Added the concept of pointer properties in a MotionEvent. This is currently used to track the pointer tool type to enable applications to distinguish finger touches from a stylus. Button states are also reported to application as part of touch events. There are no new actions for detecting changes in button states. The application should instead query the button state from the MotionEvent and take appropriate action as needed. A good time to check the button state is on ACTION_DOWN. As a side-effect, applications that do not support multiple buttons will treat primary, secondary and tertiary buttons identically for all touch events. The back button on the mouse is mapped to KEYCODE_BACK and the forward button is mapped to KEYCODE_FORWARD. Added basic plumbing for the secondary mouse button to invoke the context menu, particularly in lists. Added clamp and split methods on MotionEvent to take care of common filtering operations so we don't have them scattered in multiple places across the framework. Bug: 4260011 Change-Id: Ie992b4d4e00c8f2e76b961da0a902145b27f6d83
293 lines
9.0 KiB
C++
293 lines
9.0 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef _UI_POINTER_CONTROLLER_H
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#define _UI_POINTER_CONTROLLER_H
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#include "SpriteController.h"
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#include <ui/DisplayInfo.h>
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#include <ui/Input.h>
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#include <utils/RefBase.h>
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#include <utils/Looper.h>
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#include <utils/String8.h>
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#include <SkBitmap.h>
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namespace android {
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/**
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* Interface for tracking a mouse / touch pad pointer and touch pad spots.
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*
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* The spots are sprites on screen that visually represent the positions of
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* fingers
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*
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* The pointer controller is responsible for providing synchronization and for tracking
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* display orientation changes if needed.
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*/
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class PointerControllerInterface : public virtual RefBase {
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protected:
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PointerControllerInterface() { }
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virtual ~PointerControllerInterface() { }
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public:
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/* Gets the bounds of the region that the pointer can traverse.
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* Returns true if the bounds are available. */
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virtual bool getBounds(float* outMinX, float* outMinY,
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float* outMaxX, float* outMaxY) const = 0;
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/* Move the pointer. */
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virtual void move(float deltaX, float deltaY) = 0;
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/* Sets a mask that indicates which buttons are pressed. */
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virtual void setButtonState(int32_t buttonState) = 0;
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/* Gets a mask that indicates which buttons are pressed. */
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virtual int32_t getButtonState() const = 0;
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/* Sets the absolute location of the pointer. */
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virtual void setPosition(float x, float y) = 0;
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/* Gets the absolute location of the pointer. */
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virtual void getPosition(float* outX, float* outY) const = 0;
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/* Fades the pointer out now. */
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virtual void fade() = 0;
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/* Makes the pointer visible if it has faded out.
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* The pointer never unfades itself automatically. This method must be called
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* by the client whenever the pointer is moved or a button is pressed and it
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* wants to ensure that the pointer becomes visible again. */
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virtual void unfade() = 0;
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enum Presentation {
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// Show the mouse pointer.
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PRESENTATION_POINTER,
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// Show spots and a spot anchor in place of the mouse pointer.
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PRESENTATION_SPOT,
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};
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/* Sets the mode of the pointer controller. */
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virtual void setPresentation(Presentation presentation) = 0;
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// Describes the current gesture.
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enum SpotGesture {
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// No gesture.
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// Do not display any spots.
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SPOT_GESTURE_NEUTRAL,
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// Tap at current location.
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// Briefly display one spot at the tapped location.
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SPOT_GESTURE_TAP,
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// Drag at current location.
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// Display spot at pressed location.
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SPOT_GESTURE_DRAG,
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// Button pressed but no finger is down.
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// Display spot at pressed location.
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SPOT_GESTURE_BUTTON_CLICK,
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// Button pressed and a finger is down.
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// Display spot at pressed location.
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SPOT_GESTURE_BUTTON_DRAG,
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// One finger down and hovering.
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// Display spot at the hovered location.
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SPOT_GESTURE_HOVER,
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// Two fingers down but not sure in which direction they are moving so we consider
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// it a press at the pointer location.
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// Display two spots near the pointer location.
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SPOT_GESTURE_PRESS,
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// Two fingers down and moving in same direction.
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// Display two spots near the pointer location.
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SPOT_GESTURE_SWIPE,
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// Two or more fingers down and moving in arbitrary directions.
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// Display two or more spots near the pointer location, one for each finger.
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SPOT_GESTURE_FREEFORM,
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};
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/* Sets the spots for the current gesture.
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* The spots are not subject to the inactivity timeout like the pointer
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* itself it since they are expected to remain visible for so long as
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* the fingers are on the touch pad.
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*
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* The values of the AMOTION_EVENT_AXIS_PRESSURE axis is significant.
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* For spotCoords, pressure != 0 indicates that the spot's location is being
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* pressed (not hovering).
