summaryrefslogtreecommitdiff
path: root/libs/ui/InputDispatcher.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'libs/ui/InputDispatcher.cpp')
-rw-r--r--libs/ui/InputDispatcher.cpp3188
1 files changed, 3188 insertions, 0 deletions
diff --git a/libs/ui/InputDispatcher.cpp b/libs/ui/InputDispatcher.cpp
new file mode 100644
index 000000000000..b8a26b04f0e1
--- /dev/null
+++ b/libs/ui/InputDispatcher.cpp
@@ -0,0 +1,3188 @@
+//
+// Copyright 2010 The Android Open Source Project
+//
+// The input dispatcher.
+//
+#define LOG_TAG "InputDispatcher"
+
+//#define LOG_NDEBUG 0
+
+// Log detailed debug messages about each inbound event notification to the dispatcher.
+#define DEBUG_INBOUND_EVENT_DETAILS 0
+
+// Log detailed debug messages about each outbound event processed by the dispatcher.
+#define DEBUG_OUTBOUND_EVENT_DETAILS 0
+
+// Log debug messages about batching.
+#define DEBUG_BATCHING 0
+
+// Log debug messages about the dispatch cycle.
+#define DEBUG_DISPATCH_CYCLE 0
+
+// Log debug messages about registrations.
+#define DEBUG_REGISTRATION 0
+
+// Log debug messages about performance statistics.
+#define DEBUG_PERFORMANCE_STATISTICS 0
+
+// Log debug messages about input event injection.
+#define DEBUG_INJECTION 0
+
+// Log debug messages about input event throttling.
+#define DEBUG_THROTTLING 0
+
+// Log debug messages about input focus tracking.
+#define DEBUG_FOCUS 0
+
+// Log debug messages about the app switch latency optimization.
+#define DEBUG_APP_SWITCH 0
+
+#include <cutils/log.h>
+#include <ui/InputDispatcher.h>
+#include <ui/PowerManager.h>
+
+#include <stddef.h>
+#include <unistd.h>
+#include <errno.h>
+#include <limits.h>
+
+namespace android {
+
+// Delay between reporting long touch events to the power manager.
+const nsecs_t EVENT_IGNORE_DURATION = 300 * 1000000LL; // 300 ms
+
+// Default input dispatching timeout if there is no focused application or paused window
+// from which to determine an appropriate dispatching timeout.
+const nsecs_t DEFAULT_INPUT_DISPATCHING_TIMEOUT = 5000 * 1000000LL; // 5 sec
+
+// Amount of time to allow for all pending events to be processed when an app switch
+// key is on the way. This is used to preempt input dispatch and drop input events
+// when an application takes too long to respond and the user has pressed an app switch key.
+const nsecs_t APP_SWITCH_TIMEOUT = 500 * 1000000LL; // 0.5sec
+
+
+static inline nsecs_t now() {
+ return systemTime(SYSTEM_TIME_MONOTONIC);
+}
+
+static inline const char* toString(bool value) {
+ return value ? "true" : "false";
+}
+
+
+// --- InputWindow ---
+
+bool InputWindow::visibleFrameIntersects(const InputWindow* other) const {
+ return visibleFrameRight > other->visibleFrameLeft
+ && visibleFrameLeft < other->visibleFrameRight
+ && visibleFrameBottom > other->visibleFrameTop
+ && visibleFrameTop < other->visibleFrameBottom;
+}
+
+bool InputWindow::touchableAreaContainsPoint(int32_t x, int32_t y) const {
+ return x >= touchableAreaLeft && x <= touchableAreaRight
+ && y >= touchableAreaTop && y <= touchableAreaBottom;
+}
+
+
+// --- InputDispatcher ---
+
+InputDispatcher::InputDispatcher(const sp<InputDispatcherPolicyInterface>& policy) :
+ mPolicy(policy),
+ mPendingEvent(NULL), mAppSwitchDueTime(LONG_LONG_MAX),
+ mDispatchEnabled(true), mDispatchFrozen(false),
+ mFocusedWindow(NULL), mTouchDown(false), mTouchedWindow(NULL),
+ mFocusedApplication(NULL),
+ mCurrentInputTargetsValid(false),
+ mInputTargetWaitCause(INPUT_TARGET_WAIT_CAUSE_NONE) {
+ mPollLoop = new PollLoop(false);
+
+ mInboundQueue.headSentinel.refCount = -1;
+ mInboundQueue.headSentinel.type = EventEntry::TYPE_SENTINEL;
+ mInboundQueue.headSentinel.eventTime = LONG_LONG_MIN;
+
+ mInboundQueue.tailSentinel.refCount = -1;
+ mInboundQueue.tailSentinel.type = EventEntry::TYPE_SENTINEL;
+ mInboundQueue.tailSentinel.eventTime = LONG_LONG_MAX;
+
+ mKeyRepeatState.lastKeyEntry = NULL;
+
+ int32_t maxEventsPerSecond = policy->getMaxEventsPerSecond();
+ mThrottleState.minTimeBetweenEvents = 1000000000LL / maxEventsPerSecond;
+ mThrottleState.lastDeviceId = -1;
+
+#if DEBUG_THROTTLING
+ mThrottleState.originalSampleCount = 0;
+ LOGD("Throttling - Max events per second = %d", maxEventsPerSecond);
+#endif
+}
+
+InputDispatcher::~InputDispatcher() {
+ { // acquire lock
+ AutoMutex _l(mLock);
+
+ resetKeyRepeatLocked();
+ releasePendingEventLocked(true);
+ drainInboundQueueLocked();
+ }
+
+ while (mConnectionsByReceiveFd.size() != 0) {
+ unregisterInputChannel(mConnectionsByReceiveFd.valueAt(0)->inputChannel);
+ }
+}
+
+void InputDispatcher::dispatchOnce() {
+ nsecs_t keyRepeatTimeout = mPolicy->getKeyRepeatTimeout();
+ nsecs_t keyRepeatDelay = mPolicy->getKeyRepeatDelay();
+
+ nsecs_t nextWakeupTime = LONG_LONG_MAX;
+ { // acquire lock
+ AutoMutex _l(mLock);
+ dispatchOnceInnerLocked(keyRepeatTimeout, keyRepeatDelay, & nextWakeupTime);
+
+ if (runCommandsLockedInterruptible()) {
+ nextWakeupTime = LONG_LONG_MIN; // force next poll to wake up immediately
+ }
+ } // release lock
+
+ // Wait for callback or timeout or wake. (make sure we round up, not down)
+ nsecs_t currentTime = now();
+ int32_t timeoutMillis;
+ if (nextWakeupTime > currentTime) {
+ uint64_t timeout = uint64_t(nextWakeupTime - currentTime);
+ timeout = (timeout + 999999LL) / 1000000LL;
+ timeoutMillis = timeout > INT_MAX ? -1 : int32_t(timeout);
+ } else {
+ timeoutMillis = 0;
+ }
+
+ mPollLoop->pollOnce(timeoutMillis);
+}
+
+void InputDispatcher::dispatchOnceInnerLocked(nsecs_t keyRepeatTimeout,
+ nsecs_t keyRepeatDelay, nsecs_t* nextWakeupTime) {
+ nsecs_t currentTime = now();
+
+ // Reset the key repeat timer whenever we disallow key events, even if the next event
+ // is not a key. This is to ensure that we abort a key repeat if the device is just coming
+ // out of sleep.
+ if (keyRepeatTimeout < 0) {
+ resetKeyRepeatLocked();
+ }
+
+ // If dispatching is disabled, drop all events in the queue.
+ if (! mDispatchEnabled) {
+ if (mPendingEvent || ! mInboundQueue.isEmpty()) {
+ LOGI("Dropping pending events because input dispatch is disabled.");
+ releasePendingEventLocked(true);
+ drainInboundQueueLocked();
+ }
+ return;
+ }
+
+ // If dispatching is frozen, do not process timeouts or try to deliver any new events.
+ if (mDispatchFrozen) {
+#if DEBUG_FOCUS
+ LOGD("Dispatch frozen. Waiting some more.");
+#endif
+ return;
+ }
+
+ // Optimize latency of app switches.
+ // Essentially we start a short timeout when an app switch key (HOME / ENDCALL) has
+ // been pressed. When it expires, we preempt dispatch and drop all other pending events.
+ bool isAppSwitchDue = mAppSwitchDueTime <= currentTime;
+ if (mAppSwitchDueTime < *nextWakeupTime) {
+ *nextWakeupTime = mAppSwitchDueTime;
+ }
+
+ // Detect and process timeouts for all connections and determine if there are any
+ // synchronous event dispatches pending. This step is entirely non-interruptible.
+ bool havePendingSyncTarget = false;
+ size_t activeConnectionCount = mActiveConnections.size();
+ for (size_t i = 0; i < activeConnectionCount; i++) {
+ Connection* connection = mActiveConnections.itemAt(i);
+
+ if (connection->hasPendingSyncTarget()) {
+ if (isAppSwitchDue) {
+ connection->preemptSyncTarget();
+ } else {
+ havePendingSyncTarget = true;
+ }
+ }
+
+ nsecs_t connectionTimeoutTime = connection->nextTimeoutTime;
+ if (connectionTimeoutTime <= currentTime) {
+ mTimedOutConnections.add(connection);
+ } else if (connectionTimeoutTime < *nextWakeupTime) {
+ *nextWakeupTime = connectionTimeoutTime;
+ }
+ }
+
+ size_t timedOutConnectionCount = mTimedOutConnections.size();
+ for (size_t i = 0; i < timedOutConnectionCount; i++) {
+ Connection* connection = mTimedOutConnections.itemAt(i);
+ timeoutDispatchCycleLocked(currentTime, connection);
+ *nextWakeupTime = LONG_LONG_MIN; // force next poll to wake up immediately
+ }
+ mTimedOutConnections.clear();
+
+ // If we have a pending synchronous target, skip dispatch.
+ if (havePendingSyncTarget) {
+ return;
+ }
+
+ // Ready to start a new event.
+ // If we don't already have a pending event, go grab one.
+ if (! mPendingEvent) {
+ if (mInboundQueue.isEmpty()) {
+ if (isAppSwitchDue) {
+ // The inbound queue is empty so the app switch key we were waiting
+ // for will never arrive. Stop waiting for it.
+ resetPendingAppSwitchLocked(false);
+ isAppSwitchDue = false;
+ }
+
+ // Synthesize a key repeat if appropriate.
+ if (mKeyRepeatState.lastKeyEntry) {
+ if (currentTime >= mKeyRepeatState.nextRepeatTime) {
+ mPendingEvent = synthesizeKeyRepeatLocked(currentTime, keyRepeatDelay);
+ } else {
+ if (mKeyRepeatState.nextRepeatTime < *nextWakeupTime) {
+ *nextWakeupTime = mKeyRepeatState.nextRepeatTime;
+ }
+ }
+ }
+ if (! mPendingEvent) {
+ return;
+ }
+ } else {
+ // Inbound queue has at least one entry.
+ EventEntry* entry = mInboundQueue.headSentinel.next;
+
+ // Throttle the entry if it is a move event and there are no
+ // other events behind it in the queue. Due to movement batching, additional
+ // samples may be appended to this event by the time the throttling timeout
+ // expires.
+ // TODO Make this smarter and consider throttling per device independently.
+ if (entry->type == EventEntry::TYPE_MOTION) {
+ MotionEntry* motionEntry = static_cast<MotionEntry*>(entry);
+ int32_t deviceId = motionEntry->deviceId;
+ uint32_t source = motionEntry->source;
+ if (! isAppSwitchDue
+ && motionEntry->next == & mInboundQueue.tailSentinel // exactly one event
+ && motionEntry->action == AMOTION_EVENT_ACTION_MOVE
+ && deviceId == mThrottleState.lastDeviceId
+ && source == mThrottleState.lastSource) {
+ nsecs_t nextTime = mThrottleState.lastEventTime
+ + mThrottleState.minTimeBetweenEvents;
+ if (currentTime < nextTime) {
+ // Throttle it!
+#if DEBUG_THROTTLING
+ LOGD("Throttling - Delaying motion event for "
+ "device 0x%x, source 0x%08x by up to %0.3fms.",
+ deviceId, source, (nextTime - currentTime) * 0.000001);
+#endif
+ if (nextTime < *nextWakeupTime) {
+ *nextWakeupTime = nextTime;
+ }
+ if (mThrottleState.originalSampleCount == 0) {
+ mThrottleState.originalSampleCount =
+ motionEntry->countSamples();
+ }
+ return;
+ }
+ }
+
+#if DEBUG_THROTTLING
+ if (mThrottleState.originalSampleCount != 0) {
+ uint32_t count = motionEntry->countSamples();
+ LOGD("Throttling - Motion event sample count grew by %d from %d to %d.",
+ count - mThrottleState.originalSampleCount,
+ mThrottleState.originalSampleCount, count);
+ mThrottleState.originalSampleCount = 0;
+ }
+#endif
+
+ mThrottleState.lastEventTime = entry->eventTime < currentTime
+ ? entry->eventTime : currentTime;
+ mThrottleState.lastDeviceId = deviceId;
+ mThrottleState.lastSource = source;
+ }
+
+ mInboundQueue.dequeue(entry);
+ mPendingEvent = entry;
+ }
+ }
+
+ // Now we have an event to dispatch.
