Added a new PointerIcon API (hidden for now) for loading
pointer icons.
Fixed a starvation problem in the native Looper's sendMessage
implementation which caused new messages to be posted ahead
of old messages sent with sendMessageDelayed.
Redesigned the touch pad gestures to be defined in terms of
more fluid finger / spot movements. The objective is to reinforce
the natural mapping between fingers and spots which means there
must not be any discontinuities in spot motion relative to
the fingers.
Removed the SpotController stub and folded its responsibilities
into PointerController.
Change-Id: Ib647dbd7a57a7f30dd9c6e2c260df51d7bbdd18e
Refactored PointerController to extract the surface management
code to a new component called a SpriteController so that it can
be used to move finger tracking spots around the screen as well.
The SpriteController is designed to fully decouple the client from
any latency introduced by surface transactions and drawing.
All sprite updates are performed asynchronously on the Looper using
a copy of the sprite state.
Added a stub SpotController implementation for touch pad UX.
It will be implemented in a subsequent patch.
Fixed a little bug in pointer orientation changes when entering
DISPLAY_ORIENTATION_90 the x offset was clobbered.
Change-Id: I6d59d80df9af61e93af50290e7776337d10c9d5a
Some drivers report individual finger updates one at a time
instead of all at once. When 10 fingers are down, this can
cause the framework to have to handle 10 times as many events
each with 10 times as much data. Applications like
PointerLocation would get significantly bogged down by all
of the redundant samples.
This change coalesces samples that are closely spaced in time,
before they are dispatched, as part of the motion event batching
protocol.
Increased the size of the InputChannel shared memory buffer so
that applications can catch up faster if they accumulate a
backlog of samples.
Change-Id: Ibc6abf8af027d9003011ac75caa12941080caba3
This enlarges the window of opportunity for batching to
encompass time spent for the window to become ready (while it is
busy processing the last event).
Change-Id: I8870cc3081d27a4de659fb4e375f888fe966460b
Also be more careful about canceling fallback keys during focus
transitions, when the application handles the key, or when the
policy decides to do something different.
Fixed a crash due to JNI CallObjectMethod returning an undefined
value (not null) when an exception is thrown.
Fixed a crash due to the policy trying to create a Dialog for
recent apps on the dispatcher thread. It should happen on the
policy's Looper instead.
Bug: 4187302
Change-Id: I043f82913830f411b3bb4018d6422467b6ca454f
Fix a bug where we were always setting the focused application
handle to NULL. This broke ANR processing while starting
applications and caused input events to be dropped while
starting applications.
Bug: 4174573
Change-Id: Ice7ce3a2b65219568a8227fc1383bafb294666b5
When 10 fingers are down, reduces the CPU time spent by the InputReader
thread from ~30% to ~5% on Stingray.
Change-Id: I42ee5c67b8521af715cbab43e763a4af4eb1f914
Added a timeout mechanism to EventHub and InputReader so that
InputMappers can request timeouts to perform delayed processing of
input when needed.
Change-Id: I89c1171c9326c6e413042e3ee13aa9f7f1fc0454
1. Single finger tap performs a click.
2. Single finger movement moves the pointer (hovers).
3. Button press plus movement performs click or drag.
While dragging, the pointer follows the finger that is moving
fastest. This is important if there are additional fingers
down on the touch pad for the purpose of applying force
to an integrated button underneath.
4. Two fingers near each other moving in the same direction
are coalesced as a swipe gesture under the pointer.
5. Two or more fingers moving in arbitrary directions are
transformed into touches in the vicinity of the pointer.
This makes scale/zoom and rotate gestures possible.
Added a native VelocityTracker implementation to enable intelligent
switching of the active pointer during drags.
Change-Id: I7b7ddacc724fb1306e1590dbaebb740d3130d7cd
First step of improving app screen size compatibility mode. When
running in compat mode, an application's windows are scaled up on
the screen rather than being small with 1:1 pixels.
Currently we scale the application to fill the entire screen, so
don't use an even pixel scaling. Though this may have some
negative impact on the appearance (it looks okay to me), it has a
big benefit of allowing us to now treat these apps as normal
full-screens apps and do the normal transition animations as you
move in and out and around in them.
This introduces fun stuff in the input system to take care of
modifying pointer coordinates to account for the app window
surface scaling. The input dispatcher is told about the scale
that is being applied to each window and, when there is one,
adjusts pointer events appropriately as they are being sent
to the transport.
Also modified is CompatibilityInfo, which has been greatly
simplified to not be so insane and incomprehendible. It is
now simple -- when constructed it determines if the given app
is compatible with the current screen size and density, and
that is that.
There are new APIs on ActivityManagerService to put applications
that we would traditionally consider compatible with larger screens
in compatibility mode. This is the start of a facility to have
a UI affordance for a user to switch apps in and out of
compatibility.
To test switching of modes, there is a new variation of the "am"
command to do this: am screen-compat [on|off] [package]
This mode switching has the fundamentals of restarting activities
when it is changed, though the state still needs to be persisted
and the overall mode switch cleaned up.
