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-rw-r--r--libs/input/MouseCursorController.cpp489
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diff --git a/libs/input/MouseCursorController.cpp b/libs/input/MouseCursorController.cpp
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+/*
+ * Copyright (C) 2020 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.
+ */
+
+#define LOG_TAG "MouseCursorController"
+//#define LOG_NDEBUG 0
+
+// Log debug messages about pointer updates
+#define DEBUG_MOUSE_CURSOR_UPDATES 0
+
+#include "MouseCursorController.h"
+
+#include <log/log.h>
+
+#include <SkBitmap.h>
+#include <SkBlendMode.h>
+#include <SkCanvas.h>
+#include <SkColor.h>
+#include <SkPaint.h>
+
+namespace {
+// Time to spend fading out the pointer completely.
+const nsecs_t POINTER_FADE_DURATION = 500 * 1000000LL; // 500 ms
+} // namespace
+
+namespace android {
+
+// --- MouseCursorController ---
+
+MouseCursorController::MouseCursorController(PointerControllerContext& context)
+ : mContext(context) {
+ std::scoped_lock lock(mLock);
+
+ mLocked.animationFrameIndex = 0;
+ mLocked.lastFrameUpdatedTime = 0;
+
+ mLocked.pointerFadeDirection = 0;
+ mLocked.pointerX = 0;
+ mLocked.pointerY = 0;
+ mLocked.pointerAlpha = 0.0f; // pointer is initially faded
+ mLocked.pointerSprite = mContext.getSpriteController()->createSprite();
+ mLocked.updatePointerIcon = false;
+ mLocked.requestedPointerType = mContext.getPolicy()->getDefaultPointerIconId();
+
+ mLocked.resourcesLoaded = false;
+
+ mLocked.buttonState = 0;
+}
+
+MouseCursorController::~MouseCursorController() {
+ std::scoped_lock lock(mLock);
+
+ mLocked.pointerSprite.clear();
+}
+
+bool MouseCursorController::getBounds(float* outMinX, float* outMinY, float* outMaxX,
+ float* outMaxY) const {
+ std::scoped_lock lock(mLock);
+
+ return getBoundsLocked(outMinX, outMinY, outMaxX, outMaxY);
+}
+
+bool MouseCursorController::getBoundsLocked(float* outMinX, float* outMinY, float* outMaxX,
+ float* outMaxY) const REQUIRES(mLock) {
+ if (!mLocked.viewport.isValid()) {
+ return false;
+ }
+
+ *outMinX = mLocked.viewport.logicalLeft;
+ *outMinY = mLocked.viewport.logicalTop;
+ *outMaxX = mLocked.viewport.logicalRight - 1;
+ *outMaxY = mLocked.viewport.logicalBottom - 1;
+ return true;
+}
+
+void MouseCursorController::move(float deltaX, float deltaY) {
+#if DEBUG_MOUSE_CURSOR_UPDATES
+ ALOGD("Move pointer by deltaX=%0.3f, deltaY=%0.3f", deltaX, deltaY);
+#endif
+ if (deltaX == 0.0f && deltaY == 0.0f) {
+ return;
+ }
+
+ std::scoped_lock lock(mLock);
+
+ setPositionLocked(mLocked.pointerX + deltaX, mLocked.pointerY + deltaY);
+}
+
+void MouseCursorController::setButtonState(int32_t buttonState) {
+#if DEBUG_MOUSE_CURSOR_UPDATES
+ ALOGD("Set button state 0x%08x", buttonState);
+#endif
+ std::scoped_lock lock(mLock);
+
+ if (mLocked.buttonState != buttonState) {
+ mLocked.buttonState = buttonState;
+ }
+}
+
+int32_t MouseCursorController::getButtonState() const {
+ std::scoped_lock lock(mLock);
+ return mLocked.buttonState;
+}
+
+void MouseCursorController::setPosition(float x, float y) {
+#if DEBUG_MOUSE_CURSOR_UPDATES
+ ALOGD("Set pointer position to x=%0.3f, y=%0.3f", x, y);
+#endif
+ std::scoped_lock lock(mLock);
+ setPositionLocked(x, y);
+}
+
+void MouseCursorController::setPositionLocked(float x, float y) REQUIRES(mLock) {
+ float minX, minY, maxX, maxY;
+ if (getBoundsLocked(&minX, &minY, &maxX, &maxY)) {
+ if (x <= minX) {
+ mLocked.pointerX = minX;
+ } else if (x >= maxX) {
+ mLocked.pointerX = maxX;
+ } else {
+ mLocked.pointerX = x;
+ }
+ if (y <= minY) {
+ mLocked.pointerY = minY;
+ } else if (y >= maxY) {
+ mLocked.pointerY = maxY;
+ } else {
+ mLocked.pointerY = y;
+ }
+ updatePointerLocked();
+ }
+}
+
+void MouseCursorController::getPosition(float* outX, float* outY) const {
+ std::scoped_lock lock(mLock);
+
+ *outX = mLocked.pointerX;
+ *outY = mLocked.pointerY;
+}
+
+int32_t MouseCursorController::getDisplayId() const {
+ std::scoped_lock lock(mLock);
+ return mLocked.viewport.displayId;
+}
+
+void MouseCursorController::fade(PointerControllerInterface::Transition transition) {
+ std::scoped_lock lock(mLock);
+
+ // Remove the inactivity timeout, since we are fading now.
