fd03582995
Change-Id: I0439648f6eb5405f200e4223c915eb3a418b32b9
575 lines
22 KiB
C
575 lines
22 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 _ANDROID_INPUT_H
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#define _ANDROID_INPUT_H
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/******************************************************************
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*
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* IMPORTANT NOTICE:
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*
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* This file is part of Android's set of stable system headers
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* exposed by the Android NDK (Native Development Kit).
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*
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* Third-party source AND binary code relies on the definitions
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* here to be FROZEN ON ALL UPCOMING PLATFORM RELEASES.
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*
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* - DO NOT MODIFY ENUMS (EXCEPT IF YOU ADD NEW 32-BIT VALUES)
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* - DO NOT MODIFY CONSTANTS OR FUNCTIONAL MACROS
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* - DO NOT CHANGE THE SIGNATURE OF FUNCTIONS IN ANY WAY
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* - DO NOT CHANGE THE LAYOUT OR SIZE OF STRUCTURES
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*/
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/*
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* Structures and functions to receive and process input events in
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* native code.
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*
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* NOTE: These functions MUST be implemented by /system/lib/libui.so
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*/
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#include <sys/types.h>
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#include <android/keycodes.h>
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#include <android/looper.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*
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* Input device classes.
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*/
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enum {
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/* The input device is a keyboard. */
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INPUT_DEVICE_CLASS_KEYBOARD = 0x00000001,
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/* The input device is an alpha-numeric keyboard (not just a dial pad). */
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INPUT_DEVICE_CLASS_ALPHAKEY = 0x00000002,
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/* The input device is a touchscreen (either single-touch or multi-touch). */
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INPUT_DEVICE_CLASS_TOUCHSCREEN = 0x00000004,
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/* The input device is a trackball. */
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INPUT_DEVICE_CLASS_TRACKBALL = 0x00000008,
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/* The input device is a multi-touch touchscreen. */
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INPUT_DEVICE_CLASS_TOUCHSCREEN_MT= 0x00000010,
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/* The input device is a directional pad. */
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INPUT_DEVICE_CLASS_DPAD = 0x00000020,
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/* The input device is a gamepad (implies keyboard). */
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INPUT_DEVICE_CLASS_GAMEPAD = 0x00000040
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};
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/*
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* Key states (may be returned by queries about the current state of a
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* particular key code, scan code or switch).
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*
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* XXX should we call this BUTTON_STATE_XXX?
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*/
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enum {
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/* The key state is unknown or the requested key itself is not supported. */
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KEY_STATE_UNKNOWN = -1,
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/* The key is up. */
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KEY_STATE_UP = 0,
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/* The key is down. */
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KEY_STATE_DOWN = 1,
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/* The key is down but is a virtual key press that is being emulated by the system. */
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KEY_STATE_VIRTUAL = 2
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};
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/*
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* Meta key / modifer state.
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*/
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enum {
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/* No meta keys are pressed. */
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META_NONE = 0,
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/* This mask is used to check whether one of the ALT meta keys is pressed. */
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META_ALT_ON = 0x02,
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/* This mask is used to check whether the left ALT meta key is pressed. */
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META_ALT_LEFT_ON = 0x10,
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/* This mask is used to check whether the right ALT meta key is pressed. */
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META_ALT_RIGHT_ON = 0x20,
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/* This mask is used to check whether one of the SHIFT meta keys is pressed. */
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META_SHIFT_ON = 0x01,
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/* This mask is used to check whether the left SHIFT meta key is pressed. */
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META_SHIFT_LEFT_ON = 0x40,
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/* This mask is used to check whether the right SHIFT meta key is pressed. */
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META_SHIFT_RIGHT_ON = 0x80,
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/* This mask is used to check whether the SYM meta key is pressed. */
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META_SYM_ON = 0x04
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};
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/*
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* Input events.
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*
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* Input events are opaque structures. Use the provided accessors functions to
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* read their properties.
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*/
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struct AInputEvent;
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typedef struct AInputEvent AInputEvent;
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/*
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* Input event types.
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*/
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enum {
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/* Indicates that the input event is a key event. */
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INPUT_EVENT_TYPE_KEY = 1,
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/* Indicates that the input event is a motion event. */
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INPUT_EVENT_TYPE_MOTION = 2
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};
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/*
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* Key event actions.
