android_frameworks_base/services/jni/com_android_server_InputManager.cpp

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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
/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define LOG_TAG "InputManager-JNI"
//#define LOG_NDEBUG 0
// Log debug messages about InputReaderPolicy
#define DEBUG_INPUT_READER_POLICY 1
// Log debug messages about InputDispatcherPolicy
#define DEBUG_INPUT_DISPATCHER_POLICY 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
#include "JNIHelp.h"
#include "jni.h"
#include <android_runtime/AndroidRuntime.h>
#include <ui/InputReader.h>
#include <ui/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 <ui/InputManager.h>
#include <ui/InputTransport.h>
#include <utils/Log.h>
#include <utils/threads.h>
#include "../../core/jni/android_view_KeyEvent.h"
#include "../../core/jni/android_view_MotionEvent.h"
#include "../../core/jni/android_view_InputChannel.h"
#include "../../core/jni/android_view_InputTarget.h"
namespace android {
// ----------------------------------------------------------------------------
static struct {
jclass clazz;
jmethodID isScreenOn;
jmethodID isScreenBright;
jmethodID notifyConfigurationChanged;
jmethodID notifyLidSwitchChanged;
jmethodID notifyInputChannelBroken;
jmethodID notifyInputChannelANR;
jmethodID notifyInputChannelRecoveredFromANR;
jmethodID virtualKeyFeedback;
jmethodID hackInterceptKey;
jmethodID goToSleep;
jmethodID pokeUserActivityForKey;
jmethodID notifyAppSwitchComing;
jmethodID filterTouchEvents;
jmethodID filterJumpyTouchEvents;
jmethodID getVirtualKeyDefinitions;
jmethodID getExcludedDeviceNames;
jmethodID getKeyEventTargets;
jmethodID getMotionEventTargets;
} gCallbacksClassInfo;
static struct {
jclass clazz;
jfieldID scanCode;
jfieldID centerX;
jfieldID centerY;
jfieldID width;
jfieldID height;
} gVirtualKeyDefinitionClassInfo;
static struct {
jclass clazz;
jmethodID ctor;
jfieldID mArray;
} gInputTargetListClassInfo;
// ----------------------------------------------------------------------------
class NativeInputManager : public virtual RefBase,
public virtual InputReaderPolicyInterface,
public virtual InputDispatcherPolicyInterface {
protected:
virtual ~NativeInputManager();
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
public:
NativeInputManager(jobject callbacksObj);
inline sp<InputManager> getInputManager() const { return mInputManager; }
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 setDisplaySize(int32_t displayId, int32_t width, int32_t height);
void setDisplayOrientation(int32_t displayId, int32_t orientation);
status_t registerInputChannel(JNIEnv* env, const sp<InputChannel>& inputChannel,
jweak inputChannelObjWeak);
status_t unregisterInputChannel(JNIEnv* env, const sp<InputChannel>& inputChannel);
/* --- InputReaderPolicyInterface implementation --- */
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
virtual bool getDisplayInfo(int32_t displayId,
int32_t* width, int32_t* height, int32_t* orientation);
virtual void virtualKeyFeedback(nsecs_t when, int32_t deviceId,
int32_t action, int32_t flags, int32_t keyCode,
int32_t scanCode, int32_t metaState, nsecs_t downTime);
virtual int32_t interceptKey(nsecs_t when, int32_t deviceId,
bool down, int32_t keyCode, int32_t scanCode, uint32_t policyFlags);
virtual int32_t interceptTrackball(nsecs_t when, bool buttonChanged, bool buttonDown,
bool rolled);
virtual int32_t interceptTouch(nsecs_t when);
virtual int32_t interceptSwitch(nsecs_t when, int32_t switchCode, int32_t switchValue);
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
virtual bool filterTouchEvents();
virtual bool filterJumpyTouchEvents();
virtual void getVirtualKeyDefinitions(const String8& deviceName,
Vector<InputReaderPolicyInterface::VirtualKeyDefinition>& outVirtualKeyDefinitions);
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
virtual void getExcludedDeviceNames(Vector<String8>& outExcludedDeviceNames);
/* --- InputDispatcherPolicyInterface implementation --- */
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
virtual void notifyConfigurationChanged(nsecs_t when);
virtual void notifyInputChannelBroken(const sp<InputChannel>& inputChannel);
virtual bool notifyInputChannelANR(const sp<InputChannel>& inputChannel,
nsecs_t& outNewTimeout);
virtual void notifyInputChannelRecoveredFromANR(const sp<InputChannel>& inputChannel);
virtual nsecs_t getKeyRepeatTimeout();
virtual int32_t getKeyEventTargets(KeyEvent* keyEvent, uint32_t policyFlags,
int32_t injectorPid, int32_t injectorUid, Vector<InputTarget>& outTargets);
virtual int32_t getMotionEventTargets(MotionEvent* motionEvent, uint32_t policyFlags,
int32_t injectorPid, int32_t injectorUid, Vector<InputTarget>& outTargets);
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
private:
sp<InputManager> mInputManager;
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
jobject mCallbacksObj;
jobject mReusableInputTargetListObj;
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
// Cached filtering policies.
