/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef _ANDROID_INPUT_H #define _ANDROID_INPUT_H /****************************************************************** * * IMPORTANT NOTICE: * * This file is part of Android's set of stable system headers * exposed by the Android NDK (Native Development Kit). * * Third-party source AND binary code relies on the definitions * here to be FROZEN ON ALL UPCOMING PLATFORM RELEASES. * * - DO NOT MODIFY ENUMS (EXCEPT IF YOU ADD NEW 32-BIT VALUES) * - DO NOT MODIFY CONSTANTS OR FUNCTIONAL MACROS * - DO NOT CHANGE THE SIGNATURE OF FUNCTIONS IN ANY WAY * - DO NOT CHANGE THE LAYOUT OR SIZE OF STRUCTURES */ /* * Structures and functions to receive and process input events in * native code. * * NOTE: These functions MUST be implemented by /system/lib/libui.so */ #include #include #include #ifdef __cplusplus extern "C" { #endif /* * Input device classes. */ enum { /* The input device is a keyboard. */ INPUT_DEVICE_CLASS_KEYBOARD = 0x00000001, /* The input device is an alpha-numeric keyboard (not just a dial pad). */ INPUT_DEVICE_CLASS_ALPHAKEY = 0x00000002, /* The input device is a touchscreen (either single-touch or multi-touch). */ INPUT_DEVICE_CLASS_TOUCHSCREEN = 0x00000004, /* The input device is a trackball. */ INPUT_DEVICE_CLASS_TRACKBALL = 0x00000008, /* The input device is a multi-touch touchscreen. */ INPUT_DEVICE_CLASS_TOUCHSCREEN_MT= 0x00000010, /* The input device is a directional pad. */ INPUT_DEVICE_CLASS_DPAD = 0x00000020, /* The input device is a gamepad (implies keyboard). */ INPUT_DEVICE_CLASS_GAMEPAD = 0x00000040 }; /* * Key states (may be returned by queries about the current state of a * particular key code, scan code or switch). * * XXX should we call this BUTTON_STATE_XXX? */ enum { /* The key state is unknown or the requested key itself is not supported. */ KEY_STATE_UNKNOWN = -1, /* The key is up. */ KEY_STATE_UP = 0, /* The key is down. */ KEY_STATE_DOWN = 1, /* The key is down but is a virtual key press that is being emulated by the system. */ KEY_STATE_VIRTUAL = 2 }; /* * Meta key / modifer state. */ enum { /* No meta keys are pressed. */ META_NONE = 0, /* This mask is used to check whether one of the ALT meta keys is pressed. */ META_ALT_ON = 0x02, /* This mask is used to check whether the left ALT meta key is pressed. */ META_ALT_LEFT_ON = 0x10, /* This mask is used to check whether the right ALT meta key is pressed. */ META_ALT_RIGHT_ON = 0x20, /* This mask is used to check whether one of the SHIFT meta keys is pressed. */ META_SHIFT_ON = 0x01, /* This mask is used to check whether the left SHIFT meta key is pressed. */ META_SHIFT_LEFT_ON = 0x40, /* This mask is used to check whether the right SHIFT meta key is pressed. */ META_SHIFT_RIGHT_ON = 0x80, /* This mask is used to check whether the SYM meta key is pressed. */ META_SYM_ON = 0x04 }; /* * Input events. * * Input events are opaque structures. Use the provided accessors functions to * read their properties. */ struct AInputEvent; typedef struct AInputEvent AInputEvent; /* * Input event types. */ enum { /* Indicates that the input event is a key event. */ INPUT_EVENT_TYPE_KEY = 1, /* Indicates that the input event is a motion event. */ INPUT_EVENT_TYPE_MOTION = 2 }; /* * Key event actions. */ enum { /* The key has been pressed down. */ KEY_EVENT_ACTION_DOWN = 0, /* The key has been released. */ KEY_EVENT_ACTION_UP = 1, /* Multiple duplicate key events have occurred in a row, or a complex string is * being delivered. The repeat_count property of the key event contains the number * of times the given key code should be executed. */ KEY_EVENT_ACTION_MULTIPLE = 2 }; /* * Key event flags. */ enum { /* This mask is set if the device woke because of this key event. */ KEY_EVENT_FLAG_WOKE_HERE = 0x1, /* This mask is set if the key event was generated by a software keyboard. */ KEY_EVENT_FLAG_SOFT_KEYBOARD = 0x2, /* This mask is set if we don't want the key event to cause us to leave touch mode. */ KEY_EVENT_FLAG_KEEP_TOUCH_MODE = 0x4, /* This mask is set if an event was known to come from a trusted part * of the system. That is, the event is known to come from the user, * and could not have been spoofed by a third