+ assert(mPendingEvent != NULL);
+ bool wasDispatched = false;
+ bool wasDropped = false;
+ switch (mPendingEvent->type) {
+ case EventEntry::TYPE_CONFIGURATION_CHANGED: {
+ ConfigurationChangedEntry* typedEntry =
+ static_cast<ConfigurationChangedEntry*>(mPendingEvent);
+ wasDispatched = dispatchConfigurationChangedLocked(currentTime, typedEntry);
+ break;
+ }
+
+ case EventEntry::TYPE_KEY: {
+ KeyEntry* typedEntry = static_cast<KeyEntry*>(mPendingEvent);
+ if (isAppSwitchPendingLocked()) {
+ if (isAppSwitchKey(typedEntry->keyCode)) {
+ resetPendingAppSwitchLocked(true);
+ } else if (isAppSwitchDue) {
+ LOGI("Dropping key because of pending overdue app switch.");
+ wasDropped = true;
+ break;
+ }
+ }
+ wasDispatched = dispatchKeyLocked(currentTime, typedEntry, keyRepeatTimeout,
+ nextWakeupTime);
+ break;
+ }
+
+ case EventEntry::TYPE_MOTION: {
+ MotionEntry* typedEntry = static_cast<MotionEntry*>(mPendingEvent);
+ if (isAppSwitchDue) {
+ LOGI("Dropping motion because of pending overdue app switch.");
+ wasDropped = true;
+ break;
+ }
+ wasDispatched = dispatchMotionLocked(currentTime, typedEntry, nextWakeupTime);
+ break;
+ }
+
+ default:
+ assert(false);
+ wasDropped = true;
+ break;
+ }
+
+ if (wasDispatched || wasDropped) {
+ releasePendingEventLocked(wasDropped);
+ *nextWakeupTime = LONG_LONG_MIN; // force next poll to wake up immediately
+ }
+}
+
+bool InputDispatcher::enqueueInboundEventLocked(EventEntry* entry) {
+ bool needWake = mInboundQueue.isEmpty();
+ mInboundQueue.enqueueAtTail(entry);
+
+ switch (entry->type) {
+ case EventEntry::TYPE_KEY:
+ needWake |= detectPendingAppSwitchLocked(static_cast<KeyEntry*>(entry));
+ break;
+ }
+
+ return needWake;
+}
+
+bool InputDispatcher::isAppSwitchKey(int32_t keyCode) {
+ return keyCode == AKEYCODE_HOME || keyCode == AKEYCODE_ENDCALL;
+}
+
+bool InputDispatcher::isAppSwitchPendingLocked() {
+ return mAppSwitchDueTime != LONG_LONG_MAX;
+}
+
+bool InputDispatcher::detectPendingAppSwitchLocked(KeyEntry* inboundKeyEntry) {
+ if (inboundKeyEntry->action == AKEY_EVENT_ACTION_UP
+ && ! (inboundKeyEntry->flags & AKEY_EVENT_FLAG_CANCELED)
+ && isAppSwitchKey(inboundKeyEntry->keyCode)
+ && isEventFromReliableSourceLocked(inboundKeyEntry)) {
+#if DEBUG_APP_SWITCH
+ LOGD("App switch is pending!");
+#endif
+ mAppSwitchDueTime = inboundKeyEntry->eventTime + APP_SWITCH_TIMEOUT;
+ return true; // need wake
+ }
+ return false;
+}
+
+void InputDispatcher::resetPendingAppSwitchLocked(bool handled) {
+ mAppSwitchDueTime = LONG_LONG_MAX;
+
+#if DEBUG_APP_SWITCH
+ if (handled) {
+ LOGD("App switch has arrived.");
+ } else {
+ LOGD("App switch was abandoned.");
+ }
+#endif
+}
+
+bool InputDispatcher::runCommandsLockedInterruptible() {
+ if (mCommandQueue.isEmpty()) {
+ return false;
+ }
+
+ do {
+ CommandEntry* commandEntry = mCommandQueue.dequeueAtHead();
+
+ Command command = commandEntry->command;
+ (this->*command)(commandEntry); // commands are implicitly 'LockedInterruptible'
+
+ commandEntry->connection.clear();
+ mAllocator.releaseCommandEntry(commandEntry);
+ } while (! mCommandQueue.isEmpty());
+ return true;
+}
+
+InputDispatcher::CommandEntry* InputDispatcher::postCommandLocked(Command command) {
+ CommandEntry* commandEntry = mAllocator.obtainCommandEntry(command);
+ mCommandQueue.enqueueAtTail(commandEntry);
+ return commandEntry;
+}
+
+void InputDispatcher::drainInboundQueueLocked() {
+ while (! mInboundQueue.isEmpty()) {
+ EventEntry* entry = mInboundQueue.dequeueAtHead();
+ releaseInboundEventLocked(entry, true /*wasDropped*/);
+ }
+}
+
+void InputDispatcher::releasePendingEventLocked(bool wasDropped) {
+ if (mPendingEvent) {
+ releaseInboundEventLocked(mPendingEvent, wasDropped);
+ mPendingEvent = NULL;
+ }
+}
+
+void InputDispatcher::releaseInboundEventLocked(EventEntry* entry, bool wasDropped) {
+ if (wasDropped) {
+#if DEBUG_DISPATCH_CYCLE
+ LOGD("Pending event was dropped.");
+#endif
+ setInjectionResultLocked(entry, INPUT_EVENT_INJECTION_FAILED);
+ }
+ mAllocator.releaseEventEntry(entry);
+}
+
+bool InputDispatcher::isEventFromReliableSourceLocked(EventEntry* entry) {
+ return ! entry->isInjected()
+ || entry->injectorUid == 0
+ || mPolicy->checkInjectEventsPermissionNonReentrant(
+ entry->injectorPid, entry->injectorUid);
+}
+
+void InputDispatcher::resetKeyRepeatLocked() {
+ if (mKeyRepeatState.lastKeyEntry) {
+ mAllocator.releaseKeyEntry(mKeyRepeatState.lastKeyEntry);
+ mKeyRepeatState.lastKeyEntry = NULL;
+ }
+}
+
+InputDispatcher::KeyEntry* InputDispatcher::synthesizeKeyRepeatLocked(
+ nsecs_t currentTime, nsecs_t keyRepeatDelay) {
+ KeyEntry* entry = mKeyRepeatState.lastKeyEntry;
+
+ // Reuse the repeated key entry if it is otherwise unreferenced.
+ uint32_t policyFlags = entry->policyFlags & POLICY_FLAG_RAW_MASK;
+ if (entry->refCount == 1) {
+ entry->recycle();
+ entry->eventTime = currentTime;
+ entry->policyFlags = policyFlags;
+ entry->repeatCount += 1;
+ } else {
+ KeyEntry* newEntry = mAllocator.obtainKeyEntry(currentTime,
+ entry->deviceId, entry->source, policyFlags,
+ entry->action, entry->flags, entry->keyCode, entry->scanCode,
+ entry->metaState, entry->repeatCount + 1, entry->downTime);
+
+ mKeyRepeatState.lastKeyEntry = newEntry;
+ mAllocator.releaseKeyEntry(entry);
+
+ entry = newEntry;
+ }
+ entry->syntheticRepeat = true;
+
+ // Increment reference count since we keep a reference to the event in
+ // mKeyRepeatState.lastKeyEntry in addition to the one we return.
+ entry->refCount += 1;
+
+ if (entry->repeatCount == 1) {
+ entry->flags |= AKEY_EVENT_FLAG_LONG_PRESS;
+ }
+
+ mKeyRepeatState.nextRepeatTime = currentTime + keyRepeatDelay;
+ return entry;
+}
+
+bool InputDispatcher::dispatchConfigurationChangedLocked(
+ nsecs_t currentTime, ConfigurationChangedEntry* entry) {
+#if DEBUG_OUTBOUND_EVENT_DETAILS
+ LOGD("dispatchConfigurationChanged - eventTime=%lld", entry->eventTime);
+#endif
+
+ // Reset key repeating in case a keyboard device was added or removed or something.
+ resetKeyRepeatLocked();
+
+ // Enqueue a command to run outside the lock to tell the policy that the configuration changed.
+ CommandEntry* commandEntry = postCommandLocked(
+ & InputDispatcher::doNotifyConfigurationChangedInterruptible);
+ commandEntry->eventTime = entry->eventTime;
+ return true;
+}
+
+bool InputDispatcher::dispatchKeyLocked(
+ nsecs_t currentTime, KeyEntry* entry, nsecs_t keyRepeatTimeout,
+ nsecs_t* nextWakeupTime) {
+ // Preprocessing.
+ if (! entry->dispatchInProgress) {
+ logOutboundKeyDetailsLocked("dispatchKey - ", entry);
+
+ if (entry->repeatCount == 0
+ && entry->action == AKEY_EVENT_ACTION_DOWN
+ && ! entry->isInjected()) {
+ if (mKeyRepeatState.lastKeyEntry
+ && mKeyRepeatState.lastKeyEntry->keyCode == entry->keyCode) {
+ // We have seen two identical key downs in a row which indicates that the device
+ // driver is automatically generating key repeats itself. We take note of the
+ // repeat here, but we disable our own next key repeat timer since it is clear that
+ // we will not need to synthesize key repeats ourselves.
+ entry->repeatCount = mKeyRepeatState.lastKeyEntry->repeatCount + 1;
+ resetKeyRepeatLocked();
+ mKeyRepeatState.nextRepeatTime = LONG_LONG_MAX; // don't generate repeats ourselves
+ } else {
+ // Not a repeat. Save key down state in case we do see a repeat later.
+ resetKeyRepeatLocked();
+ mKeyRepeatState.nextRepeatTime = entry->eventTime + keyRepeatTimeout;
+ }
+ mKeyRepeatState.lastKeyEntry = entry;
+ entry->refCount += 1;
+ } else if (! entry->syntheticRepeat) {
+ resetKeyRepeatLocked();
+ }
+
+ entry->dispatchInProgress = true;
+ startFindingTargetsLocked();
+ }
+
+ // Identify targets.
+ if (! mCurrentInputTargetsValid) {
+ InputWindow* window = NULL;
+ int32_t injectionResult = findFocusedWindowLocked(currentTime,
+ entry, nextWakeupTime, & window);
+ if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
+ return false;
+ }
+
+ setInjectionResultLocked(entry, injectionResult);
+ if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
+ return true;
+ }
+
+ addMonitoringTargetsLocked();
+ finishFindingTargetsLocked(window);
+ }
+
+ // Give the policy a chance to intercept the key.
+ if (entry->interceptKeyResult == KeyEntry::INTERCEPT_KEY_RESULT_UNKNOWN) {
+ CommandEntry* commandEntry = postCommandLocked(
+ & InputDispatcher::doInterceptKeyBeforeDispatchingLockedInterruptible);
+ commandEntry->inputChannel = mCurrentInputChannel;
+ commandEntry->keyEntry = entry;
+ entry->refCount += 1;
+ return false; // wait for the command to run
+ }
+ if (entry->interceptKeyResult == KeyEntry::INTERCEPT_KEY_RESULT_SKIP) {
+ return true;
+ }
+
+ // Dispatch the key.
+ dispatchEventToCurrentInputTargetsLocked(currentTime, entry, false);
+
+ // Poke user activity.
+ pokeUserActivityLocked(entry->eventTime, mCurrentInputWindowType, POWER_MANAGER_BUTTON_EVENT);
+ return true;
+}
+
+void InputDispatcher::logOutboundKeyDetailsLocked(const char* prefix, const KeyEntry* entry) {
+#if DEBUG_OUTBOUND_EVENT_DETAILS
+ LOGD("%seventTime=%lld, deviceId=0x%x, source=0x%x, policyFlags=0x%x, "
+ "action=0x%x, flags=0x%x, keyCode=0x%x, scanCode=0x%x, metaState=0x%x, "
+ "downTime=%lld",
+ prefix,
+ entry->eventTime, entry->deviceId, entry->source, entry->policyFlags,
+ entry->action, entry->flags, entry->keyCode, entry->scanCode, entry->metaState,
+ entry->downTime);
+#endif
+}
+
+bool InputDispatcher::dispatchMotionLocked(
+ nsecs_t currentTime, MotionEntry* entry, nsecs_t* nextWakeupTime) {
+ // Preprocessing.
+ if (! entry->dispatchInProgress) {
+ logOutboundMotionDetailsLocked("dispatchMotion - ", entry);
+
+ entry->dispatchInProgress = true;
+ startFindingTargetsLocked();
+ }
+
+ bool isPointerEvent = entry->source & AINPUT_SOURCE_CLASS_POINTER;
+
+ // Identify targets.
+ if (! mCurrentInputTargetsValid) {
+ InputWindow* window = NULL;
+ int32_t injectionResult;
+ if (isPointerEvent) {
+ // Pointer event. (eg. touchscreen)
+ injectionResult = findTouchedWindowLocked(currentTime,
+ entry, nextWakeupTime, & window);
+ } else {
+ // Non touch event. (eg. trackball)
+ injectionResult = findFocusedWindowLocked(currentTime,
+ entry, nextWakeupTime, & window);
+ }
+ if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
+ return false;
+ }
+
+ setInjectionResultLocked(entry, injectionResult);
+ if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
+ return true;
+ }
+
+ addMonitoringTargetsLocked();
+ finishFindingTargetsLocked(window);
+ }
+
+ // Dispatch the motion.
+ dispatchEventToCurrentInputTargetsLocked(currentTime, entry, false);
+
+ // Poke user activity.
+ int32_t eventType;
+ if (isPointerEvent) {
+ switch (entry->action) {
+ case AMOTION_EVENT_ACTION_DOWN:
+ eventType = POWER_MANAGER_TOUCH_EVENT;
+ break;
+ case AMOTION_EVENT_ACTION_UP:
+ eventType = POWER_MANAGER_TOUCH_UP_EVENT;
+ break;
+ default:
+ if (entry->eventTime - entry->downTime >= EVENT_IGNORE_DURATION) {
+ eventType = POWER_MANAGER_TOUCH_EVENT;
+ } else {
+ eventType = POWER_MANAGER_LONG_TOUCH_EVENT;
+ }
+ break;
+ }
+ } else {
+ eventType = POWER_MANAGER_BUTTON_EVENT;
+ }
+ pokeUserActivityLocked(entry->eventTime, mCurrentInputWindowType, eventType);
+ return true;
+}
+
+
+void InputDispatcher::logOutboundMotionDetailsLocked(const char* prefix, const MotionEntry* entry) {
+#if DEBUG_OUTBOUND_EVENT_DETAILS
+ LOGD("%seventTime=%lld, deviceId=0x%x, source=0x%x, policyFlags=0x%x, "
+ "action=0x%x, flags=0x%x, "
+ "metaState=0x%x, edgeFlags=0x%x, xPrecision=%f, yPrecision=%f, downTime=%lld",
+ prefix,
+ entry->eventTime, entry->deviceId, entry->source, entry->policyFlags,
+ entry->action, entry->flags,
+ entry->metaState, entry->edgeFlags, entry->xPrecision, entry->yPrecision,
+ entry->downTime);
+
+ // Print the most recent sample that we have available, this may change due to batching.
+ size_t sampleCount = 1;
+ const MotionSample* sample = & entry->firstSample;
+ for (; sample->next != NULL; sample = sample->next) {
+ sampleCount += 1;
+ }
+ for (uint32_t i = 0; i < entry->pointerCount; i++) {
+ LOGD(" Pointer %d: id=%d, x=%f, y=%f, pressure=%f, size=%f, "
+ "touchMajor=%f, touchMinor=%f, toolMajor=%f, toolMinor=%f, "
+ "orientation=%f",
+ i, entry->pointerIds[i],
+ sample->pointerCoords[i].x, sample->pointerCoords[i].y,
+ sample->pointerCoords[i].pressure, sample->pointerCoords[i].size,
+ sample->pointerCoords[i].touchMajor, sample->pointerCoords[i].touchMinor,
+ sample->pointerCoords[i].toolMajor, sample->pointerCoords[i].toolMinor,
+ sample->pointerCoords[i].orientation);
+ }
+
+ // Keep in mind that due to batching, it is possible for the number of samples actually
+ // dispatched to change before the application finally consumed them.