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 mFilterTouchEvents;
int32_t mFilterJumpyTouchEvents;
// Cached display state. (lock mDisplayLock)
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
Mutex mDisplayLock;
int32_t mDisplayWidth, mDisplayHeight;
int32_t mDisplayOrientation;
// Callbacks.
bool isScreenOn();
bool isScreenBright();
// Weak references to all currently registered input channels by receive fd.
Mutex mInputChannelRegistryLock;
KeyedVector<int, jweak> mInputChannelObjWeakByReceiveFd;
jobject getInputChannelObjLocal(JNIEnv* env, const sp<InputChannel>& inputChannel);
static inline JNIEnv* jniEnv() {
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 AndroidRuntime::getJNIEnv();
}
static bool isAppSwitchKey(int32_t keyCode);
static bool checkAndClearExceptionFromCallback(JNIEnv* env, const char* methodName);
static void populateInputTargets(JNIEnv* env, jobject inputTargetListObj,
Vector<InputTarget>& outTargets);
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
};
// ----------------------------------------------------------------------------
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
NativeInputManager::NativeInputManager(jobject callbacksObj) :
mFilterTouchEvents(-1), mFilterJumpyTouchEvents(-1),
mDisplayWidth(-1), mDisplayHeight(-1), mDisplayOrientation(-1) {
JNIEnv* env = jniEnv();
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
mCallbacksObj = env->NewGlobalRef(callbacksObj);
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
jobject inputTargetListObj = env->NewObject(gInputTargetListClassInfo.clazz,
gInputTargetListClassInfo.ctor);
mReusableInputTargetListObj = env->NewGlobalRef(inputTargetListObj);
env->DeleteLocalRef(inputTargetListObj);
sp<EventHub> eventHub = new EventHub();
mInputManager = new InputManager(eventHub, this, this);
}
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
NativeInputManager::~NativeInputManager() {
JNIEnv* env = jniEnv();
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
env->DeleteGlobalRef(mCallbacksObj);
env->DeleteGlobalRef(mReusableInputTargetListObj);
}
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 NativeInputManager::isAppSwitchKey(int32_t keyCode) {
return keyCode == KEYCODE_HOME || keyCode == KEYCODE_ENDCALL;
}
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 NativeInputManager::checkAndClearExceptionFromCallback(JNIEnv* env, const char* methodName) {
if (env->ExceptionCheck()) {
LOGE("An exception was thrown by callback '%s'.", methodName);
LOGE_EX(env);
env->ExceptionClear();
return true;
}
return false;
}
void NativeInputManager::setDisplaySize(int32_t displayId, int32_t width, int32_t height) {
if (displayId == 0) {
AutoMutex _l(mDisplayLock);
mDisplayWidth = width;
mDisplayHeight = height;
}
}
void NativeInputManager::setDisplayOrientation(int32_t displayId, int32_t orientation) {
if (displayId == 0) {
AutoMutex _l(mDisplayLock);
mDisplayOrientation = orientation;
}
}
status_t NativeInputManager::registerInputChannel(JNIEnv* env,
const sp<InputChannel>& inputChannel, jobject inputChannelObj) {
jweak inputChannelObjWeak = env->NewWeakGlobalRef(inputChannelObj);
if (! inputChannelObjWeak) {
LOGE("Could not create weak reference for input channel.");
LOGE_EX(env);
return NO_MEMORY;
}
status_t status;
{
AutoMutex _l(mInputChannelRegistryLock);
ssize_t index = mInputChannelObjWeakByReceiveFd.indexOfKey(
inputChannel->getReceivePipeFd());
if (index >= 0) {
LOGE("Input channel object '%s' has already been registered",
inputChannel->getName().string());
status = INVALID_OPERATION;
goto DeleteWeakRef;
}
mInputChannelObjWeakByReceiveFd.add(inputChannel->getReceivePipeFd(),
inputChannelObjWeak);
}
status = mInputManager->registerInputChannel(inputChannel);
if (! status) {
return OK;
}
{
AutoMutex _l(mInputChannelRegistryLock);
mInputChannelObjWeakByReceiveFd.removeItem(inputChannel->getReceivePipeFd());
}
DeleteWeakRef:
env->DeleteWeakGlobalRef(inputChannelObjWeak);
return status;
}
status_t NativeInputManager::unregisterInputChannel(JNIEnv* env,
const sp<InputChannel>& inputChannel) {
jweak inputChannelObjWeak;
{
AutoMutex _l(mInputChannelRegistryLock);
ssize_t index = mInputChannelObjWeakByReceiveFd.indexOfKey(
inputChannel->getReceivePipeFd());
if (index < 0) {
LOGE("Input channel object '%s' is not currently registered",
inputChannel->getName().string());
return INVALID_OPERATION;
}
