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
149 lines
4.3 KiB
C++
149 lines
4.3 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 single (mouse) pointer.
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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(uint32_t buttonState) = 0;
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/* Gets a mask that indicates which buttons are pressed. */
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virtual uint32_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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virtual void unfade() = 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 InactivityFadeDelay {
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INACTIVITY_FADE_DELAY_NORMAL = 0,
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INACTIVITY_FADE_DELAY_SHORT = 1,
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};
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PointerController(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(uint32_t buttonState);
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virtual uint32_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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void setDisplaySize(int32_t width, int32_t height);
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void setDisplayOrientation(int32_t orientation);
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void setPointerIcon(const SkBitmap* bitmap, float hotSpotX, float hotSpotY);
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void setInactivityFadeDelay(InactivityFadeDelay inactivityFadeDelay);
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private:
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enum {
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MSG_FADE_STEP = 0,
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};
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mutable Mutex mLock;
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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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struct Locked {
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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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float pointerX;
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float pointerY;
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uint32_t buttonState;
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float fadeAlpha;
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InactivityFadeDelay inactivityFadeDelay;
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bool visible;
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sp<Sprite> sprite;
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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 updateLocked();
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void handleMessage(const Message& message);
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bool unfadeBeforeUpdateLocked();
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void startFadeLocked();
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void startInactivityFadeDelayLocked();
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void fadeStepLocked();
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bool isFadingLocked();
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nsecs_t getInactivityFadeDelayTimeLocked();
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void sendFadeStepMessageDelayedLocked(nsecs_t delayTime);
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};
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} // namespace android
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#endif // _UI_POINTER_CONTROLLER_H
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