+ if (entry->action == AMOTION_EVENT_ACTION_MOVE) {
+ LOGD(" ... Total movement samples currently batched %d ...", sampleCount);
+ }
+#endif
+}
+
+void InputDispatcher::dispatchEventToCurrentInputTargetsLocked(nsecs_t currentTime,
+ EventEntry* eventEntry, bool resumeWithAppendedMotionSample) {
+#if DEBUG_DISPATCH_CYCLE
+ LOGD("dispatchEventToCurrentInputTargets - "
+ "resumeWithAppendedMotionSample=%s",
+ toString(resumeWithAppendedMotionSample));
+#endif
+
+ assert(eventEntry->dispatchInProgress); // should already have been set to true
+
+ for (size_t i = 0; i < mCurrentInputTargets.size(); i++) {
+ const InputTarget& inputTarget = mCurrentInputTargets.itemAt(i);
+
+ ssize_t connectionIndex = getConnectionIndex(inputTarget.inputChannel);
+ if (connectionIndex >= 0) {
+ sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
+ prepareDispatchCycleLocked(currentTime, connection, eventEntry, & inputTarget,
+ resumeWithAppendedMotionSample);
+ } else {
+ LOGW("Framework requested delivery of an input event to channel '%s' but it "
+ "is not registered with the input dispatcher.",
+ inputTarget.inputChannel->getName().string());
+ }
+ }
+}
+
+void InputDispatcher::startFindingTargetsLocked() {
+ mCurrentInputTargetsValid = false;
+ mCurrentInputTargets.clear();
+ mCurrentInputChannel.clear();
+ mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_NONE;
+}
+
+void InputDispatcher::finishFindingTargetsLocked(const InputWindow* window) {
+ mCurrentInputWindowType = window->layoutParamsType;
+ mCurrentInputChannel = window->inputChannel;
+ mCurrentInputTargetsValid = true;
+}
+
+int32_t InputDispatcher::handleTargetsNotReadyLocked(nsecs_t currentTime,
+ const EventEntry* entry, const InputApplication* application, const InputWindow* window,
+ nsecs_t* nextWakeupTime) {
+ if (application == NULL && window == NULL) {
+ if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY) {
+#if DEBUG_FOCUS
+ LOGD("Waiting for system to become ready for input.");
+#endif
+ mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY;
+ mInputTargetWaitStartTime = currentTime;
+ mInputTargetWaitTimeoutTime = LONG_LONG_MAX;
+ mInputTargetWaitTimeoutExpired = false;
+ }
+ } else {
+ if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY) {
+#if DEBUG_FOCUS
+ LOGD("Waiting for application to become ready for input: name=%s, window=%s",
+ application ? application->name.string() : "<unknown>",
+ window ? window->inputChannel->getName().string() : "<unknown>");
+#endif
+ nsecs_t timeout = window ? window->dispatchingTimeout :
+ application ? application->dispatchingTimeout : DEFAULT_INPUT_DISPATCHING_TIMEOUT;
+
+ mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY;
+ mInputTargetWaitStartTime = currentTime;
+ mInputTargetWaitTimeoutTime = currentTime + timeout;
+ mInputTargetWaitTimeoutExpired = false;
+ }
+ }
+
+ if (mInputTargetWaitTimeoutExpired) {
+ return INPUT_EVENT_INJECTION_TIMED_OUT;
+ }
+
+ if (currentTime >= mInputTargetWaitTimeoutTime) {
+ LOGI("Application is not ready for input: name=%s, window=%s,"
+ "%01.1fms since event, %01.1fms since wait started",
+ application ? application->name.string() : "<unknown>",
+ window ? window->inputChannel->getName().string() : "<unknown>",
+ (currentTime - entry->eventTime) / 1000000.0,
+ (currentTime - mInputTargetWaitStartTime) / 1000000.0);
+
+ CommandEntry* commandEntry = postCommandLocked(
+ & InputDispatcher::doTargetsNotReadyTimeoutLockedInterruptible);
+ if (application) {
+ commandEntry->inputApplicationHandle = application->handle;
+ }
+ if (window) {
+ commandEntry->inputChannel = window->inputChannel;
+ }
+
+ // Force poll loop to wake up immediately on next iteration once we get the
+ // ANR response back from the policy.
+ *nextWakeupTime = LONG_LONG_MIN;
+ return INPUT_EVENT_INJECTION_PENDING;
+ } else {
+ // Force poll loop to wake up when timeout is due.
+ if (mInputTargetWaitTimeoutTime < *nextWakeupTime) {
+ *nextWakeupTime = mInputTargetWaitTimeoutTime;
+ }
+ return INPUT_EVENT_INJECTION_PENDING;
+ }
+}
+
+void InputDispatcher::resumeAfterTargetsNotReadyTimeoutLocked(nsecs_t newTimeout) {
+ if (newTimeout > 0) {
+ // Extend the timeout.
+ mInputTargetWaitTimeoutTime = now() + newTimeout;
+ } else {
+ // Give up.
+ mInputTargetWaitTimeoutExpired = true;
+ }
+}
+
+nsecs_t InputDispatcher::getTimeSpentWaitingForApplicationWhileFindingTargetsLocked(
+ nsecs_t currentTime) {
+ if (mInputTargetWaitCause == INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY) {
+ return currentTime - mInputTargetWaitStartTime;
+ }
+ return 0;
+}
+
+void InputDispatcher::resetANRTimeoutsLocked() {
+#if DEBUG_FOCUS
+ LOGD("Resetting ANR timeouts.");
+#endif
+
+ // Reset timeouts for all active connections.
+ nsecs_t currentTime = now();
+ for (size_t i = 0; i < mActiveConnections.size(); i++) {
+ Connection* connection = mActiveConnections[i];
+ connection->resetTimeout(currentTime);
+ }
+
+ // Reset input target wait timeout.
+ mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_NONE;
+}
+
+int32_t InputDispatcher::findFocusedWindowLocked(nsecs_t currentTime, const EventEntry* entry,
+ nsecs_t* nextWakeupTime, InputWindow** outWindow) {
+ *outWindow = NULL;
+ mCurrentInputTargets.clear();
+
+ int32_t injectionResult;
+
+ // If there is no currently focused window and no focused application
+ // then drop the event.
+ if (! mFocusedWindow) {
+ if (mFocusedApplication) {
+#if DEBUG_FOCUS
+ LOGD("Waiting because there is no focused window but there is a "
+ "focused application that may eventually add a window: '%s'.",
+ mFocusedApplication->name.string());
+#endif
+ injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
+ mFocusedApplication, NULL, nextWakeupTime);
+ goto Unresponsive;
+ }
+
+ LOGI("Dropping event because there is no focused window or focused application.");
+ injectionResult = INPUT_EVENT_INJECTION_FAILED;
+ goto Failed;
+ }
+
+ // Check permissions.
+ if (! checkInjectionPermission(mFocusedWindow, entry->injectorPid, entry->injectorUid)) {
+ injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
+ goto Failed;
+ }
+
+ // If the currently focused window is paused then keep waiting.
+ if (mFocusedWindow->paused) {
+#if DEBUG_FOCUS
+ LOGD("Waiting because focused window is paused.");
+#endif
+ injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
+ mFocusedApplication, mFocusedWindow, nextWakeupTime);
+ goto Unresponsive;
+ }
+
+ // Success! Output targets.
+ injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
+ *outWindow = mFocusedWindow;
+ addWindowTargetLocked(mFocusedWindow, InputTarget::FLAG_SYNC,
+ getTimeSpentWaitingForApplicationWhileFindingTargetsLocked(currentTime));
+
+ // Done.
+Failed:
+Unresponsive:
+#if DEBUG_FOCUS
+ LOGD("findFocusedWindow finished: injectionResult=%d",
+ injectionResult);
+ logDispatchStateLocked();
+#endif
+ return injectionResult;
+}
+
+int32_t InputDispatcher::findTouchedWindowLocked(nsecs_t currentTime, const MotionEntry* entry,
+ nsecs_t* nextWakeupTime, InputWindow** outWindow) {
+ enum InjectionPermission {
+ INJECTION_PERMISSION_UNKNOWN,
+ INJECTION_PERMISSION_GRANTED,
+ INJECTION_PERMISSION_DENIED
+ };
+
+ *outWindow = NULL;
+ mCurrentInputTargets.clear();
+
+ nsecs_t startTime = now();
+
+ // For security reasons, we defer updating the touch state until we are sure that
+ // event injection will be allowed.
+ //
+ // FIXME In the original code, screenWasOff could never be set to true.
+ // The reason is that the POLICY_FLAG_WOKE_HERE
+ // and POLICY_FLAG_BRIGHT_HERE flags were set only when preprocessing raw
+ // EV_KEY, EV_REL and EV_ABS events. As it happens, the touch event was
+ // actually enqueued using the policyFlags that appeared in the final EV_SYN
+ // events upon which no preprocessing took place. So policyFlags was always 0.
+ // In the new native input dispatcher we're a bit more careful about event
+ // preprocessing so the touches we receive can actually have non-zero policyFlags.
+ // Unfortunately we obtain undesirable behavior.
+ //
+ // Here's what happens:
+ //
+ // When the device dims in anticipation of going to sleep, touches
+ // in windows which have FLAG_TOUCHABLE_WHEN_WAKING cause
+ // the device to brighten and reset the user activity timer.
+ // Touches on other windows (such as the launcher window)
+ // are dropped. Then after a moment, the device goes to sleep. Oops.
+ //
+ // Also notice how screenWasOff was being initialized using POLICY_FLAG_BRIGHT_HERE
+ // instead of POLICY_FLAG_WOKE_HERE...
+ //
+ bool screenWasOff = false; // original policy: policyFlags & POLICY_FLAG_BRIGHT_HERE;
+
+ int32_t action = entry->action;
+
+ // Update the touch state as needed based on the properties of the touch event.
+ int32_t injectionResult;
+ InjectionPermission injectionPermission;
+ if (action == AMOTION_EVENT_ACTION_DOWN) {
+ /* Case 1: ACTION_DOWN */
+
+ InputWindow* newTouchedWindow = NULL;
+ mTempTouchedOutsideTargets.clear();
+
+ int32_t x = int32_t(entry->firstSample.pointerCoords[0].x);
+ int32_t y = int32_t(entry->firstSample.pointerCoords[0].y);
+ InputWindow* topErrorWindow = NULL;
+ bool obscured = false;
+
+ // Traverse windows from front to back to find touched window and outside targets.
+ size_t numWindows = mWindows.size();
+ for (size_t i = 0; i < numWindows; i++) {
+ InputWindow* window = & mWindows.editItemAt(i);
+ int32_t flags = window->layoutParamsFlags;
+
+ if (flags & InputWindow::FLAG_SYSTEM_ERROR) {
+ if (! topErrorWindow) {
+ topErrorWindow = window;
+ }
+ }
+
+ if (window->visible) {
+ if (! (flags & InputWindow::FLAG_NOT_TOUCHABLE)) {
+ bool isTouchModal = (flags & (InputWindow::FLAG_NOT_FOCUSABLE
+ | InputWindow::FLAG_NOT_TOUCH_MODAL)) == 0;
+ if (isTouchModal || window->touchableAreaContainsPoint(x, y)) {
+ if (! screenWasOff || flags & InputWindow::FLAG_TOUCHABLE_WHEN_WAKING) {
+ newTouchedWindow = window;
+ obscured = isWindowObscuredLocked(window);
+ }
+ break; // found touched window, exit window loop
+ }
+ }
+
+ if (flags & InputWindow::FLAG_WATCH_OUTSIDE_TOUCH) {
+ OutsideTarget outsideTarget;
+ outsideTarget.window = window;
+ outsideTarget.obscured = isWindowObscuredLocked(window);
+ mTempTouchedOutsideTargets.push(outsideTarget);
+ }
+ }
+ }
+
+ // If there is an error window but it is not taking focus (typically because
+ // it is invisible) then wait for it. Any other focused window may in
+ // fact be in ANR state.
+ if (topErrorWindow && newTouchedWindow != topErrorWindow) {
+#if DEBUG_FOCUS
+ LOGD("Waiting because system error window is pending.");
+#endif
+ injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
+ NULL, NULL, nextWakeupTime);
+ injectionPermission = INJECTION_PERMISSION_UNKNOWN;
+ goto Unresponsive;
+ }
+
+ // If we did not find a touched window then fail.
+ if (! newTouchedWindow) {
+ if (mFocusedApplication) {
+#if DEBUG_FOCUS
+ LOGD("Waiting because there is no touched window but there is a "
+ "focused application that may eventually add a new window: '%s'.",
+ mFocusedApplication->name.string());
+#endif
+ injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
+ mFocusedApplication, NULL, nextWakeupTime);
+ injectionPermission = INJECTION_PERMISSION_UNKNOWN;
+ goto Unresponsive;
+ }
+
+ LOGI("Dropping event because there is no touched window or focused application.");
+ injectionResult = INPUT_EVENT_INJECTION_FAILED;
+ injectionPermission = INJECTION_PERMISSION_UNKNOWN;
+ goto Failed;
+ }
+
+ // Check permissions.
+ if (! checkInjectionPermission(newTouchedWindow, entry->injectorPid, entry->injectorUid)) {
+ injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
+ injectionPermission = INJECTION_PERMISSION_DENIED;
+ goto Failed;
+ }
+
+ // If the touched window is paused then keep waiting.
+ if (newTouchedWindow->paused) {
+#if DEBUG_INPUT_DISPATCHER_POLICY
+ LOGD("Waiting because touched window is paused.");
+#endif
+ injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
+ NULL, newTouchedWindow, nextWakeupTime);
+ injectionPermission = INJECTION_PERMISSION_GRANTED;
+ goto Unresponsive;
+ }
+
+ // Success! Update the touch dispatch state for real.
+ releaseTouchedWindowLocked();
+
+ mTouchedWindow = newTouchedWindow;
+ mTouchedWindowIsObscured = obscured;
+
+ if (newTouchedWindow->hasWallpaper) {
+ mTouchedWallpaperWindows.appendVector(mWallpaperWindows);
+ }
+ } else {
+ /* Case 2: Everything but ACTION_DOWN */
+
+ // Check permissions.
+ if (! checkInjectionPermission(mTouchedWindow, entry->injectorPid, entry->injectorUid)) {
+ injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
+ injectionPermission = INJECTION_PERMISSION_DENIED;
+ goto Failed;
+ }
+
+ // If the pointer is not currently down, then ignore the event.
+ if (! mTouchDown) {
+ LOGI("Dropping event because the pointer is not down.");
+ injectionResult = INPUT_EVENT_INJECTION_FAILED;
+ injectionPermission = INJECTION_PERMISSION_GRANTED;
+ goto Failed;
+ }
+
+ // If there is no currently touched window then fail.
+ if (! mTouchedWindow) {
+#if DEBUG_INPUT_DISPATCHER_POLICY
+ LOGD("Dropping event because there is no touched window to receive it.");
+#endif
+ injectionResult = INPUT_EVENT_INJECTION_FAILED;
+ injectionPermission = INJECTION_PERMISSION_GRANTED;
+ goto Failed;
+ }
+
+ // If the touched window is paused then keep waiting.
+ if (mTouchedWindow->paused) {
+#if DEBUG_INPUT_DISPATCHER_POLICY
+ LOGD("Waiting because touched window is paused.");
+#endif
+ injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
+ NULL, mTouchedWindow, nextWakeupTime);
+ injectionPermission = INJECTION_PERMISSION_GRANTED;
+ goto Unresponsive;
+ }
+ }
+
+ // Success! Output targets.
+ injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
+ injectionPermission = INJECTION_PERMISSION_GRANTED;
+
+ {
+ size_t numWallpaperWindows = mTouchedWallpaperWindows.size();
+ for (size_t i = 0; i < numWallpaperWindows; i++) {
+ addWindowTargetLocked(mTouchedWallpaperWindows[i],
+ InputTarget::FLAG_WINDOW_IS_OBSCURED, 0);
+ }
+
+ size_t numOutsideTargets = mTempTouchedOutsideTargets.size();
+ for (size_t i = 0; i < numOutsideTargets; i++) {
+ const OutsideTarget& outsideTarget = mTempTouchedOutsideTargets[i];
+ int32_t outsideTargetFlags = InputTarget::FLAG_OUTSIDE;
+ if (outsideTarget.obscured) {
+ outsideTargetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
+ }
+ addWindowTargetLocked(outsideTarget.window, outsideTargetFlags, 0);
+ }
+ mTempTouchedOutsideTargets.clear();
+
+ int32_t targetFlags = InputTarget::FLAG_SYNC;
+ if (mTouchedWindowIsObscured) {
+ targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
+ }
+ addWindowTargetLocked(mTouchedWindow, targetFlags,
+ getTimeSpentWaitingForApplicationWhileFindingTargetsLocked(currentTime));
+ *outWindow = mTouchedWindow;
+ }
+
+Failed:
+ // Check injection permission once and for all.
+ if (injectionPermission == INJECTION_PERMISSION_UNKNOWN) {
+ if (checkInjectionPermission(action == AMOTION_EVENT_ACTION_DOWN ? NULL : mTouchedWindow,
+ entry->injectorPid, entry->injectorUid)) {
+ injectionPermission = INJECTION_PERMISSION_GRANTED;
+ } else {
+ injectionPermission = INJECTION_PERMISSION_DENIED;
+ }
+ }
+
+ // Update final pieces of touch state if the injector had permission.
+ if (injectionPermission == INJECTION_PERMISSION_GRANTED) {
+ if (action == AMOTION_EVENT_ACTION_DOWN) {
+ if (mTouchDown) {
+ // This is weird. We got a down but we thought it was already down!
+ LOGW("Pointer down received while already down.");
+ } else {
+ mTouchDown = true;
+ }
+
+ if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
+ // Since we failed to identify a target for this touch down, we may still
+ // be holding on to an earlier target from a previous touch down. Release it.
+ releaseTouchedWindowLocked();
+ }
+ } else if (action == AMOTION_EVENT_ACTION_UP) {
+ mTouchDown = false;
+ releaseTouchedWindowLocked();
+ }
+ } else {
+ LOGW("Not updating touch focus because injection was denied.");
+ }
+
+Unresponsive:
+#if DEBUG_FOCUS
+ LOGD("findTouchedWindow finished: injectionResult=%d, injectionPermission=%d",
+ injectionResult, injectionPermission);
+ logDispatchStateLocked();
+#endif
+ return injectionResult;
+}
+
+void InputDispatcher::releaseTouchedWindowLocked() {
+ mTouchedWindow = NULL;
+ mTouchedWindowIsObscured = false;
+ mTouchedWallpaperWindows.clear();
+}
+
+void InputDispatcher::addWindowTargetLocked(const InputWindow* window, int32_t targetFlags,
+ nsecs_t timeSpentWaitingForApplication) {
+ mCurrentInputTargets.push();
+
+ InputTarget& target = mCurrentInputTargets.editTop();
+ target.inputChannel = window->inputChannel;
+ target.flags = targetFlags;
+ target.timeout = window->dispatchingTimeout;
+ target.timeSpentWaitingForApplication = timeSpentWaitingForApplication;
+ target.xOffset = - window->frameLeft;
+ target.yOffset = - window->frameTop;
+}
+
+void InputDispatcher::addMonitoringTargetsLocked() {
+ for (size_t i = 0; i < mMonitoringChannels.size(); i++) {
+ mCurrentInputTargets.push();
+
+ InputTarget& target = mCurrentInputTargets.editTop();
+ target.inputChannel = mMonitoringChannels[i];
+ target.flags = 0;
+ target.timeout = -1;
+ target.timeSpentWaitingForApplication = 0;
+ target.xOffset = 0;
+ target.yOffset = 0;
+ }
+}
+
+bool InputDispatcher::checkInjectionPermission(const InputWindow* window,
+ int32_t injectorPid, int32_t injectorUid) {
+ if (injectorUid > 0 && (window == NULL || window->ownerUid != injectorUid)) {
+ bool result = mPolicy->checkInjectEventsPermissionNonReentrant(injectorPid, injectorUid);
+ if (! result) {
+ if (window) {
+ LOGW("Permission denied: injecting event from pid %d uid %d to window "
+ "with input channel %s owned by uid %d",
+ injectorPid, injectorUid, window->inputChannel->getName().string(),
+ window->ownerUid);
+ } else {
+ LOGW("Permission denied: injecting event from pid %d uid %d",
+ injectorPid, injectorUid);
+ }
+ return false;
+ }
+ }
+ return true;
+}
+
+bool InputDispatcher::isWindowObscuredLocked(const InputWindow* window) {
+ size_t numWindows = mWindows.size();
+ for (size_t i = 0; i < numWindows; i++) {
+ const InputWindow* other = & mWindows.itemAt(i);
+ if (other == window) {
+ break;
+ }
+ if (other->visible && window->visibleFrameIntersects(other)) {
+ return true;
+ }
+ }
+ return false;
+}
+
+void InputDispatcher::pokeUserActivityLocked(nsecs_t eventTime,
+ int32_t windowType, int32_t eventType) {
+ CommandEntry* commandEntry = postCommandLocked(
+ & InputDispatcher::doPokeUserActivityLockedInterruptible);
+ commandEntry->eventTime = eventTime;
+ commandEntry->windowType = windowType;
+ commandEntry->userActivityEventType = eventType;
+}
+
+void InputDispatcher::prepareDispatchCycleLocked(nsecs_t currentTime,
+ const sp<Connection>& connection, EventEntry* eventEntry, const InputTarget* inputTarget,
+ bool resumeWithAppendedMotionSample) {
+#if DEBUG_DISPATCH_CYCLE
+ LOGD("channel '%s' ~ prepareDispatchCycle - flags=%d, timeout=%lldns, "
+ "xOffset=%f, yOffset=%f, resumeWithAppendedMotionSample=%s",
+ connection->getInputChannelName(), inputTarget->flags, inputTarget->timeout,
+ inputTarget->xOffset, inputTarget->yOffset,
+ toString(resumeWithAppendedMotionSample));
+#endif
+
+ // Skip this event if the connection status is not normal.
+ // We don't want to enqueue additional outbound events if the connection is broken or
+ // not responding.
+ if (connection->status != Connection::STATUS_NORMAL) {
+ LOGW("channel '%s' ~ Dropping event because the channel status is %s",
+ connection->getInputChannelName(), connection->getStatusLabel());
+
+ // If the connection is not responding but the user is poking the application anyways,
+ // retrigger the original timeout.
+ if (connection->status == Connection::STATUS_NOT_RESPONDING) {
+ timeoutDispatchCycleLocked(currentTime, connection);
+ }
+ return;
+ }
+
+ // Resume the dispatch cycle with a freshly appended motion sample.
+ // First we check that the last dispatch entry in the outbound queue is for the same
+ // motion event to which we appended the motion sample. If we find such a dispatch
+ // entry, and if it is currently in progress then we try to stream the new sample.
+ bool wasEmpty = connection->outboundQueue.isEmpty();
+
+ if (! wasEmpty && resumeWithAppendedMotionSample) {
+ DispatchEntry* motionEventDispatchEntry =
+ connection->findQueuedDispatchEntryForEvent(eventEntry);
+ if (motionEventDispatchEntry) {
+ // If the dispatch entry is not in progress, then we must be busy dispatching an
+ // earlier event. Not a problem, the motion event is on the outbound queue and will
+ // be dispatched later.
+ if (! motionEventDispatchEntry->inProgress) {
+#if DEBUG_BATCHING
+ LOGD("channel '%s' ~ Not streaming because the motion event has "
+ "not yet been dispatched. "
+ "(Waiting for earlier events to be consumed.)",
+ connection->getInputChannelName());
+#endif
+ return;
+ }
+
+ // If the dispatch entry is in progress but it already has a tail of pending
+ // motion samples, then it must mean that the shared memory buffer filled up.
+ // Not a problem, when this dispatch cycle is finished, we will eventually start
+ // a new dispatch cycle to process the tail and that tail includes the newly
+ // appended motion sample.
+ if (motionEventDispatchEntry->tailMotionSample) {
+#if DEBUG_BATCHING
+ LOGD("channel '%s' ~ Not streaming because no new samples can "
+ "be appended to the motion event in this dispatch cycle. "
+ "(Waiting for next dispatch cycle to start.)",
+ connection->getInputChannelName());
+#endif
+ return;
+ }
+
+ // The dispatch entry is in progress and is still potentially open for streaming.
+ // Try to stream the new motion sample. This might fail if the consumer has already
+ // consumed the motion event (or if the channel is broken).
+ MotionSample* appendedMotionSample = static_cast<MotionEntry*>(eventEntry)->lastSample;
+ status_t status = connection->inputPublisher.appendMotionSample(
+ appendedMotionSample->eventTime, appendedMotionSample->pointerCoords);
+ if (status == OK) {
+#if DEBUG_BATCHING
+ LOGD("channel '%s' ~ Successfully streamed new motion sample.",
+ connection->getInputChannelName());
+#endif
+ return;
+ }
+
+#if DEBUG_BATCHING
+ if (status == NO_MEMORY) {
+ LOGD("channel '%s' ~ Could not append motion sample to currently "
+ "dispatched move event because the shared memory buffer is full. "
+ "(Waiting for next dispatch cycle to start.)",
+ connection->getInputChannelName());
+ } else if (status == status_t(FAILED_TRANSACTION)) {
+ LOGD("channel '%s' ~ Could not append motion sample to currently "
+ "dispatched move event because the event has already been consumed. "
+ "(Waiting for next dispatch cycle to start.)",
+ connection->getInputChannelName());
+ } else {
+ LOGD("channel '%s' ~ Could not append motion sample to currently "
+ "dispatched move event due to an error, status=%d. "
+ "(Waiting for next dispatch cycle to start.)",
+ connection->getInputChannelName(), status);
+ }
+#endif
+ // Failed to stream. Start a new tail of pending motion samples to dispatch
+ // in the next cycle.
+ motionEventDispatchEntry->tailMotionSample = appendedMotionSample;
+ return;
+ }
+ }
+
+ // Bring the input state back in line with reality in case it drifted off during an ANR.
+ if (connection->inputState.isOutOfSync()) {
+ mTempCancelationEvents.clear();
+ connection->inputState.synthesizeCancelationEvents(& mAllocator, mTempCancelationEvents);
+ connection->inputState.resetOutOfSync();
+
+ if (! mTempCancelationEvents.isEmpty()) {
+ LOGI("channel '%s' ~ Generated %d cancelation events to bring channel back in sync "
+ "with reality.",
+ connection->getInputChannelName(), mTempCancelationEvents.size());
+
+ for (size_t i = 0; i < mTempCancelationEvents.size(); i++) {
+ EventEntry* cancelationEventEntry = mTempCancelationEvents.itemAt(i);
+ switch (cancelationEventEntry->type) {
+ case EventEntry::TYPE_KEY:
+ logOutboundKeyDetailsLocked(" ",
+ static_cast<KeyEntry*>(cancelationEventEntry));
+ break;
+ case EventEntry::TYPE_MOTION:
+ logOutboundMotionDetailsLocked(" ",
+ static_cast<MotionEntry*>(cancelationEventEntry));
+ break;
+ }
+
+ DispatchEntry* cancelationDispatchEntry =
+ mAllocator.obtainDispatchEntry(cancelationEventEntry,
+ 0, inputTarget->xOffset, inputTarget->yOffset, inputTarget->timeout);
+ connection->outboundQueue.enqueueAtTail(cancelationDispatchEntry);
+
+ mAllocator.releaseEventEntry(cancelationEventEntry);
+ }
+ }
+ }
+
+ // This is a new event.
+ // Enqueue a new dispatch entry onto the outbound queue for this connection.
+ DispatchEntry* dispatchEntry = mAllocator.obtainDispatchEntry(eventEntry, // increments ref
+ inputTarget->flags, inputTarget->xOffset, inputTarget->yOffset,
+ inputTarget->timeout);
+ if (dispatchEntry->isSyncTarget()) {
+ eventEntry->pendingSyncDispatches += 1;
+ }
+
+ // Handle the case where we could not stream a new motion sample because the consumer has
+ // already consumed the motion event (otherwise the corresponding dispatch entry would
+ // still be in the outbound queue for this connection). We set the head motion sample
+ // to the list starting with the newly appended motion sample.
+ if (resumeWithAppendedMotionSample) {
+#if DEBUG_BATCHING
+ LOGD("channel '%s' ~ Preparing a new dispatch cycle for additional motion samples "
+ "that cannot be streamed because the motion event has already been consumed.",
+ connection->getInputChannelName());
+#endif
+ MotionSample* appendedMotionSample = static_cast<MotionEntry*>(eventEntry)->lastSample;
+ dispatchEntry->headMotionSample = appendedMotionSample;
+ }
+
+ // Enqueue the dispatch entry.
+ connection->outboundQueue.enqueueAtTail(dispatchEntry);
+
+ // If the outbound queue was previously empty, start the dispatch cycle going.
+ if (wasEmpty) {
+ activateConnectionLocked(connection.get());
+ startDispatchCycleLocked(currentTime, connection,
+ inputTarget->timeSpentWaitingForApplication);
+ }
+}
+
+void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
+ const sp<Connection>& connection, nsecs_t timeSpentWaitingForApplication) {
+#if DEBUG_DISPATCH_CYCLE
+ LOGD("channel '%s' ~ startDispatchCycle",
+ connection->getInputChannelName());
+#endif
+
+ assert(connection->status == Connection::STATUS_NORMAL);
+ assert(! connection->outboundQueue.isEmpty());
+
+ DispatchEntry* dispatchEntry = connection->outboundQueue.headSentinel.next;
+ assert(! dispatchEntry->inProgress);
+
+ // Mark the dispatch entry as in progress.
+ dispatchEntry->inProgress = true;
+
+ // Update the connection's input state.
+ InputState::Consistency consistency = connection->inputState.trackEvent(
+ dispatchEntry->eventEntry);
+
+#if FILTER_INPUT_EVENTS
+ // Filter out inconsistent sequences of input events.
+ // The input system may drop or inject events in a way that could violate implicit
+ // invariants on input state and potentially cause an application to crash
+ // or think that a key or pointer is stuck down. Technically we make no guarantees
+ // of consistency but it would be nice to improve on this where possible.
+ // XXX: This code is a proof of concept only. Not ready for prime time.