inputChannelObjWeak = mInputChannelObjWeakByReceiveFd.valueAt(index);
mInputChannelObjWeakByReceiveFd.removeItemsAt(index);
}
env->DeleteWeakGlobalRef(inputChannelObjWeak);
return mInputManager->unregisterInputChannel(inputChannel);
}
jobject NativeInputManager::getInputChannelObjLocal(JNIEnv* env,
const sp<InputChannel>& inputChannel) {
{
AutoMutex _l(mInputChannelRegistryLock);
ssize_t index = mInputChannelObjWeakByReceiveFd.indexOfKey(
inputChannel->getReceivePipeFd());
if (index < 0) {
return NULL;
}
jweak inputChannelObjWeak = mInputChannelObjWeakByReceiveFd.valueAt(index);
return env->NewLocalRef(inputChannelObjWeak);
}
}
bool NativeInputManager::getDisplayInfo(int32_t displayId,
int32_t* width, int32_t* height, int32_t* orientation) {
bool result = false;
if (displayId == 0) {
AutoMutex _l(mDisplayLock);
if (mDisplayWidth > 0) {
*width = mDisplayWidth;
*height = mDisplayHeight;
*orientation = mDisplayOrientation;
result = true;
}
}
return result;
}
bool NativeInputManager::isScreenOn() {
JNIEnv* env = jniEnv();
jboolean result = env->CallBooleanMethod(mCallbacksObj, gCallbacksClassInfo.isScreenOn);
if (checkAndClearExceptionFromCallback(env, "isScreenOn")) {
return true;
}
return result;
}
bool NativeInputManager::isScreenBright() {
JNIEnv* env = jniEnv();
jboolean result = env->CallBooleanMethod(mCallbacksObj, gCallbacksClassInfo.isScreenBright);
if (checkAndClearExceptionFromCallback(env, "isScreenBright")) {
return true;
}
return result;
}
void NativeInputManager::virtualKeyFeedback(nsecs_t when, int32_t deviceId,
int32_t action, int32_t flags, int32_t keyCode,
int32_t scanCode, int32_t metaState, nsecs_t downTime) {
#if DEBUG_INPUT_READER_POLICY
LOGD("virtualKeyFeedback - when=%lld, deviceId=%d, action=%d, flags=%d, keyCode=%d, "
"scanCode=%d, metaState=%d, downTime=%lld",
when, deviceId, action, flags, keyCode, scanCode, metaState, downTime);
#endif
JNIEnv* env = jniEnv();
env->CallVoidMethod(mCallbacksObj, gCallbacksClassInfo.virtualKeyFeedback,
when, deviceId, action, flags, keyCode, scanCode, metaState, downTime);
checkAndClearExceptionFromCallback(env, "virtualKeyFeedback");
}
int32_t NativeInputManager::interceptKey(nsecs_t when,
int32_t deviceId, bool down, int32_t keyCode, int32_t scanCode, uint32_t policyFlags) {
#if DEBUG_INPUT_READER_POLICY
LOGD("interceptKey - when=%lld, deviceId=%d, down=%d, keyCode=%d, scanCode=%d, "
"policyFlags=%d",
when, deviceId, down, keyCode, scanCode, policyFlags);
#endif
const int32_t WM_ACTION_PASS_TO_USER = 1;
const int32_t WM_ACTION_POKE_USER_ACTIVITY = 2;
const int32_t WM_ACTION_GO_TO_SLEEP = 4;
JNIEnv* env = jniEnv();
bool isScreenOn = this->isScreenOn();
bool isScreenBright = this->isScreenBright();
jint wmActions = env->CallIntMethod(mCallbacksObj, gCallbacksClassInfo.hackInterceptKey,
deviceId, EV_KEY, scanCode, keyCode, policyFlags, down ? 1 : 0, when, isScreenOn);
if (checkAndClearExceptionFromCallback(env, "hackInterceptKey")) {
wmActions = 0;
}
int32_t actions = InputReaderPolicyInterface::ACTION_NONE;
if (! isScreenOn) {
// Key presses and releases wake the device.
actions |= InputReaderPolicyInterface::ACTION_WOKE_HERE;
}
if (! isScreenBright) {
// Key presses and releases brighten the screen if dimmed.
actions |= InputReaderPolicyInterface::ACTION_BRIGHT_HERE;
}
if (wmActions & WM_ACTION_GO_TO_SLEEP) {
env->CallVoidMethod(mCallbacksObj, gCallbacksClassInfo.goToSleep, when);
checkAndClearExceptionFromCallback(env, "goToSleep");
}
if (wmActions & WM_ACTION_POKE_USER_ACTIVITY) {
env->CallVoidMethod(mCallbacksObj, gCallbacksClassInfo.pokeUserActivityForKey, when);
checkAndClearExceptionFromCallback(env, "pokeUserActivityForKey");
}
if (wmActions & WM_ACTION_PASS_TO_USER) {
actions |= InputReaderPolicyInterface::ACTION_DISPATCH;
if (down && isAppSwitchKey(keyCode)) {
env->CallVoidMethod(mCallbacksObj, gCallbacksClassInfo.notifyAppSwitchComing);
checkAndClearExceptionFromCallback(env, "notifyAppSwitchComing");
actions |= InputReaderPolicyInterface::ACTION_APP_SWITCH_COMING;
}
}
return actions;
}
int32_t NativeInputManager::interceptTouch(nsecs_t when) {
#if DEBUG_INPUT_READER_POLICY
LOGD("interceptTouch - when=%lld", when);
#endif
int32_t actions = InputReaderPolicyInterface::ACTION_NONE;
if (isScreenOn()) {
// Only dispatch touch events when the device is awake.
actions |= InputReaderPolicyInterface::ACTION_DISPATCH;
}
if (! isScreenBright()) {
// Brighten the screen if dimmed.