party component. */ KEY_EVENT_FLAG_FROM_SYSTEM = 0x8, /* This mask is used for compatibility, to identify enter keys that are * coming from an IME whose enter key has been auto-labelled "next" or * "done". This allows TextView to dispatch these as normal enter keys * for old applications, but still do the appropriate action when * receiving them. */ KEY_EVENT_FLAG_EDITOR_ACTION = 0x10, /* When associated with up key events, this indicates that the key press * has been canceled. Typically this is used with virtual touch screen * keys, where the user can slide from the virtual key area on to the * display: in that case, the application will receive a canceled up * event and should not perform the action normally associated with the * key. Note that for this to work, the application can not perform an * action for a key until it receives an up or the long press timeout has * expired. */ KEY_EVENT_FLAG_CANCELED = 0x20, /* This key event was generated by a virtual (on-screen) hard key area. * Typically this is an area of the touchscreen, outside of the regular * display, dedicated to "hardware" buttons. */ KEY_EVENT_FLAG_VIRTUAL_HARD_KEY = 0x40, /* This flag is set for the first key repeat that occurs after the * long press timeout. */ KEY_EVENT_FLAG_LONG_PRESS = 0x80, /* Set when a key event has KEY_EVENT_FLAG_CANCELED set because a long * press action was executed while it was down. */ KEY_EVENT_FLAG_CANCELED_LONG_PRESS = 0x100, /* Set for KEY_EVENT_ACTION_UP when this event's key code is still being * tracked from its initial down. That is, somebody requested that tracking * started on the key down and a long press has not caused * the tracking to be canceled. */ KEY_EVENT_FLAG_TRACKING = 0x200 }; /* * Motion event actions. */ /* Bit shift for the action bits holding the pointer index as * defined by MOTION_EVENT_ACTION_POINTER_INDEX_MASK. */ #define MOTION_EVENT_ACTION_POINTER_INDEX_SHIFT 8 enum { /* Bit mask of the parts of the action code that are the action itself. */ MOTION_EVENT_ACTION_MASK = 0xff, /* Bits in the action code that represent a pointer index, used with * MOTION_EVENT_ACTION_POINTER_DOWN and MOTION_EVENT_ACTION_POINTER_UP. Shifting * down by MOTION_EVENT_ACTION_POINTER_INDEX_SHIFT provides the actual pointer * index where the data for the pointer going up or down can be found. */ MOTION_EVENT_ACTION_POINTER_INDEX_MASK = 0xff00, /* A pressed gesture has started, the motion contains the initial starting location. */ MOTION_EVENT_ACTION_DOWN = 0, /* A pressed gesture has finished, the motion contains the final release location * as well as any intermediate points since the last down or move event. */ MOTION_EVENT_ACTION_UP = 1, /* A change has happened during a press gesture (between MOTION_EVENT_ACTION_DOWN and * MOTION_EVENT_ACTION_UP). The motion contains the most recent point, as well as * any intermediate points since the last down or move event. */ MOTION_EVENT_ACTION_MOVE = 2, /* The current gesture has been aborted. * You will not receive any more points in it. You should treat this as * an up event, but not perform any action that you normally would. */ MOTION_EVENT_ACTION_CANCEL = 3, /* A movement has happened outside of the normal bounds of the UI element. * This does not provide a full gesture, but only the initial location of the movement/touch. */ MOTION_EVENT_ACTION_OUTSIDE = 4, /* A non-primary pointer has gone down. * The bits in MOTION_EVENT_ACTION_POINTER_INDEX_MASK indicate which pointer changed. */ MOTION_EVENT_ACTION_POINTER_DOWN = 5, /* A non-primary pointer has gone up. * The bits in MOTION_EVENT_ACTION_POINTER_INDEX_MASK indicate which pointer changed. */ MOTION_EVENT_ACTION_POINTER_UP = 6 }; /* * Motion event edge touch flags. */ enum { /* No edges intersected */ MOTION_EVENT_EDGE_FLAG_NONE = 0, /* Flag indicating the motion event intersected the top edge of the screen. */ MOTION_EVENT_EDGE_FLAG_TOP = 0x01, /* Flag indicating the motion event intersected the bottom edge of the screen. */ MOTION_EVENT_EDGE_FLAG_BOTTOM = 0x02, /* Flag indicating the motion event intersected the left edge of the screen. */ MOTION_EVENT_EDGE_FLAG_LEFT = 0x04, /* Flag indicating the motion event intersected the