+ if (consistency == InputState::TOLERABLE) {
+#if DEBUG_DISPATCH_CYCLE
+ LOGD("channel '%s' ~ Sending an event that is inconsistent with the connection's "
+ "current input state but that is likely to be tolerated by the application.",
+ connection->getInputChannelName());
+#endif
+ } else if (consistency == InputState::BROKEN) {
+ LOGI("channel '%s' ~ Dropping an event that is inconsistent with the connection's "
+ "current input state and that is likely to cause the application to crash.",
+ connection->getInputChannelName());
+ startNextDispatchCycleLocked(currentTime, connection);
+ return;
+ }
+#endif
+
+ // Publish the event.
+ status_t status;
+ switch (dispatchEntry->eventEntry->type) {
+ case EventEntry::TYPE_KEY: {
+ KeyEntry* keyEntry = static_cast<KeyEntry*>(dispatchEntry->eventEntry);
+
+ // Apply target flags.
+ int32_t action = keyEntry->action;
+ int32_t flags = keyEntry->flags;
+ if (dispatchEntry->targetFlags & InputTarget::FLAG_CANCEL) {
+ flags |= AKEY_EVENT_FLAG_CANCELED;
+ }
+
+ // Publish the key event.
+ status = connection->inputPublisher.publishKeyEvent(keyEntry->deviceId, keyEntry->source,
+ action, flags, keyEntry->keyCode, keyEntry->scanCode,
+ keyEntry->metaState, keyEntry->repeatCount, keyEntry->downTime,
+ keyEntry->eventTime);
+
+ if (status) {
+ LOGE("channel '%s' ~ Could not publish key event, "
+ "status=%d", connection->getInputChannelName(), status);
+ abortDispatchCycleLocked(currentTime, connection, true /*broken*/);
+ return;
+ }
+ break;
+ }
+
+ case EventEntry::TYPE_MOTION: {
+ MotionEntry* motionEntry = static_cast<MotionEntry*>(dispatchEntry->eventEntry);
+
+ // Apply target flags.
+ int32_t action = motionEntry->action;
+ int32_t flags = motionEntry->flags;
+ if (dispatchEntry->targetFlags & InputTarget::FLAG_OUTSIDE) {
+ action = AMOTION_EVENT_ACTION_OUTSIDE;
+ }
+ if (dispatchEntry->targetFlags & InputTarget::FLAG_CANCEL) {
+ action = AMOTION_EVENT_ACTION_CANCEL;
+ }
+ if (dispatchEntry->targetFlags & InputTarget::FLAG_WINDOW_IS_OBSCURED) {
+ flags |= AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED;
+ }
+
+ // If headMotionSample is non-NULL, then it points to the first new sample that we
+ // were unable to dispatch during the previous cycle so we resume dispatching from
+ // that point in the list of motion samples.
+ // Otherwise, we just start from the first sample of the motion event.
+ MotionSample* firstMotionSample = dispatchEntry->headMotionSample;
+ if (! firstMotionSample) {
+ firstMotionSample = & motionEntry->firstSample;
+ }
+
+ // Set the X and Y offset depending on the input source.
+ float xOffset, yOffset;
+ if (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER) {
+ xOffset = dispatchEntry->xOffset;
+ yOffset = dispatchEntry->yOffset;
+ } else {
+ xOffset = 0.0f;
+ yOffset = 0.0f;
+ }
+
+ // Publish the motion event and the first motion sample.
+ status = connection->inputPublisher.publishMotionEvent(motionEntry->deviceId,
+ motionEntry->source, action, flags, motionEntry->edgeFlags, motionEntry->metaState,
+ xOffset, yOffset,
+ motionEntry->xPrecision, motionEntry->yPrecision,
+ motionEntry->downTime, firstMotionSample->eventTime,
+ motionEntry->pointerCount, motionEntry->pointerIds,
+ firstMotionSample->pointerCoords);
+
+ if (status) {
+ LOGE("channel '%s' ~ Could not publish motion event, "
+ "status=%d", connection->getInputChannelName(), status);
+ abortDispatchCycleLocked(currentTime, connection, true /*broken*/);
+ return;
+ }
+
+ // Append additional motion samples.
+ MotionSample* nextMotionSample = firstMotionSample->next;
+ for (; nextMotionSample != NULL; nextMotionSample = nextMotionSample->next) {
+ status = connection->inputPublisher.appendMotionSample(
+ nextMotionSample->eventTime, nextMotionSample->pointerCoords);
+ if (status == NO_MEMORY) {
+#if DEBUG_DISPATCH_CYCLE
+ LOGD("channel '%s' ~ Shared memory buffer full. Some motion samples will "
+ "be sent in the next dispatch cycle.",
+ connection->getInputChannelName());
+#endif
+ break;
+ }
+ if (status != OK) {
+ LOGE("channel '%s' ~ Could not append motion sample "
+ "for a reason other than out of memory, status=%d",
+ connection->getInputChannelName(), status);
+ abortDispatchCycleLocked(currentTime, connection, true /*broken*/);
+ return;
+ }
+ }
+
+ // Remember the next motion sample that we could not dispatch, in case we ran out
+ // of space in the shared memory buffer.
+ dispatchEntry->tailMotionSample = nextMotionSample;
+ break;
+ }
+
+ default: {
+ assert(false);
+ }
+ }
+
+ // Send the dispatch signal.
+ status = connection->inputPublisher.sendDispatchSignal();
+ if (status) {
+ LOGE("channel '%s' ~ Could not send dispatch signal, status=%d",
+ connection->getInputChannelName(), status);
+ abortDispatchCycleLocked(currentTime, connection, true /*broken*/);
+ return;
+ }
+
+ // Record information about the newly started dispatch cycle.
+ connection->lastEventTime = dispatchEntry->eventEntry->eventTime;
+ connection->lastDispatchTime = currentTime;
+
+ nsecs_t timeout = dispatchEntry->timeout - timeSpentWaitingForApplication;
+ connection->setNextTimeoutTime(currentTime, timeout);
+
+ // Notify other system components.
+ onDispatchCycleStartedLocked(currentTime, connection);
+}
+
+void InputDispatcher::finishDispatchCycleLocked(nsecs_t currentTime,
+ const sp<Connection>& connection) {
+#if DEBUG_DISPATCH_CYCLE
+ LOGD("channel '%s' ~ finishDispatchCycle - %01.1fms since event, "
+ "%01.1fms since dispatch",
+ connection->getInputChannelName(),
+ connection->getEventLatencyMillis(currentTime),
+ connection->getDispatchLatencyMillis(currentTime));
+#endif
+
+ if (connection->status == Connection::STATUS_BROKEN
+ || connection->status == Connection::STATUS_ZOMBIE) {
+ return;
+ }
+
+ // Clear the pending timeout.
+ connection->nextTimeoutTime = LONG_LONG_MAX;
+
+ if (connection->status == Connection::STATUS_NOT_RESPONDING) {
+ // Recovering from an ANR.
+ connection->status = Connection::STATUS_NORMAL;
+
+ // Notify other system components.
+ onDispatchCycleFinishedLocked(currentTime, connection, true /*recoveredFromANR*/);
+ } else {
+ // Normal finish. Not much to do here.
+
+ // Notify other system components.
+ onDispatchCycleFinishedLocked(currentTime, connection, false /*recoveredFromANR*/);
+ }
+
+ // Reset the publisher since the event has been consumed.
+ // We do this now so that the publisher can release some of its internal resources
+ // while waiting for the next dispatch cycle to begin.
+ status_t status = connection->inputPublisher.reset();
+ if (status) {
+ LOGE("channel '%s' ~ Could not reset publisher, status=%d",
+ connection->getInputChannelName(), status);
+ abortDispatchCycleLocked(currentTime, connection, true /*broken*/);
+ return;
+ }
+
+ startNextDispatchCycleLocked(currentTime, connection);
+}
+
+void InputDispatcher::startNextDispatchCycleLocked(nsecs_t currentTime,
+ const sp<Connection>& connection) {
+ // Start the next dispatch cycle for this connection.
+ while (! connection->outboundQueue.isEmpty()) {
+ DispatchEntry* dispatchEntry = connection->outboundQueue.headSentinel.next;
+ if (dispatchEntry->inProgress) {
+ // Finish or resume current event in progress.
+ if (dispatchEntry->tailMotionSample) {
+ // We have a tail of undispatched motion samples.
+ // Reuse the same DispatchEntry and start a new cycle.
+ dispatchEntry->inProgress = false;
+ dispatchEntry->headMotionSample = dispatchEntry->tailMotionSample;
+ dispatchEntry->tailMotionSample = NULL;
+ startDispatchCycleLocked(currentTime, connection, 0);
+ return;
+ }
+ // Finished.
+ connection->outboundQueue.dequeueAtHead();
+ if (dispatchEntry->isSyncTarget()) {
+ decrementPendingSyncDispatchesLocked(dispatchEntry->eventEntry);
+ }
+ mAllocator.releaseDispatchEntry(dispatchEntry);
+ } else {
+ // If the head is not in progress, then we must have already dequeued the in
+ // progress event, which means we actually aborted it (due to ANR).
+ // So just start the next event for this connection.
+ startDispatchCycleLocked(currentTime, connection, 0);
+ return;
+ }
+ }
+
+ // Outbound queue is empty, deactivate the connection.
+ deactivateConnectionLocked(connection.get());
+}
+
+void InputDispatcher::timeoutDispatchCycleLocked(nsecs_t currentTime,
+ const sp<Connection>& connection) {
+#if DEBUG_DISPATCH_CYCLE
+ LOGD("channel '%s' ~ timeoutDispatchCycle",
+ connection->getInputChannelName());
+#endif
+
+ if (connection->status == Connection::STATUS_NORMAL) {
+ // Enter the not responding state.
+ connection->status = Connection::STATUS_NOT_RESPONDING;
+ connection->lastANRTime = currentTime;
+ } else if (connection->status != Connection::STATUS_NOT_RESPONDING) {
+ // Connection is broken or dead.
+ return;
+ }
+
+ // Notify other system components.
+ // This enqueues a command which will eventually call resumeAfterTimeoutDispatchCycleLocked.
+ onDispatchCycleANRLocked(currentTime, connection);
+}
+
+void InputDispatcher::resumeAfterTimeoutDispatchCycleLocked(nsecs_t currentTime,
+ const sp<Connection>& connection, nsecs_t newTimeout) {
+#if DEBUG_DISPATCH_CYCLE
+ LOGD("channel '%s' ~ resumeAfterTimeoutDispatchCycleLocked - newTimeout=%lld",
+ connection->getInputChannelName(), newTimeout);
+#endif
+
+ if (connection->status != Connection::STATUS_NOT_RESPONDING) {
+ return;
+ }
+
+ if (newTimeout > 0) {
+ // The system has decided to give the application some more time.
+ // Keep waiting synchronously and resume normal dispatch.
+ connection->status = Connection::STATUS_NORMAL;
+ connection->setNextTimeoutTime(currentTime, newTimeout);
+ } else {
+ // The system is about to throw up an ANR dialog and has requested that we abort dispatch.
+ // Reset the timeout.
+ connection->nextTimeoutTime = LONG_LONG_MAX;
+
+ // Input state will no longer be realistic.
+ connection->inputState.setOutOfSync();
+
+ if (! connection->outboundQueue.isEmpty()) {
+ // Make the current pending dispatch asynchronous (if it isn't already) so that
+ // subsequent events can be delivered to the ANR dialog or to another application.
+ DispatchEntry* currentDispatchEntry = connection->outboundQueue.headSentinel.next;
+ currentDispatchEntry->preemptSyncTarget();
+
+ // Drain all but the first entry in the outbound queue. We keep the first entry
+ // since that is the one that dispatch is stuck on. We throw away the others
+ // so that we don't spam the application with stale messages if it eventually
+ // wakes up and recovers from the ANR.
+ drainOutboundQueueLocked(connection.get(), currentDispatchEntry->next);
+ }
+ }
+}
+
+void InputDispatcher::abortDispatchCycleLocked(nsecs_t currentTime,
+ const sp<Connection>& connection, bool broken) {
+#if DEBUG_DISPATCH_CYCLE
+ LOGD("channel '%s' ~ abortDispatchCycle - broken=%s",
+ connection->getInputChannelName(), toString(broken));
+#endif
+
+ // Clear the pending timeout.
+ connection->nextTimeoutTime = LONG_LONG_MAX;
+
+ // Input state will no longer be realistic.
+ connection->inputState.setOutOfSync();
+
+ // Clear the outbound queue.
+ drainOutboundQueueLocked(connection.get(), connection->outboundQueue.headSentinel.next);
+
+ // Handle the case where the connection appears to be unrecoverably broken.
+ // Ignore already broken or zombie connections.
+ if (broken) {
+ if (connection->status == Connection::STATUS_NORMAL
+ || connection->status == Connection::STATUS_NOT_RESPONDING) {
+ connection->status = Connection::STATUS_BROKEN;
+
+ // Notify other system components.