actions |= InputReaderPolicyInterface::ACTION_BRIGHT_HERE;
}
return actions;
}
int32_t NativeInputManager::interceptTrackball(nsecs_t when,
bool buttonChanged, bool buttonDown, bool rolled) {
#if DEBUG_INPUT_READER_POLICY
LOGD("interceptTrackball - when=%lld, buttonChanged=%d, buttonDown=%d, rolled=%d",
when, buttonChanged, buttonDown, rolled);
#endif
int32_t actions = InputReaderPolicyInterface::ACTION_NONE;
if (isScreenOn()) {
// Only dispatch trackball events when the device is awake.
actions |= InputReaderPolicyInterface::ACTION_DISPATCH;
}
if (! isScreenBright()) {
// Brighten the screen if dimmed.
actions |= InputReaderPolicyInterface::ACTION_BRIGHT_HERE;
}
return actions;
}
int32_t NativeInputManager::interceptSwitch(nsecs_t when, int32_t switchCode,
int32_t switchValue) {
#if DEBUG_INPUT_READER_POLICY
LOGD("interceptSwitch - when=%lld, switchCode=%d, switchValue=%d",
when, switchCode, switchValue);
#endif
JNIEnv* env = jniEnv();
switch (switchCode) {
case SW_LID:
env->CallVoidMethod(mCallbacksObj, gCallbacksClassInfo.notifyLidSwitchChanged,
when, switchValue == 0);
checkAndClearExceptionFromCallback(env, "notifyLidSwitchChanged");
break;
}
return InputReaderPolicyInterface::ACTION_NONE;
}
bool NativeInputManager::filterTouchEvents() {
if (mFilterTouchEvents < 0) {
JNIEnv* env = jniEnv();
jboolean result = env->CallBooleanMethod(mCallbacksObj,
gCallbacksClassInfo.filterTouchEvents);
if (checkAndClearExceptionFromCallback(env, "filterTouchEvents")) {
result = false;
}
mFilterTouchEvents = result ? 1 : 0;
}
return mFilterTouchEvents;
}
bool NativeInputManager::filterJumpyTouchEvents() {
if (mFilterJumpyTouchEvents < 0) {
JNIEnv* env = jniEnv();
jboolean result = env->CallBooleanMethod(mCallbacksObj,
gCallbacksClassInfo.filterJumpyTouchEvents);
if (checkAndClearExceptionFromCallback(env, "filterJumpyTouchEvents")) {
result = false;
}
mFilterJumpyTouchEvents = result ? 1 : 0;
}
return mFilterJumpyTouchEvents;
}
void NativeInputManager::getVirtualKeyDefinitions(const String8& deviceName,
Vector<InputReaderPolicyInterface::VirtualKeyDefinition>& outVirtualKeyDefinitions) {
JNIEnv* env = jniEnv();
jstring deviceNameStr = env->NewStringUTF(deviceName.string());
if (! checkAndClearExceptionFromCallback(env, "getVirtualKeyDefinitions")) {
jobjectArray result = jobjectArray(env->CallObjectMethod(mCallbacksObj,
gCallbacksClassInfo.getVirtualKeyDefinitions, deviceNameStr));
if (! checkAndClearExceptionFromCallback(env, "getVirtualKeyDefinitions") && result) {
jsize length = env->GetArrayLength(result);
for (jsize i = 0; i < length; i++) {
jobject item = env->GetObjectArrayElement(result, i);
outVirtualKeyDefinitions.add();
outVirtualKeyDefinitions.editTop().scanCode =
int32_t(env->GetIntField(item, gVirtualKeyDefinitionClassInfo.scanCode));
outVirtualKeyDefinitions.editTop().centerX =
int32_t(env->GetIntField(item, gVirtualKeyDefinitionClassInfo.centerX));
outVirtualKeyDefinitions.editTop().centerY =
int32_t(env->GetIntField(item, gVirtualKeyDefinitionClassInfo.centerY));
outVirtualKeyDefinitions.editTop().width =
int32_t(env->GetIntField(item, gVirtualKeyDefinitionClassInfo.width));
outVirtualKeyDefinitions.editTop().height =
int32_t(env->GetIntField(item, gVirtualKeyDefinitionClassInfo.height));
env->DeleteLocalRef(item);
}
env->DeleteLocalRef(result);
}
env->DeleteLocalRef(deviceNameStr);
}
}
void NativeInputManager::getExcludedDeviceNames(Vector<String8>& outExcludedDeviceNames) {
JNIEnv* env = jniEnv();
jobjectArray result = jobjectArray(env->CallObjectMethod(mCallbacksObj,
gCallbacksClassInfo.getExcludedDeviceNames));
if (! checkAndClearExceptionFromCallback(env, "getExcludedDeviceNames") && result) {
jsize length = env->GetArrayLength(result);
for (jsize i = 0; i < length; i++) {
jstring item = jstring(env->GetObjectArrayElement(result, i));
const char* deviceNameChars = env->GetStringUTFChars(item, NULL);
outExcludedDeviceNames.add(String8(deviceNameChars));
env->ReleaseStringUTFChars(item, deviceNameChars);
env->DeleteLocalRef(item);
}
env->DeleteLocalRef(result);
}
}
void NativeInputManager::notifyConfigurationChanged(nsecs_t when) {
#if DEBUG_INPUT_DISPATCHER_POLICY
LOGD("notifyConfigurationChanged - when=%lld", when);
#endif
JNIEnv* env = jniEnv();
InputConfiguration config;
mInputManager->getInputConfiguration(& config);
env->CallVoidMethod(mCallbacksObj, gCallbacksClassInfo.notifyConfigurationChanged,
when, config.touchScreen, config.keyboard, config.navigation);