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*/
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enum {
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/* The key has been pressed down. */
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KEY_EVENT_ACTION_DOWN = 0,
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/* The key has been released. */
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KEY_EVENT_ACTION_UP = 1,
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/* Multiple duplicate key events have occurred in a row, or a complex string is
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* being delivered. The repeat_count property of the key event contains the number
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* of times the given key code should be executed.
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*/
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KEY_EVENT_ACTION_MULTIPLE = 2
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};
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/*
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* Key event flags.
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*/
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enum {
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/* This mask is set if the device woke because of this key event. */
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KEY_EVENT_FLAG_WOKE_HERE = 0x1,
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/* This mask is set if the key event was generated by a software keyboard. */
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KEY_EVENT_FLAG_SOFT_KEYBOARD = 0x2,
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/* This mask is set if we don't want the key event to cause us to leave touch mode. */
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KEY_EVENT_FLAG_KEEP_TOUCH_MODE = 0x4,
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/* This mask is set if an event was known to come from a trusted part
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* of the system. That is, the event is known to come from the user,
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* and could not have been spoofed by a third party component. */
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KEY_EVENT_FLAG_FROM_SYSTEM = 0x8,
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/* This mask is used for compatibility, to identify enter keys that are
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* coming from an IME whose enter key has been auto-labelled "next" or
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* "done". This allows TextView to dispatch these as normal enter keys
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* for old applications, but still do the appropriate action when
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* receiving them. */
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KEY_EVENT_FLAG_EDITOR_ACTION = 0x10,
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/* When associated with up key events, this indicates that the key press
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* has been canceled. Typically this is used with virtual touch screen
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* keys, where the user can slide from the virtual key area on to the
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* display: in that case, the application will receive a canceled up
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* event and should not perform the action normally associated with the
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* key. Note that for this to work, the application can not perform an
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* action for a key until it receives an up or the long press timeout has
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* expired. */
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KEY_EVENT_FLAG_CANCELED = 0x20,
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/* This key event was generated by a virtual (on-screen) hard key area.
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* Typically this is an area of the touchscreen, outside of the regular
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* display, dedicated to "hardware" buttons. */
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KEY_EVENT_FLAG_VIRTUAL_HARD_KEY = 0x40,
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/* This flag is set for the first key repeat that occurs after the
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* long press timeout. */
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KEY_EVENT_FLAG_LONG_PRESS = 0x80,
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/* Set when a key event has KEY_EVENT_FLAG_CANCELED set because a long
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* press action was executed while it was down. */
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KEY_EVENT_FLAG_CANCELED_LONG_PRESS = 0x100,
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/* Set for KEY_EVENT_ACTION_UP when this event's key code is still being
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* tracked from its initial down. That is, somebody requested that tracking
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* started on the key down and a long press has not caused
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* the tracking to be canceled. */
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KEY_EVENT_FLAG_TRACKING = 0x200
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};
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/*
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* Motion event actions.
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*/
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/* Bit shift for the action bits holding the pointer index as
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* defined by MOTION_EVENT_ACTION_POINTER_INDEX_MASK.
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*/
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#define MOTION_EVENT_ACTION_POINTER_INDEX_SHIFT 8
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enum {
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/* Bit mask of the parts of the action code that are the action itself.
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*/
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MOTION_EVENT_ACTION_MASK = 0xff,
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/* Bits in the action code that represent a pointer index, used with
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* MOTION_EVENT_ACTION_POINTER_DOWN and MOTION_EVENT_ACTION_POINTER_UP. Shifting
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* down by MOTION_EVENT_ACTION_POINTER_INDEX_SHIFT provides the actual pointer
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* index where the data for the pointer going up or down can be found.
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*/
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MOTION_EVENT_ACTION_POINTER_INDEX_MASK = 0xff00,
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/* A pressed gesture has started, the motion contains the initial starting location.
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*/
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MOTION_EVENT_ACTION_DOWN = 0,
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/* A pressed gesture has finished, the motion contains the final release location
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* as well as any intermediate points since the last down or move event.
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*/
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MOTION_EVENT_ACTION_UP = 1,
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/* A change has happened during a press gesture (between MOTION_EVENT_ACTION_DOWN and
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* MOTION_EVENT_ACTION_UP). The motion contains the most recent point, as well as
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* any intermediate points since the last down or move event.
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*/
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MOTION_EVENT_ACTION_MOVE = 2,
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/* The current gesture has been aborted.
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* You will not receive any more points in it. You should treat this as
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* an up event, but not perform any action that you normally would.
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*/
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MOTION_EVENT_ACTION_CANCEL = 3,
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/* A movement has happened outside of the normal bounds of the UI element.
