dispatchKeyLocked(nsecs_t currentTime, KeyEntry* entry,
DropReason* dropReason, nsecs_t* nextWakeupTime) {
// Preprocessing.
if (! entry->dispatchInProgress) {
if (entry->repeatCount == 0
&& entry->action == AKEY_EVENT_ACTION_DOWN
&& (entry->policyFlags & POLICY_FLAG_TRUSTED)
&& (!(entry->policyFlags & POLICY_FLAG_DISABLE_KEY_REPEAT))) {
if (mKeyRepeatState.lastKeyEntry
&& mKeyRepeatState.lastKeyEntry->keyCode == entry->keyCode) {
// We have seen two identical key downs in a row which indicates that the device
// driver is automatically generating key repeats itself. We take note of the
// repeat here, but we disable our own next key repeat timer since it is clear that
// we will not need to synthesize key repeats ourselves.
entry->repeatCount = mKeyRepeatState.lastKeyEntry->repeatCount + 1;
resetKeyRepeatLocked();
mKeyRepeatState.nextRepeatTime = LONG_LONG_MAX; // don't generate repeats ourselves
} else {
// Not a repeat. Save key down state in case we do see a repeat later.
resetKeyRepeatLocked();
mKeyRepeatState.nextRepeatTime = entry->eventTime + mConfig.keyRepeatTimeout;
}
mKeyRepeatState.lastKeyEntry = entry;
entry->refCount += 1;
} else if (! entry->syntheticRepeat) {
resetKeyRepeatLocked();
}
if (entry->repeatCount == 1) {
entry->flags |= AKEY_EVENT_FLAG_LONG_PRESS;
} else {
entry->flags &= ~AKEY_EVENT_FLAG_LONG_PRESS;
}
entry->dispatchInProgress = true;
resetTargetsLocked();
logOutboundKeyDetailsLocked("dispatchKey - ", entry);
}
// Handle case where the policy asked us to try again later last time.
if (entry->interceptKeyResult == KeyEntry::INTERCEPT_KEY_RESULT_TRY_AGAIN_LATER) {
if (currentTime < entry->interceptKeyWakeupTime) {
if (entry->interceptKeyWakeupTime < *nextWakeupTime) {
*nextWakeupTime = entry->interceptKeyWakeupTime;
}
return false; // wait until next wakeup
}
entry->interceptKeyResult = KeyEntry::INTERCEPT_KEY_RESULT_UNKNOWN;
entry->interceptKeyWakeupTime = 0;
}
// Give the policy a chance to intercept the key.
if (entry->interceptKeyResult == KeyEntry::INTERCEPT_KEY_RESULT_UNKNOWN) {
if (entry->policyFlags & POLICY_FLAG_PASS_TO_USER) {
CommandEntry* commandEntry = postCommandLocked(
& InputDispatcher::doInterceptKeyBeforeDispatchingLockedInterruptible);
if (mFocusedWindowHandle != NULL) {
commandEntry->inputWindowHandle = mFocusedWindowHandle;
}
commandEntry->keyEntry = entry;
entry->refCount += 1;
return false; // wait for the command to run
} else {
entry->interceptKeyResult = KeyEntry::INTERCEPT_KEY_RESULT_CONTINUE;
}
} else if (entry->interceptKeyResult == KeyEntry::INTERCEPT_KEY_RESULT_SKIP) {
if (*dropReason == DROP_REASON_NOT_DROPPED) {
*dropReason = DROP_REASON_POLICY;
}
}
// Clean up if dropping the event.
if (*dropReason != DROP_REASON_NOT_DROPPED) {
resetTargetsLocked();
setInjectionResultLocked(entry, *dropReason == DROP_REASON_POLICY
? INPUT_EVENT_INJECTION_SUCCEEDED : INPUT_EVENT_INJECTION_FAILED);
return true;
}
// Identify targets.
if (! mCurrentInputTargetsValid) {
int32_t injectionResult = findFocusedWindowTargetsLocked(currentTime,
entry, nextWakeupTime);
if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
return false;
}
setInjectionResultLocked(entry, injectionResult);
if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
return true;
}
addMonitoringTargetsLocked();
commitTargetsLocked();
}
// Dispatch the key.
dispatchEventToCurrentInputTargetsLocked(currentTime, entry, false);
return true;
}
void InputDispatcher::logOutboundKeyDetailsLocked(const char* prefix, const KeyEntry* entry) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("%seventTime=%lld, deviceId=%d, source=0x%x, policyFlags=0x%x, "
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
"action=0x%x, flags=0x%x, keyCode=0x%x, scanCode=0x%x, metaState=0x%x, "
"repeatCount=%d, downTime=%lld",
prefix,
entry->eventTime, entry->deviceId, entry->source, entry->policyFlags,
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
entry->action, entry->flags, entry->keyCode, entry->scanCode, entry->metaState,
entry->repeatCount, entry->downTime);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#endif
}
bool InputDispatcher::dispatchMotionLocked(
nsecs_t currentTime, MotionEntry* entry, DropReason* dropReason, nsecs_t* nextWakeupTime) {
// Preprocessing.
if (! entry->dispatchInProgress) {
entry->dispatchInProgress = true;
resetTargetsLocked();
logOutboundMotionDetailsLocked("dispatchMotion - ", entry);
}
// Clean up if dropping the event.
if (*dropReason != DROP_REASON_NOT_DROPPED) {
resetTargetsLocked();
setInjectionResultLocked(entry, *dropReason == DROP_REASON_POLICY
? INPUT_EVENT_INJECTION_SUCCEEDED : INPUT_EVENT_INJECTION_FAILED);
return true;
}
bool isPointerEvent = entry->source & AINPUT_SOURCE_CLASS_POINTER;
// Identify targets.
bool conflictingPointerActions = false;
if (! mCurrentInputTargetsValid) {
int32_t injectionResult;
const MotionSample* splitBatchAfterSample = NULL;
if (isPointerEvent) {
// Pointer event. (eg. touchscreen)
injectionResult = findTouchedWindowTargetsLocked(currentTime,
entry, nextWakeupTime, &conflictingPointerActions, &splitBatchAfterSample);
} else {
// Non touch event. (eg. trackball)
injectionResult = findFocusedWindowTargetsLocked(currentTime,
entry, nextWakeupTime);
}
if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
return false;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
setInjectionResultLocked(entry, injectionResult);
if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
return true;
}
addMonitoringTargetsLocked();
commitTargetsLocked();
// Unbatch the event if necessary by splitting it into two parts after the
// motion sample indicated by splitBatchAfterSample.
if (splitBatchAfterSample && splitBatchAfterSample->next) {
#if DEBUG_BATCHING
uint32_t originalSampleCount = entry->countSamples();
#endif
MotionSample* nextSample = splitBatchAfterSample->next;
MotionEntry* nextEntry = new MotionEntry(nextSample->eventTime,
entry->deviceId, entry->source, entry->policyFlags,
entry->action, entry->flags,
entry->metaState, entry->buttonState, entry->edgeFlags,
entry->xPrecision, entry->yPrecision, entry->downTime,
entry->pointerCount, entry->pointerProperties, nextSample->pointerCoords);
if (nextSample != entry->lastSample) {
nextEntry->firstSample.next = nextSample->next;
nextEntry->lastSample = entry->lastSample;
}
delete nextSample;
entry->lastSample = const_cast<MotionSample*>(splitBatchAfterSample);
entry->lastSample->next = NULL;
if (entry->injectionState) {
nextEntry->injectionState = entry->injectionState;
entry->injectionState->refCount += 1;
}
#if DEBUG_BATCHING
LOGD("Split batch of %d samples into two parts, first part has %d samples, "
"second part has %d samples.", originalSampleCount,
entry->countSamples(), nextEntry->countSamples());
#endif
mInboundQueue.enqueueAtHead(nextEntry);
}
}
// Dispatch the motion.
if (conflictingPointerActions) {
CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
"conflicting pointer actions");
synthesizeCancelationEventsForAllConnectionsLocked(options);
}
dispatchEventToCurrentInputTargetsLocked(currentTime, entry, false);
return true;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
void InputDispatcher::logOutboundMotionDetailsLocked(const char* prefix, const MotionEntry* entry) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("%seventTime=%lld, deviceId=%d, source=0x%x, policyFlags=0x%x, "
"action=0x%x, flags=0x%x, "
"metaState=0x%x, buttonState=0x%x, "
"edgeFlags=0x%x, xPrecision=%f, yPrecision=%f, downTime=%lld",
prefix,
entry->eventTime, entry->deviceId, entry->source, entry->policyFlags,
entry->action, entry->flags,
entry->metaState, entry->buttonState,
entry->edgeFlags, entry->xPrecision, entry->yPrecision,
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
entry->downTime);
// Print the most recent sample that we have available, this may change due to batching.
size_t sampleCount = 1;
const MotionSample* sample = & entry->firstSample;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
for (; sample->next != NULL; sample = sample->next) {
sampleCount += 1;
}
for (uint32_t i = 0; i < entry->pointerCount; i++) {
LOGD(" Pointer %d: id=%d, toolType=%d, "
"x=%f, y=%f, pressure=%f, size=%f, "
"touchMajor=%f, touchMinor=%f, toolMajor=%f, toolMinor=%f, "
"orientation=%f",
i, entry->pointerProperties[i].id,
entry->pointerProperties[i].toolType,
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_X),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_Y),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_PRESSURE),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_SIZE),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOUCH_MAJOR),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOUCH_MINOR),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOOL_MAJOR),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOOL_MINOR),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_ORIENTATION));
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
// Keep in mind that due to batching, it is possible for the number of samples actually
// dispatched to change before the application finally consumed them.
if (entry->action == AMOTION_EVENT_ACTION_MOVE) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
LOGD(" ... Total movement samples currently batched %d ...", sampleCount);
}
#endif
}
void InputDispatcher::dispatchEventToCurrentInputTargetsLocked(nsecs_t currentTime,
EventEntry* eventEntry, bool resumeWithAppendedMotionSample) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#if DEBUG_DISPATCH_CYCLE
LOGD("dispatchEventToCurrentInputTargets - "
"resumeWithAppendedMotionSample=%s",
toString(resumeWithAppendedMotionSample));
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#endif
LOG_ASSERT(eventEntry->dispatchInProgress); // should already have been set to true
pokeUserActivityLocked(eventEntry);
for (size_t i = 0; i < mCurrentInputTargets.size(); i++) {
const InputTarget& inputTarget = mCurrentInputTargets.itemAt(i);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
if (connectionIndex >= 0) {
sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
prepareDispatchCycleLocked(currentTime, connection, eventEntry, & inputTarget,
resumeWithAppendedMotionSample);
} else {
#if DEBUG_FOCUS
LOGD("Dropping event delivery to target with channel '%s' because it "
"is no longer registered with the input dispatcher.",
inputTarget.inputChannel->getName().string());
#endif
}
}
}
void InputDispatcher::resetTargetsLocked() {
mCurrentInputTargetsValid = false;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
mCurrentInputTargets.clear();
resetANRTimeoutsLocked();
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
void InputDispatcher::commitTargetsLocked() {
mCurrentInputTargetsValid = true;
}
int32_t InputDispatcher::handleTargetsNotReadyLocked(nsecs_t currentTime,
const EventEntry* entry,
const sp<InputApplicationHandle>& applicationHandle,
const sp<InputWindowHandle>& windowHandle,
nsecs_t* nextWakeupTime) {
if (applicationHandle == NULL && windowHandle == NULL) {
if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY) {
#if DEBUG_FOCUS
LOGD("Waiting for system to become ready for input.");
#endif
mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY;
mInputTargetWaitStartTime = currentTime;
mInputTargetWaitTimeoutTime = LONG_LONG_MAX;
mInputTargetWaitTimeoutExpired = false;
mInputTargetWaitApplicationHandle.clear();
}
} else {
if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY) {
#if DEBUG_FOCUS
LOGD("Waiting for application to become ready for input: %s",
getApplicationWindowLabelLocked(applicationHandle, windowHandle).string());
#endif
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
nsecs_t timeout;
if (windowHandle != NULL) {
timeout = windowHandle->getDispatchingTimeout(DEFAULT_INPUT_DISPATCHING_TIMEOUT);
} else if (applicationHandle != NULL) {
timeout = applicationHandle->getDispatchingTimeout(
DEFAULT_INPUT_DISPATCHING_TIMEOUT);
} else {
timeout = DEFAULT_INPUT_DISPATCHING_TIMEOUT;
}
mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY;
mInputTargetWaitStartTime = currentTime;
mInputTargetWaitTimeoutTime = currentTime + timeout;
mInputTargetWaitTimeoutExpired = false;
mInputTargetWaitApplicationHandle.clear();
if (windowHandle != NULL) {
mInputTargetWaitApplicationHandle = windowHandle->inputApplicationHandle;
}
if (mInputTargetWaitApplicationHandle == NULL && applicationHandle != NULL) {
mInputTargetWaitApplicationHandle = applicationHandle;
}
}
}
if (mInputTargetWaitTimeoutExpired) {
return INPUT_EVENT_INJECTION_TIMED_OUT;
}
if (currentTime >= mInputTargetWaitTimeoutTime) {
onANRLocked(currentTime, applicationHandle, windowHandle,
entry->eventTime, mInputTargetWaitStartTime);
// Force poll loop to wake up immediately on next iteration once we get the
// ANR response back from the policy.
*nextWakeupTime = LONG_LONG_MIN;
return INPUT_EVENT_INJECTION_PENDING;
} else {
// Force poll loop to wake up when timeout is due.
if (mInputTargetWaitTimeoutTime < *nextWakeupTime) {
*nextWakeupTime = mInputTargetWaitTimeoutTime;
}
return INPUT_EVENT_INJECTION_PENDING;
}
}
void InputDispatcher::resumeAfterTargetsNotReadyTimeoutLocked(nsecs_t newTimeout,
const sp<InputChannel>& inputChannel) {
if (newTimeout > 0) {
// Extend the timeout.
mInputTargetWaitTimeoutTime = now() + newTimeout;
} else {
// Give up.
mInputTargetWaitTimeoutExpired = true;
// Release the touch targets.
mTouchState.reset();
// Input state will not be realistic. Mark it out of sync.
if (inputChannel.get()) {
ssize_t connectionIndex = getConnectionIndexLocked(inputChannel);
if (connectionIndex >= 0) {
sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
if (connection->status == Connection::STATUS_NORMAL) {
CancelationOptions options(CancelationOptions::CANCEL_ALL_EVENTS,
"application not responding");
synthesizeCancelationEventsForConnectionLocked(connection, options);
}
}
}
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
nsecs_t InputDispatcher::getTimeSpentWaitingForApplicationLocked(
nsecs_t currentTime) {
if (mInputTargetWaitCause == INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY) {
return currentTime - mInputTargetWaitStartTime;
}
return 0;
}
void InputDispatcher::resetANRTimeoutsLocked() {
#if DEBUG_FOCUS
LOGD("Resetting ANR timeouts.");
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#endif
// Reset input target wait timeout.
mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_NONE;
mInputTargetWaitApplicationHandle.clear();
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
int32_t InputDispatcher::findFocusedWindowTargetsLocked(nsecs_t currentTime,
const EventEntry* entry, nsecs_t* nextWakeupTime) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
mCurrentInputTargets.clear();
int32_t injectionResult;
// If there is no currently focused window and no focused application
// then drop the event.
if (mFocusedWindowHandle == NULL) {
if (mFocusedApplicationHandle != NULL) {
#if DEBUG_FOCUS
LOGD("Waiting because there is no focused window but there is a "
"focused application that may eventually add a window: %s.",
getApplicationWindowLabelLocked(mFocusedApplicationHandle, NULL).string());
#endif
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
mFocusedApplicationHandle, NULL, nextWakeupTime);
goto Unresponsive;
}
LOGI("Dropping event because there is no focused window or focused application.");
injectionResult = INPUT_EVENT_INJECTION_FAILED;
goto Failed;
}
// Check permissions.
if (! checkInjectionPermission(mFocusedWindowHandle, entry->injectionState)) {
injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
goto Failed;
}
// If the currently focused window is paused then keep waiting.
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (mFocusedWindowHandle->getInfo()->paused) {
#if DEBUG_FOCUS
LOGD("Waiting because focused window is paused.");
#endif
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
mFocusedApplicationHandle, mFocusedWindowHandle, nextWakeupTime);
goto Unresponsive;
}
// If the currently focused window is still working on previous events then keep waiting.
if (! isWindowFinishedWithPreviousInputLocked(mFocusedWindowHandle)) {
#if DEBUG_FOCUS
LOGD("Waiting because focused window still processing previous input.");
#endif
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
mFocusedApplicationHandle, mFocusedWindowHandle, nextWakeupTime);
goto Unresponsive;
}
// Success! Output targets.
injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
addWindowTargetLocked(mFocusedWindowHandle,
InputTarget::FLAG_FOREGROUND | InputTarget::FLAG_DISPATCH_AS_IS, BitSet32(0));
// Done.
Failed:
Unresponsive:
nsecs_t timeSpentWaitingForApplication = getTimeSpentWaitingForApplicationLocked(currentTime);
updateDispatchStatisticsLocked(currentTime, entry,
injectionResult, timeSpentWaitingForApplication);
#if DEBUG_FOCUS
LOGD("findFocusedWindow finished: injectionResult=%d, "
"timeSpendWaitingForApplication=%0.1fms",
injectionResult, timeSpentWaitingForApplication / 1000000.0);
#endif
return injectionResult;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
const MotionEntry* entry, nsecs_t* nextWakeupTime, bool* outConflictingPointerActions,
const MotionSample** outSplitBatchAfterSample) {
enum InjectionPermission {
INJECTION_PERMISSION_UNKNOWN,
INJECTION_PERMISSION_GRANTED,
INJECTION_PERMISSION_DENIED
};
mCurrentInputTargets.clear();
nsecs_t startTime = now();
// For security reasons, we defer updating the touch state until we are sure that
// event injection will be allowed.
//
// FIXME In the original code, screenWasOff could never be set to true.
// The reason is that the POLICY_FLAG_WOKE_HERE
// and POLICY_FLAG_BRIGHT_HERE flags were set only when preprocessing raw
// EV_KEY, EV_REL and EV_ABS events. As it happens, the touch event was
// actually enqueued using the policyFlags that appeared in the final EV_SYN
// events upon which no preprocessing took place. So policyFlags was always 0.
// In the new native input dispatcher we're a bit more careful about event
// preprocessing so the touches we receive can actually have non-zero policyFlags.
// Unfortunately we obtain undesirable behavior.
//
// Here's what happens:
//
// When the device dims in anticipation of going to sleep, touches
// in windows which have FLAG_TOUCHABLE_WHEN_WAKING cause
// the device to brighten and reset the user activity timer.
// Touches on other windows (such as the launcher window)
// are dropped. Then after a moment, the device goes to sleep. Oops.
//
// Also notice how screenWasOff was being initialized using POLICY_FLAG_BRIGHT_HERE
// instead of POLICY_FLAG_WOKE_HERE...