right edge of the screen. */ MOTION_EVENT_EDGE_FLAG_RIGHT = 0x08 }; /* * Specifies the logical nature of an input event. * For example, the nature distinguishes between motion events that represent touches and * those that represent trackball moves. * * XXX This concept is tentative. Another idea would be to associate events with logical * controllers rather than physical devices. The interpretation of an event would * be made with respect to the nature of the controller that is considered the logical * source of an event. The decoupling is beneficial since multiple physical (and virtual) * devices could be responsible for producing events that would be associated with * various logical controllers. For example, the hard keyboard, on screen keyboard, * and peripheral keyboard could be mapped onto a single logical "keyboard" controller * (or treated independently, if desired). */ enum { INPUT_EVENT_NATURE_KEY = 1, INPUT_EVENT_NATURE_TOUCH = 2, INPUT_EVENT_NATURE_TRACKBALL = 3 }; /* * Input event accessors. * * Note that most functions can only be used on input events that are of a given type. * Calling these functions on input events of other types will yield undefined behavior. */ /*** Accessors for all input events. ***/ /* Get the input event type. */ int32_t AInputEvent_getType(const AInputEvent* event); /* Get the id for the device that an input event came from. * * Input events can be generated by multiple different input devices. * Use the input device id to obtain information about the input * device that was responsible for generating a particular event. * * An input device id of 0 indicates that the event didn't come from a physical device; * other numbers are arbitrary and you shouldn't depend on the values. * Use the provided input device query API to obtain information about input devices. */ int32_t AInputEvent_getDeviceId(const AInputEvent* event); /* Get the input event nature. */ int32_t AInputEvent_getNature(const AInputEvent* event); /*** Accessors for key events only. ***/ /* Get the key event action. */ int32_t AKeyEvent_getAction(const AInputEvent* key_event); /* Get the key event flags. */ int32_t AKeyEvent_getFlags(const AInputEvent* key_event); /* Get the key code of the key event. * This is the physical key that was pressed, not the Unicode character. */ int32_t AKeyEvent_getKeyCode(const AInputEvent* key_event); /* Get the hardware key id of this key event. * These values are not reliable and vary from device to device. */ int32_t AKeyEvent_getScanCode(const AInputEvent* key_event); /* Get the meta key state. */ int32_t AKeyEvent_getMetaState(const AInputEvent* key_event); /* Get the repeat count of the event. * For both key up an key down events, this is the number of times the key has * repeated with the first down starting at 0 and counting up from there. For * multiple key events, this is the number of down/up pairs that have occurred. */ int32_t AKeyEvent_getRepeatCount(const AInputEvent* key_event); /* Get the time of the most recent key down event, in the * java.lang.System.nanoTime() time base. If this is a down event, * this will be the same as eventTime. * Note that when chording keys, this value is the down time of the most recently * pressed key, which may not be the same physical key of this event. */ int64_t AKeyEvent_getDownTime(const AInputEvent* key_event); /* Get the time this event occurred, in the * java.lang.System.nanoTime() time base. */ int64_t AKeyEvent_getEventTime(const AInputEvent* key_event); /*** Accessors for motion events only. ***/ /* Get the combined motion event action code and pointer index. */ int32_t AMotionEvent_getAction(const AInputEvent* motion_event); /* Get the state of any meta / modifier keys that were in effect when the * event was generated. */ int32_t AMotionEvent_getMetaState(const AInputEvent* motion_event); /* Get a bitfield indicating which edges, if any, were touched by this motion event. * For touch events, clients can use this to determine if the user's finger was * touching the edge of the display. */ int32_t AMotionEvent_getEdgeFlags(const AInputEvent* motion_event); /* Get the time when the user originally pressed down to start a stream of * position events, in the java.lang.System.nanoTime() time base. */ int64_t AMotionEvent_getDownTime(const AInputEvent* motion_event); /* Get the time when this specific event was generated, * in the java.lang.System.nanoTime() time base. */ int64_t AMotionEvent_getEventTime(const AInputEvent* motion_event); /* Get the X coordinate offset. * For touch events on the screen, this is the delta that was added to the raw * screen coordinates to adjust for the absolute position of the containing windows * and views. */ float AMotionEvent_getXOffset(const AInputEvent* motion_event); /* Get the precision of the Y coordinates being reported. * For touch events on the screen, this is the delta that was added to the raw * screen coordinates to adjust for the absolute position of the containing windows * and views. */ float AMotionEvent_getYOffset(const AInputEvent* motion_event); /* Get the precision of the X coordinates being reported. * You can multiply this number with an X coordinate sample to find the * actual hardware value of the X coordinate. */ float AMotionEvent_getXPrecision(const AInputEvent* motion_event); /* Get the precision of the Y coordinates being reported. * You can multiply this number with a Y coordinate sample to find the * actual hardware value of the Y coordinate. */ float AMotionEvent_getYPrecision(const AInputEvent* motion_event); /* Get the number of pointers of data contained in this event. * Always >= 1. */ size_t AMotionEvent_getPointerCount(const AInputEvent* motion_event); /* Get the pointer identifier associated with a particular pointer * data index is this event. The identifier tells you the actual pointer * number associated with the data, accounting for individual pointers * going up and down since the start of the current gesture. */ int32_t AMotionEvent_getPointerId(const AInputEvent* motion_event, size_t pointer_index); /* Get the original raw X coordinate of this event. * For touch events on the screen, this is the original location of the event * on the screen, before it had been adjusted for the containing window * and views. */ float AMotionEvent_getRawX(const AInputEvent* motion_event, size_t pointer_index); /* Get the original raw X coordinate of this event. * For touch events on the screen, this is the original location of the event * on the screen, before it had been adjusted for the containing window * and views. */ float AMotionEvent_getRawY(const AInputEvent* motion_event, size_t pointer_index); /* Get the current X coordinate of this event for the given pointer index. * Whole numbers are pixels; the value may have a fraction for input devices * that are sub-pixel precise. */ float AMotionEvent_getX(const AInputEvent* motion_event, size_t pointer_index); /* Get the current Y coordinate of this event for the given pointer index. * Whole numbers are pixels; the value may have a fraction for input devices * that are sub-pixel precise. */ float AMotionEvent_getY(const AInputEvent* motion_event, size_t pointer_index); /* Get the current pressure of this event for the given pointer index. * The pressure generally ranges from 0 (no pressure at all) to 1 (normal pressure), * however values higher than 1 may be generated depending on the calibration of * the input device. */ float AMotionEvent_getPressure(const AInputEvent* motion_event, size_t pointer_index); /* Get the current scaled value of the approximate size for the given pointer index. * This represents some approximation of the area of the screen being * pressed; the actual value in pixels corresponding to the * touch is normalized with the device specific range of values * and scaled to a value between 0 and 1. The value of size can be used to * determine fat touch events. */ float AMotionEvent_getSize(const AInputEvent* motion_event, size_t pointer_index); /* Get the number of historical points in this event. These are movements that * have occurred between this event and the previous event. This only applies * to MOTION_EVENT_ACTION_MOVE events -- all other actions will have a size of 0. * Historical samples are indexed from oldest to newest. */ size_t AMotionEvent_get_history_size(const AInputEvent* motion_event); /* Get the time that