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* This does not provide a full gesture, but only the initial location of the movement/touch.
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*/
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MOTION_EVENT_ACTION_OUTSIDE = 4,
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/* A non-primary pointer has gone down.
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* The bits in MOTION_EVENT_ACTION_POINTER_INDEX_MASK indicate which pointer changed.
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*/
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MOTION_EVENT_ACTION_POINTER_DOWN = 5,
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/* A non-primary pointer has gone up.
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* The bits in MOTION_EVENT_ACTION_POINTER_INDEX_MASK indicate which pointer changed.
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*/
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MOTION_EVENT_ACTION_POINTER_UP = 6
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};
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/*
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* Motion event edge touch flags.
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*/
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enum {
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/* No edges intersected */
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MOTION_EVENT_EDGE_FLAG_NONE = 0,
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/* Flag indicating the motion event intersected the top edge of the screen. */
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MOTION_EVENT_EDGE_FLAG_TOP = 0x01,
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/* Flag indicating the motion event intersected the bottom edge of the screen. */
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MOTION_EVENT_EDGE_FLAG_BOTTOM = 0x02,
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/* Flag indicating the motion event intersected the left edge of the screen. */
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MOTION_EVENT_EDGE_FLAG_LEFT = 0x04,
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/* Flag indicating the motion event intersected the right edge of the screen. */
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MOTION_EVENT_EDGE_FLAG_RIGHT = 0x08
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};
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/*
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* Specifies the logical nature of an input event.
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* For example, the nature distinguishes between motion events that represent touches and
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* those that represent trackball moves.
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*
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* XXX This concept is tentative. Another idea would be to associate events with logical
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* controllers rather than physical devices. The interpretation of an event would
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* be made with respect to the nature of the controller that is considered the logical
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* source of an event. The decoupling is beneficial since multiple physical (and virtual)
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* devices could be responsible for producing events that would be associated with
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* various logical controllers. For example, the hard keyboard, on screen keyboard,
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* and peripheral keyboard could be mapped onto a single logical "keyboard" controller
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* (or treated independently, if desired).
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*/
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enum {
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INPUT_EVENT_NATURE_KEY = 1,
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INPUT_EVENT_NATURE_TOUCH = 2,
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INPUT_EVENT_NATURE_TRACKBALL = 3
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};
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/*
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* Input event accessors.
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*
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* Note that most functions can only be used on input events that are of a given type.
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* Calling these functions on input events of other types will yield undefined behavior.
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*/
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/*** Accessors for all input events. ***/
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/* Get the input event type. */
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int32_t AInputEvent_getType(const AInputEvent* event);
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/* Get the id for the device that an input event came from.
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*
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* Input events can be generated by multiple different input devices.
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* Use the input device id to obtain information about the input
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* device that was responsible for generating a particular event.
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*
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* An input device id of 0 indicates that the event didn't come from a physical device;
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* other numbers are arbitrary and you shouldn't depend on the values.
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* Use the provided input device query API to obtain information about input devices.
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*/
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int32_t AInputEvent_getDeviceId(const AInputEvent* event);
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/* Get the input event nature. */
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int32_t AInputEvent_getNature(const AInputEvent* event);
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/*** Accessors for key events only. ***/
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/* Get the key event action. */
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int32_t AKeyEvent_getAction(const AInputEvent* key_event);
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/* Get the key event flags. */
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int32_t AKeyEvent_getFlags(const AInputEvent* key_event);
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/* Get the key code of the key event.
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* This is the physical key that was pressed, not the Unicode character. */
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int32_t AKeyEvent_getKeyCode(const AInputEvent* key_event);
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/* Get the hardware key id of this key event.
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* These values are not reliable and vary from device to device. */
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int32_t AKeyEvent_getScanCode(const AInputEvent* key_event);
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/* Get the meta key state. */
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int32_t AKeyEvent_getMetaState(const AInputEvent* key_event);
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/* Get the repeat count of the event.
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* For both key up an key down events, this is the number of times the key has
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* repeated with the first down starting at 0 and counting up from there. For
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* multiple key events, this is the number of down/up pairs that have occurred. */
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int32_t AKeyEvent_getRepeatCount(const AInputEvent* key_event);
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/* Get the time of the most recent key down event, in the
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* java.lang.System.nanoTime() time base. If this is a down event,
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* this will be the same as eventTime.