+ mContext.removeInactivityTimeout();
+
+ // Start fading.
+ if (transition == PointerControllerInterface::Transition::IMMEDIATE) {
+ mLocked.pointerFadeDirection = 0;
+ mLocked.pointerAlpha = 0.0f;
+ updatePointerLocked();
+ } else {
+ mLocked.pointerFadeDirection = -1;
+ startAnimationLocked();
+ }
+}
+
+void MouseCursorController::unfade(PointerControllerInterface::Transition transition) {
+ std::scoped_lock lock(mLock);
+
+ // Always reset the inactivity timer.
+ mContext.resetInactivityTimeout();
+
+ // Start unfading.
+ if (transition == PointerControllerInterface::Transition::IMMEDIATE) {
+ mLocked.pointerFadeDirection = 0;
+ mLocked.pointerAlpha = 1.0f;
+ updatePointerLocked();
+ } else {
+ mLocked.pointerFadeDirection = 1;
+ startAnimationLocked();
+ }
+}
+
+void MouseCursorController::reloadPointerResources(bool getAdditionalMouseResources) {
+ std::scoped_lock lock(mLock);
+
+ loadResourcesLocked(getAdditionalMouseResources);
+ updatePointerLocked();
+}
+
+/**
+ * The viewport values for deviceHeight and deviceWidth have already been adjusted for rotation,
+ * so here we are getting the dimensions in the original, unrotated orientation (orientation 0).
+ */
+static void getNonRotatedSize(const DisplayViewport& viewport, int32_t& width, int32_t& height) {
+ width = viewport.deviceWidth;
+ height = viewport.deviceHeight;
+
+ if (viewport.orientation == DISPLAY_ORIENTATION_90 ||
+ viewport.orientation == DISPLAY_ORIENTATION_270) {
+ std::swap(width, height);
+ }
+}
+
+void MouseCursorController::setDisplayViewport(const DisplayViewport& viewport,
+ bool getAdditionalMouseResources) {
+ std::scoped_lock lock(mLock);
+
+ if (viewport == mLocked.viewport) {
+ return;
+ }
+
+ const DisplayViewport oldViewport = mLocked.viewport;
+ mLocked.viewport = viewport;
+
+ int32_t oldDisplayWidth, oldDisplayHeight;
+ getNonRotatedSize(oldViewport, oldDisplayWidth, oldDisplayHeight);
+ int32_t newDisplayWidth, newDisplayHeight;
+ getNonRotatedSize(viewport, newDisplayWidth, newDisplayHeight);
+
+ // Reset cursor position to center if size or display changed.
+ if (oldViewport.displayId != viewport.displayId || oldDisplayWidth != newDisplayWidth ||
+ oldDisplayHeight != newDisplayHeight) {
+ float minX, minY, maxX, maxY;
+ if (getBoundsLocked(&minX, &minY, &maxX, &maxY)) {
+ mLocked.pointerX = (minX + maxX) * 0.5f;
+ mLocked.pointerY = (minY + maxY) * 0.5f;
+ // Reload icon resources for density may be changed.
+ loadResourcesLocked(getAdditionalMouseResources);
+ } else {
+ mLocked.pointerX = 0;
+ mLocked.pointerY = 0;
+ }
+ } else if (oldViewport.orientation != viewport.orientation) {
+ // Apply offsets to convert from the pixel top-left corner position to the pixel center.
+ // This creates an invariant frame of reference that we can easily rotate when
+ // taking into account that the pointer may be located at fractional pixel offsets.
+ float x = mLocked.pointerX + 0.5f;
+ float y = mLocked.pointerY + 0.5f;
+ float temp;
+
+ // Undo the previous rotation.