a historical movement occurred between this event and * the previous event, in the java.lang.System.nanoTime() time base. */ int64_t AMotionEvent_getHistoricalEventTime(AInputEvent* motion_event, size_t history_index); /* Get the historical raw X coordinate of this event for the given pointer index that * occurred between this event and the previous motion event. * For touch events on the screen, this is the original location of the event * on the screen, before it had been adjusted for the containing window * and views. * Whole numbers are pixels; the value may have a fraction for input devices * that are sub-pixel precise. */ float AMotionEvent_getHistoricalRawX(const AInputEvent* motion_event, size_t pointer_index); /* Get the historical raw Y coordinate of this event for the given pointer index that * occurred between this event and the previous motion event. * For touch events on the screen, this is the original location of the event * on the screen, before it had been adjusted for the containing window * and views. * Whole numbers are pixels; the value may have a fraction for input devices * that are sub-pixel precise. */ float AMotionEvent_getHistoricalRawY(const AInputEvent* motion_event, size_t pointer_index); /* Get the historical X coordinate of this event for the given pointer index that * occurred between this event and the previous motion event. * Whole numbers are pixels; the value may have a fraction for input devices * that are sub-pixel precise. */ float AMotionEvent_getHistoricalX(AInputEvent* motion_event, size_t pointer_index, size_t history_index); /* Get the historical Y coordinate of this event for the given pointer index that * occurred between this event and the previous motion event. * Whole numbers are pixels; the value may have a fraction for input devices * that are sub-pixel precise. */ float AMotionEvent_getHistoricalY(AInputEvent* motion_event, size_t pointer_index, size_t history_index); /* Get the historical pressure of this event for the given pointer index that * occurred between this event and the previous motion event. * The pressure generally ranges from 0 (no pressure at all) to 1 (normal pressure), * however values higher than 1 may be generated depending on the calibration of * the input device. */ float AMotionEvent_getHistoricalPressure(AInputEvent* motion_event, size_t pointer_index, size_t history_index); /* Get the current scaled value of the approximate size for the given pointer index that * occurred between this event and the previous motion event. * This represents some approximation of the area of the screen being * pressed; the actual value in pixels corresponding to the * touch is normalized with the device specific range of values * and scaled to a value between 0 and 1. The value of size can be used to * determine fat touch events. */ float AMotionEvent_getHistoricalSize(AInputEvent* motion_event, size_t pointer_index, size_t history_index); /* * Input queue * * An input queue is the facility through which you retrieve input * events. */ struct AInputQueue; typedef struct AInputQueue AInputQueue; /* * Add this input queue to a looper for processing. See * ALooper_addFd() for information on the callback and data params. */ void AInputQueue_attachLooper(AInputQueue* queue, ALooper* looper, ALooper_callbackFunc* callback, void* data); /* * Remove the input queue from the looper it is currently attached to. */ void AInputQueue_detachLooper(AInputQueue* queue); /* * Returns true if there are one or more events available in the * input queue. Returns 1 if the queue has events; 0 if * it does not have events; and a negative value if there is an error. */ int AInputQueue_hasEvents(AInputQueue* queue); /* * Returns the next available event from the queue. Returns a negative * value if no events are available or an error has occurred. */ int32_t AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent); /* * Report that dispatching has finished with the given event. * This must be called after receiving an event with AInputQueue_get_event(). */ void AInputQueue_finishEvent(AInputQueue* queue, AInputEvent* event, int handled); #ifdef __cplusplus } #endif #endif // _ANDROID_INPUT_H