checkAndClearExceptionFromCallback(env, "notifyConfigurationChanged");
}
void NativeInputManager::notifyInputChannelBroken(const sp<InputChannel>& inputChannel) {
#if DEBUG_INPUT_DISPATCHER_POLICY
LOGD("notifyInputChannelBroken - inputChannel='%s'", inputChannel->getName().string());
#endif
JNIEnv* env = jniEnv();
jobject inputChannelObjLocal = getInputChannelObjLocal(env, inputChannel);
if (inputChannelObjLocal) {
env->CallVoidMethod(mCallbacksObj, gCallbacksClassInfo.notifyInputChannelBroken,
inputChannelObjLocal);
checkAndClearExceptionFromCallback(env, "notifyInputChannelBroken");
env->DeleteLocalRef(inputChannelObjLocal);
}
}
bool NativeInputManager::notifyInputChannelANR(const sp<InputChannel>& inputChannel,
nsecs_t& outNewTimeout) {
#if DEBUG_INPUT_DISPATCHER_POLICY
LOGD("notifyInputChannelANR - inputChannel='%s'",
inputChannel->getName().string());
#endif
JNIEnv* env = jniEnv();
jlong newTimeout;
jobject inputChannelObjLocal = getInputChannelObjLocal(env, inputChannel);
if (inputChannelObjLocal) {
newTimeout = env->CallLongMethod(mCallbacksObj,
gCallbacksClassInfo.notifyInputChannelANR, inputChannelObjLocal);
if (checkAndClearExceptionFromCallback(env, "notifyInputChannelANR")) {
newTimeout = -2;
}
env->DeleteLocalRef(inputChannelObjLocal);
} else {
newTimeout = -2;
}
if (newTimeout == -2) {
return false; // abort
}
outNewTimeout = newTimeout;
return true; // resume
}
void NativeInputManager::notifyInputChannelRecoveredFromANR(const sp<InputChannel>& inputChannel) {
#if DEBUG_INPUT_DISPATCHER_POLICY
LOGD("notifyInputChannelRecoveredFromANR - inputChannel='%s'",
inputChannel->getName().string());
#endif
JNIEnv* env = jniEnv();
jobject inputChannelObjLocal = getInputChannelObjLocal(env, inputChannel);
if (inputChannelObjLocal) {
env->CallVoidMethod(mCallbacksObj, gCallbacksClassInfo.notifyInputChannelRecoveredFromANR,
inputChannelObjLocal);
checkAndClearExceptionFromCallback(env, "notifyInputChannelRecoveredFromANR");
env->DeleteLocalRef(inputChannelObjLocal);
}
}
nsecs_t NativeInputManager::getKeyRepeatTimeout() {
if (! isScreenOn()) {
// Disable key repeat when the screen is off.
return -1;
} else {
// TODO use ViewConfiguration.getLongPressTimeout()
return milliseconds_to_nanoseconds(500);
}
}
int32_t NativeInputManager::getKeyEventTargets(KeyEvent* keyEvent, uint32_t policyFlags,
int32_t injectorPid, int32_t injectorUid, Vector<InputTarget>& outTargets) {
#if DEBUG_INPUT_DISPATCHER_POLICY
LOGD("getKeyEventTargets - policyFlags=%d, injectorPid=%d, injectorUid=%d",
policyFlags, injectorPid, injectorUid);
#endif
JNIEnv* env = jniEnv();
jint injectionResult;
jobject keyEventObj = android_view_KeyEvent_fromNative(env, keyEvent);
if (! keyEventObj) {
LOGE("Could not obtain DVM KeyEvent object to get key event targets.");
injectionResult = INPUT_EVENT_INJECTION_FAILED;
} else {
jint injectionResult = env->CallIntMethod(mCallbacksObj,
gCallbacksClassInfo.getKeyEventTargets, mReusableInputTargetListObj,
keyEventObj, jint(keyEvent->getNature()), jint(policyFlags),
jint(injectorPid), jint(injectorUid));
if (checkAndClearExceptionFromCallback(env, "getKeyEventTargets")) {
injectionResult = INPUT_EVENT_INJECTION_FAILED;
} else {
populateInputTargets(env, mReusableInputTargetListObj, outTargets);
}
env->DeleteLocalRef(keyEventObj);
}
return injectionResult;
}
int32_t NativeInputManager::getMotionEventTargets(MotionEvent* motionEvent, uint32_t policyFlags,
int32_t injectorPid, int32_t injectorUid, Vector<InputTarget>& outTargets) {
#if DEBUG_INPUT_DISPATCHER_POLICY
LOGD("getMotionEventTargets - policyFlags=%d, injectorPid=%d, injectorUid=%d",
policyFlags, injectorPid, injectorUid);
#endif
JNIEnv* env = jniEnv();
jint injectionResult;
jobject motionEventObj = android_view_MotionEvent_fromNative(env, motionEvent);
if (! motionEventObj) {
LOGE("Could not obtain DVM MotionEvent object to get key event targets.");
injectionResult = INPUT_EVENT_INJECTION_FAILED;
} else {
jint injectionResult = env->CallIntMethod(mCallbacksObj,
gCallbacksClassInfo.getMotionEventTargets, mReusableInputTargetListObj,
motionEventObj, jint(motionEvent->getNature()), jint(policyFlags),
jint(injectorPid), jint(injectorUid));
if (checkAndClearExceptionFromCallback(env, "getMotionEventTargets")) {
injectionResult = INPUT_EVENT_INJECTION_FAILED;
} else {
populateInputTargets(env, mReusableInputTargetListObj, outTargets);
}
android_view_MotionEvent_recycle(env, motionEventObj);
env->DeleteLocalRef(motionEventObj);
}
return injectionResult;
}