+ switch (oldViewport.orientation) {
+ case DISPLAY_ORIENTATION_90:
+ temp = x;
+ x = oldViewport.deviceHeight - y;
+ y = temp;
+ break;
+ case DISPLAY_ORIENTATION_180:
+ x = oldViewport.deviceWidth - x;
+ y = oldViewport.deviceHeight - y;
+ break;
+ case DISPLAY_ORIENTATION_270:
+ temp = x;
+ x = y;
+ y = oldViewport.deviceWidth - temp;
+ break;
+ }
+
+ // Perform the new rotation.
+ switch (viewport.orientation) {
+ case DISPLAY_ORIENTATION_90:
+ temp = x;
+ x = y;
+ y = viewport.deviceHeight - temp;
+ break;
+ case DISPLAY_ORIENTATION_180:
+ x = viewport.deviceWidth - x;
+ y = viewport.deviceHeight - y;
+ break;
+ case DISPLAY_ORIENTATION_270:
+ temp = x;
+ x = viewport.deviceWidth - y;
+ y = temp;
+ break;
+ }
+
+ // Apply offsets to convert from the pixel center to the pixel top-left corner position
+ // and save the results.
+ mLocked.pointerX = x - 0.5f;
+ mLocked.pointerY = y - 0.5f;
+ }
+
+ updatePointerLocked();
+}
+
+void MouseCursorController::updatePointerIcon(int32_t iconId) {
+ std::scoped_lock lock(mLock);
+
+ if (mLocked.requestedPointerType != iconId) {
+ mLocked.requestedPointerType = iconId;
+ mLocked.updatePointerIcon = true;
+ updatePointerLocked();
+ }
+}
+
+void MouseCursorController::setCustomPointerIcon(const SpriteIcon& icon) {
+ std::scoped_lock lock(mLock);
+
+ const int32_t iconId = mContext.getPolicy()->getCustomPointerIconId();
+ mLocked.additionalMouseResources[iconId] = icon;
+ mLocked.requestedPointerType = iconId;
+ mLocked.updatePointerIcon = true;
+ updatePointerLocked();
+}
+
+bool MouseCursorController::doFadingAnimationLocked(nsecs_t timestamp) REQUIRES(mLock) {
+ nsecs_t frameDelay = timestamp - mContext.getAnimationTime();
+ bool keepAnimating = false;
+
+ // Animate pointer fade.
+ if (mLocked.pointerFadeDirection < 0) {
+ mLocked.pointerAlpha -= float(frameDelay) / POINTER_FADE_DURATION;
+ if (mLocked.pointerAlpha <= 0.0f) {
+ mLocked.pointerAlpha = 0.0f;
+ mLocked.pointerFadeDirection = 0;
+ } else {
+ keepAnimating = true;
+ }
+ updatePointerLocked();
+ } else if (mLocked.pointerFadeDirection > 0) {
+ mLocked.pointerAlpha += float(frameDelay) / POINTER_FADE_DURATION;
+ if (mLocked.pointerAlpha >= 1.0f) {
+ mLocked.pointerAlpha = 1.0f;
+ mLocked.pointerFadeDirection = 0;
+ } else {
+ keepAnimating = true;
+ }
+ updatePointerLocked();
+ }
+ return keepAnimating;
+}
+
+bool MouseCursorController::doBitmapAnimationLocked(nsecs_t timestamp) REQUIRES(mLock) {
+ std::map<int32_t, PointerAnimation>::const_iterator iter =
+ mLocked.animationResources.find(mLocked.requestedPointerType);
+ if (iter == mLocked.animationResources.end()) {
+ return false;
+ }
+
+ if (timestamp - mLocked.lastFrameUpdatedTime > iter->second.durationPerFrame) {
+ sp<SpriteController> spriteController = mContext.getSpriteController();
+ spriteController->openTransaction();
+
+ int incr = (timestamp - mLocked.lastFrameUpdatedTime) / iter->second.durationPerFrame;
+ mLocked.animationFrameIndex += incr;
+ mLocked.lastFrameUpdatedTime += iter->second.durationPerFrame * incr;
+ while (mLocked.animationFrameIndex >= iter->second.animationFrames.size()) {
+ mLocked.animationFrameIndex -= iter->second.animationFrames.size();
+ }
+ mLocked.pointerSprite->setIcon(iter->second.animationFrames[mLocked.animationFrameIndex]);
+
+ spriteController->closeTransaction();
+ }
+ // Keep animating.