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* Note that when chording keys, this value is the down time of the most recently
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* pressed key, which may not be the same physical key of this event. */
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int64_t AKeyEvent_getDownTime(const AInputEvent* key_event);
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/* Get the time this event occurred, in the
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* java.lang.System.nanoTime() time base. */
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int64_t AKeyEvent_getEventTime(const AInputEvent* key_event);
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/*** Accessors for motion events only. ***/
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/* Get the combined motion event action code and pointer index. */
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int32_t AMotionEvent_getAction(const AInputEvent* motion_event);
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/* Get the state of any meta / modifier keys that were in effect when the
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* event was generated. */
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int32_t AMotionEvent_getMetaState(const AInputEvent* motion_event);
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/* Get a bitfield indicating which edges, if any, were touched by this motion event.
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* For touch events, clients can use this to determine if the user's finger was
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* touching the edge of the display. */
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int32_t AMotionEvent_getEdgeFlags(const AInputEvent* motion_event);
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/* Get the time when the user originally pressed down to start a stream of
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* position events, in the java.lang.System.nanoTime() time base. */
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int64_t AMotionEvent_getDownTime(const AInputEvent* motion_event);
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/* Get the time when this specific event was generated,
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* in the java.lang.System.nanoTime() time base. */
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int64_t AMotionEvent_getEventTime(const AInputEvent* motion_event);
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/* Get the X coordinate offset.
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* For touch events on the screen, this is the delta that was added to the raw
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* screen coordinates to adjust for the absolute position of the containing windows
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* and views. */
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float AMotionEvent_getXOffset(const AInputEvent* motion_event);
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/* Get the precision of the Y coordinates being reported.
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* For touch events on the screen, this is the delta that was added to the raw
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* screen coordinates to adjust for the absolute position of the containing windows
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* and views. */
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float AMotionEvent_getYOffset(const AInputEvent* motion_event);
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/* Get the precision of the X coordinates being reported.
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* You can multiply this number with an X coordinate sample to find the
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* actual hardware value of the X coordinate. */
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float AMotionEvent_getXPrecision(const AInputEvent* motion_event);
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/* Get the precision of the Y coordinates being reported.
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* You can multiply this number with a Y coordinate sample to find the
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* actual hardware value of the Y coordinate. */
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float AMotionEvent_getYPrecision(const AInputEvent* motion_event);
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/* Get the number of pointers of data contained in this event.
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* Always >= 1. */
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size_t AMotionEvent_getPointerCount(const AInputEvent* motion_event);
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/* Get the pointer identifier associated with a particular pointer
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* data index is this event. The identifier tells you the actual pointer
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* number associated with the data, accounting for individual pointers
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* going up and down since the start of the current gesture. */
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int32_t AMotionEvent_getPointerId(const AInputEvent* motion_event, size_t pointer_index);
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/* Get the original raw X coordinate of this event.
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* For touch events on the screen, this is the original location of the event
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* on the screen, before it had been adjusted for the containing window
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* and views. */
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float AMotionEvent_getRawX(const AInputEvent* motion_event, size_t pointer_index);
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/* Get the original raw X coordinate of this event.
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* For touch events on the screen, this is the original location of the event
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* on the screen, before it had been adjusted for the containing window
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* and views. */
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float AMotionEvent_getRawY(const AInputEvent* motion_event, size_t pointer_index);
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/* Get the current X coordinate of this event for the given pointer index.
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* Whole numbers are pixels; the value may have a fraction for input devices
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* that are sub-pixel precise. */
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float AMotionEvent_getX(const AInputEvent* motion_event, size_t pointer_index);
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/* Get the current Y coordinate of this event for the given pointer index.
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* Whole numbers are pixels; the value may have a fraction for input devices
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* that are sub-pixel precise. */
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float AMotionEvent_getY(const AInputEvent* motion_event, size_t pointer_index);
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/* Get the current pressure of this event for the given pointer index.
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* The pressure generally ranges from 0 (no pressure at all) to 1 (normal pressure),
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* however values higher than 1 may be generated depending on the calibration of
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* the input device. */
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float AMotionEvent_getPressure(const AInputEvent* motion_event, size_t pointer_index);
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/* Get the current scaled value of the approximate size for the given pointer index.
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* This represents some approximation of the area of the screen being
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* pressed; the actual value in pixels corresponding to the
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* touch is normalized with the device specific range of values
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* and scaled to a value between 0 and 1. The value of size can be used to
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* determine fat touch events. */
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float AMotionEvent_getSize(const AInputEvent* motion_event, size_t pointer_index);
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/* Get the number of historical points in this event. These are movements that
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* have occurred between this event and the previous event. This only applies
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* to MOTION_EVENT_ACTION_MOVE events -- all other actions will have a size of 0.