//
bool screenWasOff = false; // original policy: policyFlags & POLICY_FLAG_BRIGHT_HERE;
int32_t action = entry->action;
int32_t maskedAction = action & AMOTION_EVENT_ACTION_MASK;
// Update the touch state as needed based on the properties of the touch event.
int32_t injectionResult = INPUT_EVENT_INJECTION_PENDING;
InjectionPermission injectionPermission = INJECTION_PERMISSION_UNKNOWN;
sp<InputWindowHandle> newHoverWindowHandle;
bool isSplit = mTouchState.split;
bool switchedDevice = mTouchState.deviceId >= 0
&& (mTouchState.deviceId != entry->deviceId
|| mTouchState.source != entry->source);
bool isHoverAction = (maskedAction == AMOTION_EVENT_ACTION_HOVER_MOVE
|| maskedAction == AMOTION_EVENT_ACTION_HOVER_ENTER
|| maskedAction == AMOTION_EVENT_ACTION_HOVER_EXIT);
bool newGesture = (maskedAction == AMOTION_EVENT_ACTION_DOWN
|| maskedAction == AMOTION_EVENT_ACTION_SCROLL
|| isHoverAction);
bool wrongDevice = false;
if (newGesture) {
bool down = maskedAction == AMOTION_EVENT_ACTION_DOWN;
if (switchedDevice && mTouchState.down && !down) {
#if DEBUG_FOCUS
LOGD("Dropping event because a pointer for a different device is already down.");
#endif
mTempTouchState.copyFrom(mTouchState);
injectionResult = INPUT_EVENT_INJECTION_FAILED;
switchedDevice = false;
wrongDevice = true;
goto Failed;
}
mTempTouchState.reset();
mTempTouchState.down = down;
mTempTouchState.deviceId = entry->deviceId;
mTempTouchState.source = entry->source;
isSplit = false;
} else {
mTempTouchState.copyFrom(mTouchState);
}
if (newGesture || (isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN)) {
/* Case 1: New splittable pointer going down, or need target for hover or scroll. */
const MotionSample* sample = &entry->firstSample;
int32_t pointerIndex = getMotionEventActionPointerIndex(action);
int32_t x = int32_t(sample->pointerCoords[pointerIndex].
getAxisValue(AMOTION_EVENT_AXIS_X));
int32_t y = int32_t(sample->pointerCoords[pointerIndex].
getAxisValue(AMOTION_EVENT_AXIS_Y));
sp<InputWindowHandle> newTouchedWindowHandle;
sp<InputWindowHandle> topErrorWindowHandle;
bool isTouchModal = false;
// Traverse windows from front to back to find touched window and outside targets.
size_t numWindows = mWindowHandles.size();
for (size_t i = 0; i < numWindows; i++) {
sp<InputWindowHandle> windowHandle = mWindowHandles.itemAt(i);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
const InputWindowInfo* windowInfo = windowHandle->getInfo();
int32_t flags = windowInfo->layoutParamsFlags;
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (flags & InputWindowInfo::FLAG_SYSTEM_ERROR) {
if (topErrorWindowHandle == NULL) {
topErrorWindowHandle = windowHandle;
}
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (windowInfo->visible) {
if (! (flags & InputWindowInfo::FLAG_NOT_TOUCHABLE)) {
isTouchModal = (flags & (InputWindowInfo::FLAG_NOT_FOCUSABLE
| InputWindowInfo::FLAG_NOT_TOUCH_MODAL)) == 0;
if (isTouchModal || windowInfo->touchableRegionContainsPoint(x, y)) {
if (! screenWasOff
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
|| (flags & InputWindowInfo::FLAG_TOUCHABLE_WHEN_WAKING)) {
newTouchedWindowHandle = windowHandle;
}
break; // found touched window, exit window loop
}
}
if (maskedAction == AMOTION_EVENT_ACTION_DOWN
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
&& (flags & InputWindowInfo::FLAG_WATCH_OUTSIDE_TOUCH)) {
int32_t outsideTargetFlags = InputTarget::FLAG_DISPATCH_AS_OUTSIDE;
if (isWindowObscuredAtPointLocked(windowHandle, x, y)) {
outsideTargetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
}
mTempTouchState.addOrUpdateWindow(
windowHandle, outsideTargetFlags, BitSet32(0));
}
}
}
// If there is an error window but it is not taking focus (typically because
// it is invisible) then wait for it. Any other focused window may in
// fact be in ANR state.
if (topErrorWindowHandle != NULL && newTouchedWindowHandle != topErrorWindowHandle) {
#if DEBUG_FOCUS
LOGD("Waiting because system error window is pending.");
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#endif
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
NULL, NULL, nextWakeupTime);
injectionPermission = INJECTION_PERMISSION_UNKNOWN;
goto Unresponsive;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Figure out whether splitting will be allowed for this window.
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (newTouchedWindowHandle != NULL
&& newTouchedWindowHandle->getInfo()->supportsSplitTouch()) {
// New window supports splitting.
isSplit = true;
} else if (isSplit) {
// New window does not support splitting but we have already split events.
// Assign the pointer to the first foreground window we find.
// (May be NULL which is why we put this code block before the next check.)
newTouchedWindowHandle = mTempTouchState.getFirstForegroundWindowHandle();
}
// If we did not find a touched window then fail.
if (newTouchedWindowHandle == NULL) {
if (mFocusedApplicationHandle != NULL) {
#if DEBUG_FOCUS
LOGD("Waiting because there is no touched window but there is a "
"focused application that may eventually add a new window: %s.",
getApplicationWindowLabelLocked(mFocusedApplicationHandle, NULL).string());
#endif
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
mFocusedApplicationHandle, NULL, nextWakeupTime);
goto Unresponsive;
}
LOGI("Dropping event because there is no touched window or focused application.");
injectionResult = INPUT_EVENT_INJECTION_FAILED;
goto Failed;
}
// Set target flags.
int32_t targetFlags = InputTarget::FLAG_FOREGROUND | InputTarget::FLAG_DISPATCH_AS_IS;
if (isSplit) {
targetFlags |= InputTarget::FLAG_SPLIT;
}
if (isWindowObscuredAtPointLocked(newTouchedWindowHandle, x, y)) {
targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
}
// Update hover state.
if (isHoverAction) {
newHoverWindowHandle = newTouchedWindowHandle;
// Ensure all subsequent motion samples are also within the touched window.
// Set *outSplitBatchAfterSample to the sample before the first one that is not
// within the touched window.
if (!isTouchModal) {
while (sample->next) {
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (!newHoverWindowHandle->getInfo()->touchableRegionContainsPoint(
sample->next->pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_X),
sample->next->pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_Y))) {
*outSplitBatchAfterSample = sample;
break;
}
sample = sample->next;
}
}
} else if (maskedAction == AMOTION_EVENT_ACTION_SCROLL) {
newHoverWindowHandle = mLastHoverWindowHandle;
}
// Update the temporary touch state.
BitSet32 pointerIds;
if (isSplit) {
uint32_t pointerId = entry->pointerProperties[pointerIndex].id;
pointerIds.markBit(pointerId);
}
mTempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
} else {
/* Case 2: Pointer move, up, cancel or non-splittable pointer down. */
// If the pointer is not currently down, then ignore the event.
if (! mTempTouchState.down) {
#if DEBUG_FOCUS
LOGD("Dropping event because the pointer is not down or we previously "
"dropped the pointer down event.");
#endif
injectionResult = INPUT_EVENT_INJECTION_FAILED;
goto Failed;
}
// Check whether touches should slip outside of the current foreground window.
if (maskedAction == AMOTION_EVENT_ACTION_MOVE
&& entry->pointerCount == 1
&& mTempTouchState.isSlippery()) {
const MotionSample* sample = &entry->firstSample;
int32_t x = int32_t(sample->pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_X));
int32_t y = int32_t(sample->pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_Y));
sp<InputWindowHandle> oldTouchedWindowHandle =
mTempTouchState.getFirstForegroundWindowHandle();
sp<InputWindowHandle> newTouchedWindowHandle = findTouchedWindowAtLocked(x, y);
if (oldTouchedWindowHandle != newTouchedWindowHandle
&& newTouchedWindowHandle != NULL) {
#if DEBUG_FOCUS
LOGD("Touch is slipping out of window %s into window %s.",
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
oldTouchedWindowHandle->getName().string(),
newTouchedWindowHandle->getName().string());
#endif
// Make a slippery exit from the old window.
mTempTouchState.addOrUpdateWindow(oldTouchedWindowHandle,
InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT, BitSet32(0));
// Make a slippery entrance into the new window.
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (newTouchedWindowHandle->getInfo()->supportsSplitTouch()) {
isSplit = true;
}
int32_t targetFlags = InputTarget::FLAG_FOREGROUND
| InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER;
if (isSplit) {
targetFlags |= InputTarget::FLAG_SPLIT;
}
if (isWindowObscuredAtPointLocked(newTouchedWindowHandle, x, y)) {
targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
}
BitSet32 pointerIds;
if (isSplit) {
pointerIds.markBit(entry->pointerProperties[0].id);
}
mTempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
// Split the batch here so we send exactly one sample.
*outSplitBatchAfterSample = &entry->firstSample;
}
}
}
if (newHoverWindowHandle != mLastHoverWindowHandle) {
// Split the batch here so we send exactly one sample as part of ENTER or EXIT.
*outSplitBatchAfterSample = &entry->firstSample;
// Let the previous window know that the hover sequence is over.
if (mLastHoverWindowHandle != NULL) {
#if DEBUG_HOVER
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
LOGD("Sending hover exit event to window %s.",
mLastHoverWindowHandle->getName().string());
#endif
mTempTouchState.addOrUpdateWindow(mLastHoverWindowHandle,
InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT, BitSet32(0));
}
// Let the new window know that the hover sequence is starting.
if (newHoverWindowHandle != NULL) {
#if DEBUG_HOVER
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
LOGD("Sending hover enter event to window %s.",
newHoverWindowHandle->getName().string());
#endif
mTempTouchState.addOrUpdateWindow(newHoverWindowHandle,
InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER, BitSet32(0));
}
}
// Check permission to inject into all touched foreground windows and ensure there
// is at least one touched foreground window.
{
bool haveForegroundWindow = false;
for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTempTouchState.windows[i];
if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
haveForegroundWindow = true;
if (! checkInjectionPermission(touchedWindow.windowHandle,
entry->injectionState)) {
injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
injectionPermission = INJECTION_PERMISSION_DENIED;
goto Failed;
}
}
}
if (! haveForegroundWindow) {
#if DEBUG_FOCUS
LOGD("Dropping event because there is no touched foreground window to receive it.");
#endif
injectionResult = INPUT_EVENT_INJECTION_FAILED;
goto Failed;
}
// Permission granted to injection into all touched foreground windows.
injectionPermission = INJECTION_PERMISSION_GRANTED;
}
// Check whether windows listening for outside touches are owned by the same UID. If it is
// set the policy flag that we will not reveal coordinate information to this window.
if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
sp<InputWindowHandle> foregroundWindowHandle =
mTempTouchState.getFirstForegroundWindowHandle();
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
const int32_t foregroundWindowUid = foregroundWindowHandle->getInfo()->ownerUid;
for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTempTouchState.windows[i];
if (touchedWindow.targetFlags & InputTarget::FLAG_DISPATCH_AS_OUTSIDE) {
sp<InputWindowHandle> inputWindowHandle = touchedWindow.windowHandle;
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (inputWindowHandle->getInfo()->ownerUid != foregroundWindowUid) {
mTempTouchState.addOrUpdateWindow(inputWindowHandle,
InputTarget::FLAG_ZERO_COORDS, BitSet32(0));
}
}
}
}
// Ensure all touched foreground windows are ready for new input.
for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTempTouchState.windows[i];
if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
// If the touched window is paused then keep waiting.
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (touchedWindow.windowHandle->getInfo()->paused) {
#if DEBUG_FOCUS
LOGD("Waiting because touched window is paused.");
#endif
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
NULL, touchedWindow.windowHandle, nextWakeupTime);
goto Unresponsive;
}
// If the touched window is still working on previous events then keep waiting.
if (! isWindowFinishedWithPreviousInputLocked(touchedWindow.windowHandle)) {
#if DEBUG_FOCUS
LOGD("Waiting because touched window still processing previous input.");
#endif
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
NULL, touchedWindow.windowHandle, nextWakeupTime);
goto Unresponsive;
}
}
}
// If this is the first pointer going down and the touched window has a wallpaper
// then also add the touched wallpaper windows so they are locked in for the duration
// of the touch gesture.
// We do not collect wallpapers during HOVER_MOVE or SCROLL because the wallpaper
// engine only supports touch events. We would need to add a mechanism similar
// to View.onGenericMotionEvent to enable wallpapers to handle these events.
if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
sp<InputWindowHandle> foregroundWindowHandle =
mTempTouchState.getFirstForegroundWindowHandle();
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (foregroundWindowHandle->getInfo()->hasWallpaper) {
for (size_t i = 0; i < mWindowHandles.size(); i++) {
sp<InputWindowHandle> windowHandle = mWindowHandles.itemAt(i);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (windowHandle->getInfo()->layoutParamsType
== InputWindowInfo::TYPE_WALLPAPER) {
mTempTouchState.addOrUpdateWindow(windowHandle,
InputTarget::FLAG_WINDOW_IS_OBSCURED
| InputTarget::FLAG_DISPATCH_AS_IS,
BitSet32(0));
}
}
}
}
// Success! Output targets.
injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTempTouchState.windows.itemAt(i);
addWindowTargetLocked(touchedWindow.windowHandle, touchedWindow.targetFlags,
touchedWindow.pointerIds);
}
// Drop the outside or hover touch windows since we will not care about them
// in the next iteration.
mTempTouchState.filterNonAsIsTouchWindows();
Failed:
// Check injection permission once and for all.
if (injectionPermission == INJECTION_PERMISSION_UNKNOWN) {
if (checkInjectionPermission(NULL, entry->injectionState)) {
injectionPermission = INJECTION_PERMISSION_GRANTED;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
} else {
injectionPermission = INJECTION_PERMISSION_DENIED;
}
}
// Update final pieces of touch state if the injector had permission.
if (injectionPermission == INJECTION_PERMISSION_GRANTED) {
if (!wrongDevice) {
if (switchedDevice) {
#if DEBUG_FOCUS
LOGD("Conflicting pointer actions: Switched to a different device.");
#endif
*outConflictingPointerActions = true;
}
if (isHoverAction) {
// Started hovering, therefore no longer down.
if (mTouchState.down) {
#if DEBUG_FOCUS
LOGD("Conflicting pointer actions: Hover received while pointer was down.");
#endif
*outConflictingPointerActions = true;
}
mTouchState.reset();
if (maskedAction == AMOTION_EVENT_ACTION_HOVER_ENTER
|| maskedAction == AMOTION_EVENT_ACTION_HOVER_MOVE) {
mTouchState.deviceId = entry->deviceId;
mTouchState.source = entry->source;
}
} else if (maskedAction == AMOTION_EVENT_ACTION_UP
|| maskedAction == AMOTION_EVENT_ACTION_CANCEL) {
// All pointers up or canceled.
mTouchState.reset();
} else if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
// First pointer went down.
if (mTouchState.down) {
#if DEBUG_FOCUS
LOGD("Conflicting pointer actions: Down received while already down.");
#endif
*outConflictingPointerActions = true;
}
mTouchState.copyFrom(mTempTouchState);
} else if (maskedAction == AMOTION_EVENT_ACTION_POINTER_UP) {
// One pointer went up.
if (isSplit) {
int32_t pointerIndex = getMotionEventActionPointerIndex(action);
uint32_t pointerId = entry->pointerProperties[pointerIndex].id;
for (size_t i = 0; i < mTempTouchState.windows.size(); ) {
TouchedWindow& touchedWindow = mTempTouchState.windows.editItemAt(i);
if (touchedWindow.targetFlags & InputTarget::FLAG_SPLIT) {
touchedWindow.pointerIds.clearBit(pointerId);
if (touchedWindow.pointerIds.isEmpty()) {
mTempTouchState.windows.removeAt(i);
continue;
}
}
i += 1;
}
}
mTouchState.copyFrom(mTempTouchState);
} else if (maskedAction == AMOTION_EVENT_ACTION_SCROLL) {
// Discard temporary touch state since it was only valid for this action.
} else {
// Save changes to touch state as-is for all other actions.
mTouchState.copyFrom(mTempTouchState);
}
// Update hover state.
mLastHoverWindowHandle = newHoverWindowHandle;
}
} else {
#if DEBUG_FOCUS
LOGD("Not updating touch focus because injection was denied.");
#endif
}
Unresponsive:
// Reset temporary touch state to ensure we release unnecessary references to input channels.
mTempTouchState.reset();
nsecs_t timeSpentWaitingForApplication = getTimeSpentWaitingForApplicationLocked(currentTime);
updateDispatchStatisticsLocked(currentTime, entry,
injectionResult, timeSpentWaitingForApplication);
#if DEBUG_FOCUS
LOGD("findTouchedWindow finished: injectionResult=%d, injectionPermission=%d, "
"timeSpentWaitingForApplication=%0.1fms",
injectionResult, injectionPermission, timeSpentWaitingForApplication / 1000000.0);
#endif
return injectionResult;
}
void InputDispatcher::addWindowTargetLocked(const sp<InputWindowHandle>& windowHandle,
int32_t targetFlags, BitSet32 pointerIds) {
mCurrentInputTargets.push();
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
const InputWindowInfo* windowInfo = windowHandle->getInfo();
InputTarget& target = mCurrentInputTargets.editTop();
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
target.inputChannel = windowInfo->inputChannel;
target.flags = targetFlags;
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
target.xOffset = - windowInfo->frameLeft;
target.yOffset = - windowInfo->frameTop;
target.scaleFactor = windowInfo->scaleFactor;
target.pointerIds = pointerIds;
}
void InputDispatcher::addMonitoringTargetsLocked() {
for (size_t i = 0; i < mMonitoringChannels.size(); i++) {
mCurrentInputTargets.push();
InputTarget& target = mCurrentInputTargets.editTop();
target.inputChannel = mMonitoringChannels[i];
target.flags = InputTarget::FLAG_DISPATCH_AS_IS;
target.xOffset = 0;
target.yOffset = 0;
target.pointerIds.clear();
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
target.scaleFactor = 1.0f;
}
}
bool InputDispatcher::checkInjectionPermission(const sp<InputWindowHandle>& windowHandle,
const InjectionState* injectionState) {
if (injectionState
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
&& (windowHandle == NULL
|| windowHandle->getInfo()->ownerUid != injectionState->injectorUid)
&& !hasInjectionPermission(injectionState->injectorPid, injectionState->injectorUid)) {
if (windowHandle != NULL) {
LOGW("Permission denied: injecting event from pid %d uid %d to window %s "
"owned by uid %d",
injectionState->injectorPid, injectionState->injectorUid,
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
windowHandle->getName().string(),
windowHandle->getInfo()->ownerUid);
} else {
LOGW("Permission denied: injecting event from pid %d uid %d",
injectionState->injectorPid, injectionState->injectorUid);
}
return false;
}
return true;
}
bool InputDispatcher::isWindowObscuredAtPointLocked(
const sp<InputWindowHandle>& windowHandle, int32_t x, int32_t y) const {
size_t numWindows = mWindowHandles.size();
for (size_t i = 0; i < numWindows; i++) {
sp<InputWindowHandle> otherHandle = mWindowHandles.itemAt(i);
if (otherHandle == windowHandle) {
break;
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
const InputWindowInfo* otherInfo = otherHandle->getInfo();
if (otherInfo->visible && ! otherInfo->isTrustedOverlay()
&& otherInfo->frameContainsPoint(x, y)) {
return true;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
}
return false;
}
bool InputDispatcher::isWindowFinishedWithPreviousInputLocked(
const sp<InputWindowHandle>& windowHandle) {
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
ssize_t connectionIndex = getConnectionIndexLocked(windowHandle->getInputChannel());
if (connectionIndex >= 0) {
sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
return connection->outboundQueue.isEmpty();
} else {
return true;
}
}
String8 InputDispatcher::getApplicationWindowLabelLocked(
const sp<InputApplicationHandle>& applicationHandle,
const sp<InputWindowHandle>& windowHandle) {
if (applicationHandle != NULL) {
if (windowHandle != NULL) {
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
String8 label(applicationHandle->getName());
label.append(" - ");
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
label.append(windowHandle->getName());
return label;
} else {
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
return applicationHandle->getName();
}
} else if (windowHandle != NULL) {
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
return windowHandle->getName();
} else {
return String8("<unknown application or window>");
}
}
void InputDispatcher::pokeUserActivityLocked(const EventEntry* eventEntry) {
int32_t eventType = POWER_MANAGER_OTHER_EVENT;
Fix policy issues when screen is off. Rewrote interceptKeyBeforeQueueing to make the handling more systematic. Behavior should be identical except: - We never pass keys to applications when the screen is off and the keyguard is not showing (the proximity sensor turned off the screen). Previously we passed all non-wake keys through in this case which caused a bug on Crespo where the screen would come back on if a soft key was held at the time of power off because the resulting key up event would sneak in just before the keyguard was shown. It would then be passed through to the dispatcher which would poke user activity and wake up the screen. - We propagate the key flags when broadcasting media keys which ensures that recipients can tell when the key is canceled. - We ignore endcall or power if canceled (shouldn't happen anyways). Changed the input dispatcher to not poke user activity for canceled events since they are synthetic and should not wake the device. Changed the lock screen so that it does not poke the wake lock when the grab handle is released. This fixes a bug where the screen would come back on immediately if the power went off while the user was holding one of the grab handles because the sliding tab would receive an up event after screen turned off and release the grab handles. Fixed a couple of issues where media keys were being handled inconsistently or not at all, particularly in the case of the new PAUSE, PLAY and RECORD keys. Bug: 3144874 Change-Id: Ie630f5fb6f128cfdf94845f9428067045f42892c
2010-10-29 21:50:21 -07:00
switch (eventEntry->type) {
case EventEntry::TYPE_MOTION: {
const MotionEntry* motionEntry = static_cast<const MotionEntry*>(eventEntry);
Fix policy issues when screen is off. Rewrote interceptKeyBeforeQueueing to make the handling more systematic. Behavior should be identical except: - We never pass keys to applications when the screen is off and the keyguard is not showing (the proximity sensor turned off the screen). Previously we passed all non-wake keys through in this case which caused a bug on Crespo where the screen would come back on if a soft key was held at the time of power off because the resulting key up event would sneak in just before the keyguard was shown. It would then be passed through to the dispatcher which would poke user activity and wake up the screen. - We propagate the key flags when broadcasting media keys which ensures that recipients can tell when the key is canceled. - We ignore endcall or power if canceled (shouldn't happen anyways). Changed the input dispatcher to not poke user activity for canceled events since they are synthetic and should not wake the device. Changed the lock screen so that it does not poke the wake lock when the grab handle is released. This fixes a bug where the screen would come back on immediately if the power went off while the user was holding one of the grab handles because the sliding tab would receive an up event after screen turned off and release the grab handles. Fixed a couple of issues where media keys were being handled inconsistently or not at all, particularly in the case of the new PAUSE, PLAY and RECORD keys. Bug: 3144874 Change-Id: Ie630f5fb6f128cfdf94845f9428067045f42892c
2010-10-29 21:50:21 -07:00
if (motionEntry->action == AMOTION_EVENT_ACTION_CANCEL) {
return;
}
if (MotionEvent::isTouchEvent(motionEntry->source, motionEntry->action)) {
eventType = POWER_MANAGER_TOUCH_EVENT;
}
Fix policy issues when screen is off. Rewrote interceptKeyBeforeQueueing to make the handling more systematic. Behavior should be identical except: - We never pass keys to applications when the screen is off and the keyguard is not showing (the proximity sensor turned off the screen). Previously we passed all non-wake keys through in this case which caused a bug on Crespo where the screen would come back on if a soft key was held at the time of power off because the resulting key up event would sneak in just before the keyguard was shown. It would then be passed through to the dispatcher which would poke user activity and wake up the screen. - We propagate the key flags when broadcasting media keys which ensures that recipients can tell when the key is canceled. - We ignore endcall or power if canceled (shouldn't happen anyways). Changed the input dispatcher to not poke user activity for canceled events since they are synthetic and should not wake the device. Changed the lock screen so that it does not poke the wake lock when the grab handle is released. This fixes a bug where the screen would come back on immediately if the power went off while the user was holding one of the grab handles because the sliding tab would receive an up event after screen turned off and release the grab handles. Fixed a couple of issues where media keys were being handled inconsistently or not at all, particularly in the case of the new PAUSE, PLAY and RECORD keys. Bug: 3144874 Change-Id: Ie630f5fb6f128cfdf94845f9428067045f42892c
2010-10-29 21:50:21 -07:00
break;
}
case EventEntry::TYPE_KEY: {
const KeyEntry* keyEntry = static_cast<const KeyEntry*>(eventEntry);
if (keyEntry->flags & AKEY_EVENT_FLAG_CANCELED) {
return;
}
eventType = POWER_MANAGER_BUTTON_EVENT;
Fix policy issues when screen is off. Rewrote interceptKeyBeforeQueueing to make the handling more systematic. Behavior should be identical except: - We never pass keys to applications when the screen is off and the keyguard is not showing (the proximity sensor turned off the screen). Previously we passed all non-wake keys through in this case which caused a bug on Crespo where the screen would come back on if a soft key was held at the time of power off because the resulting key up event would sneak in just before the keyguard was shown. It would then be passed through to the dispatcher which would poke user activity and wake up the screen. - We propagate the key flags when broadcasting media keys which ensures that recipients can tell when the key is canceled. - We ignore endcall or power if canceled (shouldn't happen anyways). Changed the input dispatcher to not poke user activity for canceled events since they are synthetic and should not wake the device. Changed the lock screen so that it does not poke the wake lock when the grab handle is released. This fixes a bug where the screen would come back on immediately if the power went off while the user was holding one of the grab handles because the sliding tab would receive an up event after screen turned off and release the grab handles. Fixed a couple of issues where media keys were being handled inconsistently or not at all, particularly in the case of the new PAUSE, PLAY and RECORD keys. Bug: 3144874 Change-Id: Ie630f5fb6f128cfdf94845f9428067045f42892c
2010-10-29 21:50:21 -07:00
break;
}
}
CommandEntry* commandEntry = postCommandLocked(
& InputDispatcher::doPokeUserActivityLockedInterruptible);
commandEntry->eventTime = eventEntry->eventTime;
commandEntry->userActivityEventType = eventType;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
void InputDispatcher::prepareDispatchCycleLocked(nsecs_t currentTime,
const sp<Connection>& connection, EventEntry* eventEntry, const InputTarget* inputTarget,
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
bool resumeWithAppendedMotionSample) {
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ prepareDispatchCycle - flags=0x%08x, "
"xOffset=%f, yOffset=%f, scaleFactor=%f, "
"pointerIds=0x%x, "
"resumeWithAppendedMotionSample=%s",
connection->getInputChannelName(), inputTarget->flags,
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
inputTarget->xOffset, inputTarget->yOffset,
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
inputTarget->scaleFactor, inputTarget->pointerIds.value,
toString(resumeWithAppendedMotionSample));
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#endif
// Make sure we are never called for streaming when splitting across multiple windows.