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*/
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virtual void setSpots(SpotGesture spotGesture,
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const PointerCoords* spotCoords, const uint32_t* spotIdToIndex,
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BitSet32 spotIdBits) = 0;
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/* Removes all spots. */
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virtual void clearSpots() = 0;
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};
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/*
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* Pointer resources.
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*/
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struct PointerResources {
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SpriteIcon spotHover;
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SpriteIcon spotTouch;
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SpriteIcon spotAnchor;
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};
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/*
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* Pointer controller policy interface.
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*
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* The pointer controller policy is used by the pointer controller to interact with
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* the Window Manager and other system components.
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*
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* The actual implementation is partially supported by callbacks into the DVM
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* via JNI. This interface is also mocked in the unit tests.
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*/
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class PointerControllerPolicyInterface : public virtual RefBase {
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protected:
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PointerControllerPolicyInterface() { }
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virtual ~PointerControllerPolicyInterface() { }
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public:
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virtual void loadPointerResources(PointerResources* outResources) = 0;
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};
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/*
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* Tracks pointer movements and draws the pointer sprite to a surface.
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*
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* Handles pointer acceleration and animation.
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*/
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class PointerController : public PointerControllerInterface, public MessageHandler {
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protected:
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virtual ~PointerController();
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public:
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enum InactivityTimeout {
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INACTIVITY_TIMEOUT_NORMAL = 0,
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INACTIVITY_TIMEOUT_SHORT = 1,
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};
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PointerController(const sp<PointerControllerPolicyInterface>& policy,
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const sp<Looper>& looper, const sp<SpriteController>& spriteController);
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virtual bool getBounds(float* outMinX, float* outMinY,
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float* outMaxX, float* outMaxY) const;
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virtual void move(float deltaX, float deltaY);
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virtual void setButtonState(int32_t buttonState);
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virtual int32_t getButtonState() const;
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virtual void setPosition(float x, float y);
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virtual void getPosition(float* outX, float* outY) const;
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virtual void fade();
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virtual void unfade();
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virtual void setPresentation(Presentation presentation);
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virtual void setSpots(SpotGesture spotGesture,
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const PointerCoords* spotCoords, const uint32_t* spotIdToIndex, BitSet32 spotIdBits);
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virtual void clearSpots();
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void setDisplaySize(int32_t width, int32_t height);
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void setDisplayOrientation(int32_t orientation);
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void setPointerIcon(const SpriteIcon& icon);
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void setInactivityTimeout(InactivityTimeout inactivityTimeout);
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private:
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static const size_t MAX_RECYCLED_SPRITES = 12;
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static const size_t MAX_SPOTS = 12;
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enum {
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MSG_ANIMATE,
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MSG_INACTIVITY_TIMEOUT,
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};
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struct Spot {
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static const uint32_t INVALID_ID = 0xffffffff;
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uint32_t id;
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sp<Sprite> sprite;
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float alpha;
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float scale;
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float x, y;
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inline Spot(uint32_t id, const sp<Sprite>& sprite)
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: id(id), sprite(sprite), alpha(1.0f), scale(1.0f),
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x(0.0f), y(0.0f), lastIcon(NULL) { }
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void updateSprite(const SpriteIcon* icon, float x, float y);
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private:
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const SpriteIcon* lastIcon;
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};
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mutable Mutex mLock;
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sp<PointerControllerPolicyInterface> mPolicy;
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sp<Looper> mLooper;
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sp<SpriteController> mSpriteController;
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sp<WeakMessageHandler> mHandler;
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PointerResources mResources;
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struct Locked {
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bool animationPending;
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nsecs_t animationTime;
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int32_t displayWidth;
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int32_t displayHeight;
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int32_t displayOrientation;
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InactivityTimeout inactivityTimeout;
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Presentation presentation;
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bool presentationChanged;
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bool pointerIsFading;
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float pointerX;
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float pointerY;
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float pointerAlpha;
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sp<Sprite> pointerSprite;
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SpriteIcon pointerIcon;
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bool pointerIconChanged;
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int32_t buttonState;
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Vector<Spot*> spots;
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Vector<sp<Sprite> > recycledSprites;
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} mLocked;
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bool getBoundsLocked(float* outMinX, float* outMinY, float* outMaxX, float* outMaxY) const;
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void setPositionLocked(float x, float y);
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void handleMessage(const Message& message);
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void doAnimate();
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void doInactivityTimeout();
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void startAnimationLocked();
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void resetInactivityTimeoutLocked();
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void sendImmediateInactivityTimeoutLocked();
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void updatePointerLocked();
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Spot* getSpotLocked(uint32_t id);
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Spot* createAndAddSpotLocked(uint32_t id);
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Spot* removeFirstFadingSpotLocked();
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void releaseSpotLocked(Spot* spot);
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void fadeOutAndReleaseSpotLocked(Spot* spot);
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void fadeOutAndReleaseAllSpotsLocked();
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void loadResources();
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};
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} // namespace android
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#endif // _UI_POINTER_CONTROLLER_H
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