void NativeInputManager::populateInputTargets(JNIEnv* env, jobject inputTargetListObj,
Vector<InputTarget>& outTargets) {
jobjectArray inputTargetArray = jobjectArray(env->GetObjectField(
inputTargetListObj, gInputTargetListClassInfo.mArray));
jsize length = env->GetArrayLength(inputTargetArray);
for (jsize i = 0; i < length; i++) {
jobject item = env->GetObjectArrayElement(inputTargetArray, i);
if (! item) {
break; // found null element indicating end of used portion of the array
}
outTargets.add();
android_view_InputTarget_toNative(env, item, & outTargets.editTop());
env->DeleteLocalRef(item);
}
env->DeleteLocalRef(inputTargetArray);
}
// ----------------------------------------------------------------------------
static sp<NativeInputManager> gNativeInputManager;
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 bool checkInputManagerUnitialized(JNIEnv* env) {
if (gNativeInputManager == 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
LOGE("Input manager not initialized.");
jniThrowRuntimeException(env, "Input manager not initialized.");
return true;
}
return false;
}
static void android_server_InputManager_nativeInit(JNIEnv* env, jclass clazz,
jobject callbacks) {
if (gNativeInputManager == NULL) {
gNativeInputManager = new NativeInputManager(callbacks);
} else {
LOGE("Input manager already initialized.");
jniThrowRuntimeException(env, "Input manager already initialized.");
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 void android_server_InputManager_nativeStart(JNIEnv* env, jclass clazz) {
if (checkInputManagerUnitialized(env)) {
return;
}
status_t result = gNativeInputManager->getInputManager()->start();
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 (result) {
jniThrowRuntimeException(env, "Input manager could not be started.");
}
}
static void android_server_InputManager_nativeSetDisplaySize(JNIEnv* env, jclass clazz,
jint displayId, jint width, jint height) {
if (checkInputManagerUnitialized(env)) {
return;
}
// XXX we could get this from the SurfaceFlinger directly instead of requiring it
// to be passed in like this, not sure which is better but leaving it like this
// keeps the window manager in direct control of when display transitions propagate down
// to the input dispatcher
gNativeInputManager->setDisplaySize(displayId, width, height);
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 void android_server_InputManager_nativeSetDisplayOrientation(JNIEnv* env, jclass clazz,
jint displayId, jint orientation) {
if (checkInputManagerUnitialized(env)) {
return;
}
gNativeInputManager->setDisplayOrientation(displayId, 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
}
static jint android_server_InputManager_nativeGetScanCodeState(JNIEnv* env, jclass clazz,
jint deviceId, jint deviceClasses, jint scanCode) {
if (checkInputManagerUnitialized(env)) {
return KEY_STATE_UNKNOWN;
}
return gNativeInputManager->getInputManager()->getScanCodeState(
deviceId, deviceClasses, 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
}
static jint android_server_InputManager_nativeGetKeyCodeState(JNIEnv* env, jclass clazz,
jint deviceId, jint deviceClasses, jint keyCode) {
if (checkInputManagerUnitialized(env)) {
return KEY_STATE_UNKNOWN;
}
return gNativeInputManager->getInputManager()->getKeyCodeState(
deviceId, deviceClasses, keyCode);
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 jint android_server_InputManager_nativeGetSwitchState(JNIEnv* env, jclass clazz,
jint deviceId, jint deviceClasses, jint sw) {
if (checkInputManagerUnitialized(env)) {
return KEY_STATE_UNKNOWN;
}
return gNativeInputManager->getInputManager()->getSwitchState(deviceId, deviceClasses, sw);
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 jboolean android_server_InputManager_nativeHasKeys(JNIEnv* env, jclass clazz,
jintArray keyCodes, jbooleanArray outFlags) {
if (checkInputManagerUnitialized(env)) {
return JNI_FALSE;
}
int32_t* codes = env->GetIntArrayElements(keyCodes, NULL);
uint8_t* flags = env->GetBooleanArrayElements(outFlags, NULL);
jsize numCodes = env->GetArrayLength(keyCodes);
jboolean result;
if (numCodes == env->GetArrayLength(outFlags)) {
result = gNativeInputManager->getInputManager()->hasKeys(numCodes, codes, 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
} else {
result = JNI_FALSE;
}
env->ReleaseBooleanArrayElements(outFlags, flags, 0);
env->ReleaseIntArrayElements(keyCodes, codes, 0);
return result;
}
static void throwInputChannelNotInitialized(JNIEnv* env) {
jniThrowException(env, "java/lang/IllegalStateException",