bool isSplit = inputTarget->flags & InputTarget::FLAG_SPLIT;
LOG_ASSERT(! (resumeWithAppendedMotionSample && isSplit));
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Skip this event if the connection status is not normal.
// We don't want to enqueue additional outbound events if the connection is broken.
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
if (connection->status != Connection::STATUS_NORMAL) {
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ Dropping event because the channel status is %s",
connection->getInputChannelName(), connection->getStatusLabel());
#endif
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
return;
}
// Split a motion event if needed.
if (isSplit) {
LOG_ASSERT(eventEntry->type == EventEntry::TYPE_MOTION);
MotionEntry* originalMotionEntry = static_cast<MotionEntry*>(eventEntry);
if (inputTarget->pointerIds.count() != originalMotionEntry->pointerCount) {
MotionEntry* splitMotionEntry = splitMotionEvent(
originalMotionEntry, inputTarget->pointerIds);
Fix crashes caused by some input devices. The touch screen sometimes reports more than 10 pointers even though that's all we asked for. When this happens, we start dropping events with more than 10 pointers. This confuses applications and causes them to crash. Raised the limit to 16 pointers. Bug: 3331247 The default behavior was to identify all touch devices as touch screens. External devices that are plugged in are more likely to be touch pads not attached to a screen. Changed the default to be a touch pad and renamed some internal constants to avoid confusion. A certain mouse happens to also behave like a touch pad. That caused problems because we would see multiple concurrent traces of motion events coming from the same input device so we would batch them up. Added code to ensure that we don't batch events unless they come from the same *source* in addition to coming from the same *device*. Due to batching or misbehaving drivers, it's possible for the set of pointer ids to be different from what we expect when it comes time to split motion events across windows. As a result, we can generate motion events with 0 pointers. When we try to deliver those events, we cause an error in the InputTransport so we tear down the InputChannel and kill the application. Added code to check out assumption about pointer ids and drop the event gracefully instead. Patched up the tests to take into account the change in default behavior for identifying touch screens and touch pads. Change-Id: Ic364bd4cb4cc6335d4a1213a26d6bdadc7e33505
2011-01-25 16:02:22 -08:00
if (!splitMotionEntry) {
return; // split event was dropped
}
#if DEBUG_FOCUS
LOGD("channel '%s' ~ Split motion event.",
connection->getInputChannelName());
logOutboundMotionDetailsLocked(" ", splitMotionEntry);
#endif
eventEntry = splitMotionEntry;
}
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Resume the dispatch cycle with a freshly appended motion sample.
// First we check that the last dispatch entry in the outbound queue is for the same
// motion event to which we appended the motion sample. If we find such a dispatch
// entry, and if it is currently in progress then we try to stream the new sample.
bool wasEmpty = connection->outboundQueue.isEmpty();
if (! wasEmpty && resumeWithAppendedMotionSample) {
DispatchEntry* motionEventDispatchEntry =
connection->findQueuedDispatchEntryForEvent(eventEntry);
if (motionEventDispatchEntry) {
// If the dispatch entry is not in progress, then we must be busy dispatching an
// earlier event. Not a problem, the motion event is on the outbound queue and will
// be dispatched later.
if (! motionEventDispatchEntry->inProgress) {
#if DEBUG_BATCHING
LOGD("channel '%s' ~ Not streaming because the motion event has "
"not yet been dispatched. "
"(Waiting for earlier events to be consumed.)",
connection->getInputChannelName());
#endif
return;
}
// If the dispatch entry is in progress but it already has a tail of pending
// motion samples, then it must mean that the shared memory buffer filled up.
// Not a problem, when this dispatch cycle is finished, we will eventually start
// a new dispatch cycle to process the tail and that tail includes the newly
// appended motion sample.
if (motionEventDispatchEntry->tailMotionSample) {
#if DEBUG_BATCHING
LOGD("channel '%s' ~ Not streaming because no new samples can "
"be appended to the motion event in this dispatch cycle. "
"(Waiting for next dispatch cycle to start.)",
connection->getInputChannelName());
#endif
return;
}
// If the motion event was modified in flight, then we cannot stream the sample.
if ((motionEventDispatchEntry->targetFlags & InputTarget::FLAG_DISPATCH_MASK)
!= InputTarget::FLAG_DISPATCH_AS_IS) {
#if DEBUG_BATCHING
LOGD("channel '%s' ~ Not streaming because the motion event was not "
"being dispatched as-is. "
"(Waiting for next dispatch cycle to start.)",
connection->getInputChannelName());
#endif
return;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// The dispatch entry is in progress and is still potentially open for streaming.
// Try to stream the new motion sample. This might fail if the consumer has already
// consumed the motion event (or if the channel is broken).
MotionEntry* motionEntry = static_cast<MotionEntry*>(eventEntry);
MotionSample* appendedMotionSample = motionEntry->lastSample;
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
status_t status;
if (motionEventDispatchEntry->scaleFactor == 1.0f) {
status = connection->inputPublisher.appendMotionSample(
appendedMotionSample->eventTime, appendedMotionSample->pointerCoords);
} else {
PointerCoords scaledCoords[MAX_POINTERS];
for (size_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i] = appendedMotionSample->pointerCoords[i];
scaledCoords[i].scale(motionEventDispatchEntry->scaleFactor);
}
status = connection->inputPublisher.appendMotionSample(
appendedMotionSample->eventTime, scaledCoords);
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
if (status == OK) {
#if DEBUG_BATCHING
LOGD("channel '%s' ~ Successfully streamed new motion sample.",
connection->getInputChannelName());
#endif
return;
}
#if DEBUG_BATCHING
if (status == NO_MEMORY) {
LOGD("channel '%s' ~ Could not append motion sample to currently "
"dispatched move event because the shared memory buffer is full. "
"(Waiting for next dispatch cycle to start.)",
connection->getInputChannelName());
} else if (status == status_t(FAILED_TRANSACTION)) {
LOGD("channel '%s' ~ Could not append motion sample to currently "
"dispatched move event because the event has already been consumed. "
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
"(Waiting for next dispatch cycle to start.)",
connection->getInputChannelName());
} else {
LOGD("channel '%s' ~ Could not append motion sample to currently "
"dispatched move event due to an error, status=%d. "
"(Waiting for next dispatch cycle to start.)",
connection->getInputChannelName(), status);
}
#endif
// Failed to stream. Start a new tail of pending motion samples to dispatch
// in the next cycle.
motionEventDispatchEntry->tailMotionSample = appendedMotionSample;
return;
}
}
// Enqueue dispatch entries for the requested modes.
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
resumeWithAppendedMotionSample, InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
resumeWithAppendedMotionSample, InputTarget::FLAG_DISPATCH_AS_OUTSIDE);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
resumeWithAppendedMotionSample, InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
resumeWithAppendedMotionSample, InputTarget::FLAG_DISPATCH_AS_IS);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
resumeWithAppendedMotionSample, InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
resumeWithAppendedMotionSample, InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER);
// If the outbound queue was previously empty, start the dispatch cycle going.
if (wasEmpty && !connection->outboundQueue.isEmpty()) {
activateConnectionLocked(connection.get());
startDispatchCycleLocked(currentTime, connection);
}
}
void InputDispatcher::enqueueDispatchEntryLocked(
const sp<Connection>& connection, EventEntry* eventEntry, const InputTarget* inputTarget,
bool resumeWithAppendedMotionSample, int32_t dispatchMode) {
int32_t inputTargetFlags = inputTarget->flags;
if (!(inputTargetFlags & dispatchMode)) {
return;
}
inputTargetFlags = (inputTargetFlags & ~InputTarget::FLAG_DISPATCH_MASK) | dispatchMode;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// This is a new event.
// Enqueue a new dispatch entry onto the outbound queue for this connection.
DispatchEntry* dispatchEntry = new DispatchEntry(eventEntry, // increments ref
inputTargetFlags, inputTarget->xOffset, inputTarget->yOffset,
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
inputTarget->scaleFactor);
if (dispatchEntry->hasForegroundTarget()) {
incrementPendingForegroundDispatchesLocked(eventEntry);
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Handle the case where we could not stream a new motion sample because the consumer has
// already consumed the motion event (otherwise the corresponding dispatch entry would
// still be in the outbound queue for this connection). We set the head motion sample
// to the list starting with the newly appended motion sample.
if (resumeWithAppendedMotionSample) {
#if DEBUG_BATCHING
LOGD("channel '%s' ~ Preparing a new dispatch cycle for additional motion samples "
"that cannot be streamed because the motion event has already been consumed.",
connection->getInputChannelName());
#endif
MotionSample* appendedMotionSample = static_cast<MotionEntry*>(eventEntry)->lastSample;
dispatchEntry->headMotionSample = appendedMotionSample;
}
// Apply target flags and update the connection's input state.
switch (eventEntry->type) {
case EventEntry::TYPE_KEY: {
KeyEntry* keyEntry = static_cast<KeyEntry*>(eventEntry);
dispatchEntry->resolvedAction = keyEntry->action;
dispatchEntry->resolvedFlags = keyEntry->flags;
if (!connection->inputState.trackKey(keyEntry,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags)) {
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ enqueueDispatchEntryLocked: skipping inconsistent key event",
connection->getInputChannelName());
#endif
return; // skip the inconsistent event
}
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast<MotionEntry*>(eventEntry);
if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_OUTSIDE) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_OUTSIDE;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_EXIT;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_ENTER;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_CANCEL;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_DOWN;
} else {
dispatchEntry->resolvedAction = motionEntry->action;
}
if (dispatchEntry->resolvedAction == AMOTION_EVENT_ACTION_HOVER_MOVE
&& !connection->inputState.isHovering(
motionEntry->deviceId, motionEntry->source)) {
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ enqueueDispatchEntryLocked: filling in missing hover enter event",
connection->getInputChannelName());
#endif
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_ENTER;
}
dispatchEntry->resolvedFlags = motionEntry->flags;
if (dispatchEntry->targetFlags & InputTarget::FLAG_WINDOW_IS_OBSCURED) {
dispatchEntry->resolvedFlags |= AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED;
}
if (!connection->inputState.trackMotion(motionEntry,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags)) {
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ enqueueDispatchEntryLocked: skipping inconsistent motion event",
connection->getInputChannelName());
#endif
return; // skip the inconsistent event
}
break;
}
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Enqueue the dispatch entry.
connection->outboundQueue.enqueueAtTail(dispatchEntry);
}
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
const sp<Connection>& connection) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ startDispatchCycle",
connection->getInputChannelName());
#endif
LOG_ASSERT(connection->status == Connection::STATUS_NORMAL);
LOG_ASSERT(! connection->outboundQueue.isEmpty());
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
DispatchEntry* dispatchEntry = connection->outboundQueue.head;
LOG_ASSERT(! dispatchEntry->inProgress);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Mark the dispatch entry as in progress.
dispatchEntry->inProgress = true;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Publish the event.
status_t status;
EventEntry* eventEntry = dispatchEntry->eventEntry;
switch (eventEntry->type) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
case EventEntry::TYPE_KEY: {
KeyEntry* keyEntry = static_cast<KeyEntry*>(eventEntry);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Publish the key event.
status = connection->inputPublisher.publishKeyEvent(
keyEntry->deviceId, keyEntry->source,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags,
keyEntry->keyCode, keyEntry->scanCode,
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
keyEntry->metaState, keyEntry->repeatCount, keyEntry->downTime,
keyEntry->eventTime);
if (status) {
LOGE("channel '%s' ~ Could not publish key event, "
"status=%d", connection->getInputChannelName(), status);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
abortBrokenDispatchCycleLocked(currentTime, connection, true /*notify*/);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
return;
}
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast<MotionEntry*>(eventEntry);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// If headMotionSample is non-NULL, then it points to the first new sample that we
// were unable to dispatch during the previous cycle so we resume dispatching from
// that point in the list of motion samples.
// Otherwise, we just start from the first sample of the motion event.
MotionSample* firstMotionSample = dispatchEntry->headMotionSample;
if (! firstMotionSample) {
firstMotionSample = & motionEntry->firstSample;
}
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
PointerCoords scaledCoords[MAX_POINTERS];
const PointerCoords* usingCoords = firstMotionSample->pointerCoords;
// Set the X and Y offset depending on the input source.
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 xOffset, yOffset, scaleFactor;
if (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER
&& !(dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS)) {
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
scaleFactor = dispatchEntry->scaleFactor;
xOffset = dispatchEntry->xOffset * scaleFactor;
yOffset = dispatchEntry->yOffset * scaleFactor;
if (scaleFactor != 1.0f) {
for (size_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i] = firstMotionSample->pointerCoords[i];
scaledCoords[i].scale(scaleFactor);
}
usingCoords = scaledCoords;
}
} else {
xOffset = 0.0f;
yOffset = 0.0f;
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
scaleFactor = 1.0f;
// We don't want the dispatch target to know.
if (dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS) {
for (size_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i].clear();
}
usingCoords = scaledCoords;
}
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Publish the motion event and the first motion sample.
status = connection->inputPublisher.publishMotionEvent(
motionEntry->deviceId, motionEntry->source,
dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags,
motionEntry->edgeFlags, motionEntry->metaState, motionEntry->buttonState,
xOffset, yOffset,
motionEntry->xPrecision, motionEntry->yPrecision,
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
motionEntry->downTime, firstMotionSample->eventTime,
motionEntry->pointerCount, motionEntry->pointerProperties,
usingCoords);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
if (status) {
LOGE("channel '%s' ~ Could not publish motion event, "
"status=%d", connection->getInputChannelName(), status);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
abortBrokenDispatchCycleLocked(currentTime, connection, true /*notify*/);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
return;
}
if (dispatchEntry->resolvedAction == AMOTION_EVENT_ACTION_MOVE
|| dispatchEntry->resolvedAction == AMOTION_EVENT_ACTION_HOVER_MOVE) {
// Append additional motion samples.
MotionSample* nextMotionSample = firstMotionSample->next;
for (; nextMotionSample != NULL; nextMotionSample = nextMotionSample->next) {
if (usingCoords == scaledCoords) {
if (!(dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS)) {
for (size_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i] = nextMotionSample->pointerCoords[i];
scaledCoords[i].scale(scaleFactor);
}
}
} else {
usingCoords = nextMotionSample->pointerCoords;
}
status = connection->inputPublisher.appendMotionSample(
nextMotionSample->eventTime, usingCoords);
if (status == NO_MEMORY) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ Shared memory buffer full. Some motion samples will "
"be sent in the next dispatch cycle.",
connection->getInputChannelName());
#endif
break;
}
if (status != OK) {
LOGE("channel '%s' ~ Could not append motion sample "
"for a reason other than out of memory, status=%d",
connection->getInputChannelName(), status);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
abortBrokenDispatchCycleLocked(currentTime, connection, true /*notify*/);
return;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
// Remember the next motion sample that we could not dispatch, in case we ran out
// of space in the shared memory buffer.
dispatchEntry->tailMotionSample = nextMotionSample;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
break;
}
default: {
LOG_ASSERT(false);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
}
// Send the dispatch signal.
status = connection->inputPublisher.sendDispatchSignal();
if (status) {
LOGE("channel '%s' ~ Could not send dispatch signal, status=%d",
connection->getInputChannelName(), status);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
abortBrokenDispatchCycleLocked(currentTime, connection, true /*notify*/);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
return;
}
// Record information about the newly started dispatch cycle.
connection->lastEventTime = eventEntry->eventTime;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
connection->lastDispatchTime = currentTime;
// Notify other system components.
onDispatchCycleStartedLocked(currentTime, connection);
}
void InputDispatcher::finishDispatchCycleLocked(nsecs_t currentTime,
const sp<Connection>& connection, bool handled) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ finishDispatchCycle - %01.1fms since event, "
"%01.1fms since dispatch, handled=%s",
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
connection->getInputChannelName(),
connection->getEventLatencyMillis(currentTime),
connection->getDispatchLatencyMillis(currentTime),
toString(handled));
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#endif
if (connection->status == Connection::STATUS_BROKEN
|| connection->status == Connection::STATUS_ZOMBIE) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
return;
}
// Reset the publisher since the event has been consumed.
// We do this now so that the publisher can release some of its internal resources
// while waiting for the next dispatch cycle to begin.
status_t status = connection->inputPublisher.reset();
if (status) {
LOGE("channel '%s' ~ Could not reset publisher, status=%d",
connection->getInputChannelName(), status);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
abortBrokenDispatchCycleLocked(currentTime, connection, true /*notify*/);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
return;
}
// Notify other system components and prepare to start the next dispatch cycle.
onDispatchCycleFinishedLocked(currentTime, connection, handled);
}
void InputDispatcher::startNextDispatchCycleLocked(nsecs_t currentTime,
const sp<Connection>& connection) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Start the next dispatch cycle for this connection.
while (! connection->outboundQueue.isEmpty()) {
DispatchEntry* dispatchEntry = connection->outboundQueue.head;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
if (dispatchEntry->inProgress) {
// Finish or resume current event in progress.
if (dispatchEntry->tailMotionSample) {
// We have a tail of undispatched motion samples.