+ onDispatchCycleBrokenLocked(currentTime, connection);
+ }
+ }
+}
+
+void InputDispatcher::drainOutboundQueueLocked(Connection* connection,
+ DispatchEntry* firstDispatchEntryToDrain) {
+ for (DispatchEntry* dispatchEntry = firstDispatchEntryToDrain;
+ dispatchEntry != & connection->outboundQueue.tailSentinel;) {
+ DispatchEntry* next = dispatchEntry->next;
+ connection->outboundQueue.dequeue(dispatchEntry);
+
+ if (dispatchEntry->isSyncTarget()) {
+ decrementPendingSyncDispatchesLocked(dispatchEntry->eventEntry);
+ }
+ mAllocator.releaseDispatchEntry(dispatchEntry);
+
+ dispatchEntry = next;
+ }
+
+ if (connection->outboundQueue.isEmpty()) {
+ deactivateConnectionLocked(connection);
+ }
+}
+
+bool InputDispatcher::handleReceiveCallback(int receiveFd, int events, void* data) {
+ InputDispatcher* d = static_cast<InputDispatcher*>(data);
+
+ { // acquire lock
+ AutoMutex _l(d->mLock);
+
+ ssize_t connectionIndex = d->mConnectionsByReceiveFd.indexOfKey(receiveFd);
+ if (connectionIndex < 0) {
+ LOGE("Received spurious receive callback for unknown input channel. "
+ "fd=%d, events=0x%x", receiveFd, events);
+ return false; // remove the callback
+ }
+
+ nsecs_t currentTime = now();
+
+ sp<Connection> connection = d->mConnectionsByReceiveFd.valueAt(connectionIndex);
+ if (events & (POLLERR | POLLHUP | POLLNVAL)) {
+ LOGE("channel '%s' ~ Consumer closed input channel or an error occurred. "
+ "events=0x%x", connection->getInputChannelName(), events);
+ d->abortDispatchCycleLocked(currentTime, connection, true /*broken*/);
+ d->runCommandsLockedInterruptible();
+ return false; // remove the callback
+ }
+
+ if (! (events & POLLIN)) {
+ LOGW("channel '%s' ~ Received spurious callback for unhandled poll event. "
+ "events=0x%x", connection->getInputChannelName(), events);
+ return true;
+ }
+
+ status_t status = connection->inputPublisher.receiveFinishedSignal();
+ if (status) {
+ LOGE("channel '%s' ~ Failed to receive finished signal. status=%d",
+ connection->getInputChannelName(), status);
+ d->abortDispatchCycleLocked(currentTime, connection, true /*broken*/);
+ d->runCommandsLockedInterruptible();
+ return false; // remove the callback
+ }
+
+ d->finishDispatchCycleLocked(currentTime, connection);
+ d->runCommandsLockedInterruptible();
+ return true;
+ } // release lock
+}
+
+void InputDispatcher::notifyConfigurationChanged(nsecs_t eventTime) {
+#if DEBUG_INBOUND_EVENT_DETAILS
+ LOGD("notifyConfigurationChanged - eventTime=%lld", eventTime);
+#endif
+
+ bool needWake;
+ { // acquire lock
+ AutoMutex _l(mLock);
+
+ ConfigurationChangedEntry* newEntry = mAllocator.obtainConfigurationChangedEntry(eventTime);
+ needWake = enqueueInboundEventLocked(newEntry);
+ } // release lock
+
+ if (needWake) {
+ mPollLoop->wake();
+ }
+}
+
+void InputDispatcher::notifyKey(nsecs_t eventTime, int32_t deviceId, int32_t source,
+ uint32_t policyFlags, int32_t action, int32_t flags,
+ int32_t keyCode, int32_t scanCode, int32_t metaState, nsecs_t downTime) {
+#if DEBUG_INBOUND_EVENT_DETAILS
+ LOGD("notifyKey - eventTime=%lld, deviceId=0x%x, source=0x%x, policyFlags=0x%x, action=0x%x, "
+ "flags=0x%x, keyCode=0x%x, scanCode=0x%x, metaState=0x%x, downTime=%lld",
+ eventTime, deviceId, source, policyFlags, action, flags,
+ keyCode, scanCode, metaState, downTime);
+#endif
+
+ bool needWake;
+ { // acquire lock
+ AutoMutex _l(mLock);
+
+ int32_t repeatCount = 0;
+ KeyEntry* newEntry = mAllocator.obtainKeyEntry(eventTime,
+ deviceId, source, policyFlags, action, flags, keyCode, scanCode,
+ metaState, repeatCount, downTime);
+
+ needWake = enqueueInboundEventLocked(newEntry);
+ } // release lock
+
+ if (needWake) {
+ mPollLoop->wake();
+ }
+}
+
+void InputDispatcher::notifyMotion(nsecs_t eventTime, int32_t deviceId, int32_t source,
+ uint32_t policyFlags, int32_t action, int32_t flags, int32_t metaState, int32_t edgeFlags,
+ uint32_t pointerCount, const int32_t* pointerIds, const PointerCoords* pointerCoords,
+ float xPrecision, float yPrecision, nsecs_t downTime) {
+#if DEBUG_INBOUND_EVENT_DETAILS
+ LOGD("notifyMotion - eventTime=%lld, deviceId=0x%x, source=0x%x, policyFlags=0x%x, "
+ "action=0x%x, flags=0x%x, metaState=0x%x, edgeFlags=0x%x, "
+ "xPrecision=%f, yPrecision=%f, downTime=%lld",
+ eventTime, deviceId, source, policyFlags, action, flags, metaState, edgeFlags,
+ xPrecision, yPrecision, downTime);
+ for (uint32_t i = 0; i < pointerCount; i++) {
+ LOGD(" Pointer %d: id=%d, x=%f, y=%f, pressure=%f, size=%f, "
+ "touchMajor=%f, touchMinor=%f, toolMajor=%f, toolMinor=%f, "
+ "orientation=%f",
+ i, pointerIds[i], pointerCoords[i].x, pointerCoords[i].y,
+ pointerCoords[i].pressure, pointerCoords[i].size,
+ pointerCoords[i].touchMajor, pointerCoords[i].touchMinor,
+ pointerCoords[i].toolMajor, pointerCoords[i].toolMinor,
+ pointerCoords[i].orientation);
+ }
+#endif
+
+ bool needWake;
+ { // acquire lock
+ AutoMutex _l(mLock);
+
+ // Attempt batching and streaming of move events.
+ if (action == AMOTION_EVENT_ACTION_MOVE) {
+ // BATCHING CASE
+ //
+ // Try to append a move sample to the tail of the inbound queue for this device.
+ // Give up if we encounter a non-move motion event for this device since that
+ // means we cannot append any new samples until a new motion event has started.
+ for (EventEntry* entry = mInboundQueue.tailSentinel.prev;
+ entry != & mInboundQueue.headSentinel; entry = entry->prev) {
+ if (entry->type != EventEntry::TYPE_MOTION) {
+ // Keep looking for motion events.
+ continue;
+ }
+
+ MotionEntry* motionEntry = static_cast<MotionEntry*>(entry);
+ if (motionEntry->deviceId != deviceId) {
+ // Keep looking for this device.
+ continue;
+ }
+
+ if (motionEntry->action != AMOTION_EVENT_ACTION_MOVE
+ || motionEntry->pointerCount != pointerCount
+ || motionEntry->isInjected()) {
+ // Last motion event in the queue for this device is not compatible for
+ // appending new samples. Stop here.
+ goto NoBatchingOrStreaming;
+ }
+
+ // The last motion event is a move and is compatible for appending.
+ // Do the batching magic.
+ mAllocator.appendMotionSample(motionEntry, eventTime, pointerCoords);
+#if DEBUG_BATCHING
+ LOGD("Appended motion sample onto batch for most recent "
+ "motion event for this device in the inbound queue.");
+#endif
+ return; // done!
+ }
+
+ // STREAMING CASE
+ //
+ // There is no pending motion event (of any kind) for this device in the inbound queue.
+ // Search the outbound queues for a synchronously dispatched motion event for this
+ // device. If found, then we append the new sample to that event and then try to
+ // push it out to all current targets. It is possible that some targets will already
+ // have consumed the motion event. This case is automatically handled by the
+ // logic in prepareDispatchCycleLocked by tracking where resumption takes place.
+ //
+ // The reason we look for a synchronously dispatched motion event is because we
+ // want to be sure that no other motion events have been dispatched since the move.
+ // It's also convenient because it means that the input targets are still valid.
+ // This code could be improved to support streaming of asynchronously dispatched
+ // motion events (which might be significantly more efficient) but it may become
+ // a little more complicated as a result.
+ //
+ // Note: This code crucially depends on the invariant that an outbound queue always
+ // contains at most one synchronous event and it is always last (but it might
+ // not be first!).
+ if (mCurrentInputTargetsValid) {
+ for (size_t i = 0; i < mActiveConnections.size(); i++) {
+ Connection* connection = mActiveConnections.itemAt(i);
+ if (! connection->outboundQueue.isEmpty()) {
+ DispatchEntry* dispatchEntry = connection->outboundQueue.tailSentinel.prev;
+ if (dispatchEntry->isSyncTarget()) {
+ if (dispatchEntry->eventEntry->type != EventEntry::TYPE_MOTION) {
+ goto NoBatchingOrStreaming;
+ }
+
+ MotionEntry* syncedMotionEntry = static_cast<MotionEntry*>(
+ dispatchEntry->eventEntry);
+ if (syncedMotionEntry->action != AMOTION_EVENT_ACTION_MOVE
+ || syncedMotionEntry->deviceId != deviceId
+ || syncedMotionEntry->pointerCount != pointerCount
+ || syncedMotionEntry->isInjected()) {
+ goto NoBatchingOrStreaming;
+ }
+
+ // Found synced move entry. Append sample and resume dispatch.
+ mAllocator.appendMotionSample(syncedMotionEntry, eventTime,
+ pointerCoords);
+ #if DEBUG_BATCHING
+ LOGD("Appended motion sample onto batch for most recent synchronously "
+ "dispatched motion event for this device in the outbound queues.");
+ #endif
+ nsecs_t currentTime = now();
+ dispatchEventToCurrentInputTargetsLocked(currentTime, syncedMotionEntry,
+ true /*resumeWithAppendedMotionSample*/);
+
+ runCommandsLockedInterruptible();
+ return; // done!
+ }
+ }
+ }
+ }
+
+NoBatchingOrStreaming:;
+ }
+
+ // Just enqueue a new motion event.
+ MotionEntry* newEntry = mAllocator.obtainMotionEntry(eventTime,
+ deviceId, source, policyFlags, action, flags, metaState, edgeFlags,
+ xPrecision, yPrecision, downTime,
+ pointerCount, pointerIds, pointerCoords);
+
+ needWake = enqueueInboundEventLocked(newEntry);
+ } // release lock
+
+ if (needWake) {
+ mPollLoop->wake();
+ }
+}
+
+int32_t InputDispatcher::injectInputEvent(const InputEvent* event,
+ int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis) {
+#if DEBUG_INBOUND_EVENT_DETAILS
+ LOGD("injectInputEvent - eventType=%d, injectorPid=%d, injectorUid=%d, "
+ "syncMode=%d, timeoutMillis=%d",
+ event->getType(), injectorPid, injectorUid, syncMode, timeoutMillis);
+#endif
+
+ nsecs_t endTime = now() + milliseconds_to_nanoseconds(timeoutMillis);
+
+ EventEntry* injectedEntry;
+ bool needWake;
+ { // acquire lock
+ AutoMutex _l(mLock);
+
+ injectedEntry = createEntryFromInjectedInputEventLocked(event);
+ if (! injectedEntry) {
+ return INPUT_EVENT_INJECTION_FAILED;
+ }
+
+ injectedEntry->refCount += 1;
+ injectedEntry->injectorPid = injectorPid;
+ injectedEntry->injectorUid = injectorUid;
+
+ if (syncMode == INPUT_EVENT_INJECTION_SYNC_NONE) {
+ injectedEntry->injectionIsAsync = true;
+ }
+
+ needWake = enqueueInboundEventLocked(injectedEntry);
+ } // release lock
+
+ if (needWake) {
+ mPollLoop->wake();
+ }
+
+ int32_t injectionResult;
+ { // acquire lock
+ AutoMutex _l(mLock);
+
+ if (syncMode == INPUT_EVENT_INJECTION_SYNC_NONE) {
+ injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
+ } else {
+ for (;;) {
+ injectionResult = injectedEntry->injectionResult;
+ if (injectionResult != INPUT_EVENT_INJECTION_PENDING) {
+ break;
+ }
+
+ nsecs_t remainingTimeout = endTime - now();
+ if (remainingTimeout <= 0) {
+#if DEBUG_INJECTION
+ LOGD("injectInputEvent - Timed out waiting for injection result "
+ "to become available.");
+#endif
+ injectionResult = INPUT_EVENT_INJECTION_TIMED_OUT;
+ break;
+ }
+
+ mInjectionResultAvailableCondition.waitRelative(mLock, remainingTimeout);
+ }
+
+ if (injectionResult == INPUT_EVENT_INJECTION_SUCCEEDED
+ && syncMode == INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_FINISHED) {
+ while (injectedEntry->pendingSyncDispatches != 0) {
+#if DEBUG_INJECTION
+ LOGD("injectInputEvent - Waiting for %d pending synchronous dispatches.",
+ injectedEntry->pendingSyncDispatches);
+#endif
+ nsecs_t remainingTimeout = endTime - now();
+ if (remainingTimeout <= 0) {
+#if DEBUG_INJECTION
+ LOGD("injectInputEvent - Timed out waiting for pending synchronous "
+ "dispatches to finish.");
+#endif
+ injectionResult = INPUT_EVENT_INJECTION_TIMED_OUT;
+ break;
+ }
+
+ mInjectionSyncFinishedCondition.waitRelative(mLock, remainingTimeout);
+ }
+ }
+ }
+
+ mAllocator.releaseEventEntry(injectedEntry);
+ } // release lock
+
+#if DEBUG_INJECTION
+ LOGD("injectInputEvent - Finished with result %d. "
+ "injectorPid=%d, injectorUid=%d",
+ injectionResult, injectorPid, injectorUid);
+#endif
+
+ return injectionResult;
+}
+
+void InputDispatcher::setInjectionResultLocked(EventEntry* entry, int32_t injectionResult) {
+ if (entry->isInjected()) {
+#if DEBUG_INJECTION
+ LOGD("Setting input event injection result to %d. "
+ "injectorPid=%d, injectorUid=%d",
+ injectionResult, entry->injectorPid, entry->injectorUid);
+#endif
+
+ if (entry->injectionIsAsync) {
+ // Log the outcome since the injector did not wait for the injection result.