+ return true;
+}
+
+void MouseCursorController::updatePointerLocked() REQUIRES(mLock) {
+ if (!mLocked.viewport.isValid()) {
+ return;
+ }
+ sp<SpriteController> spriteController = mContext.getSpriteController();
+ spriteController->openTransaction();
+
+ mLocked.pointerSprite->setLayer(Sprite::BASE_LAYER_POINTER);
+ mLocked.pointerSprite->setPosition(mLocked.pointerX, mLocked.pointerY);
+ mLocked.pointerSprite->setDisplayId(mLocked.viewport.displayId);
+
+ if (mLocked.pointerAlpha > 0) {
+ mLocked.pointerSprite->setAlpha(mLocked.pointerAlpha);
+ mLocked.pointerSprite->setVisible(true);
+ } else {
+ mLocked.pointerSprite->setVisible(false);
+ }
+
+ if (mLocked.updatePointerIcon) {
+ if (mLocked.requestedPointerType == mContext.getPolicy()->getDefaultPointerIconId()) {
+ mLocked.pointerSprite->setIcon(mLocked.pointerIcon);
+ } else {
+ std::map<int32_t, SpriteIcon>::const_iterator iter =
+ mLocked.additionalMouseResources.find(mLocked.requestedPointerType);
+ if (iter != mLocked.additionalMouseResources.end()) {
+ std::map<int32_t, PointerAnimation>::const_iterator anim_iter =
+ mLocked.animationResources.find(mLocked.requestedPointerType);
+ if (anim_iter != mLocked.animationResources.end()) {
+ mLocked.animationFrameIndex = 0;
+ mLocked.lastFrameUpdatedTime = systemTime(SYSTEM_TIME_MONOTONIC);
+ startAnimationLocked();
+ }
+ mLocked.pointerSprite->setIcon(iter->second);
+ } else {
+ ALOGW("Can't find the resource for icon id %d", mLocked.requestedPointerType);
+ mLocked.pointerSprite->setIcon(mLocked.pointerIcon);
+ }
+ }
+ mLocked.updatePointerIcon = false;
+ }
+
+ spriteController->closeTransaction();
+}
+
+void MouseCursorController::loadResourcesLocked(bool getAdditionalMouseResources) REQUIRES(mLock) {
+ if (!mLocked.viewport.isValid()) {
+ return;
+ }
+
+ if (!mLocked.resourcesLoaded) mLocked.resourcesLoaded = true;
+
+ sp<PointerControllerPolicyInterface> policy = mContext.getPolicy();
+ policy->loadPointerResources(&mResources, mLocked.viewport.displayId);
+ policy->loadPointerIcon(&mLocked.pointerIcon, mLocked.viewport.displayId);
+
+ mLocked.additionalMouseResources.clear();
+ mLocked.animationResources.clear();
+ if (getAdditionalMouseResources) {
+ policy->loadAdditionalMouseResources(&mLocked.additionalMouseResources,
+ &mLocked.animationResources,
+ mLocked.viewport.displayId);
+ }
+
+ mLocked.updatePointerIcon = true;
+}
+
+bool MouseCursorController::isViewportValid() {
+ std::scoped_lock lock(mLock);
+ return mLocked.viewport.isValid();
+}
+
+void MouseCursorController::getAdditionalMouseResources() {
+ std::scoped_lock lock(mLock);
+
+ if (mLocked.additionalMouseResources.empty()) {
+ mContext.getPolicy()->loadAdditionalMouseResources(&mLocked.additionalMouseResources,
+ &mLocked.animationResources,
+ mLocked.viewport.displayId);
+ }
+ mLocked.updatePointerIcon = true;
+ updatePointerLocked();
+}
+
+bool MouseCursorController::resourcesLoaded() {
+ std::scoped_lock lock(mLock);
+ return mLocked.resourcesLoaded;
+}
+
+bool MouseCursorController::doAnimations(nsecs_t timestamp) {
+ std::scoped_lock lock(mLock);
+ bool keepFading = doFadingAnimationLocked(timestamp);
+ bool keepBitmap = doBitmapAnimationLocked(timestamp);
+ bool keepAnimating = keepFading || keepBitmap;
+ if (!keepAnimating) {
+ /*
+ * We know that this callback will be removed before another
+ * is added. mLock in PointerAnimator will not be released
+ * until after this is removed, and adding another callback
+ * requires that lock. Thus it's safe to set mLocked.animating
+ * here.
+ */
+ mLocked.animating = false;
+ }
+ return keepAnimating;
+}
+
+void MouseCursorController::startAnimationLocked() REQUIRES(mLock) {
+ using namespace std::placeholders;
+
+ if (mLocked.animating) {
+ return;
+ }
+ mLocked.animating = true;
+
+ std::function<bool(nsecs_t)> func = std::bind(&MouseCursorController::doAnimations, this, _1);
+ /*
+ * Using -1 for displayId here to avoid removing the callback
+ * if a TouchSpotController with the same display is removed.
+ */
+ mContext.addAnimationCallback(-1, func);
+}
+
+} // namespace android