// Reuse the same DispatchEntry and start a new cycle.
dispatchEntry->inProgress = false;
dispatchEntry->headMotionSample = dispatchEntry->tailMotionSample;
dispatchEntry->tailMotionSample = NULL;
startDispatchCycleLocked(currentTime, connection);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
return;
}
// Finished.
connection->outboundQueue.dequeueAtHead();
if (dispatchEntry->hasForegroundTarget()) {
decrementPendingForegroundDispatchesLocked(dispatchEntry->eventEntry);
}
delete dispatchEntry;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
} else {
// If the head is not in progress, then we must have already dequeued the in
// progress event, which means we actually aborted it.
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// So just start the next event for this connection.
startDispatchCycleLocked(currentTime, connection);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
return;
}
}
// Outbound queue is empty, deactivate the connection.
deactivateConnectionLocked(connection.get());
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
void InputDispatcher::abortBrokenDispatchCycleLocked(nsecs_t currentTime,
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
const sp<Connection>& connection, bool notify) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#if DEBUG_DISPATCH_CYCLE
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
LOGD("channel '%s' ~ abortBrokenDispatchCycle - notify=%s",
connection->getInputChannelName(), toString(notify));
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#endif
// Clear the outbound queue.
drainOutboundQueueLocked(connection.get());
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// The connection appears to be unrecoverably broken.
// Ignore already broken or zombie connections.
if (connection->status == Connection::STATUS_NORMAL) {
connection->status = Connection::STATUS_BROKEN;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (notify) {
// Notify other system components.
onDispatchCycleBrokenLocked(currentTime, connection);
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
}
void InputDispatcher::drainOutboundQueueLocked(Connection* connection) {
while (! connection->outboundQueue.isEmpty()) {
DispatchEntry* dispatchEntry = connection->outboundQueue.dequeueAtHead();
if (dispatchEntry->hasForegroundTarget()) {
decrementPendingForegroundDispatchesLocked(dispatchEntry->eventEntry);
}
delete dispatchEntry;
}
deactivateConnectionLocked(connection);
}
int InputDispatcher::handleReceiveCallback(int receiveFd, int events, void* data) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
InputDispatcher* d = static_cast<InputDispatcher*>(data);
{ // acquire lock
AutoMutex _l(d->mLock);
ssize_t connectionIndex = d->mConnectionsByReceiveFd.indexOfKey(receiveFd);
if (connectionIndex < 0) {
LOGE("Received spurious receive callback for unknown input channel. "
"fd=%d, events=0x%x", receiveFd, events);
return 0; // remove the callback
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
bool notify;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
sp<Connection> connection = d->mConnectionsByReceiveFd.valueAt(connectionIndex);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (!(events & (ALOOPER_EVENT_ERROR | ALOOPER_EVENT_HANGUP))) {
if (!(events & ALOOPER_EVENT_INPUT)) {
LOGW("channel '%s' ~ Received spurious callback for unhandled poll event. "
"events=0x%x", connection->getInputChannelName(), events);
return 1;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
bool handled = false;
status_t status = connection->inputPublisher.receiveFinishedSignal(&handled);
if (!status) {
nsecs_t currentTime = now();
d->finishDispatchCycleLocked(currentTime, connection, handled);
d->runCommandsLockedInterruptible();
return 1;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
LOGE("channel '%s' ~ Failed to receive finished signal. status=%d",
connection->getInputChannelName(), status);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
notify = true;
} else {
// Monitor channels are never explicitly unregistered.
// We do it automatically when the remote endpoint is closed so don't warn
// about them.
notify = !connection->monitor;
if (notify) {
LOGW("channel '%s' ~ Consumer closed input channel or an error occurred. "
"events=0x%x", connection->getInputChannelName(), events);
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
// Unregister the channel.
d->unregisterInputChannelLocked(connection->inputChannel, notify);
return 0; // remove the callback
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
} // release lock
}
void InputDispatcher::synthesizeCancelationEventsForAllConnectionsLocked(
const CancelationOptions& options) {
for (size_t i = 0; i < mConnectionsByReceiveFd.size(); i++) {
synthesizeCancelationEventsForConnectionLocked(
mConnectionsByReceiveFd.valueAt(i), options);
}
}
void InputDispatcher::synthesizeCancelationEventsForInputChannelLocked(
const sp<InputChannel>& channel, const CancelationOptions& options) {
ssize_t index = getConnectionIndexLocked(channel);
if (index >= 0) {
synthesizeCancelationEventsForConnectionLocked(
mConnectionsByReceiveFd.valueAt(index), options);
}
}
void InputDispatcher::synthesizeCancelationEventsForConnectionLocked(
const sp<Connection>& connection, const CancelationOptions& options) {
nsecs_t currentTime = now();
mTempCancelationEvents.clear();
connection->inputState.synthesizeCancelationEvents(currentTime,
mTempCancelationEvents, options);
if (! mTempCancelationEvents.isEmpty()
&& connection->status != Connection::STATUS_BROKEN) {
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("channel '%s' ~ Synthesized %d cancelation events to bring channel back in sync "
"with reality: %s, mode=%d.",
connection->getInputChannelName(), mTempCancelationEvents.size(),
options.reason, options.mode);
#endif
for (size_t i = 0; i < mTempCancelationEvents.size(); i++) {
EventEntry* cancelationEventEntry = mTempCancelationEvents.itemAt(i);
switch (cancelationEventEntry->type) {
case EventEntry::TYPE_KEY:
logOutboundKeyDetailsLocked("cancel - ",
static_cast<KeyEntry*>(cancelationEventEntry));
break;
case EventEntry::TYPE_MOTION:
logOutboundMotionDetailsLocked("cancel - ",
static_cast<MotionEntry*>(cancelationEventEntry));
break;
}
InputTarget target;
sp<InputWindowHandle> windowHandle = getWindowHandleLocked(connection->inputChannel);
if (windowHandle != NULL) {
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
const InputWindowInfo* windowInfo = windowHandle->getInfo();
target.xOffset = -windowInfo->frameLeft;
target.yOffset = -windowInfo->frameTop;
target.scaleFactor = windowInfo->scaleFactor;
} else {
target.xOffset = 0;
target.yOffset = 0;
target.scaleFactor = 1.0f;
}
target.inputChannel = connection->inputChannel;
target.flags = InputTarget::FLAG_DISPATCH_AS_IS;
enqueueDispatchEntryLocked(connection, cancelationEventEntry, // increments ref
&target, false, InputTarget::FLAG_DISPATCH_AS_IS);
cancelationEventEntry->release();
}
if (!connection->outboundQueue.head->inProgress) {
startDispatchCycleLocked(currentTime, connection);
}
}
}
InputDispatcher::MotionEntry*
InputDispatcher::splitMotionEvent(const MotionEntry* originalMotionEntry, BitSet32 pointerIds) {
LOG_ASSERT(pointerIds.value != 0);
uint32_t splitPointerIndexMap[MAX_POINTERS];
PointerProperties splitPointerProperties[MAX_POINTERS];
PointerCoords splitPointerCoords[MAX_POINTERS];
uint32_t originalPointerCount = originalMotionEntry->pointerCount;
uint32_t splitPointerCount = 0;
for (uint32_t originalPointerIndex = 0; originalPointerIndex < originalPointerCount;
originalPointerIndex++) {
const PointerProperties& pointerProperties =
originalMotionEntry->pointerProperties[originalPointerIndex];
uint32_t pointerId = uint32_t(pointerProperties.id);
if (pointerIds.hasBit(pointerId)) {
splitPointerIndexMap[splitPointerCount] = originalPointerIndex;
splitPointerProperties[splitPointerCount].copyFrom(pointerProperties);
splitPointerCoords[splitPointerCount].copyFrom(
originalMotionEntry->firstSample.pointerCoords[originalPointerIndex]);
splitPointerCount += 1;
}
}
Fix crashes caused by some input devices. The touch screen sometimes reports more than 10 pointers even though that's all we asked for. When this happens, we start dropping events with more than 10 pointers. This confuses applications and causes them to crash. Raised the limit to 16 pointers. Bug: 3331247 The default behavior was to identify all touch devices as touch screens. External devices that are plugged in are more likely to be touch pads not attached to a screen. Changed the default to be a touch pad and renamed some internal constants to avoid confusion. A certain mouse happens to also behave like a touch pad. That caused problems because we would see multiple concurrent traces of motion events coming from the same input device so we would batch them up. Added code to ensure that we don't batch events unless they come from the same *source* in addition to coming from the same *device*. Due to batching or misbehaving drivers, it's possible for the set of pointer ids to be different from what we expect when it comes time to split motion events across windows. As a result, we can generate motion events with 0 pointers. When we try to deliver those events, we cause an error in the InputTransport so we tear down the InputChannel and kill the application. Added code to check out assumption about pointer ids and drop the event gracefully instead. Patched up the tests to take into account the change in default behavior for identifying touch screens and touch pads. Change-Id: Ic364bd4cb4cc6335d4a1213a26d6bdadc7e33505
2011-01-25 16:02:22 -08:00
if (splitPointerCount != pointerIds.count()) {
// This is bad. We are missing some of the pointers that we expected to deliver.
// Most likely this indicates that we received an ACTION_MOVE events that has
// different pointer ids than we expected based on the previous ACTION_DOWN
// or ACTION_POINTER_DOWN events that caused us to decide to split the pointers
// in this way.
LOGW("Dropping split motion event because the pointer count is %d but "
"we expected there to be %d pointers. This probably means we received "
"a broken sequence of pointer ids from the input device.",
splitPointerCount, pointerIds.count());
return NULL;
}
int32_t action = originalMotionEntry->action;
int32_t maskedAction = action & AMOTION_EVENT_ACTION_MASK;
if (maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN
|| maskedAction == AMOTION_EVENT_ACTION_POINTER_UP) {
int32_t originalPointerIndex = getMotionEventActionPointerIndex(action);
const PointerProperties& pointerProperties =
originalMotionEntry->pointerProperties[originalPointerIndex];
uint32_t pointerId = uint32_t(pointerProperties.id);
if (pointerIds.hasBit(pointerId)) {
if (pointerIds.count() == 1) {
// The first/last pointer went down/up.
action = maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN
? AMOTION_EVENT_ACTION_DOWN : AMOTION_EVENT_ACTION_UP;
} else {
// A secondary pointer went down/up.
uint32_t splitPointerIndex = 0;
while (pointerId != uint32_t(splitPointerProperties[splitPointerIndex].id)) {
splitPointerIndex += 1;
}
action = maskedAction | (splitPointerIndex
<< AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
}
} else {
// An unrelated pointer changed.
action = AMOTION_EVENT_ACTION_MOVE;
}
}
MotionEntry* splitMotionEntry = new MotionEntry(
originalMotionEntry->eventTime,
originalMotionEntry->deviceId,
originalMotionEntry->source,
originalMotionEntry->policyFlags,
action,
originalMotionEntry->flags,
originalMotionEntry->metaState,
originalMotionEntry->buttonState,
originalMotionEntry->edgeFlags,
originalMotionEntry->xPrecision,
originalMotionEntry->yPrecision,
originalMotionEntry->downTime,
splitPointerCount, splitPointerProperties, splitPointerCoords);
for (MotionSample* originalMotionSample = originalMotionEntry->firstSample.next;
originalMotionSample != NULL; originalMotionSample = originalMotionSample->next) {
for (uint32_t splitPointerIndex = 0; splitPointerIndex < splitPointerCount;
splitPointerIndex++) {
uint32_t originalPointerIndex = splitPointerIndexMap[splitPointerIndex];
splitPointerCoords[splitPointerIndex].copyFrom(
originalMotionSample->pointerCoords[originalPointerIndex]);
}
splitMotionEntry->appendSample(originalMotionSample->eventTime, splitPointerCoords);
}
if (originalMotionEntry->injectionState) {
splitMotionEntry->injectionState = originalMotionEntry->injectionState;
splitMotionEntry->injectionState->refCount += 1;
}
return splitMotionEntry;
}
2011-07-27 16:04:54 -07:00
void InputDispatcher::notifyConfigurationChanged(const NotifyConfigurationChangedArgs* args) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#if DEBUG_INBOUND_EVENT_DETAILS
2011-07-27 16:04:54 -07:00
LOGD("notifyConfigurationChanged - eventTime=%lld", args->eventTime);
#endif
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
bool needWake;
{ // acquire lock
AutoMutex _l(mLock);
2011-07-27 16:04:54 -07:00
ConfigurationChangedEntry* newEntry = new ConfigurationChangedEntry(args->eventTime);
needWake = enqueueInboundEventLocked(newEntry);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
} // release lock
if (needWake) {
mLooper->wake();
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
2011-07-27 16:04:54 -07:00
void InputDispatcher::notifyKey(const NotifyKeyArgs* args) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#if DEBUG_INBOUND_EVENT_DETAILS
LOGD("notifyKey - eventTime=%lld, deviceId=%d, source=0x%x, policyFlags=0x%x, action=0x%x, "
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
"flags=0x%x, keyCode=0x%x, scanCode=0x%x, metaState=0x%x, downTime=%lld",
2011-07-27 16:04:54 -07:00
args->eventTime, args->deviceId, args->source, args->policyFlags,
args->action, args->flags, args->keyCode, args->scanCode,
args->metaState, args->downTime);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#endif
2011-07-27 16:04:54 -07:00
if (!validateKeyEvent(args->action)) {
return;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
2011-07-27 16:04:54 -07:00
uint32_t policyFlags = args->policyFlags;
int32_t flags = args->flags;
int32_t metaState = args->metaState;
if ((policyFlags & POLICY_FLAG_VIRTUAL) || (flags & AKEY_EVENT_FLAG_VIRTUAL_HARD_KEY)) {
policyFlags |= POLICY_FLAG_VIRTUAL;
flags |= AKEY_EVENT_FLAG_VIRTUAL_HARD_KEY;
}
if (policyFlags & POLICY_FLAG_ALT) {
metaState |= AMETA_ALT_ON | AMETA_ALT_LEFT_ON;
}
if (policyFlags & POLICY_FLAG_ALT_GR) {
metaState |= AMETA_ALT_ON | AMETA_ALT_RIGHT_ON;
}
if (policyFlags & POLICY_FLAG_SHIFT) {
metaState |= AMETA_SHIFT_ON | AMETA_SHIFT_LEFT_ON;
}
if (policyFlags & POLICY_FLAG_CAPS_LOCK) {
metaState |= AMETA_CAPS_LOCK_ON;
}
if (policyFlags & POLICY_FLAG_FUNCTION) {
metaState |= AMETA_FUNCTION_ON;
}
policyFlags |= POLICY_FLAG_TRUSTED;
KeyEvent event;
2011-07-27 16:04:54 -07:00
event.initialize(args->deviceId, args->source, args->action,
flags, args->keyCode, args->scanCode, metaState, 0,
args->downTime, args->eventTime);
mPolicy->interceptKeyBeforeQueueing(&event, /*byref*/ policyFlags);
if (policyFlags & POLICY_FLAG_WOKE_HERE) {
flags |= AKEY_EVENT_FLAG_WOKE_HERE;
}
bool needWake;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
{ // acquire lock
mLock.lock();
if (mInputFilterEnabled) {
mLock.unlock();
policyFlags |= POLICY_FLAG_FILTERED;
if (!mPolicy->filterInputEvent(&event, policyFlags)) {
return; // event was consumed by the filter
}
mLock.lock();
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
int32_t repeatCount = 0;
2011-07-27 16:04:54 -07:00
KeyEntry* newEntry = new KeyEntry(args->eventTime,
args->deviceId, args->source, policyFlags,
args->action, flags, args->keyCode, args->scanCode,
metaState, repeatCount, args->downTime);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
needWake = enqueueInboundEventLocked(newEntry);
mLock.unlock();
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
} // release lock
if (needWake) {
mLooper->wake();
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
}
2011-07-27 16:04:54 -07:00
void InputDispatcher::notifyMotion(const NotifyMotionArgs* args) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
#if DEBUG_INBOUND_EVENT_DETAILS
LOGD("notifyMotion - eventTime=%lld, deviceId=%d, source=0x%x, policyFlags=0x%x, "
"action=0x%x, flags=0x%x, metaState=0x%x, buttonState=0x%x, edgeFlags=0x%x, "
"xPrecision=%f, yPrecision=%f, downTime=%lld",
2011-07-27 16:04:54 -07:00
args->eventTime, args->deviceId, args->source, args->policyFlags,
args->action, args->flags, args->metaState, args->buttonState,
args->edgeFlags, args->xPrecision, args->yPrecision, args->downTime);
for (uint32_t i = 0; i < args->pointerCount; i++) {
LOGD(" Pointer %d: id=%d, toolType=%d, "
"x=%f, y=%f, pressure=%f, size=%f, "
"touchMajor=%f, touchMinor=%f, toolMajor=%f, toolMinor=%f, "
"orientation=%f",
2011-07-27 16:04:54 -07:00
i, args->pointerProperties[i].id,
args->pointerProperties[i].toolType,
args->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_X),
args->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_Y),
args->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_PRESSURE),
args->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_SIZE),
args->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOUCH_MAJOR),
args->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOUCH_MINOR),
args->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOOL_MAJOR),
args->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOOL_MINOR),
args->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_ORIENTATION));
}
#endif
if (!validateMotionEvent(args->action, args->pointerCount, args->pointerProperties)) {
return;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
2011-07-27 16:04:54 -07:00
uint32_t policyFlags = args->policyFlags;
policyFlags |= POLICY_FLAG_TRUSTED;
2011-07-27 16:04:54 -07:00
mPolicy->interceptMotionBeforeQueueing(args->eventTime, /*byref*/ policyFlags);
bool needWake;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
{ // acquire lock
mLock.lock();
if (mInputFilterEnabled) {
mLock.unlock();
MotionEvent event;
2011-07-27 16:04:54 -07:00
event.initialize(args->deviceId, args->source, args->action, args->flags,
args->edgeFlags, args->metaState, args->buttonState, 0, 0,
args->xPrecision, args->yPrecision,
args->downTime, args->eventTime,
args->pointerCount, args->pointerProperties, args->pointerCoords);
policyFlags |= POLICY_FLAG_FILTERED;
if (!mPolicy->filterInputEvent(&event, policyFlags)) {
return; // event was consumed by the filter
}
mLock.lock();
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// Attempt batching and streaming of move events.
2011-07-27 16:04:54 -07:00
if (args->action == AMOTION_EVENT_ACTION_MOVE
|| args->action == AMOTION_EVENT_ACTION_HOVER_MOVE) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// BATCHING CASE
//
// Try to append a move sample to the tail of the inbound queue for this device.
// Give up if we encounter a non-move motion event for this device since that
// means we cannot append any new samples until a new motion event has started.
for (EventEntry* entry = mInboundQueue.tail; entry; entry = entry->prev) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
if (entry->type != EventEntry::TYPE_MOTION) {
// Keep looking for motion events.
continue;
}
MotionEntry* motionEntry = static_cast<MotionEntry*>(entry);
2011-07-27 16:04:54 -07:00
if (motionEntry->deviceId != args->deviceId
|| motionEntry->source != args->source) {
// Keep looking for this device and source.
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
continue;
}
2011-07-27 16:04:54 -07:00
if (!motionEntry->canAppendSamples(args->action,
args->pointerCount, args->pointerProperties)) {
// Last motion event in the queue for this device and source is
// not compatible for appending new samples. Stop here.
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
goto NoBatchingOrStreaming;
}
// Do the batching magic.
2011-07-27 16:04:54 -07:00
batchMotionLocked(motionEntry, args->eventTime,
args->metaState, args->pointerCoords,
"most recent motion event for this device and source in the inbound queue");
mLock.unlock();
return; // done!
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
// BATCHING ONTO PENDING EVENT CASE
//
// Try to append a move sample to the currently pending event, if there is one.
// We can do this as long as we are still waiting to find the targets for the
// event. Once the targets are locked-in we can only do streaming.
if (mPendingEvent
&& (!mPendingEvent->dispatchInProgress || !mCurrentInputTargetsValid)
&& mPendingEvent->type == EventEntry::TYPE_MOTION) {
MotionEntry* motionEntry = static_cast<MotionEntry*>(mPendingEvent);
2011-07-27 16:04:54 -07:00
if (motionEntry->deviceId == args->deviceId
&& motionEntry->source == args->source) {
if (!motionEntry->canAppendSamples(args->action,
args->pointerCount, args->pointerProperties)) {
// Pending motion event is for this device and source but it is
// not compatible for appending new samples. Stop here.
goto NoBatchingOrStreaming;
}
// Do the batching magic.