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* Historical samples are indexed from oldest to newest. */
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size_t AMotionEvent_get_history_size(const AInputEvent* motion_event);
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/* Get the time that a historical movement occurred between this event and
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* the previous event, in the java.lang.System.nanoTime() time base. */
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int64_t AMotionEvent_getHistoricalEventTime(AInputEvent* motion_event,
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size_t history_index);
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/* Get the historical raw X coordinate of this event for the given pointer index that
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* occurred between this event and the previous motion event.
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* For touch events on the screen, this is the original location of the event
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* on the screen, before it had been adjusted for the containing window
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* and views.
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* Whole numbers are pixels; the value may have a fraction for input devices
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* that are sub-pixel precise. */
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float AMotionEvent_getHistoricalRawX(const AInputEvent* motion_event, size_t pointer_index);
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/* Get the historical raw Y coordinate of this event for the given pointer index that
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* occurred between this event and the previous motion event.
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* For touch events on the screen, this is the original location of the event
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* on the screen, before it had been adjusted for the containing window
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* and views.
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* Whole numbers are pixels; the value may have a fraction for input devices
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* that are sub-pixel precise. */
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float AMotionEvent_getHistoricalRawY(const AInputEvent* motion_event, size_t pointer_index);
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/* Get the historical X coordinate of this event for the given pointer index that
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* occurred between this event and the previous motion event.
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* Whole numbers are pixels; the value may have a fraction for input devices
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* that are sub-pixel precise. */
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float AMotionEvent_getHistoricalX(AInputEvent* motion_event, size_t pointer_index,
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size_t history_index);
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/* Get the historical Y coordinate of this event for the given pointer index that
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* occurred between this event and the previous motion event.
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* Whole numbers are pixels; the value may have a fraction for input devices
|
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* that are sub-pixel precise. */
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float AMotionEvent_getHistoricalY(AInputEvent* motion_event, size_t pointer_index,
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size_t history_index);
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/* Get the historical pressure of this event for the given pointer index that
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* occurred between this event and the previous motion event.
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* The pressure generally ranges from 0 (no pressure at all) to 1 (normal pressure),
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* however values higher than 1 may be generated depending on the calibration of
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* the input device. */
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float AMotionEvent_getHistoricalPressure(AInputEvent* motion_event, size_t pointer_index,
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size_t history_index);
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/* Get the current scaled value of the approximate size for the given pointer index that
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* occurred between this event and the previous motion event.
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|
* This represents some approximation of the area of the screen being
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|
* pressed; the actual value in pixels corresponding to the
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* touch is normalized with the device specific range of values
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* and scaled to a value between 0 and 1. The value of size can be used to
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* determine fat touch events. */
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float AMotionEvent_getHistoricalSize(AInputEvent* motion_event, size_t pointer_index,
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size_t history_index);
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/*
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* Input queue
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*
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* An input queue is the facility through which you retrieve input
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* events.
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*/
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struct AInputQueue;
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typedef struct AInputQueue AInputQueue;
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/*
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* Add this input queue to a looper for processing. See
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* ALooper_addFd() for information on the callback and data params.
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|
*/
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void AInputQueue_attachLooper(AInputQueue* queue, ALooper* looper,
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ALooper_callbackFunc* callback, void* data);
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/*
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|
* Remove the input queue from the looper it is currently attached to.
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|
*/
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void AInputQueue_detachLooper(AInputQueue* queue);
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|
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/*
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|
* Returns true if there are one or more events available in the
|
|
* input queue. Returns 1 if the queue has events; 0 if
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|
* it does not have events; and a negative value if there is an error.
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|
*/
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int AInputQueue_hasEvents(AInputQueue* queue);
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|
|
/*
|
|
* Returns the next available event from the queue. Returns a negative
|
|
* value if no events are available or an error has occurred.
|
|
*/
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int32_t AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent);
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|
|
/*
|
|
* Report that dispatching has finished with the given event.
|
|
* This must be called after receiving an event with AInputQueue_get_event().
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|
*/
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void AInputQueue_finishEvent(AInputQueue* queue, AInputEvent* event, int handled);
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|
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|
#ifdef __cplusplus
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|
}
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|
#endif
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#endif // _ANDROID_INPUT_H
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