+ switch (injectionResult) {
+ case INPUT_EVENT_INJECTION_SUCCEEDED:
+ LOGV("Asynchronous input event injection succeeded.");
+ break;
+ case INPUT_EVENT_INJECTION_FAILED:
+ LOGW("Asynchronous input event injection failed.");
+ break;
+ case INPUT_EVENT_INJECTION_PERMISSION_DENIED:
+ LOGW("Asynchronous input event injection permission denied.");
+ break;
+ case INPUT_EVENT_INJECTION_TIMED_OUT:
+ LOGW("Asynchronous input event injection timed out.");
+ break;
+ }
+ }
+
+ entry->injectionResult = injectionResult;
+ mInjectionResultAvailableCondition.broadcast();
+ }
+}
+
+void InputDispatcher::decrementPendingSyncDispatchesLocked(EventEntry* entry) {
+ entry->pendingSyncDispatches -= 1;
+
+ if (entry->isInjected() && entry->pendingSyncDispatches == 0) {
+ mInjectionSyncFinishedCondition.broadcast();
+ }
+}
+
+static bool isValidKeyAction(int32_t action) {
+ switch (action) {
+ case AKEY_EVENT_ACTION_DOWN:
+ case AKEY_EVENT_ACTION_UP:
+ return true;
+ default:
+ return false;
+ }
+}
+
+static bool isValidMotionAction(int32_t action) {
+ switch (action & AMOTION_EVENT_ACTION_MASK) {
+ case AMOTION_EVENT_ACTION_DOWN:
+ case AMOTION_EVENT_ACTION_UP:
+ case AMOTION_EVENT_ACTION_CANCEL:
+ case AMOTION_EVENT_ACTION_MOVE:
+ case AMOTION_EVENT_ACTION_POINTER_DOWN:
+ case AMOTION_EVENT_ACTION_POINTER_UP:
+ case AMOTION_EVENT_ACTION_OUTSIDE:
+ return true;
+ default:
+ return false;
+ }
+}
+
+InputDispatcher::EventEntry* InputDispatcher::createEntryFromInjectedInputEventLocked(
+ const InputEvent* event) {
+ switch (event->getType()) {
+ case AINPUT_EVENT_TYPE_KEY: {
+ const KeyEvent* keyEvent = static_cast<const KeyEvent*>(event);
+ if (! isValidKeyAction(keyEvent->getAction())) {
+ LOGE("Dropping injected key event since it has invalid action code 0x%x",
+ keyEvent->getAction());
+ return NULL;
+ }
+
+ uint32_t policyFlags = POLICY_FLAG_INJECTED;
+
+ KeyEntry* keyEntry = mAllocator.obtainKeyEntry(keyEvent->getEventTime(),
+ keyEvent->getDeviceId(), keyEvent->getSource(), policyFlags,
+ keyEvent->getAction(), keyEvent->getFlags(),
+ keyEvent->getKeyCode(), keyEvent->getScanCode(), keyEvent->getMetaState(),
+ keyEvent->getRepeatCount(), keyEvent->getDownTime());
+ return keyEntry;
+ }
+
+ case AINPUT_EVENT_TYPE_MOTION: {
+ const MotionEvent* motionEvent = static_cast<const MotionEvent*>(event);
+ if (! isValidMotionAction(motionEvent->getAction())) {
+ LOGE("Dropping injected motion event since it has invalid action code 0x%x.",
+ motionEvent->getAction());
+ return NULL;
+ }
+ if (motionEvent->getPointerCount() == 0
+ || motionEvent->getPointerCount() > MAX_POINTERS) {
+ LOGE("Dropping injected motion event since it has an invalid pointer count %d.",
+ motionEvent->getPointerCount());
+ }
+
+ uint32_t policyFlags = POLICY_FLAG_INJECTED;
+
+ const nsecs_t* sampleEventTimes = motionEvent->getSampleEventTimes();
+ const PointerCoords* samplePointerCoords = motionEvent->getSamplePointerCoords();
+ size_t pointerCount = motionEvent->getPointerCount();
+
+ MotionEntry* motionEntry = mAllocator.obtainMotionEntry(*sampleEventTimes,
+ motionEvent->getDeviceId(), motionEvent->getSource(), policyFlags,
+ motionEvent->getAction(), motionEvent->getFlags(),
+ motionEvent->getMetaState(), motionEvent->getEdgeFlags(),
+ motionEvent->getXPrecision(), motionEvent->getYPrecision(),
+ motionEvent->getDownTime(), uint32_t(pointerCount),
+ motionEvent->getPointerIds(), samplePointerCoords);
+ for (size_t i = motionEvent->getHistorySize(); i > 0; i--) {
+ sampleEventTimes += 1;
+ samplePointerCoords += pointerCount;
+ mAllocator.appendMotionSample(motionEntry, *sampleEventTimes, samplePointerCoords);
+ }
+ return motionEntry;
+ }
+
+ default:
+ assert(false);
+ return NULL;
+ }
+}
+
+void InputDispatcher::setInputWindows(const Vector<InputWindow>& inputWindows) {
+#if DEBUG_FOCUS
+ LOGD("setInputWindows");
+#endif
+ { // acquire lock
+ AutoMutex _l(mLock);
+
+ sp<InputChannel> touchedWindowChannel;
+ if (mTouchedWindow) {
+ touchedWindowChannel = mTouchedWindow->inputChannel;
+ mTouchedWindow = NULL;
+ }
+ size_t numTouchedWallpapers = mTouchedWallpaperWindows.size();
+ if (numTouchedWallpapers != 0) {
+ for (size_t i = 0; i < numTouchedWallpapers; i++) {
+ mTempTouchedWallpaperChannels.push(mTouchedWallpaperWindows[i]->inputChannel);
+ }
+ mTouchedWallpaperWindows.clear();
+ }
+
+ bool hadFocusedWindow = mFocusedWindow != NULL;
+
+ mFocusedWindow = NULL;
+ mWallpaperWindows.clear();
+
+ mWindows.clear();
+ mWindows.appendVector(inputWindows);
+
+ size_t numWindows = mWindows.size();
+ for (size_t i = 0; i < numWindows; i++) {
+ InputWindow* window = & mWindows.editItemAt(i);
+ if (window->hasFocus) {
+ mFocusedWindow = window;
+ }
+
+ if (window->layoutParamsType == InputWindow::TYPE_WALLPAPER) {
+ mWallpaperWindows.push(window);
+
+ for (size_t j = 0; j < numTouchedWallpapers; j++) {
+ if (window->inputChannel == mTempTouchedWallpaperChannels[i]) {
+ mTouchedWallpaperWindows.push(window);
+ }
+ }
+ }
+
+ if (window->inputChannel == touchedWindowChannel) {
+ mTouchedWindow = window;
+ }
+ }
+
+ mTempTouchedWallpaperChannels.clear();
+
+ if ((hadFocusedWindow && ! mFocusedWindow)
+ || (mFocusedWindow && ! mFocusedWindow->visible)) {
+ preemptInputDispatchInnerLocked();
+ }
+
+#if DEBUG_FOCUS
+ logDispatchStateLocked();
+#endif
+ } // release lock
+
+ // Wake up poll loop since it may need to make new input dispatching choices.
+ mPollLoop->wake();
+}
+
+void InputDispatcher::setFocusedApplication(const InputApplication* inputApplication) {
+#if DEBUG_FOCUS
+ LOGD("setFocusedApplication");
+#endif
+ { // acquire lock
+ AutoMutex _l(mLock);
+
+ releaseFocusedApplicationLocked();
+
+ if (inputApplication) {
+ mFocusedApplicationStorage = *inputApplication;
+ mFocusedApplication = & mFocusedApplicationStorage;
+ }
+
+#if DEBUG_FOCUS
+ logDispatchStateLocked();
+#endif
+ } // release lock
+
+ // Wake up poll loop since it may need to make new input dispatching choices.
+ mPollLoop->wake();
+}
+
+void InputDispatcher::releaseFocusedApplicationLocked() {
+ if (mFocusedApplication) {
+ mFocusedApplication = NULL;
+ mFocusedApplicationStorage.handle.clear();
+ }
+}
+
+void InputDispatcher::setInputDispatchMode(bool enabled, bool frozen) {
+#if DEBUG_FOCUS
+ LOGD("setInputDispatchMode: enabled=%d, frozen=%d", enabled, frozen);
+#endif
+
+ bool changed;
+ { // acquire lock
+ AutoMutex _l(mLock);
+
+ if (mDispatchEnabled != enabled || mDispatchFrozen != frozen) {
+ if (mDispatchFrozen && ! frozen) {
+ resetANRTimeoutsLocked();
+ }
+
+ mDispatchEnabled = enabled;
+ mDispatchFrozen = frozen;
+ changed = true;
+ } else {
+ changed = false;
+ }
+
+#if DEBUG_FOCUS
+ logDispatchStateLocked();
+#endif
+ } // release lock
+
+ if (changed) {
+ // Wake up poll loop since it may need to make new input dispatching choices.
+ mPollLoop->wake();
+ }
+}
+
+void InputDispatcher::preemptInputDispatch() {
+#if DEBUG_FOCUS
+ LOGD("preemptInputDispatch");
+#endif
+
+ bool preemptedOne;
+ { // acquire lock
+ AutoMutex _l(mLock);
+ preemptedOne = preemptInputDispatchInnerLocked();
+ } // release lock
+
+ if (preemptedOne) {
+ // Wake up the poll loop so it can get a head start dispatching the next event.
+ mPollLoop->wake();
+ }
+}
+
+bool InputDispatcher::preemptInputDispatchInnerLocked() {
+ bool preemptedOne = false;
+ for (size_t i = 0; i < mActiveConnections.size(); i++) {
+ Connection* connection = mActiveConnections[i];
+ if (connection->hasPendingSyncTarget()) {
+#if DEBUG_DISPATCH_CYCLE
+ LOGD("channel '%s' ~ Preempted pending synchronous dispatch",
+ connection->getInputChannelName());
+#endif
+ connection->preemptSyncTarget();
+ preemptedOne = true;
+ }
+ }
+ return preemptedOne;
+}
+
+void InputDispatcher::logDispatchStateLocked() {
+ String8 dump;
+ dumpDispatchStateLocked(dump);
+ LOGD("%s", dump.string());
+}
+
+void InputDispatcher::dumpDispatchStateLocked(String8& dump) {
+ dump.appendFormat(" dispatchEnabled: %d\n", mDispatchEnabled);
+ dump.appendFormat(" dispatchFrozen: %d\n", mDispatchFrozen);
+
+ if (mFocusedApplication) {
+ dump.appendFormat(" focusedApplication: name='%s', dispatchingTimeout=%0.3fms\n",
+ mFocusedApplication->name.string(),
+ mFocusedApplication->dispatchingTimeout / 1000000.0);
+ } else {
+ dump.append(" focusedApplication: <null>\n");
+ }
+ dump.appendFormat(" focusedWindow: '%s'\n",
+ mFocusedWindow != NULL ? mFocusedWindow->inputChannel->getName().string() : "<null>");
+ dump.appendFormat(" touchedWindow: '%s', touchDown=%d\n",
+ mTouchedWindow != NULL ? mTouchedWindow->inputChannel->getName().string() : "<null>",
+ mTouchDown);
+ for (size_t i = 0; i < mTouchedWallpaperWindows.size(); i++) {
+ dump.appendFormat(" touchedWallpaperWindows[%d]: '%s'\n",
+ i, mTouchedWallpaperWindows[i]->inputChannel->getName().string());
+ }
+ for (size_t i = 0; i < mWindows.size(); i++) {
+ dump.appendFormat(" windows[%d]: '%s', paused=%s, hasFocus=%s, hasWallpaper=%s, "
+ "visible=%s, flags=0x%08x, type=0x%08x, "
+ "frame=[%d,%d][%d,%d], "
+ "visibleFrame=[%d,%d][%d,%d], "
+ "touchableArea=[%d,%d][%d,%d], "
+ "ownerPid=%d, ownerUid=%d, dispatchingTimeout=%0.3fms\n",
+ i, mWindows[i].inputChannel->getName().string(),
+ toString(mWindows[i].paused),
+ toString(mWindows[i].hasFocus),
+ toString(mWindows[i].hasWallpaper),
+ toString(mWindows[i].visible),
+ mWindows[i].layoutParamsFlags, mWindows[i].layoutParamsType,
+ mWindows[i].frameLeft, mWindows[i].frameTop,
+ mWindows[i].frameRight, mWindows[i].frameBottom,
+ mWindows[i].visibleFrameLeft, mWindows[i].visibleFrameTop,
+ mWindows[i].visibleFrameRight, mWindows[i].visibleFrameBottom,
+ mWindows[i].touchableAreaLeft, mWindows[i].touchableAreaTop,
+ mWindows[i].touchableAreaRight, mWindows[i].touchableAreaBottom,
+ mWindows[i].ownerPid, mWindows[i].ownerUid,
+ mWindows[i].dispatchingTimeout / 1000000.0);
+ }
+
+ for (size_t i = 0; i < mMonitoringChannels.size(); i++) {
+ const sp<InputChannel>& channel = mMonitoringChannels[i];
+ dump.appendFormat(" monitoringChannel[%d]: '%s'\n",
+ i, channel->getName().string());
+ }
+
+ for (size_t i = 0; i < mActiveConnections.size(); i++) {
+ const Connection* connection = mActiveConnections[i];
+ dump.appendFormat(" activeConnection[%d]: '%s', status=%s, hasPendingSyncTarget=%s, "
+ "inputState.isNeutral=%s, inputState.isOutOfSync=%s\n",
+ i, connection->getInputChannelName(), connection->getStatusLabel(),
+ toString(connection->hasPendingSyncTarget()),
+ toString(connection->inputState.isNeutral()),
+ toString(connection->inputState.isOutOfSync()));
+ }
+
+ if (isAppSwitchPendingLocked()) {
+ dump.appendFormat(" appSwitch: pending, due in %01.1fms\n",
+ (mAppSwitchDueTime - now()) / 1000000.0);
+ } else {
+ dump.append(" appSwitch: not pending\n");
+ }
+}
+
+status_t InputDispatcher::registerInputChannel(const sp<InputChannel>& inputChannel, bool monitor) {
+#if DEBUG_REGISTRATION
+ LOGD("channel '%s' ~ registerInputChannel - monitor=%s", inputChannel->getName().string(),
+ toString(monitor));
+#endif
+
+ { // acquire lock
+ AutoMutex _l(mLock);
+
+ if (getConnectionIndex(inputChannel) >= 0) {
+ LOGW("Attempted to register already registered input channel '%s'",
+ inputChannel->getName().string());
+ return BAD_VALUE;
+ }
+
+ sp<Connection> connection = new Connection(inputChannel);
+ status_t status = connection->initialize();
+ if (status) {
+ LOGE("Failed to initialize input publisher for input channel '%s', status=%d",
+ inputChannel->getName().string(), status);
+ return status;
+ }
+
+ int32_t receiveFd = inputChannel->getReceivePipeFd();
+ mConnectionsByReceiveFd.add(receiveFd, connection);
+
+ if (monitor) {
+ mMonitoringChannels.push(inputChannel);
+ }
+
+ mPollLoop->setCallback(receiveFd, POLLIN, handleReceiveCallback, this);
+
+ runCommandsLockedInterruptible();
+ } // release lock
+ return OK;
+}
+
+status_t InputDispatcher::unregisterInputChannel(const sp<InputChannel>& inputChannel) {
+#if DEBUG_REGISTRATION
+ LOGD("channel '%s' ~ unregisterInputChannel", inputChannel->getName().string());
+#endif
+
+ { // acquire lock
+ AutoMutex _l(mLock);
+
+ ssize_t connectionIndex = getConnectionIndex(inputChannel);
+ if (connectionIndex < 0) {
+ LOGW("Attempted to unregister already unregistered input channel '%s'",
+ inputChannel->getName().string());
+ return BAD_VALUE;
+ }
+
+ sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
+ mConnectionsByReceiveFd.removeItemsAt(connectionIndex);
+
+ connection->status = Connection::STATUS_ZOMBIE;
+
+ for (size_t i = 0; i < mMonitoringChannels.size(); i++) {
+ if (mMonitoringChannels[i] == inputChannel) {
+ mMonitoringChannels.removeAt(i);
+ break;
+ }
+ }
+
+ mPollLoop->removeCallback(inputChannel->getReceivePipeFd());
+
+ nsecs_t currentTime = now();
+ abortDispatchCycleLocked(currentTime, connection, true /*broken*/);
+
+ runCommandsLockedInterruptible();
+ } // release lock
+
+ // Wake the poll loop because removing the connection may have changed the current
+ // synchronization state.