2011-07-27 16:04:54 -07:00
batchMotionLocked(motionEntry, args->eventTime,
args->metaState, args->pointerCoords,
"pending motion event");
mLock.unlock();
return; // done!
}
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// STREAMING CASE
//
// There is no pending motion event (of any kind) for this device in the inbound queue.
// Search the outbound queue for the current foreground targets to find a dispatched
// motion event that is still in progress. If found, then, appen the new sample to
// that event and push it out to all current targets. The logic in
// prepareDispatchCycleLocked takes care of the case where some targets may
// already have consumed the motion event by starting a new dispatch cycle if needed.
if (mCurrentInputTargetsValid) {
for (size_t i = 0; i < mCurrentInputTargets.size(); i++) {
const InputTarget& inputTarget = mCurrentInputTargets[i];
if ((inputTarget.flags & InputTarget::FLAG_FOREGROUND) == 0) {
// Skip non-foreground targets. We only want to stream if there is at
// least one foreground target whose dispatch is still in progress.
continue;
}
ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
if (connectionIndex < 0) {
// Connection must no longer be valid.
continue;
}
sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
if (connection->outboundQueue.isEmpty()) {
// This foreground target has an empty outbound queue.
continue;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
DispatchEntry* dispatchEntry = connection->outboundQueue.head;
if (! dispatchEntry->inProgress
|| dispatchEntry->eventEntry->type != EventEntry::TYPE_MOTION
|| dispatchEntry->isSplit()) {
// No motion event is being dispatched, or it is being split across
// windows in which case we cannot stream.
continue;
}
MotionEntry* motionEntry = static_cast<MotionEntry*>(
dispatchEntry->eventEntry);
2011-07-27 16:04:54 -07:00
if (motionEntry->action != args->action
|| motionEntry->deviceId != args->deviceId
|| motionEntry->source != args->source
|| motionEntry->pointerCount != args->pointerCount
|| motionEntry->isInjected()) {
// The motion event is not compatible with this move.
continue;
}
2011-07-27 16:04:54 -07:00
if (args->action == AMOTION_EVENT_ACTION_HOVER_MOVE) {
if (mLastHoverWindowHandle == NULL) {
#if DEBUG_BATCHING
LOGD("Not streaming hover move because there is no "
"last hovered window.");
#endif
goto NoBatchingOrStreaming;
}
sp<InputWindowHandle> hoverWindowHandle = findTouchedWindowAtLocked(
2011-07-27 16:04:54 -07:00
args->pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_X),
args->pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_Y));
if (mLastHoverWindowHandle != hoverWindowHandle) {
#if DEBUG_BATCHING
LOGD("Not streaming hover move because the last hovered window "
"is '%s' but the currently hovered window is '%s'.",
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
mLastHoverWindowHandle->getName().string(),
hoverWindowHandle != NULL
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
? hoverWindowHandle->getName().string() : "<null>");
#endif
goto NoBatchingOrStreaming;
}
}
// Hurray! This foreground target is currently dispatching a move event
// that we can stream onto. Append the motion sample and resume dispatch.
2011-07-27 16:04:54 -07:00
motionEntry->appendSample(args->eventTime, args->pointerCoords);
#if DEBUG_BATCHING
LOGD("Appended motion sample onto batch for most recently dispatched "
"motion event for this device and source in the outbound queues. "
"Attempting to stream the motion sample.");
#endif
nsecs_t currentTime = now();
dispatchEventToCurrentInputTargetsLocked(currentTime, motionEntry,
true /*resumeWithAppendedMotionSample*/);
runCommandsLockedInterruptible();
mLock.unlock();
return; // done!
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
}
NoBatchingOrStreaming:;
}
// Just enqueue a new motion event.
2011-07-27 16:04:54 -07:00
MotionEntry* newEntry = new MotionEntry(args->eventTime,
args->deviceId, args->source, policyFlags,
args->action, args->flags, args->metaState, args->buttonState,
args->edgeFlags, args->xPrecision, args->yPrecision, args->downTime,
args->pointerCount, args->pointerProperties, args->pointerCoords);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
needWake = enqueueInboundEventLocked(newEntry);
mLock.unlock();
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
} // release lock
if (needWake) {
mLooper->wake();
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
}
void InputDispatcher::batchMotionLocked(MotionEntry* entry, nsecs_t eventTime,
int32_t metaState, const PointerCoords* pointerCoords, const char* eventDescription) {
// Combine meta states.
entry->metaState |= metaState;
// Coalesce this sample if not enough time has elapsed since the last sample was
// initially appended to the batch.
MotionSample* lastSample = entry->lastSample;
long interval = eventTime - lastSample->eventTimeBeforeCoalescing;
if (interval <= MOTION_SAMPLE_COALESCE_INTERVAL) {
uint32_t pointerCount = entry->pointerCount;
for (uint32_t i = 0; i < pointerCount; i++) {
lastSample->pointerCoords[i].copyFrom(pointerCoords[i]);
}
lastSample->eventTime = eventTime;
#if DEBUG_BATCHING
LOGD("Coalesced motion into last sample of batch for %s, events were %0.3f ms apart",
eventDescription, interval * 0.000001f);
#endif
return;
}
// Append the sample.
entry->appendSample(eventTime, pointerCoords);
#if DEBUG_BATCHING
LOGD("Appended motion sample onto batch for %s, events were %0.3f ms apart",
eventDescription, interval * 0.000001f);
#endif
}
2011-07-27 16:04:54 -07:00
void InputDispatcher::notifySwitch(const NotifySwitchArgs* args) {
#if DEBUG_INBOUND_EVENT_DETAILS
2011-07-27 16:04:54 -07:00
LOGD("notifySwitch - eventTime=%lld, policyFlags=0x%x, switchCode=%d, switchValue=%d",
args->eventTime, args->policyFlags,
args->switchCode, args->switchValue);
#endif
2011-07-27 16:04:54 -07:00
uint32_t policyFlags = args->policyFlags;
policyFlags |= POLICY_FLAG_TRUSTED;
2011-07-27 16:04:54 -07:00
mPolicy->notifySwitch(args->eventTime,
args->switchCode, args->switchValue, policyFlags);
}
Input system bug fixes, particularly for stylus. Bug: 5049148 Finished stylus support, including support for indirect stylus and mouse tools. Added TILT axis. When stylus tilt X/Y is available, it is transformed into an orientation and tilt inclination which is a more convenient representation and a simpler extension to the exiting API. Touch devices now only report touch data using a single input source. Previously touch devices in pointer mode would report both absolute touch pad data and cooked pointer gestures. Now we just pick one. The touch device switches modes as needed when the focused application enables/disables pointer gestures. This change greatly simplifies the code and reduces the load on the input dispatcher. Fixed an incorrect assumption that the value of ABS_(MT_)DISTANCE would be zero whenever the stylus was in direct contact. It appears that the correct way to determine whether the stylus is in direct contact (rather than hovering) is by checking for a non-zero reported pressure. Added code to read the initial state of tool buttons and axis values when the input devices are initialized or reset. This fixes problems where the input mapper state might have the wrong initial state. Moved responsibility for cancelling pending inputs (keys down, touches, etc.) to the InputDispatcher by sending it a device reset notification. This frees the InputReader from having to synthesize events during reset, which was cumbersome and somewhat brittle to begin with. Consolidated more of the common accumulator logic from SingleTouchInputMapper and MultiTouchInputMapper into TouchInputMapper. Improved the PointerLocation output. Change-Id: I595d3647f7fd7cb1e3eff8b3c76b85043b5fe2f0
2011-08-18 11:20:58 -07:00
void InputDispatcher::notifyDeviceReset(const NotifyDeviceResetArgs* args) {
#if DEBUG_INBOUND_EVENT_DETAILS
LOGD("notifyDeviceReset - eventTime=%lld, deviceId=%d",
args->eventTime, args->deviceId);
#endif
bool needWake;
{ // acquire lock
AutoMutex _l(mLock);
DeviceResetEntry* newEntry = new DeviceResetEntry(args->eventTime, args->deviceId);
needWake = enqueueInboundEventLocked(newEntry);
} // release lock
if (needWake) {
mLooper->wake();
}
}
int32_t InputDispatcher::injectInputEvent(const InputEvent* event,
int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis,
uint32_t policyFlags) {
#if DEBUG_INBOUND_EVENT_DETAILS
LOGD("injectInputEvent - eventType=%d, injectorPid=%d, injectorUid=%d, "
"syncMode=%d, timeoutMillis=%d, policyFlags=0x%08x",
event->getType(), injectorPid, injectorUid, syncMode, timeoutMillis, policyFlags);
#endif
nsecs_t endTime = now() + milliseconds_to_nanoseconds(timeoutMillis);
policyFlags |= POLICY_FLAG_INJECTED;
if (hasInjectionPermission(injectorPid, injectorUid)) {
policyFlags |= POLICY_FLAG_TRUSTED;
}
EventEntry* injectedEntry;
switch (event->getType()) {
case AINPUT_EVENT_TYPE_KEY: {
const KeyEvent* keyEvent = static_cast<const KeyEvent*>(event);
int32_t action = keyEvent->getAction();
if (! validateKeyEvent(action)) {
return INPUT_EVENT_INJECTION_FAILED;
}
int32_t flags = keyEvent->getFlags();
if (flags & AKEY_EVENT_FLAG_VIRTUAL_HARD_KEY) {
policyFlags |= POLICY_FLAG_VIRTUAL;
}
if (!(policyFlags & POLICY_FLAG_FILTERED)) {
mPolicy->interceptKeyBeforeQueueing(keyEvent, /*byref*/ policyFlags);
}
if (policyFlags & POLICY_FLAG_WOKE_HERE) {
flags |= AKEY_EVENT_FLAG_WOKE_HERE;
}
mLock.lock();
injectedEntry = new KeyEntry(keyEvent->getEventTime(),
keyEvent->getDeviceId(), keyEvent->getSource(),
policyFlags, action, flags,
keyEvent->getKeyCode(), keyEvent->getScanCode(), keyEvent->getMetaState(),
keyEvent->getRepeatCount(), keyEvent->getDownTime());
break;
}
case AINPUT_EVENT_TYPE_MOTION: {
const MotionEvent* motionEvent = static_cast<const MotionEvent*>(event);
int32_t action = motionEvent->getAction();
size_t pointerCount = motionEvent->getPointerCount();
const PointerProperties* pointerProperties = motionEvent->getPointerProperties();
if (! validateMotionEvent(action, pointerCount, pointerProperties)) {
return INPUT_EVENT_INJECTION_FAILED;
}
if (!(policyFlags & POLICY_FLAG_FILTERED)) {
nsecs_t eventTime = motionEvent->getEventTime();
mPolicy->interceptMotionBeforeQueueing(eventTime, /*byref*/ policyFlags);
}
mLock.lock();
const nsecs_t* sampleEventTimes = motionEvent->getSampleEventTimes();
const PointerCoords* samplePointerCoords = motionEvent->getSamplePointerCoords();
MotionEntry* motionEntry = new MotionEntry(*sampleEventTimes,
motionEvent->getDeviceId(), motionEvent->getSource(), policyFlags,
action, motionEvent->getFlags(),
motionEvent->getMetaState(), motionEvent->getButtonState(),
motionEvent->getEdgeFlags(),
motionEvent->getXPrecision(), motionEvent->getYPrecision(),
motionEvent->getDownTime(), uint32_t(pointerCount),
pointerProperties, samplePointerCoords);
for (size_t i = motionEvent->getHistorySize(); i > 0; i--) {
sampleEventTimes += 1;
samplePointerCoords += pointerCount;
motionEntry->appendSample(*sampleEventTimes, samplePointerCoords);
}
injectedEntry = motionEntry;
break;
}
default:
LOGW("Cannot inject event of type %d", event->getType());
return INPUT_EVENT_INJECTION_FAILED;
}
InjectionState* injectionState = new InjectionState(injectorPid, injectorUid);
if (syncMode == INPUT_EVENT_INJECTION_SYNC_NONE) {
injectionState->injectionIsAsync = true;
}
injectionState->refCount += 1;
injectedEntry->injectionState = injectionState;
bool needWake = enqueueInboundEventLocked(injectedEntry);
mLock.unlock();
if (needWake) {
mLooper->wake();
}
int32_t injectionResult;
{ // acquire lock
AutoMutex _l(mLock);
if (syncMode == INPUT_EVENT_INJECTION_SYNC_NONE) {
injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
} else {
for (;;) {
injectionResult = injectionState->injectionResult;
if (injectionResult != INPUT_EVENT_INJECTION_PENDING) {
break;
}
nsecs_t remainingTimeout = endTime - now();
if (remainingTimeout <= 0) {
#if DEBUG_INJECTION
LOGD("injectInputEvent - Timed out waiting for injection result "
"to become available.");
#endif
injectionResult = INPUT_EVENT_INJECTION_TIMED_OUT;
break;
}
mInjectionResultAvailableCondition.waitRelative(mLock, remainingTimeout);
}
if (injectionResult == INPUT_EVENT_INJECTION_SUCCEEDED
&& syncMode == INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_FINISHED) {
while (injectionState->pendingForegroundDispatches != 0) {
#if DEBUG_INJECTION
LOGD("injectInputEvent - Waiting for %d pending foreground dispatches.",
injectionState->pendingForegroundDispatches);
#endif
nsecs_t remainingTimeout = endTime - now();
if (remainingTimeout <= 0) {
#if DEBUG_INJECTION
LOGD("injectInputEvent - Timed out waiting for pending foreground "
"dispatches to finish.");
#endif
injectionResult = INPUT_EVENT_INJECTION_TIMED_OUT;
break;
}
mInjectionSyncFinishedCondition.waitRelative(mLock, remainingTimeout);
}
}
}
injectionState->release();
} // release lock
#if DEBUG_INJECTION
LOGD("injectInputEvent - Finished with result %d. "
"injectorPid=%d, injectorUid=%d",
injectionResult, injectorPid, injectorUid);
#endif
return injectionResult;
}
bool InputDispatcher::hasInjectionPermission(int32_t injectorPid, int32_t injectorUid) {
return injectorUid == 0
|| mPolicy->checkInjectEventsPermissionNonReentrant(injectorPid, injectorUid);
}
void InputDispatcher::setInjectionResultLocked(EventEntry* entry, int32_t injectionResult) {
InjectionState* injectionState = entry->injectionState;
if (injectionState) {
#if DEBUG_INJECTION
LOGD("Setting input event injection result to %d. "
"injectorPid=%d, injectorUid=%d",
injectionResult, injectionState->injectorPid, injectionState->injectorUid);
#endif
if (injectionState->injectionIsAsync
&& !(entry->policyFlags & POLICY_FLAG_FILTERED)) {
// Log the outcome since the injector did not wait for the injection result.
switch (injectionResult) {
case INPUT_EVENT_INJECTION_SUCCEEDED:
ALOGV("Asynchronous input event injection succeeded.");
break;
case INPUT_EVENT_INJECTION_FAILED:
LOGW("Asynchronous input event injection failed.");
break;
case INPUT_EVENT_INJECTION_PERMISSION_DENIED:
LOGW("Asynchronous input event injection permission denied.");
break;
case INPUT_EVENT_INJECTION_TIMED_OUT:
LOGW("Asynchronous input event injection timed out.");
break;
}
}
injectionState->injectionResult = injectionResult;
mInjectionResultAvailableCondition.broadcast();
}
}
void InputDispatcher::incrementPendingForegroundDispatchesLocked(EventEntry* entry) {
InjectionState* injectionState = entry->injectionState;
if (injectionState) {
injectionState->pendingForegroundDispatches += 1;
}
}
void InputDispatcher::decrementPendingForegroundDispatchesLocked(EventEntry* entry) {
InjectionState* injectionState = entry->injectionState;
if (injectionState) {
injectionState->pendingForegroundDispatches -= 1;
if (injectionState->pendingForegroundDispatches == 0) {
mInjectionSyncFinishedCondition.broadcast();
}
}
}
sp<InputWindowHandle> InputDispatcher::getWindowHandleLocked(
const sp<InputChannel>& inputChannel) const {
size_t numWindows = mWindowHandles.size();
for (size_t i = 0; i < numWindows; i++) {
const sp<InputWindowHandle>& windowHandle = mWindowHandles.itemAt(i);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (windowHandle->getInputChannel() == inputChannel) {
return windowHandle;
}
}
return NULL;
}
bool InputDispatcher::hasWindowHandleLocked(
const sp<InputWindowHandle>& windowHandle) const {
size_t numWindows = mWindowHandles.size();
for (size_t i = 0; i < numWindows; i++) {
if (mWindowHandles.itemAt(i) == windowHandle) {
return true;
}
}
return false;
}
void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles) {
#if DEBUG_FOCUS
LOGD("setInputWindows");
#endif
{ // acquire lock
AutoMutex _l(mLock);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
Vector<sp<InputWindowHandle> > oldWindowHandles = mWindowHandles;
mWindowHandles = inputWindowHandles;
sp<InputWindowHandle> newFocusedWindowHandle;
bool foundHoveredWindow = false;
for (size_t i = 0; i < mWindowHandles.size(); i++) {
const sp<InputWindowHandle>& windowHandle = mWindowHandles.itemAt(i);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (!windowHandle->updateInfo() || windowHandle->getInputChannel() == NULL) {
mWindowHandles.removeAt(i--);
continue;
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (windowHandle->getInfo()->hasFocus) {
newFocusedWindowHandle = windowHandle;
}
if (windowHandle == mLastHoverWindowHandle) {
foundHoveredWindow = true;
}
}
if (!foundHoveredWindow) {
mLastHoverWindowHandle = NULL;
}
if (mFocusedWindowHandle != newFocusedWindowHandle) {
if (mFocusedWindowHandle != NULL) {
#if DEBUG_FOCUS
LOGD("Focus left window: %s",
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
mFocusedWindowHandle->getName().string());
#endif
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
sp<InputChannel> focusedInputChannel = mFocusedWindowHandle->getInputChannel();
if (focusedInputChannel != NULL) {
CancelationOptions options(CancelationOptions::CANCEL_NON_POINTER_EVENTS,
"focus left window");
synthesizeCancelationEventsForInputChannelLocked(
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
focusedInputChannel, options);
}
}
if (newFocusedWindowHandle != NULL) {
#if DEBUG_FOCUS
LOGD("Focus entered window: %s",
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
newFocusedWindowHandle->getName().string());
#endif
}
mFocusedWindowHandle = newFocusedWindowHandle;
}
for (size_t i = 0; i < mTouchState.windows.size(); i++) {
TouchedWindow& touchedWindow = mTouchState.windows.editItemAt(i);
if (!hasWindowHandleLocked(touchedWindow.windowHandle)) {
#if DEBUG_FOCUS
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
LOGD("Touched window was removed: %s",
touchedWindow.windowHandle->getName().string());
#endif
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
sp<InputChannel> touchedInputChannel =
touchedWindow.windowHandle->getInputChannel();
if (touchedInputChannel != NULL) {
CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
"touched window was removed");
synthesizeCancelationEventsForInputChannelLocked(
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
touchedInputChannel, options);
}
mTouchState.windows.removeAt(i--);
}
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
// Release information for windows that are no longer present.
// This ensures that unused input channels are released promptly.