"inputChannel is not initialized");
}
static void android_server_InputManager_handleInputChannelDisposed(JNIEnv* env,
jobject inputChannelObj, const sp<InputChannel>& inputChannel, void* data) {
LOGW("Input channel object '%s' was disposed without first being unregistered with "
"the input manager!", inputChannel->getName().string());
if (gNativeInputManager != NULL) {
gNativeInputManager->unregisterInputChannel(env, 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
}
static void android_server_InputManager_nativeRegisterInputChannel(JNIEnv* env, jclass clazz,
jobject inputChannelObj) {
if (checkInputManagerUnitialized(env)) {
return;
}
sp<InputChannel> inputChannel = android_view_InputChannel_getInputChannel(env,
inputChannelObj);
if (inputChannel == NULL) {
throwInputChannelNotInitialized(env);
return;
}
status_t status = gNativeInputManager->registerInputChannel(
env, inputChannel, inputChannelObj);
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) {
jniThrowRuntimeException(env, "Failed to register input channel. "
"Check logs for details.");
return;
}
android_view_InputChannel_setDisposeCallback(env, inputChannelObj,
android_server_InputManager_handleInputChannelDisposed, NULL);
}
static void android_server_InputManager_nativeUnregisterInputChannel(JNIEnv* env, jclass clazz,
jobject inputChannelObj) {
if (checkInputManagerUnitialized(env)) {
return;
}
sp<InputChannel> inputChannel = android_view_InputChannel_getInputChannel(env,
inputChannelObj);
if (inputChannel == NULL) {
throwInputChannelNotInitialized(env);
return;
}
android_view_InputChannel_setDisposeCallback(env, inputChannelObj, NULL, NULL);
status_t status = gNativeInputManager->unregisterInputChannel(env, 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
if (status) {
jniThrowRuntimeException(env, "Failed to unregister input channel. "
"Check logs for details.");
}
}
static jint android_server_InputManager_nativeInjectKeyEvent(JNIEnv* env, jclass clazz,
jobject keyEventObj, jint nature, jint injectorPid, jint injectorUid,
jboolean sync, jint timeoutMillis) {
if (checkInputManagerUnitialized(env)) {
return INPUT_EVENT_INJECTION_FAILED;
}
KeyEvent keyEvent;
android_view_KeyEvent_toNative(env, keyEventObj, nature, & keyEvent);
return gNativeInputManager->getInputManager()->injectInputEvent(& keyEvent,
injectorPid, injectorUid, sync, timeoutMillis);
}
static jint android_server_InputManager_nativeInjectMotionEvent(JNIEnv* env, jclass clazz,
jobject motionEventObj, jint nature, jint injectorPid, jint injectorUid,
jboolean sync, jint timeoutMillis) {
if (checkInputManagerUnitialized(env)) {
return INPUT_EVENT_INJECTION_FAILED;
}
MotionEvent motionEvent;
android_view_MotionEvent_toNative(env, motionEventObj, nature, & motionEvent);
return gNativeInputManager->getInputManager()->injectInputEvent(& motionEvent,
injectorPid, injectorUid, sync, timeoutMillis);
}
// ----------------------------------------------------------------------------
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 JNINativeMethod gInputManagerMethods[] = {
/* name, signature, funcPtr */
{ "nativeInit", "(Lcom/android/server/InputManager$Callbacks;)V",
(void*) android_server_InputManager_nativeInit },
{ "nativeStart", "()V",
(void*) android_server_InputManager_nativeStart },
{ "nativeSetDisplaySize", "(III)V",
(void*) android_server_InputManager_nativeSetDisplaySize },
{ "nativeSetDisplayOrientation", "(II)V",
(void*) android_server_InputManager_nativeSetDisplayOrientation },
{ "nativeGetScanCodeState", "(III)I",
(void*) android_server_InputManager_nativeGetScanCodeState },
{ "nativeGetKeyCodeState", "(III)I",
(void*) android_server_InputManager_nativeGetKeyCodeState },
{ "nativeGetSwitchState", "(III)I",
(void*) android_server_InputManager_nativeGetSwitchState },
{ "nativeHasKeys", "([I[Z)Z",
(void*) android_server_InputManager_nativeHasKeys },
{ "nativeRegisterInputChannel", "(Landroid/view/InputChannel;)V",
(void*) android_server_InputManager_nativeRegisterInputChannel },
{ "nativeUnregisterInputChannel", "(Landroid/view/InputChannel;)V",
(void*) android_server_InputManager_nativeUnregisterInputChannel },
{ "nativeInjectKeyEvent", "(Landroid/view/KeyEvent;IIIZI)I",
(void*) android_server_InputManager_nativeInjectKeyEvent },
{ "nativeInjectMotionEvent", "(Landroid/view/MotionEvent;IIIZI)I",
(void*) android_server_InputManager_nativeInjectMotionEvent }
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 FIND_CLASS(var, className) \
