android_frameworks_base/include/android_runtime/android_app_NativeActivity.h
Jeff Brown 3915bb845b Tell system server whether the app handled input events.
Refactored ViewRoot, NativeActivity and related classes to tell the
dispatcher whether an input event was actually handled by the application.

This will be used to move more of the global default key processing
into the system server instead of the application.

Change-Id: If06b98b6f45c543e5ac5b1eae2b3baf9371fba28
2010-11-08 12:49:43 -08:00

154 lines
4.9 KiB
C++

/*
* 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_APP_NATIVEACTIVITY_H
#define _ANDROID_APP_NATIVEACTIVITY_H
#include <ui/InputTransport.h>
#include <utils/Looper.h>
#include <android/native_activity.h>
#include "jni.h"
namespace android {
extern void android_NativeActivity_finish(
ANativeActivity* activity);
extern void android_NativeActivity_setWindowFormat(
ANativeActivity* activity, int32_t format);
extern void android_NativeActivity_setWindowFlags(
ANativeActivity* activity, int32_t values, int32_t mask);
extern void android_NativeActivity_showSoftInput(
ANativeActivity* activity, int32_t flags);
extern void android_NativeActivity_hideSoftInput(
ANativeActivity* activity, int32_t flags);
} // namespace android
/*
* NDK input queue API.
*
* Here is the event flow:
* 1. Event arrives in input consumer, and is returned by getEvent().
* 2. Application calls preDispatchEvent():
* a. Event is assigned a sequence ID and enqueued in mPreDispatchingKeys.
* b. Main thread picks up event, hands to input method.
* c. Input method eventually returns sequence # and whether it was handled.
* d. finishPreDispatch() is called to enqueue the information.
* e. next getEvent() call will:
* - finish any pre-dispatch events that the input method handled
* - return the next pre-dispatched event that the input method didn't handle.
* f. (A preDispatchEvent() call on this event will now return false).
* 3. Application calls finishEvent() with whether it was handled.
* - If handled is true, the event is finished.
* - If handled is false, the event is put on mUnhandledKeys, and:
* a. Main thread receives event from consumeUnhandledEvent().
* b. Java sends event through default key handler.
* c. event is finished.
*/
struct AInputQueue : public android::InputEventFactoryInterface {
public:
/* Creates a consumer associated with an input channel. */
explicit AInputQueue(const android::sp<android::InputChannel>& channel, int workWrite);
/* Destroys the consumer and releases its input channel. */
~AInputQueue();
void attachLooper(ALooper* looper, int ident, ALooper_callbackFunc callback, void* data);
void detachLooper();
int32_t hasEvents();
int32_t getEvent(AInputEvent** outEvent);
bool preDispatchEvent(AInputEvent* event);
void finishEvent(AInputEvent* event, bool handled, bool didDefaultHandling);
// ----------------------------------------------------------
inline android::InputConsumer& getConsumer() { return mConsumer; }
void dispatchEvent(android::KeyEvent* event);
void finishPreDispatch(int seq, bool handled);
android::KeyEvent* consumeUnhandledEvent();
android::KeyEvent* consumePreDispatchingEvent(int* outSeq);
virtual android::KeyEvent* createKeyEvent();
virtual android::MotionEvent* createMotionEvent();
int mWorkWrite;
private:
void doUnhandledKey(android::KeyEvent* keyEvent);
bool preDispatchKey(android::KeyEvent* keyEvent);
void wakeupDispatch();
android::InputConsumer mConsumer;
android::sp<android::Looper> mLooper;
int mDispatchKeyRead;
int mDispatchKeyWrite;
struct in_flight_event {
android::InputEvent* event;
int seq;
bool doFinish;
};
struct finish_pre_dispatch {
int seq;
bool handled;
};
android::Mutex mLock;
int mSeq;
// Cache of previously allocated key events.
android::Vector<android::KeyEvent*> mAvailKeyEvents;
// Cache of previously allocated motion events.
android::Vector<android::MotionEvent*> mAvailMotionEvents;
// All input events that are actively being processed.
android::Vector<in_flight_event> mInFlightEvents;
// Key events that the app didn't handle, and are pending for
// delivery to the activity's default key handling.
android::Vector<android::KeyEvent*> mUnhandledKeys;
// Keys that arrived in the Java framework and need to be
// dispatched to the app.
android::Vector<android::KeyEvent*> mDispatchingKeys;
// Key events that are pending to be pre-dispatched to the IME.
android::Vector<in_flight_event> mPreDispatchingKeys;
// Event sequence numbers that we have finished pre-dispatching.
android::Vector<finish_pre_dispatch> mFinishPreDispatches;
};
#endif // _ANDROID_APP_NATIVEACTIVITY_H