// Otherwise, they might stick around until the window handle is destroyed
// which might not happen until the next GC.
for (size_t i = 0; i < oldWindowHandles.size(); i++) {
const sp<InputWindowHandle>& oldWindowHandle = oldWindowHandles.itemAt(i);
if (!hasWindowHandleLocked(oldWindowHandle)) {
#if DEBUG_FOCUS
LOGD("Window went away: %s", oldWindowHandle->getName().string());
#endif
oldWindowHandle->releaseInfo();
}
}
} // release lock
// Wake up poll loop since it may need to make new input dispatching choices.
mLooper->wake();
}
void InputDispatcher::setFocusedApplication(
const sp<InputApplicationHandle>& inputApplicationHandle) {
#if DEBUG_FOCUS
LOGD("setFocusedApplication");
#endif
{ // acquire lock
AutoMutex _l(mLock);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (inputApplicationHandle != NULL && inputApplicationHandle->updateInfo()) {
if (mFocusedApplicationHandle != inputApplicationHandle) {
if (mFocusedApplicationHandle != NULL) {
resetTargetsLocked();
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
mFocusedApplicationHandle->releaseInfo();
}
mFocusedApplicationHandle = inputApplicationHandle;
}
} else if (mFocusedApplicationHandle != NULL) {
resetTargetsLocked();
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
mFocusedApplicationHandle->releaseInfo();
mFocusedApplicationHandle.clear();
}
#if DEBUG_FOCUS
//logDispatchStateLocked();
#endif
} // release lock
// Wake up poll loop since it may need to make new input dispatching choices.
mLooper->wake();
}
void InputDispatcher::setInputDispatchMode(bool enabled, bool frozen) {
#if DEBUG_FOCUS
LOGD("setInputDispatchMode: enabled=%d, frozen=%d", enabled, frozen);
#endif
bool changed;
{ // acquire lock
AutoMutex _l(mLock);
if (mDispatchEnabled != enabled || mDispatchFrozen != frozen) {
if (mDispatchFrozen && !frozen) {
resetANRTimeoutsLocked();
}
if (mDispatchEnabled && !enabled) {
resetAndDropEverythingLocked("dispatcher is being disabled");
}
mDispatchEnabled = enabled;
mDispatchFrozen = frozen;
changed = true;
} else {
changed = false;
}
#if DEBUG_FOCUS
//logDispatchStateLocked();
#endif
} // release lock
if (changed) {
// Wake up poll loop since it may need to make new input dispatching choices.
mLooper->wake();
}
}
void InputDispatcher::setInputFilterEnabled(bool enabled) {
#if DEBUG_FOCUS
LOGD("setInputFilterEnabled: enabled=%d", enabled);
#endif
{ // acquire lock
AutoMutex _l(mLock);
if (mInputFilterEnabled == enabled) {
return;
}
mInputFilterEnabled = enabled;
resetAndDropEverythingLocked("input filter is being enabled or disabled");
} // release lock
// Wake up poll loop since there might be work to do to drop everything.
mLooper->wake();
}
bool InputDispatcher::transferTouchFocus(const sp<InputChannel>& fromChannel,
const sp<InputChannel>& toChannel) {
#if DEBUG_FOCUS
LOGD("transferTouchFocus: fromChannel=%s, toChannel=%s",
fromChannel->getName().string(), toChannel->getName().string());
#endif
{ // acquire lock
AutoMutex _l(mLock);
sp<InputWindowHandle> fromWindowHandle = getWindowHandleLocked(fromChannel);
sp<InputWindowHandle> toWindowHandle = getWindowHandleLocked(toChannel);
if (fromWindowHandle == NULL || toWindowHandle == NULL) {
#if DEBUG_FOCUS
LOGD("Cannot transfer focus because from or to window not found.");
#endif
return false;
}
if (fromWindowHandle == toWindowHandle) {
#if DEBUG_FOCUS
LOGD("Trivial transfer to same window.");
#endif
return true;
}
bool found = false;
for (size_t i = 0; i < mTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTouchState.windows[i];
if (touchedWindow.windowHandle == fromWindowHandle) {
int32_t oldTargetFlags = touchedWindow.targetFlags;
BitSet32 pointerIds = touchedWindow.pointerIds;
mTouchState.windows.removeAt(i);
int32_t newTargetFlags = oldTargetFlags
& (InputTarget::FLAG_FOREGROUND
| InputTarget::FLAG_SPLIT | InputTarget::FLAG_DISPATCH_AS_IS);
mTouchState.addOrUpdateWindow(toWindowHandle, newTargetFlags, pointerIds);
found = true;
break;
}
}
if (! found) {
#if DEBUG_FOCUS
LOGD("Focus transfer failed because from window did not have focus.");
#endif
return false;
}
ssize_t fromConnectionIndex = getConnectionIndexLocked(fromChannel);
ssize_t toConnectionIndex = getConnectionIndexLocked(toChannel);
if (fromConnectionIndex >= 0 && toConnectionIndex >= 0) {
sp<Connection> fromConnection = mConnectionsByReceiveFd.valueAt(fromConnectionIndex);
sp<Connection> toConnection = mConnectionsByReceiveFd.valueAt(toConnectionIndex);
fromConnection->inputState.copyPointerStateTo(toConnection->inputState);
CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
"transferring touch focus from this window to another window");
synthesizeCancelationEventsForConnectionLocked(fromConnection, options);
}
#if DEBUG_FOCUS
logDispatchStateLocked();
#endif
} // release lock
// Wake up poll loop since it may need to make new input dispatching choices.
mLooper->wake();
return true;
}
void InputDispatcher::resetAndDropEverythingLocked(const char* reason) {
#if DEBUG_FOCUS
LOGD("Resetting and dropping all events (%s).", reason);
#endif
CancelationOptions options(CancelationOptions::CANCEL_ALL_EVENTS, reason);
synthesizeCancelationEventsForAllConnectionsLocked(options);
resetKeyRepeatLocked();
releasePendingEventLocked();
drainInboundQueueLocked();
resetTargetsLocked();
mTouchState.reset();
mLastHoverWindowHandle.clear();
}
void InputDispatcher::logDispatchStateLocked() {
String8 dump;
dumpDispatchStateLocked(dump);
char* text = dump.lockBuffer(dump.size());
char* start = text;
while (*start != '\0') {
char* end = strchr(start, '\n');
if (*end == '\n') {
*(end++) = '\0';
}
LOGD("%s", start);
start = end;
}
}
void InputDispatcher::dumpDispatchStateLocked(String8& dump) {
dump.appendFormat(INDENT "DispatchEnabled: %d\n", mDispatchEnabled);
dump.appendFormat(INDENT "DispatchFrozen: %d\n", mDispatchFrozen);
if (mFocusedApplicationHandle != NULL) {
dump.appendFormat(INDENT "FocusedApplication: name='%s', dispatchingTimeout=%0.3fms\n",
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
mFocusedApplicationHandle->getName().string(),
mFocusedApplicationHandle->getDispatchingTimeout(
DEFAULT_INPUT_DISPATCHING_TIMEOUT) / 1000000.0);
} else {
dump.append(INDENT "FocusedApplication: <null>\n");
}
dump.appendFormat(INDENT "FocusedWindow: name='%s'\n",
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
mFocusedWindowHandle != NULL ? mFocusedWindowHandle->getName().string() : "<null>");
dump.appendFormat(INDENT "TouchDown: %s\n", toString(mTouchState.down));
dump.appendFormat(INDENT "TouchSplit: %s\n", toString(mTouchState.split));
dump.appendFormat(INDENT "TouchDeviceId: %d\n", mTouchState.deviceId);
Fix crashes caused by some input devices. The touch screen sometimes reports more than 10 pointers even though that's all we asked for. When this happens, we start dropping events with more than 10 pointers. This confuses applications and causes them to crash. Raised the limit to 16 pointers. Bug: 3331247 The default behavior was to identify all touch devices as touch screens. External devices that are plugged in are more likely to be touch pads not attached to a screen. Changed the default to be a touch pad and renamed some internal constants to avoid confusion. A certain mouse happens to also behave like a touch pad. That caused problems because we would see multiple concurrent traces of motion events coming from the same input device so we would batch them up. Added code to ensure that we don't batch events unless they come from the same *source* in addition to coming from the same *device*. Due to batching or misbehaving drivers, it's possible for the set of pointer ids to be different from what we expect when it comes time to split motion events across windows. As a result, we can generate motion events with 0 pointers. When we try to deliver those events, we cause an error in the InputTransport so we tear down the InputChannel and kill the application. Added code to check out assumption about pointer ids and drop the event gracefully instead. Patched up the tests to take into account the change in default behavior for identifying touch screens and touch pads. Change-Id: Ic364bd4cb4cc6335d4a1213a26d6bdadc7e33505
2011-01-25 16:02:22 -08:00
dump.appendFormat(INDENT "TouchSource: 0x%08x\n", mTouchState.source);
if (!mTouchState.windows.isEmpty()) {
dump.append(INDENT "TouchedWindows:\n");
for (size_t i = 0; i < mTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTouchState.windows[i];
dump.appendFormat(INDENT2 "%d: name='%s', pointerIds=0x%0x, targetFlags=0x%x\n",
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
i, touchedWindow.windowHandle->getName().string(),
touchedWindow.pointerIds.value,
touchedWindow.targetFlags);
}
} else {
dump.append(INDENT "TouchedWindows: <none>\n");
}
if (!mWindowHandles.isEmpty()) {
dump.append(INDENT "Windows:\n");
for (size_t i = 0; i < mWindowHandles.size(); i++) {
const sp<InputWindowHandle>& windowHandle = mWindowHandles.itemAt(i);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
const InputWindowInfo* windowInfo = windowHandle->getInfo();
dump.appendFormat(INDENT2 "%d: name='%s', paused=%s, hasFocus=%s, hasWallpaper=%s, "
"visible=%s, canReceiveKeys=%s, flags=0x%08x, type=0x%08x, layer=%d, "
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
"frame=[%d,%d][%d,%d], scale=%f, "
"touchableRegion=",
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
i, windowInfo->name.string(),
toString(windowInfo->paused),
toString(windowInfo->hasFocus),
toString(windowInfo->hasWallpaper),
toString(windowInfo->visible),
toString(windowInfo->canReceiveKeys),
windowInfo->layoutParamsFlags, windowInfo->layoutParamsType,
windowInfo->layer,
windowInfo->frameLeft, windowInfo->frameTop,
windowInfo->frameRight, windowInfo->frameBottom,
windowInfo->scaleFactor);
dumpRegion(dump, windowInfo->touchableRegion);
dump.appendFormat(", inputFeatures=0x%08x", windowInfo->inputFeatures);
dump.appendFormat(", ownerPid=%d, ownerUid=%d, dispatchingTimeout=%0.3fms\n",
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
windowInfo->ownerPid, windowInfo->ownerUid,
windowInfo->dispatchingTimeout / 1000000.0);
}
} else {
dump.append(INDENT "Windows: <none>\n");
}
if (!mMonitoringChannels.isEmpty()) {
dump.append(INDENT "MonitoringChannels:\n");
for (size_t i = 0; i < mMonitoringChannels.size(); i++) {
const sp<InputChannel>& channel = mMonitoringChannels[i];
dump.appendFormat(INDENT2 "%d: '%s'\n", i, channel->getName().string());
}
} else {
dump.append(INDENT "MonitoringChannels: <none>\n");
}
dump.appendFormat(INDENT "InboundQueue: length=%u\n", mInboundQueue.count());
if (!mActiveConnections.isEmpty()) {
dump.append(INDENT "ActiveConnections:\n");
for (size_t i = 0; i < mActiveConnections.size(); i++) {
const Connection* connection = mActiveConnections[i];
dump.appendFormat(INDENT2 "%d: '%s', status=%s, outboundQueueLength=%u, "
"inputState.isNeutral=%s\n",
i, connection->getInputChannelName(), connection->getStatusLabel(),
connection->outboundQueue.count(),
toString(connection->inputState.isNeutral()));
}
} else {
dump.append(INDENT "ActiveConnections: <none>\n");
}
if (isAppSwitchPendingLocked()) {
dump.appendFormat(INDENT "AppSwitch: pending, due in %01.1fms\n",
(mAppSwitchDueTime - now()) / 1000000.0);
} else {
dump.append(INDENT "AppSwitch: not pending\n");
}
}
status_t InputDispatcher::registerInputChannel(const sp<InputChannel>& inputChannel,
const sp<InputWindowHandle>& inputWindowHandle, bool monitor) {
#if DEBUG_REGISTRATION
LOGD("channel '%s' ~ registerInputChannel - monitor=%s", inputChannel->getName().string(),
toString(monitor));
#endif
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
{ // acquire lock
AutoMutex _l(mLock);
if (getConnectionIndexLocked(inputChannel) >= 0) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
LOGW("Attempted to register already registered input channel '%s'",
inputChannel->getName().string());
return BAD_VALUE;
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
sp<Connection> connection = new Connection(inputChannel, inputWindowHandle, monitor);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
status_t status = connection->initialize();
if (status) {
LOGE("Failed to initialize input publisher for input channel '%s', status=%d",
inputChannel->getName().string(), status);
return status;
}
Fix possible race conditions during channel unregistration. Previously, the input dispatcher assumed that the input channel's receive pipe file descriptor was a sufficiently unique identifier for looking up input channels in its various tables. However, it can happen that an input channel is disposed and then a new input channel is immediately created that reuses the same file descriptor. Ordinarily this is not a problem, however there is a small opportunity for a race to arise in InputQueue. When InputQueue receives an input event from the dispatcher, it generates a finishedToken that encodes the channel's receive pipe fd, and a sequence number. The finishedToken is used by the ViewRoot as a handle for the event so that it can tell the InputQueue when the event has finished being processed. Here is the race: 1. InputQueue receives an input event, assigns a new finishedToken. 2. ViewRoot begins processing the input event. 3. During processing, ViewRoot unregisters the InputChannel. 4. A new InputChannel is created and is registered with the Input Queue. This InputChannel happens to have the same receive pipe fd as the one previously registered. 5. ViewRoot tells the InputQueue that it has finished processing the input event, passing along the original finishedToken. 6. InputQueue throws an exception because the finishedToken's receive pipe fd is registered but the sequence number is incorrect so it assumes that the client has called finish spuriously. The fix is to include a unique connection id within the finishedToken so that the InputQueue can accurately confirm that the token belongs to the currently registered InputChannel rather than to an old one that happened to have the same receive pipe fd. When it notices this, it ignores the spurious finish. I've also made a couple of other small changes to avoid similar races elsewhere. This patch set also includes a fix to synthesize a finished signal when the input channel is unregistered on the client side to help keep the server and client in sync. Bug: 2834068 Change-Id: I1de34a36249ab74c359c2c67a57e333543400f7b
2010-08-17 15:59:26 -07:00
int32_t receiveFd = inputChannel->getReceivePipeFd();
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
mConnectionsByReceiveFd.add(receiveFd, connection);
if (monitor) {
mMonitoringChannels.push(inputChannel);
}
mLooper->addFd(receiveFd, 0, ALOOPER_EVENT_INPUT, handleReceiveCallback, this);
Fix possible race conditions during channel unregistration. Previously, the input dispatcher assumed that the input channel's receive pipe file descriptor was a sufficiently unique identifier for looking up input channels in its various tables. However, it can happen that an input channel is disposed and then a new input channel is immediately created that reuses the same file descriptor. Ordinarily this is not a problem, however there is a small opportunity for a race to arise in InputQueue. When InputQueue receives an input event from the dispatcher, it generates a finishedToken that encodes the channel's receive pipe fd, and a sequence number. The finishedToken is used by the ViewRoot as a handle for the event so that it can tell the InputQueue when the event has finished being processed. Here is the race: 1. InputQueue receives an input event, assigns a new finishedToken. 2. ViewRoot begins processing the input event. 3. During processing, ViewRoot unregisters the InputChannel. 4. A new InputChannel is created and is registered with the Input Queue. This InputChannel happens to have the same receive pipe fd as the one previously registered. 5. ViewRoot tells the InputQueue that it has finished processing the input event, passing along the original finishedToken. 6. InputQueue throws an exception because the finishedToken's receive pipe fd is registered but the sequence number is incorrect so it assumes that the client has called finish spuriously. The fix is to include a unique connection id within the finishedToken so that the InputQueue can accurately confirm that the token belongs to the currently registered InputChannel rather than to an old one that happened to have the same receive pipe fd. When it notices this, it ignores the spurious finish. I've also made a couple of other small changes to avoid similar races elsewhere. This patch set also includes a fix to synthesize a finished signal when the input channel is unregistered on the client side to help keep the server and client in sync. Bug: 2834068 Change-Id: I1de34a36249ab74c359c2c67a57e333543400f7b
2010-08-17 15:59:26 -07:00
runCommandsLockedInterruptible();
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
} // release lock
return OK;
}
status_t InputDispatcher::unregisterInputChannel(const sp<InputChannel>& inputChannel) {
#if DEBUG_REGISTRATION
LOGD("channel '%s' ~ unregisterInputChannel", inputChannel->getName().string());
#endif
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
{ // acquire lock
AutoMutex _l(mLock);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
status_t status = unregisterInputChannelLocked(inputChannel, false /*notify*/);
if (status) {
return status;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
} // release lock
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
// Wake the poll loop because removing the connection may have changed the current
// synchronization state.
mLooper->wake();
return OK;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
status_t InputDispatcher::unregisterInputChannelLocked(const sp<InputChannel>& inputChannel,
bool notify) {
ssize_t connectionIndex = getConnectionIndexLocked(inputChannel);
if (connectionIndex < 0) {
LOGW("Attempted to unregister already unregistered input channel '%s'",
inputChannel->getName().string());
return BAD_VALUE;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
mConnectionsByReceiveFd.removeItemsAt(connectionIndex);
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (connection->monitor) {
removeMonitorChannelLocked(inputChannel);
}
Fix possible race conditions during channel unregistration. Previously, the input dispatcher assumed that the input channel's receive pipe file descriptor was a sufficiently unique identifier for looking up input channels in its various tables. However, it can happen that an input channel is disposed and then a new input channel is immediately created that reuses the same file descriptor. Ordinarily this is not a problem, however there is a small opportunity for a race to arise in InputQueue. When InputQueue receives an input event from the dispatcher, it generates a finishedToken that encodes the channel's receive pipe fd, and a sequence number. The finishedToken is used by the ViewRoot as a handle for the event so that it can tell the InputQueue when the event has finished being processed. Here is the race: 1. InputQueue receives an input event, assigns a new finishedToken. 2. ViewRoot begins processing the input event. 3. During processing, ViewRoot unregisters the InputChannel. 4. A new InputChannel is created and is registered with the Input Queue. This InputChannel happens to have the same receive pipe fd as the one previously registered. 5. ViewRoot tells the InputQueue that it has finished processing the input event, passing along the original finishedToken. 6. InputQueue throws an exception because the finishedToken's receive pipe fd is registered but the sequence number is incorrect so it assumes that the client has called finish spuriously. The fix is to include a unique connection id within the finishedToken so that the InputQueue can accurately confirm that the token belongs to the currently registered InputChannel rather than to an old one that happened to have the same receive pipe fd. When it notices this, it ignores the spurious finish. I've also made a couple of other small changes to avoid similar races elsewhere. This patch set also includes a fix to synthesize a finished signal when the input channel is unregistered on the client side to help keep the server and client in sync. Bug: 2834068 Change-Id: I1de34a36249ab74c359c2c67a57e333543400f7b
2010-08-17 15:59:26 -07:00
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
mLooper->removeFd(inputChannel->getReceivePipeFd());
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
nsecs_t currentTime = now();
abortBrokenDispatchCycleLocked(currentTime, connection, notify);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
runCommandsLockedInterruptible();
connection->status = Connection::STATUS_ZOMBIE;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
return OK;
}
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
void InputDispatcher::removeMonitorChannelLocked(const sp<InputChannel>& inputChannel) {
for (size_t i = 0; i < mMonitoringChannels.size(); i++) {
if (mMonitoringChannels[i] == inputChannel) {
mMonitoringChannels.removeAt(i);
break;
}
}
}
ssize_t InputDispatcher::getConnectionIndexLocked(const sp<InputChannel>& inputChannel) {
Fix possible race conditions during channel unregistration. Previously, the input dispatcher assumed that the input channel's receive pipe file descriptor was a sufficiently unique identifier for looking up input channels in its various tables. However, it can happen that an input channel is disposed and then a new input channel is immediately created that reuses the same file descriptor. Ordinarily this is not a problem, however there is a small opportunity for a race to arise in InputQueue. When InputQueue receives an input event from the dispatcher, it generates a finishedToken that encodes the channel's receive pipe fd, and a sequence number. The finishedToken is used by the ViewRoot as a handle for the event so that it can tell the InputQueue when the event has finished being processed. Here is the race: 1. InputQueue receives an input event, assigns a new finishedToken. 2. ViewRoot begins processing the input event. 3. During processing, ViewRoot unregisters the InputChannel. 4. A new InputChannel is created and is registered with the Input Queue. This InputChannel happens to have the same receive pipe fd as the one previously registered. 5. ViewRoot tells the InputQueue that it has finished processing the input event, passing along the original finishedToken. 6. InputQueue throws an exception because the finishedToken's receive pipe fd is registered but the sequence number is incorrect so it assumes that the client has called finish spuriously. The fix is to include a unique connection id within the finishedToken so that the InputQueue can accurately confirm that the token belongs to the currently registered InputChannel rather than to an old one that happened to have the same receive pipe fd. When it notices this, it ignores the spurious finish. I've also made a couple of other small changes to avoid similar races elsewhere. This patch set also includes a fix to synthesize a finished signal when the input channel is unregistered on the client side to help keep the server and client in sync. Bug: 2834068 Change-Id: I1de34a36249ab74c359c2c67a57e333543400f7b
2010-08-17 15:59:26 -07:00
ssize_t connectionIndex = mConnectionsByReceiveFd.indexOfKey(inputChannel->getReceivePipeFd());
if (connectionIndex >= 0) {
sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
if (connection->inputChannel.get() == inputChannel.get()) {
return connectionIndex;
}
}
return -1;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
void InputDispatcher::activateConnectionLocked(Connection* connection) {
for (size_t i = 0; i < mActiveConnections.size(); i++) {
if (mActiveConnections.itemAt(i) == connection) {
return;
}
}
mActiveConnections.add(connection);
}
void InputDispatcher::deactivateConnectionLocked(Connection* connection) {
for (size_t i = 0; i < mActiveConnections.size(); i++) {
if (mActiveConnections.itemAt(i) == connection) {
mActiveConnections.removeAt(i);
return;
}
}
}
void InputDispatcher::onDispatchCycleStartedLocked(
nsecs_t currentTime, const sp<Connection>& connection) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
void InputDispatcher::onDispatchCycleFinishedLocked(
nsecs_t currentTime, const sp<Connection>& connection, bool handled) {
CommandEntry* commandEntry = postCommandLocked(
& InputDispatcher::doDispatchCycleFinishedLockedInterruptible);
commandEntry->connection = connection;
commandEntry->handled = handled;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
void InputDispatcher::onDispatchCycleBrokenLocked(
nsecs_t currentTime, const sp<Connection>& connection) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
LOGE("channel '%s' ~ Channel is unrecoverably broken and will be disposed!",
connection->getInputChannelName());
CommandEntry* commandEntry = postCommandLocked(
& InputDispatcher::doNotifyInputChannelBrokenLockedInterruptible);
commandEntry->connection = connection;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
void InputDispatcher::onANRLocked(
nsecs_t currentTime, const sp<InputApplicationHandle>& applicationHandle,
const sp<InputWindowHandle>& windowHandle,
nsecs_t eventTime, nsecs_t waitStartTime) {
LOGI("Application is not responding: %s. "
"%01.1fms since event, %01.1fms since wait started",
getApplicationWindowLabelLocked(applicationHandle, windowHandle).string(),
(currentTime - eventTime) / 1000000.0,
(currentTime - waitStartTime) / 1000000.0);
CommandEntry* commandEntry = postCommandLocked(
& InputDispatcher::doNotifyANRLockedInterruptible);
commandEntry->inputApplicationHandle = applicationHandle;
commandEntry->inputWindowHandle = windowHandle;
}
void InputDispatcher::doNotifyConfigurationChangedInterruptible(
CommandEntry* commandEntry) {
mLock.unlock();
mPolicy->notifyConfigurationChanged(commandEntry->eventTime);
mLock.lock();
}
void InputDispatcher::doNotifyInputChannelBrokenLockedInterruptible(
CommandEntry* commandEntry) {
sp<Connection> connection = commandEntry->connection;
if (connection->status != Connection::STATUS_ZOMBIE) {
mLock.unlock();
mPolicy->notifyInputChannelBroken(connection->inputWindowHandle);
mLock.lock();
}
}
void InputDispatcher::doNotifyANRLockedInterruptible(
CommandEntry* commandEntry) {
mLock.unlock();
nsecs_t newTimeout = mPolicy->notifyANR(
commandEntry->inputApplicationHandle, commandEntry->inputWindowHandle);
mLock.lock();
resumeAfterTargetsNotReadyTimeoutLocked(newTimeout,
commandEntry->inputWindowHandle != NULL
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
? commandEntry->inputWindowHandle->getInputChannel() : NULL);
}
void InputDispatcher::doInterceptKeyBeforeDispatchingLockedInterruptible(
CommandEntry* commandEntry) {
KeyEntry* entry = commandEntry->keyEntry;
KeyEvent event;
initializeKeyEvent(&event, entry);
mLock.unlock();
nsecs_t delay = mPolicy->interceptKeyBeforeDispatching(commandEntry->inputWindowHandle,
&event, entry->policyFlags);
mLock.lock();
if (delay < 0) {
entry->interceptKeyResult = KeyEntry::INTERCEPT_KEY_RESULT_SKIP;
} else if (!delay) {
entry->interceptKeyResult = KeyEntry::INTERCEPT_KEY_RESULT_CONTINUE;
} else {
entry->interceptKeyResult = KeyEntry::INTERCEPT_KEY_RESULT_TRY_AGAIN_LATER;
entry->interceptKeyWakeupTime = now() + delay;
}
entry->release();
}
void InputDispatcher::doDispatchCycleFinishedLockedInterruptible(
CommandEntry* commandEntry) {
sp<Connection> connection = commandEntry->connection;
bool handled = commandEntry->handled;
bool skipNext = false;
if (!connection->outboundQueue.isEmpty()) {
DispatchEntry* dispatchEntry = connection->outboundQueue.head;
if (dispatchEntry->inProgress) {
if (dispatchEntry->eventEntry->type == EventEntry::TYPE_KEY) {
KeyEntry* keyEntry = static_cast<KeyEntry*>(dispatchEntry->eventEntry);
skipNext = afterKeyEventLockedInterruptible(connection,
dispatchEntry, keyEntry, handled);
} else if (dispatchEntry->eventEntry->type == EventEntry::TYPE_MOTION) {
MotionEntry* motionEntry = static_cast<MotionEntry*>(dispatchEntry->eventEntry);
skipNext = afterMotionEventLockedInterruptible(connection,
dispatchEntry, motionEntry, handled);
}
}
}
if (!skipNext) {
startNextDispatchCycleLocked(now(), connection);
}
}
bool InputDispatcher::afterKeyEventLockedInterruptible(const sp<Connection>& connection,
DispatchEntry* dispatchEntry, KeyEntry* keyEntry, bool handled) {
if (!(keyEntry->flags & AKEY_EVENT_FLAG_FALLBACK)) {
// Get the fallback key state.