var = env->FindClass(className); \
LOG_FATAL_IF(! var, "Unable to find class " className); \
var = jclass(env->NewGlobalRef(var));
#define GET_METHOD_ID(var, clazz, methodName, methodDescriptor) \
var = env->GetMethodID(clazz, methodName, methodDescriptor); \
LOG_FATAL_IF(! var, "Unable to find method " methodName);
#define GET_FIELD_ID(var, clazz, fieldName, fieldDescriptor) \
var = env->GetFieldID(clazz, fieldName, fieldDescriptor); \
LOG_FATAL_IF(! var, "Unable to find field " fieldName);
int register_android_server_InputManager(JNIEnv* env) {
int res = jniRegisterNativeMethods(env, "com/android/server/InputManager",
gInputManagerMethods, NELEM(gInputManagerMethods));
LOG_FATAL_IF(res < 0, "Unable to register native methods.");
// Callbacks
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
FIND_CLASS(gCallbacksClassInfo.clazz, "com/android/server/InputManager$Callbacks");
GET_METHOD_ID(gCallbacksClassInfo.isScreenOn, gCallbacksClassInfo.clazz,
"isScreenOn", "()Z");
GET_METHOD_ID(gCallbacksClassInfo.isScreenBright, gCallbacksClassInfo.clazz,
"isScreenBright", "()Z");
GET_METHOD_ID(gCallbacksClassInfo.notifyConfigurationChanged, gCallbacksClassInfo.clazz,
"notifyConfigurationChanged", "(JIII)V");
GET_METHOD_ID(gCallbacksClassInfo.notifyLidSwitchChanged, gCallbacksClassInfo.clazz,
"notifyLidSwitchChanged", "(JZ)V");
GET_METHOD_ID(gCallbacksClassInfo.notifyInputChannelBroken, gCallbacksClassInfo.clazz,
"notifyInputChannelBroken", "(Landroid/view/InputChannel;)V");
GET_METHOD_ID(gCallbacksClassInfo.notifyInputChannelANR, gCallbacksClassInfo.clazz,
"notifyInputChannelANR", "(Landroid/view/InputChannel;)J");
GET_METHOD_ID(gCallbacksClassInfo.notifyInputChannelRecoveredFromANR, gCallbacksClassInfo.clazz,
"notifyInputChannelRecoveredFromANR", "(Landroid/view/InputChannel;)V");
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
GET_METHOD_ID(gCallbacksClassInfo.virtualKeyFeedback, gCallbacksClassInfo.clazz,
"virtualKeyFeedback", "(JIIIIIIJ)V");
GET_METHOD_ID(gCallbacksClassInfo.hackInterceptKey, gCallbacksClassInfo.clazz,
"hackInterceptKey", "(IIIIIIJZ)I");
GET_METHOD_ID(gCallbacksClassInfo.goToSleep, gCallbacksClassInfo.clazz,
"goToSleep", "(J)V");
GET_METHOD_ID(gCallbacksClassInfo.pokeUserActivityForKey, gCallbacksClassInfo.clazz,
"pokeUserActivityForKey", "(J)V");
GET_METHOD_ID(gCallbacksClassInfo.notifyAppSwitchComing, gCallbacksClassInfo.clazz,
"notifyAppSwitchComing", "()V");
GET_METHOD_ID(gCallbacksClassInfo.filterTouchEvents, gCallbacksClassInfo.clazz,
"filterTouchEvents", "()Z");
GET_METHOD_ID(gCallbacksClassInfo.filterJumpyTouchEvents, gCallbacksClassInfo.clazz,
"filterJumpyTouchEvents", "()Z");
GET_METHOD_ID(gCallbacksClassInfo.getVirtualKeyDefinitions, gCallbacksClassInfo.clazz,
"getVirtualKeyDefinitions",
"(Ljava/lang/String;)[Lcom/android/server/InputManager$VirtualKeyDefinition;");
GET_METHOD_ID(gCallbacksClassInfo.getExcludedDeviceNames, gCallbacksClassInfo.clazz,
"getExcludedDeviceNames", "()[Ljava/lang/String;");
GET_METHOD_ID(gCallbacksClassInfo.getKeyEventTargets, gCallbacksClassInfo.clazz,
"getKeyEventTargets",
"(Lcom/android/server/InputTargetList;Landroid/view/KeyEvent;IIII)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
GET_METHOD_ID(gCallbacksClassInfo.getMotionEventTargets, gCallbacksClassInfo.clazz,
"getMotionEventTargets",
"(Lcom/android/server/InputTargetList;Landroid/view/MotionEvent;IIII)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
// VirtualKeyDefinition
FIND_CLASS(gVirtualKeyDefinitionClassInfo.clazz,
"com/android/server/InputManager$VirtualKeyDefinition");
GET_FIELD_ID(gVirtualKeyDefinitionClassInfo.scanCode, gVirtualKeyDefinitionClassInfo.clazz,
"scanCode", "I");
GET_FIELD_ID(gVirtualKeyDefinitionClassInfo.centerX, gVirtualKeyDefinitionClassInfo.clazz,
"centerX", "I");
GET_FIELD_ID(gVirtualKeyDefinitionClassInfo.centerY, gVirtualKeyDefinitionClassInfo.clazz,
"centerY", "I");
GET_FIELD_ID(gVirtualKeyDefinitionClassInfo.width, gVirtualKeyDefinitionClassInfo.clazz,
"width", "I");
GET_FIELD_ID(gVirtualKeyDefinitionClassInfo.height, gVirtualKeyDefinitionClassInfo.clazz,
"height", "I");
// InputTargetList
FIND_CLASS(gInputTargetListClassInfo.clazz, "com/android/server/InputTargetList");
GET_METHOD_ID(gInputTargetListClassInfo.ctor, gInputTargetListClassInfo.clazz,
"<init>", "()V");
GET_FIELD_ID(gInputTargetListClassInfo.mArray, gInputTargetListClassInfo.clazz,
"mArray", "[Landroid/view/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
return 0;
}
} /* namespace android */