For the few small apps I have tested, things mostly seem to be
working well. I know of one problem with the text selection
handles being drawn at the wrong position because at some point
the window offset is being scaled incorrectly. There are
probably other similar issues around the interaction between
two windows because the different window coordinate spaces are
done in a hacky way instead of being formally integrated into
the window manager layout process.
Change-Id: Ie038e3746b448135117bd860859d74e360938557
o Update the copyright date on InputDispatcher_test.cpp and InputReader_test.cpp
because these two files were moved from other places to the current location,
and were actually created in 2010.
bug - 4119349
Change-Id: Ic93b81ddafb58e9e72a2e9e02ca3d9f173d6dca7
Associate each motion axis with the source from which it comes.
It is possible for multiple sources of the same device to define
the same axis. This fixes new API that was introduced in MR1.
(Bug: 4066146)
Fixed a bug that might cause a segfault when using a trackball.
Only fade out the mouse pointer when touching the touch screen,
ignore other touch pads.
Changed the plural "sources" to "source" in several places in
the InputReader where we intend to refer to a particular source
rather than to a combination of sources.
Improved the batching code to support batching events from different
sources of the same device in parallel. (Bug: 3391564)
Change-Id: I0189e18e464338f126f7bf94370b928e1b1695f2
Report inclusive minimum and maximum ranges for all
axes including X and Y.
Set mouse pointer bounds to 0..width-1, 0..height-1.
Rotate touch and mouse positions more carefully, paying attention
to the maximum bounds when calculating the complement of an axis.
Simplified the InputReader somewhat and removed support for a
couple of poorly defined input device configuration parameters.
We now assume that the touch device provides useful absolute axis
ranges for the X and Y axes since the alternative does not actually
make sense.
Bug: 3413541
Change-Id: I121d28a125c4f9618cb283dc460d33ff1a907023
Ensure that the joystick can always reach -1.0, 0.0 and 1.0 positions
even when noise filtering is applied. (Bug: 3514510)
Add support for a few more standard axes.
Add additional mapping modes for axes.
Some axes are inverted from standard interpretation
or are actually intended to be split into two distict axes
such as left/right trigger controls or accelerator/brake.
Add key layout file for a G25 racing wheel and XBox 360 controller
to tweak behavior. They work fine without them but the axis mappings
are not ideal.
Change-Id: I0fddd90309af4dc14d35f34fe99ed6e521c0b7c7
Determination of the last event time. Currently, uses
the time that the first event in the previous batch that
was sent from hardware. This produces inconsistent timing
intervals for event delivery to apps. Now, use the time that the
previous batch was delivered to the application.
Original Author: Stephen Moore <steve.moore@motorola.com>
Signed-off-by: makarand.karvekar <makarand.karvekar@motorola.com>
Change-Id: I2a3701915702d622dc04fbf4bbd4918a9ebe8856
Added some plumbing to enable the policy to intercept motion
events when the screen is off to handle wakeup if needed.
Added a basic concept of an external device to limit the scope
of the wakeup policy to external devices only. The wakeup policy
for internal devices should be based on explicit rules such as
policy flags in key layout files.
Moved isTouchEvent to native.
Ensure the dispatcher sends the right event type to userActivity
for non-touch pointer events like HOVER_MOVE and SCROLL.
Bug: 3193114
Change-Id: I15dbd48a16810dfaf226ff7ad117d46908ca4f86
Fades out the mouse pointer:
- after 15 seconds of inactivity normally
- after 3 seconds of inactivity in lights out mode
- after a non-modifier key down
- after a touch down
Extended the native Looper to support enqueuing time delayed
messages. This is used by the PointerController to control
pointer fade timing.
Change-Id: I87792fea7dbe2d9376c78cf354fe3189a484d9da
Dispatch ACTION_HOVER_MOVE and ACTION_SCROLL through the View
hierarchy as onGenericTouchEvent. Pointer events dispatched
this way are delivered to the view under the pointer. Non-pointer
events continue to be delivered to the focused view.
Added scroll wheel support to AbsListView, ScrollView,
HorizontalScrollView and WebView. Shift+VSCROLL is translated
to HSCROLL as appropriate.
Added logging of new pointer events in PointerLocationView.
Fixed a problem in EventHub when a USB device is removed that
resulted in a long stream of ENODEV errors being logged until INotify
noticed the device was gone.
Note that the new events are not supported by wallpapers at this time
because the wallpaper engine only delivers touch events.
Make all mouse buttons behave identically. (Effectively we only
support one button.)
Change-Id: I9ab445ffb63c813fcb07db6693987b02475f3756
Only initiate fallback key handling if the first key down was
not handled and there is no other fallback key already in progress.
This prevents spurious fallbacks from being generated when
applications handle the initial down but not repeated downs or the up.
Change-Id: I8a513896cf96b16dc502cd72291926d5532aa2ab
Added support for tracking the mouse position even when the mouse button
is not pressed. To avoid confusing existing applications, mouse movements
are reported using the new ACTION_HOVER_MOVE action when the mouse button
is not pressed.