// Clear it out after dispatching the UP.
int32_t originalKeyCode = keyEntry->keyCode;
int32_t fallbackKeyCode = connection->inputState.getFallbackKey(originalKeyCode);
if (keyEntry->action == AKEY_EVENT_ACTION_UP) {
connection->inputState.removeFallbackKey(originalKeyCode);
}
if (handled || !dispatchEntry->hasForegroundTarget()) {
// If the application handles the original key for which we previously
// generated a fallback or if the window is not a foreground window,
// then cancel the associated fallback key, if any.
if (fallbackKeyCode != -1) {
if (fallbackKeyCode != AKEYCODE_UNKNOWN) {
CancelationOptions options(CancelationOptions::CANCEL_FALLBACK_EVENTS,
"application handled the original non-fallback key "
"or is no longer a foreground target, "
"canceling previously dispatched fallback key");
options.keyCode = fallbackKeyCode;
synthesizeCancelationEventsForConnectionLocked(connection, options);
}
connection->inputState.removeFallbackKey(originalKeyCode);
}
} else {
// If the application did not handle a non-fallback key, first check
// that we are in a good state to perform unhandled key event processing
// Then ask the policy what to do with it.
bool initialDown = keyEntry->action == AKEY_EVENT_ACTION_DOWN
&& keyEntry->repeatCount == 0;
if (fallbackKeyCode == -1 && !initialDown) {
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("Unhandled key event: Skipping unhandled key event processing "
"since this is not an initial down. "
"keyCode=%d, action=%d, repeatCount=%d",
originalKeyCode, keyEntry->action, keyEntry->repeatCount);
#endif
return false;
}
// Dispatch the unhandled key to the policy.
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("Unhandled key event: Asking policy to perform fallback action. "
"keyCode=%d, action=%d, repeatCount=%d",
keyEntry->keyCode, keyEntry->action, keyEntry->repeatCount);
#endif
KeyEvent event;
initializeKeyEvent(&event, keyEntry);
mLock.unlock();
bool fallback = mPolicy->dispatchUnhandledKey(connection->inputWindowHandle,
&event, keyEntry->policyFlags, &event);
mLock.lock();
if (connection->status != Connection::STATUS_NORMAL) {
connection->inputState.removeFallbackKey(originalKeyCode);
return true; // skip next cycle
}
LOG_ASSERT(connection->outboundQueue.head == dispatchEntry);
// Latch the fallback keycode for this key on an initial down.
// The fallback keycode cannot change at any other point in the lifecycle.
if (initialDown) {
if (fallback) {
fallbackKeyCode = event.getKeyCode();
} else {
fallbackKeyCode = AKEYCODE_UNKNOWN;
}
connection->inputState.setFallbackKey(originalKeyCode, fallbackKeyCode);
}
LOG_ASSERT(fallbackKeyCode != -1);
// Cancel the fallback key if the policy decides not to send it anymore.
// We will continue to dispatch the key to the policy but we will no
// longer dispatch a fallback key to the application.
if (fallbackKeyCode != AKEYCODE_UNKNOWN
&& (!fallback || fallbackKeyCode != event.getKeyCode())) {
#if DEBUG_OUTBOUND_EVENT_DETAILS
if (fallback) {
LOGD("Unhandled key event: Policy requested to send key %d"
"as a fallback for %d, but on the DOWN it had requested "
"to send %d instead. Fallback canceled.",
event.getKeyCode(), originalKeyCode, fallbackKeyCode);
} else {
LOGD("Unhandled key event: Policy did not request fallback for %d,"
"but on the DOWN it had requested to send %d. "
"Fallback canceled.",
originalKeyCode, fallbackKeyCode);
}
#endif
CancelationOptions options(CancelationOptions::CANCEL_FALLBACK_EVENTS,
"canceling fallback, policy no longer desires it");
options.keyCode = fallbackKeyCode;
synthesizeCancelationEventsForConnectionLocked(connection, options);
fallback = false;
fallbackKeyCode = AKEYCODE_UNKNOWN;
if (keyEntry->action != AKEY_EVENT_ACTION_UP) {
connection->inputState.setFallbackKey(originalKeyCode,
fallbackKeyCode);
}
}
#if DEBUG_OUTBOUND_EVENT_DETAILS
{
String8 msg;
const KeyedVector<int32_t, int32_t>& fallbackKeys =
connection->inputState.getFallbackKeys();
for (size_t i = 0; i < fallbackKeys.size(); i++) {
msg.appendFormat(", %d->%d", fallbackKeys.keyAt(i),
fallbackKeys.valueAt(i));
}
LOGD("Unhandled key event: %d currently tracked fallback keys%s.",
fallbackKeys.size(), msg.string());
}
#endif
if (fallback) {
// Restart the dispatch cycle using the fallback key.
keyEntry->eventTime = event.getEventTime();
keyEntry->deviceId = event.getDeviceId();
keyEntry->source = event.getSource();
keyEntry->flags = event.getFlags() | AKEY_EVENT_FLAG_FALLBACK;
keyEntry->keyCode = fallbackKeyCode;
keyEntry->scanCode = event.getScanCode();
keyEntry->metaState = event.getMetaState();
keyEntry->repeatCount = event.getRepeatCount();
keyEntry->downTime = event.getDownTime();
keyEntry->syntheticRepeat = false;
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("Unhandled key event: Dispatching fallback key. "
"originalKeyCode=%d, fallbackKeyCode=%d, fallbackMetaState=%08x",
originalKeyCode, fallbackKeyCode, keyEntry->metaState);
#endif
dispatchEntry->inProgress = false;
startDispatchCycleLocked(now(), connection);
return true; // already started next cycle
} else {
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("Unhandled key event: No fallback key.");
#endif
}
}
}
return false;
}
bool InputDispatcher::afterMotionEventLockedInterruptible(const sp<Connection>& connection,
DispatchEntry* dispatchEntry, MotionEntry* motionEntry, bool handled) {
return false;
}
void InputDispatcher::doPokeUserActivityLockedInterruptible(CommandEntry* commandEntry) {
mLock.unlock();
mPolicy->pokeUserActivity(commandEntry->eventTime, commandEntry->userActivityEventType);
mLock.lock();
}
void InputDispatcher::initializeKeyEvent(KeyEvent* event, const KeyEntry* entry) {
event->initialize(entry->deviceId, entry->source, entry->action, entry->flags,
entry->keyCode, entry->scanCode, entry->metaState, entry->repeatCount,
entry->downTime, entry->eventTime);
}
void InputDispatcher::updateDispatchStatisticsLocked(nsecs_t currentTime, const EventEntry* entry,
int32_t injectionResult, nsecs_t timeSpentWaitingForApplication) {
// TODO Write some statistics about how long we spend waiting.
}
void InputDispatcher::dump(String8& dump) {
AutoMutex _l(mLock);
dump.append("Input Dispatcher State:\n");
dumpDispatchStateLocked(dump);
dump.append(INDENT "Configuration:\n");
dump.appendFormat(INDENT2 "MaxEventsPerSecond: %d\n", mConfig.maxEventsPerSecond);
dump.appendFormat(INDENT2 "KeyRepeatDelay: %0.1fms\n", mConfig.keyRepeatDelay * 0.000001f);
dump.appendFormat(INDENT2 "KeyRepeatTimeout: %0.1fms\n", mConfig.keyRepeatTimeout * 0.000001f);
}
void InputDispatcher::monitor() {
// Acquire and release the lock to ensure that the dispatcher has not deadlocked.
mLock.lock();
mLock.unlock();
}
// --- InputDispatcher::Queue ---
template <typename T>
uint32_t InputDispatcher::Queue<T>::count() const {
uint32_t result = 0;
for (const T* entry = head; entry; entry = entry->next) {
result += 1;
}
return result;
}
// --- InputDispatcher::InjectionState ---
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
InputDispatcher::InjectionState::InjectionState(int32_t injectorPid, int32_t injectorUid) :
refCount(1),
injectorPid(injectorPid), injectorUid(injectorUid),
injectionResult(INPUT_EVENT_INJECTION_PENDING), injectionIsAsync(false),
pendingForegroundDispatches(0) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
InputDispatcher::InjectionState::~InjectionState() {
}
void InputDispatcher::InjectionState::release() {
refCount -= 1;
if (refCount == 0) {
delete this;
} else {
LOG_ASSERT(refCount > 0);
}
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// --- InputDispatcher::EventEntry ---
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
InputDispatcher::EventEntry::EventEntry(int32_t type, nsecs_t eventTime, uint32_t policyFlags) :
refCount(1), type(type), eventTime(eventTime), policyFlags(policyFlags),
injectionState(NULL), dispatchInProgress(false) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
InputDispatcher::EventEntry::~EventEntry() {
releaseInjectionState();
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
void InputDispatcher::EventEntry::release() {
refCount -= 1;
if (refCount == 0) {
delete this;
} else {
LOG_ASSERT(refCount > 0);
}
}
void InputDispatcher::EventEntry::releaseInjectionState() {
if (injectionState) {
injectionState->release();
injectionState = NULL;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
}
// --- InputDispatcher::ConfigurationChangedEntry ---
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
InputDispatcher::ConfigurationChangedEntry::ConfigurationChangedEntry(nsecs_t eventTime) :
EventEntry(TYPE_CONFIGURATION_CHANGED, eventTime, 0) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
InputDispatcher::ConfigurationChangedEntry::~ConfigurationChangedEntry() {
}
Input system bug fixes, particularly for stylus. Bug: 5049148 Finished stylus support, including support for indirect stylus and mouse tools. Added TILT axis. When stylus tilt X/Y is available, it is transformed into an orientation and tilt inclination which is a more convenient representation and a simpler extension to the exiting API. Touch devices now only report touch data using a single input source. Previously touch devices in pointer mode would report both absolute touch pad data and cooked pointer gestures. Now we just pick one. The touch device switches modes as needed when the focused application enables/disables pointer gestures. This change greatly simplifies the code and reduces the load on the input dispatcher. Fixed an incorrect assumption that the value of ABS_(MT_)DISTANCE would be zero whenever the stylus was in direct contact. It appears that the correct way to determine whether the stylus is in direct contact (rather than hovering) is by checking for a non-zero reported pressure. Added code to read the initial state of tool buttons and axis values when the input devices are initialized or reset. This fixes problems where the input mapper state might have the wrong initial state. Moved responsibility for cancelling pending inputs (keys down, touches, etc.) to the InputDispatcher by sending it a device reset notification. This frees the InputReader from having to synthesize events during reset, which was cumbersome and somewhat brittle to begin with. Consolidated more of the common accumulator logic from SingleTouchInputMapper and MultiTouchInputMapper into TouchInputMapper. Improved the PointerLocation output. Change-Id: I595d3647f7fd7cb1e3eff8b3c76b85043b5fe2f0
2011-08-18 11:20:58 -07:00
// --- InputDispatcher::DeviceResetEntry ---
InputDispatcher::DeviceResetEntry::DeviceResetEntry(nsecs_t eventTime, int32_t deviceId) :
EventEntry(TYPE_DEVICE_RESET, eventTime, 0),
deviceId(deviceId) {
}
InputDispatcher::DeviceResetEntry::~DeviceResetEntry() {
}
// --- InputDispatcher::KeyEntry ---
InputDispatcher::KeyEntry::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) :
EventEntry(TYPE_KEY, eventTime, policyFlags),
deviceId(deviceId), source(source), action(action), flags(flags),
keyCode(keyCode), scanCode(scanCode), metaState(metaState),
repeatCount(repeatCount), downTime(downTime),
syntheticRepeat(false), interceptKeyResult(KeyEntry::INTERCEPT_KEY_RESULT_UNKNOWN),
interceptKeyWakeupTime(0) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
InputDispatcher::KeyEntry::~KeyEntry() {
}
void InputDispatcher::KeyEntry::recycle() {
releaseInjectionState();
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
dispatchInProgress = false;
syntheticRepeat = false;
interceptKeyResult = KeyEntry::INTERCEPT_KEY_RESULT_UNKNOWN;
interceptKeyWakeupTime = 0;
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
// --- InputDispatcher::MotionSample ---
InputDispatcher::MotionSample::MotionSample(nsecs_t eventTime,
const PointerCoords* pointerCoords, uint32_t pointerCount) :
next(NULL), eventTime(eventTime), eventTimeBeforeCoalescing(eventTime) {
for (uint32_t i = 0; i < pointerCount; i++) {
this->pointerCoords[i].copyFrom(pointerCoords[i]);
}
}
// --- InputDispatcher::MotionEntry ---
InputDispatcher::MotionEntry::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, uint32_t pointerCount,
const PointerProperties* pointerProperties, const PointerCoords* pointerCoords) :
EventEntry(TYPE_MOTION, eventTime, policyFlags),
deviceId(deviceId), source(source), action(action), flags(flags),
metaState(metaState), buttonState(buttonState), edgeFlags(edgeFlags),
xPrecision(xPrecision), yPrecision(yPrecision),
downTime(downTime), pointerCount(pointerCount),
firstSample(eventTime, pointerCoords, pointerCount),
lastSample(&firstSample) {
for (uint32_t i = 0; i < pointerCount; i++) {
this->pointerProperties[i].copyFrom(pointerProperties[i]);
}
}
InputDispatcher::MotionEntry::~MotionEntry() {
for (MotionSample* sample = firstSample.next; sample != NULL; ) {
MotionSample* next = sample->next;
delete sample;
sample = next;
}
}
uint32_t InputDispatcher::MotionEntry::countSamples() const {
uint32_t count = 1;
for (MotionSample* sample = firstSample.next; sample != NULL; sample = sample->next) {
count += 1;
}
return count;
}
bool InputDispatcher::MotionEntry::canAppendSamples(int32_t action, uint32_t pointerCount,
const PointerProperties* pointerProperties) const {
if (this->action != action
|| this->pointerCount != pointerCount
|| this->isInjected()) {
return false;
}
for (uint32_t i = 0; i < pointerCount; i++) {
if (this->pointerProperties[i] != pointerProperties[i]) {
return false;
}
}
return true;
}
void InputDispatcher::MotionEntry::appendSample(
nsecs_t eventTime, const PointerCoords* pointerCoords) {
MotionSample* sample = new MotionSample(eventTime, pointerCoords, pointerCount);
lastSample->next = sample;
lastSample = sample;
}
// --- InputDispatcher::DispatchEntry ---
InputDispatcher::DispatchEntry::DispatchEntry(EventEntry* eventEntry,
int32_t targetFlags, float xOffset, float yOffset, float scaleFactor) :
eventEntry(eventEntry), targetFlags(targetFlags),
xOffset(xOffset), yOffset(yOffset), scaleFactor(scaleFactor),
inProgress(false),
resolvedAction(0), resolvedFlags(0),
headMotionSample(NULL), tailMotionSample(NULL) {
eventEntry->refCount += 1;
}
InputDispatcher::DispatchEntry::~DispatchEntry() {
eventEntry->release();
}
// --- InputDispatcher::InputState ---
InputDispatcher::InputState::InputState() {
}
InputDispatcher::InputState::~InputState() {
}
bool InputDispatcher::InputState::isNeutral() const {
return mKeyMementos.isEmpty() && mMotionMementos.isEmpty();
}
bool InputDispatcher::InputState::isHovering(int32_t deviceId, uint32_t source) const {
for (size_t i = 0; i < mMotionMementos.size(); i++) {
const MotionMemento& memento = mMotionMementos.itemAt(i);
if (memento.deviceId == deviceId
&& memento.source == source
&& memento.hovering) {
return true;
}
}
return false;
}
bool InputDispatcher::InputState::trackKey(const KeyEntry* entry,
int32_t action, int32_t flags) {
switch (action) {
case AKEY_EVENT_ACTION_UP: {
if (entry->flags & AKEY_EVENT_FLAG_FALLBACK) {
for (size_t i = 0; i < mFallbackKeys.size(); ) {
if (mFallbackKeys.valueAt(i) == entry->keyCode) {
mFallbackKeys.removeItemsAt(i);
} else {
i += 1;
}
}
}
ssize_t index = findKeyMemento(entry);
if (index >= 0) {
mKeyMementos.removeAt(index);
return true;
}
/* FIXME: We can't just drop the key up event because that prevents creating
* popup windows that are automatically shown when a key is held and then
* dismissed when the key is released. The problem is that the popup will
* not have received the original key down, so the key up will be considered
* to be inconsistent with its observed state. We could perhaps handle this
* by synthesizing a key down but that will cause other problems.
*
* So for now, allow inconsistent key up events to be dispatched.
*
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("Dropping inconsistent key up event: deviceId=%d, source=%08x, "
"keyCode=%d, scanCode=%d",
entry->deviceId, entry->source, entry->keyCode, entry->scanCode);
#endif
return false;
*/
return true;
}
case AKEY_EVENT_ACTION_DOWN: {
ssize_t index = findKeyMemento(entry);
if (index >= 0) {
mKeyMementos.removeAt(index);
}
addKeyMemento(entry, flags);
return true;
}
default:
return true;
}
}
bool InputDispatcher::InputState::trackMotion(const MotionEntry* entry,
int32_t action, int32_t flags) {
int32_t actionMasked = action & AMOTION_EVENT_ACTION_MASK;
switch (actionMasked) {
case AMOTION_EVENT_ACTION_UP:
case AMOTION_EVENT_ACTION_CANCEL: {
ssize_t index = findMotionMemento(entry, false /*hovering*/);
if (index >= 0) {
mMotionMementos.removeAt(index);
return true;
}
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("Dropping inconsistent motion up or cancel event: deviceId=%d, source=%08x, "
"actionMasked=%d",
entry->deviceId, entry->source, actionMasked);
#endif
return false;
}
case AMOTION_EVENT_ACTION_DOWN: {
ssize_t index = findMotionMemento(entry, false /*hovering*/);
if (index >= 0) {
mMotionMementos.removeAt(index);
}
addMotionMemento(entry, flags, false /*hovering*/);
return true;
}
case AMOTION_EVENT_ACTION_POINTER_UP:
case AMOTION_EVENT_ACTION_POINTER_DOWN:
case AMOTION_EVENT_ACTION_MOVE: {
ssize_t index = findMotionMemento(entry, false /*hovering*/);
if (index >= 0) {
MotionMemento& memento = mMotionMementos.editItemAt(index);
memento.setPointers(entry);
return true;
}
if (actionMasked == AMOTION_EVENT_ACTION_MOVE
&& (entry->source & (AINPUT_SOURCE_CLASS_JOYSTICK
| AINPUT_SOURCE_CLASS_NAVIGATION))) {
// Joysticks and trackballs can send MOVE events without corresponding DOWN or UP.
return true;
}
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("Dropping inconsistent motion pointer up/down or move event: "
"deviceId=%d, source=%08x, actionMasked=%d",
entry->deviceId, entry->source, actionMasked);
#endif
return false;
}
case AMOTION_EVENT_ACTION_HOVER_EXIT: {
ssize_t index = findMotionMemento(entry, true /*hovering*/);
if (index >= 0) {
mMotionMementos.removeAt(index);
return true;
}
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("Dropping inconsistent motion hover exit event: deviceId=%d, source=%08x",
entry->deviceId, entry->source);
#endif
return false;
}
case AMOTION_EVENT_ACTION_HOVER_ENTER:
case AMOTION_EVENT_ACTION_HOVER_MOVE: {
ssize_t index = findMotionMemento(entry, true /*hovering*/);
if (index >= 0) {
mMotionMementos.removeAt(index);
}
addMotionMemento(entry, flags, true /*hovering*/);
return true;
}
default:
return true;
}
}
ssize_t InputDispatcher::InputState::findKeyMemento(const KeyEntry* entry) const {
for (size_t i = 0; i < mKeyMementos.size(); i++) {
const KeyMemento& memento = mKeyMementos.itemAt(i);
if (memento.deviceId == entry->deviceId
&& memento.source == entry->source
&& memento.keyCode == entry->keyCode
&& memento.scanCode == entry->scanCode) {
return i;
}
}
return -1;
}
ssize_t InputDispatcher::InputState::findMotionMemento(const MotionEntry* entry,
bool hovering) const {
for (size_t i = 0; i < mMotionMementos.size(); i++) {
const MotionMemento& memento = mMotionMementos.itemAt(i);
if (memento.deviceId == entry->deviceId
&& memento.source == entry->source
&& memento.hovering == hovering) {
return i;
}
}
return -1;
}
void InputDispatcher::InputState::addKeyMemento(const KeyEntry* entry, int32_t flags) {
mKeyMementos.push();
KeyMemento& memento = mKeyMementos.editTop();
memento.deviceId = entry->deviceId;
memento.source = entry->source;
memento.keyCode = entry->keyCode;
memento.scanCode = entry->scanCode;
memento.flags = flags;
memento.downTime = entry->downTime;
}
void InputDispatcher::InputState::addMotionMemento(const MotionEntry* entry,
int32_t flags, bool hovering) {
mMotionMementos.push();
MotionMemento& memento = mMotionMementos.editTop();
memento.deviceId = entry->deviceId;
memento.source = entry->source;
memento.flags = flags;
memento.xPrecision = entry->xPrecision;
memento.yPrecision = entry->yPrecision;
memento.downTime = entry->downTime;
memento.setPointers(entry);
memento.hovering = hovering;
}
void InputDispatcher::InputState::MotionMemento::setPointers(const MotionEntry* entry) {
pointerCount = entry->pointerCount;
for (uint32_t i = 0; i < entry->pointerCount; i++) {
pointerProperties[i].copyFrom(entry->pointerProperties[i]);
pointerCoords[i].copyFrom(entry->lastSample->pointerCoords[i]);
}
}
void InputDispatcher::InputState::synthesizeCancelationEvents(nsecs_t currentTime,
Vector<EventEntry*>& outEvents, const CancelationOptions& options) {
for (size_t i = 0; i < mKeyMementos.size(); i++) {
const KeyMemento& memento = mKeyMementos.itemAt(i);
if (shouldCancelKey(memento, options)) {
outEvents.push(new KeyEntry(currentTime,
memento.deviceId, memento.source, 0,
AKEY_EVENT_ACTION_UP, memento.flags | AKEY_EVENT_FLAG_CANCELED,
memento.keyCode, memento.scanCode, 0, 0, memento.downTime));
}
}
for (size_t i = 0; i < mMotionMementos.size(); i++) {
const MotionMemento& memento = mMotionMementos.itemAt(i);
if (shouldCancelMotion(memento, options)) {
outEvents.push(new MotionEntry(currentTime,
memento.deviceId, memento.source, 0,
memento.hovering
? AMOTION_EVENT_ACTION_HOVER_EXIT
: AMOTION_EVENT_ACTION_CANCEL,
memento.flags, 0, 0, 0,
memento.xPrecision, memento.yPrecision, memento.downTime,
memento.pointerCount, memento.pointerProperties, memento.pointerCoords));
}
}
}
void InputDispatcher::InputState::clear() {
mKeyMementos.clear();
mMotionMementos.clear();
mFallbackKeys.clear();
}
void InputDispatcher::InputState::copyPointerStateTo(InputState& other) const {
for (size_t i = 0; i < mMotionMementos.size(); i++) {
const MotionMemento& memento = mMotionMementos.itemAt(i);
if (memento.source & AINPUT_SOURCE_CLASS_POINTER) {
for (size_t j = 0; j < other.mMotionMementos.size(); ) {
const MotionMemento& otherMemento = other.mMotionMementos.itemAt(j);
if (memento.deviceId == otherMemento.deviceId
&& memento.source == otherMemento.source) {
other.mMotionMementos.removeAt(j);
} else {
j += 1;
}
}
other.mMotionMementos.push(memento);
}
}
}
int32_t InputDispatcher::InputState::getFallbackKey(int32_t originalKeyCode) {
ssize_t index = mFallbackKeys.indexOfKey(originalKeyCode);
return index >= 0 ? mFallbackKeys.valueAt(index) : -1;
}
void InputDispatcher::InputState::setFallbackKey(int32_t originalKeyCode,
int32_t fallbackKeyCode) {
ssize_t index = mFallbackKeys.indexOfKey(originalKeyCode);
if (index >= 0) {
mFallbackKeys.replaceValueAt(index, fallbackKeyCode);
} else {
mFallbackKeys.add(originalKeyCode, fallbackKeyCode);
}
}
void InputDispatcher::InputState::removeFallbackKey(int32_t originalKeyCode) {
mFallbackKeys.removeItem(originalKeyCode);
}
bool InputDispatcher::InputState::shouldCancelKey(const KeyMemento& memento,
const CancelationOptions& options) {
if (options.keyCode != -1 && memento.keyCode != options.keyCode) {
return false;
}
Input system bug fixes, particularly for stylus. Bug: 5049148 Finished stylus support, including support for indirect stylus and mouse tools. Added TILT axis. When stylus tilt X/Y is available, it is transformed into an orientation and tilt inclination which is a more convenient representation and a simpler extension to the exiting API. Touch devices now only report touch data using a single input source. Previously touch devices in pointer mode would report both absolute touch pad data and cooked pointer gestures. Now we just pick one. The touch device switches modes as needed when the focused application enables/disables pointer gestures. This change greatly simplifies the code and reduces the load on the input dispatcher. Fixed an incorrect assumption that the value of ABS_(MT_)DISTANCE would be zero whenever the stylus was in direct contact. It appears that the correct way to determine whether the stylus is in direct contact (rather than hovering) is by checking for a non-zero reported pressure. Added code to read the initial state of tool buttons and axis values when the input devices are initialized or reset. This fixes problems where the input mapper state might have the wrong initial state. Moved responsibility for cancelling pending inputs (keys down, touches, etc.) to the InputDispatcher by sending it a device reset notification. This frees the InputReader from having to synthesize events during reset, which was cumbersome and somewhat brittle to begin with. Consolidated more of the common accumulator logic from SingleTouchInputMapper and MultiTouchInputMapper into TouchInputMapper. Improved the PointerLocation output. Change-Id: I595d3647f7fd7cb1e3eff8b3c76b85043b5fe2f0
2011-08-18 11:20:58 -07:00
if (options.deviceId != -1 && memento.deviceId != options.deviceId) {
return false;
}
switch (options.mode) {
case CancelationOptions::CANCEL_ALL_EVENTS:
case CancelationOptions::CANCEL_NON_POINTER_EVENTS:
return true;
case CancelationOptions::CANCEL_FALLBACK_EVENTS:
return memento.flags & AKEY_EVENT_FLAG_FALLBACK;
default:
return false;
}
}
bool InputDispatcher::InputState::shouldCancelMotion(const MotionMemento& memento,
const CancelationOptions& options) {
Input system bug fixes, particularly for stylus. Bug: 5049148 Finished stylus support, including support for indirect stylus and mouse tools. Added TILT axis. When stylus tilt X/Y is available, it is transformed into an orientation and tilt inclination which is a more convenient representation and a simpler extension to the exiting API. Touch devices now only report touch data using a single input source. Previously touch devices in pointer mode would report both absolute touch pad data and cooked pointer gestures. Now we just pick one. The touch device switches modes as needed when the focused application enables/disables pointer gestures. This change greatly simplifies the code and reduces the load on the input dispatcher. Fixed an incorrect assumption that the value of ABS_(MT_)DISTANCE would be zero whenever the stylus was in direct contact. It appears that the correct way to determine whether the stylus is in direct contact (rather than hovering) is by checking for a non-zero reported pressure. Added code to read the initial state of tool buttons and axis values when the input devices are initialized or reset. This fixes problems where the input mapper state might have the wrong initial state. Moved responsibility for cancelling pending inputs (keys down, touches, etc.) to the InputDispatcher by sending it a device reset notification. This frees the InputReader from having to synthesize events during reset, which was cumbersome and somewhat brittle to begin with. Consolidated more of the common accumulator logic from SingleTouchInputMapper and MultiTouchInputMapper into TouchInputMapper. Improved the PointerLocation output. Change-Id: I595d3647f7fd7cb1e3eff8b3c76b85043b5fe2f0
2011-08-18 11:20:58 -07:00
if (options.deviceId != -1 && memento.deviceId != options.deviceId) {
return false;
}
switch (options.mode) {
case CancelationOptions::CANCEL_ALL_EVENTS:
return true;
case CancelationOptions::CANCEL_POINTER_EVENTS:
return memento.source & AINPUT_SOURCE_CLASS_POINTER;
case CancelationOptions::CANCEL_NON_POINTER_EVENTS:
return !(memento.source & AINPUT_SOURCE_CLASS_POINTER);
default:
return false;
}
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// --- InputDispatcher::Connection ---
InputDispatcher::Connection::Connection(const sp<InputChannel>& inputChannel,
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
const sp<InputWindowHandle>& inputWindowHandle, bool monitor) :
status(STATUS_NORMAL), inputChannel(inputChannel), inputWindowHandle(inputWindowHandle),
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
monitor(monitor),
inputPublisher(inputChannel),
lastEventTime(LONG_LONG_MAX), lastDispatchTime(LONG_LONG_MAX) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
}
InputDispatcher::Connection::~Connection() {
}
status_t InputDispatcher::Connection::initialize() {
return inputPublisher.initialize();
}
const char* InputDispatcher::Connection::getStatusLabel() const {
switch (status) {
case STATUS_NORMAL:
return "NORMAL";
case STATUS_BROKEN:
return "BROKEN";
case STATUS_ZOMBIE:
return "ZOMBIE";
default:
return "UNKNOWN";
}
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
InputDispatcher::DispatchEntry* InputDispatcher::Connection::findQueuedDispatchEntryForEvent(
const EventEntry* eventEntry) const {
for (DispatchEntry* dispatchEntry = outboundQueue.tail; dispatchEntry;
dispatchEntry = dispatchEntry->prev) {
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
if (dispatchEntry->eventEntry == eventEntry) {
return dispatchEntry;
}
}
return NULL;
}
// --- InputDispatcher::CommandEntry ---
InputDispatcher::CommandEntry::CommandEntry(Command command) :
command(command), eventTime(0), keyEntry(NULL), userActivityEventType(0), handled(false) {
}
InputDispatcher::CommandEntry::~CommandEntry() {
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// --- InputDispatcher::TouchState ---
InputDispatcher::TouchState::TouchState() :
Fix crashes caused by some input devices. The touch screen sometimes reports more than 10 pointers even though that's all we asked for. When this happens, we start dropping events with more than 10 pointers. This confuses applications and causes them to crash. Raised the limit to 16 pointers. Bug: 3331247 The default behavior was to identify all touch devices as touch screens. External devices that are plugged in are more likely to be touch pads not attached to a screen. Changed the default to be a touch pad and renamed some internal constants to avoid confusion. A certain mouse happens to also behave like a touch pad. That caused problems because we would see multiple concurrent traces of motion events coming from the same input device so we would batch them up. Added code to ensure that we don't batch events unless they come from the same *source* in addition to coming from the same *device*. Due to batching or misbehaving drivers, it's possible for the set of pointer ids to be different from what we expect when it comes time to split motion events across windows. As a result, we can generate motion events with 0 pointers. When we try to deliver those events, we cause an error in the InputTransport so we tear down the InputChannel and kill the application. Added code to check out assumption about pointer ids and drop the event gracefully instead. Patched up the tests to take into account the change in default behavior for identifying touch screens and touch pads. Change-Id: Ic364bd4cb4cc6335d4a1213a26d6bdadc7e33505
2011-01-25 16:02:22 -08:00
down(false), split(false), deviceId(-1), source(0) {
}
InputDispatcher::TouchState::~TouchState() {
}
void InputDispatcher::TouchState::reset() {
down = false;
split = false;
deviceId = -1;
Fix crashes caused by some input devices. The touch screen sometimes reports more than 10 pointers even though that's all we asked for. When this happens, we start dropping events with more than 10 pointers. This confuses applications and causes them to crash. Raised the limit to 16 pointers. Bug: 3331247 The default behavior was to identify all touch devices as touch screens. External devices that are plugged in are more likely to be touch pads not attached to a screen. Changed the default to be a touch pad and renamed some internal constants to avoid confusion. A certain mouse happens to also behave like a touch pad. That caused problems because we would see multiple concurrent traces of motion events coming from the same input device so we would batch them up. Added code to ensure that we don't batch events unless they come from the same *source* in addition to coming from the same *device*. Due to batching or misbehaving drivers, it's possible for the set of pointer ids to be different from what we expect when it comes time to split motion events across windows. As a result, we can generate motion events with 0 pointers. When we try to deliver those events, we cause an error in the InputTransport so we tear down the InputChannel and kill the application. Added code to check out assumption about pointer ids and drop the event gracefully instead. Patched up the tests to take into account the change in default behavior for identifying touch screens and touch pads. Change-Id: Ic364bd4cb4cc6335d4a1213a26d6bdadc7e33505
2011-01-25 16:02:22 -08:00
source = 0;
windows.clear();
}
void InputDispatcher::TouchState::copyFrom(const TouchState& other) {
down = other.down;
split = other.split;
deviceId = other.deviceId;
Fix crashes caused by some input devices. The touch screen sometimes reports more than 10 pointers even though that's all we asked for. When this happens, we start dropping events with more than 10 pointers. This confuses applications and causes them to crash. Raised the limit to 16 pointers. Bug: 3331247 The default behavior was to identify all touch devices as touch screens. External devices that are plugged in are more likely to be touch pads not attached to a screen. Changed the default to be a touch pad and renamed some internal constants to avoid confusion. A certain mouse happens to also behave like a touch pad. That caused problems because we would see multiple concurrent traces of motion events coming from the same input device so we would batch them up. Added code to ensure that we don't batch events unless they come from the same *source* in addition to coming from the same *device*. Due to batching or misbehaving drivers, it's possible for the set of pointer ids to be different from what we expect when it comes time to split motion events across windows. As a result, we can generate motion events with 0 pointers. When we try to deliver those events, we cause an error in the InputTransport so we tear down the InputChannel and kill the application. Added code to check out assumption about pointer ids and drop the event gracefully instead. Patched up the tests to take into account the change in default behavior for identifying touch screens and touch pads. Change-Id: Ic364bd4cb4cc6335d4a1213a26d6bdadc7e33505
2011-01-25 16:02:22 -08:00
source = other.source;
windows = other.windows;
}
void InputDispatcher::TouchState::addOrUpdateWindow(const sp<InputWindowHandle>& windowHandle,
int32_t targetFlags, BitSet32 pointerIds) {
if (targetFlags & InputTarget::FLAG_SPLIT) {
split = true;
}
for (size_t i = 0; i < windows.size(); i++) {
TouchedWindow& touchedWindow = windows.editItemAt(i);
if (touchedWindow.windowHandle == windowHandle) {
touchedWindow.targetFlags |= targetFlags;
if (targetFlags & InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT) {
touchedWindow.targetFlags &= ~InputTarget::FLAG_DISPATCH_AS_IS;
}
touchedWindow.pointerIds.value |= pointerIds.value;
return;
}
}
windows.push();
TouchedWindow& touchedWindow = windows.editTop();
touchedWindow.windowHandle = windowHandle;
touchedWindow.targetFlags = targetFlags;
touchedWindow.pointerIds = pointerIds;
}
void InputDispatcher::TouchState::filterNonAsIsTouchWindows() {
for (size_t i = 0 ; i < windows.size(); ) {
TouchedWindow& window = windows.editItemAt(i);
if (window.targetFlags & (InputTarget::FLAG_DISPATCH_AS_IS
| InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER)) {
window.targetFlags &= ~InputTarget::FLAG_DISPATCH_MASK;
window.targetFlags |= InputTarget::FLAG_DISPATCH_AS_IS;
i += 1;
} else {
windows.removeAt(i);
}
}
}
sp<InputWindowHandle> InputDispatcher::TouchState::getFirstForegroundWindowHandle() const {
for (size_t i = 0; i < windows.size(); i++) {
const TouchedWindow& window = windows.itemAt(i);
if (window.targetFlags & InputTarget::FLAG_FOREGROUND) {
return window.windowHandle;
}
}
return NULL;
}
bool InputDispatcher::TouchState::isSlippery() const {
// Must have exactly one foreground window.
bool haveSlipperyForegroundWindow = false;
for (size_t i = 0; i < windows.size(); i++) {
const TouchedWindow& window = windows.itemAt(i);
if (window.targetFlags & InputTarget::FLAG_FOREGROUND) {
Fix input channel leak. Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
2011-08-30 20:34:48 -07:00
if (haveSlipperyForegroundWindow
|| !(window.windowHandle->getInfo()->layoutParamsFlags
& InputWindowInfo::FLAG_SLIPPERY)) {
return false;
}
haveSlipperyForegroundWindow = true;
}
}
return haveSlipperyForegroundWindow;
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-22 18:58:52 -07:00
// --- InputDispatcherThread ---
InputDispatcherThread::InputDispatcherThread(const sp<InputDispatcherInterface>& dispatcher) :
Thread(/*canCallJava*/ true), mDispatcher(dispatcher) {
}
InputDispatcherThread::~InputDispatcherThread() {
}
bool InputDispatcherThread::threadLoop() {
mDispatcher->dispatchOnce();
return true;
}
} // namespace android