Added some more plumbing for the scroll wheel axes. The values are
reported to Views but they are not yet handled by the framework.
Change-Id: I1706be850d25cf34e5adf880bbed5cc3265cf4b1
Added API on InputDevice to query the set of axes available.
Added API on KeyEvent and MotionEvent to convert keycodes and axes
to symbolic name strings for diagnostic purposes.
Added API on KeyEvent to query if a given key code is a gamepad button.
Added a new "axis" element to key layout files to specify the
mapping between raw absolute axis values and motion axis ids.
Expanded the axis bitfield to 64bits to allow for future growth.
Modified the Makefile for keyboard prebuilts to run the keymap
validation tool during the build.
Added layouts for two game controllers.
Added default actions for game pad button keys.
Added more tests.
Fixed a bunch of bugs.
Change-Id: I73f9166c3b3c5bcf4970845b58088ad467525525
This change makes it possible to extend the set of axes that
are reported in MotionEvents by defining new axis constants.
The MotionEvent object is now backed by its C++ counterpart
to avoid having to maintain multiple representations of the
same data.
Change-Id: Ibe93c90d4b390d43c176cce48d558d20869ee608
The touch screen sometimes reports more than 10 pointers even though that's
all we asked for. When this happens, we start dropping events with more
than 10 pointers. This confuses applications and causes them to crash.
Raised the limit to 16 pointers.
Bug: 3331247
The default behavior was to identify all touch devices as touch screens.
External devices that are plugged in are more likely to be touch pads
not attached to a screen. Changed the default to be a touch pad
and renamed some internal constants to avoid confusion.
A certain mouse happens to also behave like a touch pad. That caused
problems because we would see multiple concurrent traces of motion events
coming from the same input device so we would batch them up.
Added code to ensure that we don't batch events unless they come from
the same *source* in addition to coming from the same *device*.
Due to batching or misbehaving drivers, it's possible for the set of
pointer ids to be different from what we expect when it comes time to
split motion events across windows. As a result, we can generate motion
events with 0 pointers. When we try to deliver those events, we cause
an error in the InputTransport so we tear down the InputChannel and kill
the application.
Added code to check out assumption about pointer ids and drop the
event gracefully instead.
Patched up the tests to take into account the change in default behavior
for identifying touch screens and touch pads.
Change-Id: Ic364bd4cb4cc6335d4a1213a26d6bdadc7e33505
InputReader::getSwitchState always returns AKEY_STATE_UNKNOWN
because SwitchInputMapper::getSources() returns 0 which cannot
match any source mask including AINPUT_SOURCE_ANY. As a result
initial lid switch detection is broken.
This change adds a new source constant AINPUT_SOURCE_SWITCH
that indicates that the source has switches.
Change-Id: I5321ecf0ce84f1c2b4535f6c163d3f4dcf9b7a9b
Adds a new virtualKeyQuietTimeMillis configuration resource that sets
the duration for which virtual keys will be dropped after recent touches
on screen. The default value is 0; it is intended to be overridden
per device using a resource overlay.
This change is designed to help in two cases:
1. Swipes from touchscreen into virtual key area.
2. Accidental taps in virtual key area while using on-screen keyboard.
Bug: 3089163
Change-Id: Ib912d4f8a4df9966a39cd537d3ec7c24afab7225
Make pointer arrow brighter.
Deep copy the pointer icon bitmap since it turns out that the
original shared pixels can be deleted by other code.
Change-Id: I77fbf61d1dace723f3c8c9808941e9e31d8db352
This enables the system bar to carve out a region through which
events will be sent to the IME behind it.
Bug: 3238092
Change-Id: I69b855a8d9b5b3ee525266c0861826e53e5b5028
Some mice send different values for BTN_MOUSE key events
when the button is held down (2 for repeat, instead of 1 for down).
Change-Id: I803db1f1584f50f8f5e1d37b6a715e2e1b3943a6
This change implements two heuristics.
1. When events are older than 10 seconds, they are dropped.
2. If the application is currently busy processing an event and
the user touches a window belonging to a different application
then we drop the currently queued events so the other application
can start processing the gesture immediately.
Note that the system takes care of synthesizing cancelation events
automatically for any events that it drops.
Added some new handle types to allow the native dispatcher to
indirectly refer to the WindowManager's window state and app window
token. This was done to enable the dispatcher to identify the
application to which each window belongs but it also eliminates
some lookup tables and linear searches through the window list
on each key press.
Bug: 3224911
Change-Id: I9dae8dfe23d195d76865f97011fe2f1d351e2940
Reject movements from other devices when one device is already down.
This fixes jittery behavior when the user moves the mouse and touches
the screen at the same time.
Change-Id: I99151c8f2596a3139720f776bcbc559d4b314878
Added support for loading the pointer icon from a resource.
Moved the system server related bits of the input manager out
of libui and into libinput since they do not need to be linked into
applications.
Change-Id: Iec11e0725b3add2b905c51f8ea2c3b4b0d1a2d67