+ mPollLoop->wake();
+ return OK;
+}
+
+ssize_t InputDispatcher::getConnectionIndex(const sp<InputChannel>& inputChannel) {
+ ssize_t connectionIndex = mConnectionsByReceiveFd.indexOfKey(inputChannel->getReceivePipeFd());
+ if (connectionIndex >= 0) {
+ sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
+ if (connection->inputChannel.get() == inputChannel.get()) {
+ return connectionIndex;
+ }
+ }
+
+ return -1;
+}
+
+void InputDispatcher::activateConnectionLocked(Connection* connection) {
+ for (size_t i = 0; i < mActiveConnections.size(); i++) {
+ if (mActiveConnections.itemAt(i) == connection) {
+ return;
+ }
+ }
+ mActiveConnections.add(connection);
+}
+
+void InputDispatcher::deactivateConnectionLocked(Connection* connection) {
+ for (size_t i = 0; i < mActiveConnections.size(); i++) {
+ if (mActiveConnections.itemAt(i) == connection) {
+ mActiveConnections.removeAt(i);
+ return;
+ }
+ }
+}
+
+void InputDispatcher::onDispatchCycleStartedLocked(
+ nsecs_t currentTime, const sp<Connection>& connection) {
+}
+
+void InputDispatcher::onDispatchCycleFinishedLocked(
+ nsecs_t currentTime, const sp<Connection>& connection, bool recoveredFromANR) {
+ if (recoveredFromANR) {
+ LOGI("channel '%s' ~ Recovered from ANR. %01.1fms since event, "
+ "%01.1fms since dispatch, %01.1fms since ANR",
+ connection->getInputChannelName(),
+ connection->getEventLatencyMillis(currentTime),
+ connection->getDispatchLatencyMillis(currentTime),
+ connection->getANRLatencyMillis(currentTime));
+
+ CommandEntry* commandEntry = postCommandLocked(
+ & InputDispatcher::doNotifyInputChannelRecoveredFromANRLockedInterruptible);
+ commandEntry->connection = connection;
+ }
+}
+
+void InputDispatcher::onDispatchCycleANRLocked(
+ nsecs_t currentTime, const sp<Connection>& connection) {
+ LOGI("channel '%s' ~ Not responding! %01.1fms since event, %01.1fms since dispatch",
+ connection->getInputChannelName(),
+ connection->getEventLatencyMillis(currentTime),
+ connection->getDispatchLatencyMillis(currentTime));
+
+ CommandEntry* commandEntry = postCommandLocked(
+ & InputDispatcher::doNotifyInputChannelANRLockedInterruptible);
+ commandEntry->connection = connection;
+}
+
+void InputDispatcher::onDispatchCycleBrokenLocked(
+ nsecs_t currentTime, const sp<Connection>& connection) {
+ LOGE("channel '%s' ~ Channel is unrecoverably broken and will be disposed!",
+ connection->getInputChannelName());
+
+ CommandEntry* commandEntry = postCommandLocked(
+ & InputDispatcher::doNotifyInputChannelBrokenLockedInterruptible);
+ commandEntry->connection = connection;
+}
+
+void InputDispatcher::doNotifyConfigurationChangedInterruptible(
+ CommandEntry* commandEntry) {
+ mLock.unlock();
+
+ mPolicy->notifyConfigurationChanged(commandEntry->eventTime);
+
+ mLock.lock();
+}
+
+void InputDispatcher::doNotifyInputChannelBrokenLockedInterruptible(
+ CommandEntry* commandEntry) {
+ sp<Connection> connection = commandEntry->connection;
+
+ if (connection->status != Connection::STATUS_ZOMBIE) {
+ mLock.unlock();
+
+ mPolicy->notifyInputChannelBroken(connection->inputChannel);
+
+ mLock.lock();
+ }
+}
+
+void InputDispatcher::doNotifyInputChannelANRLockedInterruptible(
+ CommandEntry* commandEntry) {
+ sp<Connection> connection = commandEntry->connection;
+
+ if (connection->status != Connection::STATUS_ZOMBIE) {
+ mLock.unlock();
+
+ nsecs_t newTimeout = mPolicy->notifyInputChannelANR(connection->inputChannel);
+
+ mLock.lock();
+
+ nsecs_t currentTime = now();
+ resumeAfterTimeoutDispatchCycleLocked(currentTime, connection, newTimeout);
+ }
+}
+
+void InputDispatcher::doNotifyInputChannelRecoveredFromANRLockedInterruptible(
+ CommandEntry* commandEntry) {
+ sp<Connection> connection = commandEntry->connection;
+
+ if (connection->status != Connection::STATUS_ZOMBIE) {
+ mLock.unlock();
+
+ mPolicy->notifyInputChannelRecoveredFromANR(connection->inputChannel);
+
+ mLock.lock();
+ }
+}
+
+void InputDispatcher::doInterceptKeyBeforeDispatchingLockedInterruptible(
+ CommandEntry* commandEntry) {
+ KeyEntry* entry = commandEntry->keyEntry;
+ mReusableKeyEvent.initialize(entry->deviceId, entry->source, entry->action, entry->flags,
+ entry->keyCode, entry->scanCode, entry->metaState, entry->repeatCount,
+ entry->downTime, entry->eventTime);
+
+ mLock.unlock();
+
+ bool consumed = mPolicy->interceptKeyBeforeDispatching(commandEntry->inputChannel,
+ & mReusableKeyEvent, entry->policyFlags);
+
+ mLock.lock();
+
+ entry->interceptKeyResult = consumed
+ ? KeyEntry::INTERCEPT_KEY_RESULT_SKIP
+ : KeyEntry::INTERCEPT_KEY_RESULT_CONTINUE;
+ mAllocator.releaseKeyEntry(entry);
+}
+
+void InputDispatcher::doPokeUserActivityLockedInterruptible(CommandEntry* commandEntry) {
+ mLock.unlock();
+
+ mPolicy->pokeUserActivity(commandEntry->eventTime, commandEntry->windowType,
+ commandEntry->userActivityEventType);
+
+ mLock.lock();
+}
+
+void InputDispatcher::doTargetsNotReadyTimeoutLockedInterruptible(
+ CommandEntry* commandEntry) {
+ mLock.unlock();
+
+ nsecs_t newTimeout;
+ if (commandEntry->inputChannel.get()) {
+ newTimeout = mPolicy->notifyInputChannelANR(commandEntry->inputChannel);
+ } else if (commandEntry->inputApplicationHandle.get()) {
+ newTimeout = mPolicy->notifyANR(commandEntry->inputApplicationHandle);
+ } else {
+ newTimeout = 0;
+ }
+
+ mLock.lock();
+
+ resumeAfterTargetsNotReadyTimeoutLocked(newTimeout);
+}
+
+void InputDispatcher::dump(String8& dump) {
+ dumpDispatchStateLocked(dump);
+}
+
+
+// --- InputDispatcher::Allocator ---
+
+InputDispatcher::Allocator::Allocator() {
+}
+
+void InputDispatcher::Allocator::initializeEventEntry(EventEntry* entry, int32_t type,
+ nsecs_t eventTime) {
+ entry->type = type;
+ entry->refCount = 1;
+ entry->dispatchInProgress = false;
+ entry->eventTime = eventTime;
+ entry->injectionResult = INPUT_EVENT_INJECTION_PENDING;
+ entry->injectionIsAsync = false;
+ entry->injectorPid = -1;
+ entry->injectorUid = -1;
+ entry->pendingSyncDispatches = 0;
+}
+
+InputDispatcher::ConfigurationChangedEntry*
+InputDispatcher::Allocator::obtainConfigurationChangedEntry(nsecs_t eventTime) {
+ ConfigurationChangedEntry* entry = mConfigurationChangeEntryPool.alloc();
+ initializeEventEntry(entry, EventEntry::TYPE_CONFIGURATION_CHANGED, eventTime);
+ return entry;
+}
+
+InputDispatcher::KeyEntry* InputDispatcher::Allocator::obtainKeyEntry(nsecs_t eventTime,
+ int32_t deviceId, int32_t source, uint32_t policyFlags, int32_t action,
+ int32_t flags, int32_t keyCode, int32_t scanCode, int32_t metaState,
+ int32_t repeatCount, nsecs_t downTime) {
+ KeyEntry* entry = mKeyEntryPool.alloc();
+ initializeEventEntry(entry, EventEntry::TYPE_KEY, eventTime);
+
+ entry->deviceId = deviceId;
+ entry->source = source;
+ entry->policyFlags = policyFlags;
+ entry->action = action;
+ entry->flags = flags;
+ entry->keyCode = keyCode;
+ entry->scanCode = scanCode;
+ entry->metaState = metaState;
+ entry->repeatCount = repeatCount;
+ entry->downTime = downTime;
+ entry->syntheticRepeat = false;
+ entry->interceptKeyResult = KeyEntry::INTERCEPT_KEY_RESULT_UNKNOWN;
+ return entry;
+}
+
+InputDispatcher::MotionEntry* InputDispatcher::Allocator::obtainMotionEntry(nsecs_t eventTime,
+ int32_t deviceId, int32_t source, uint32_t policyFlags, int32_t action, int32_t flags,
+ int32_t metaState, int32_t edgeFlags, float xPrecision, float yPrecision,
+ nsecs_t downTime, uint32_t pointerCount,
+ const int32_t* pointerIds, const PointerCoords* pointerCoords) {
+ MotionEntry* entry = mMotionEntryPool.alloc();
+ initializeEventEntry(entry, EventEntry::TYPE_MOTION, eventTime);
+
+ entry->eventTime = eventTime;
+ entry->deviceId = deviceId;
+ entry->source = source;
+ entry->policyFlags = policyFlags;
+ entry->action = action;
+ entry->flags = flags;
+ entry->metaState = metaState;
+ entry->edgeFlags = edgeFlags;
+ entry->xPrecision = xPrecision;
+ entry->yPrecision = yPrecision;
+ entry->downTime = downTime;
+ entry->pointerCount = pointerCount;
+ entry->firstSample.eventTime = eventTime;
+ entry->firstSample.next = NULL;
+ entry->lastSample = & entry->firstSample;
+ for (uint32_t i = 0; i < pointerCount; i++) {
+ entry->pointerIds[i] = pointerIds[i];
+ entry->firstSample.pointerCoords[i] = pointerCoords[i];
+ }
+ return entry;
+}
+
+InputDispatcher::DispatchEntry* InputDispatcher::Allocator::obtainDispatchEntry(
+ EventEntry* eventEntry,
+ int32_t targetFlags, float xOffset, float yOffset, nsecs_t timeout) {
+ DispatchEntry* entry = mDispatchEntryPool.alloc();
+ entry->eventEntry = eventEntry;
+ eventEntry->refCount += 1;
+ entry->targetFlags = targetFlags;
+ entry->xOffset = xOffset;
+ entry->yOffset = yOffset;
+ entry->timeout = timeout;
+ entry->inProgress = false;
+ entry->headMotionSample = NULL;
+ entry->tailMotionSample = NULL;
+ return entry;
+}
+
+InputDispatcher::CommandEntry* InputDispatcher::Allocator::obtainCommandEntry(Command command) {
+ CommandEntry* entry = mCommandEntryPool.alloc();
+ entry->command = command;
+ return entry;
+}
+
+void InputDispatcher::Allocator::releaseEventEntry(EventEntry* entry) {
+ switch (entry->type) {
+ case EventEntry::TYPE_CONFIGURATION_CHANGED:
+ releaseConfigurationChangedEntry(static_cast<ConfigurationChangedEntry*>(entry));
+ break;
+ case EventEntry::TYPE_KEY:
+ releaseKeyEntry(static_cast<KeyEntry*>(entry));
+ break;
+ case EventEntry::TYPE_MOTION:
+ releaseMotionEntry(static_cast<MotionEntry*>(entry));
+ break;
+ default:
+ assert(false);
+ break;
+ }
+}
+
+void InputDispatcher::Allocator::releaseConfigurationChangedEntry(
+ ConfigurationChangedEntry* entry) {
+ entry->refCount -= 1;
+ if (entry->refCount == 0) {
+ mConfigurationChangeEntryPool.free(entry);
+ } else {
+ assert(entry->refCount > 0);
+ }
+}
+
+void InputDispatcher::Allocator::releaseKeyEntry(KeyEntry* entry) {
+ entry->refCount -= 1;
+ if (entry->refCount == 0) {
+ mKeyEntryPool.free(entry);
+ } else {
+ assert(entry->refCount > 0);
+ }
+}
+
+void InputDispatcher::Allocator::releaseMotionEntry(MotionEntry* entry) {
+ entry->refCount -= 1;
+ if (entry->refCount == 0) {
+ for (MotionSample* sample = entry->firstSample.next; sample != NULL; ) {
+ MotionSample* next = sample->next;
+ mMotionSamplePool.free(sample);
+ sample = next;
+ }
+ mMotionEntryPool.free(entry);
+ } else {
+ assert(entry->refCount > 0);
+ }
+}
+
+void InputDispatcher::Allocator::releaseDispatchEntry(DispatchEntry* entry) {
+ releaseEventEntry(entry->eventEntry);
+ mDispatchEntryPool.free(entry);
+}
+
+void InputDispatcher::Allocator::releaseCommandEntry(CommandEntry* entry) {
+ mCommandEntryPool.free(entry);
+}
+
+void InputDispatcher::Allocator::appendMotionSample(MotionEntry* motionEntry,
+ nsecs_t eventTime, const PointerCoords* pointerCoords) {
+ MotionSample* sample = mMotionSamplePool.alloc();
+ sample->eventTime = eventTime;
+ uint32_t pointerCount = motionEntry->pointerCount;
+ for (uint32_t i = 0; i < pointerCount; i++) {
+ sample->pointerCoords[i] = pointerCoords[i];
+ }
+
+ sample->next = NULL;
+ motionEntry->lastSample->next = sample;
+ motionEntry->lastSample = sample;
+}
+
+
+// --- InputDispatcher::EventEntry ---
+
+void InputDispatcher::EventEntry::recycle() {
+ injectionResult = INPUT_EVENT_INJECTION_PENDING;
+ dispatchInProgress = false;
+ pendingSyncDispatches = 0;
+}
+
+
+// --- InputDispatcher::KeyEntry ---
+
+void InputDispatcher::KeyEntry::recycle() {
+ EventEntry::recycle();
+ syntheticRepeat = false;
+ interceptKeyResult = INTERCEPT_KEY_RESULT_UNKNOWN;
+}
+
+
+// --- InputDispatcher::MotionEntry ---
+
+uint32_t InputDispatcher::MotionEntry::countSamples() const {
+ uint32_t count = 1;
+ for (MotionSample* sample = firstSample.next; sample != NULL; sample = sample->next) {
+ count += 1;
+ }
+ return count;
+}
+
+
+// --- InputDispatcher::InputState ---
+
+InputDispatcher::InputState::InputState() :
+ mIsOutOfSync(false) {
+}
+
+InputDispatcher::InputState::~InputState() {
+}
+
+bool InputDispatcher::InputState::isNeutral() const {
+ return mKeyMementos.isEmpty() && mMotionMementos.isEmpty();
+}
+
+bool InputDispatcher::InputState::isOutOfSync() const {
+ return mIsOutOfSync;
+}
+
+void InputDispatcher::InputState::setOutOfSync() {
+ if (! isNeutral()) {
+ mIsOutOfSync = true;
+ }
+}
+
+void InputDispatcher::InputState::resetOutOfSync() {
+ mIsOutOfSync = false;
+}
+
+InputDispatcher::InputState::Consistency InputDispatcher::InputState::trackEvent(
+ const EventEntry* entry) {
+ switch (entry->type) {
+ case EventEntry::TYPE_KEY:
+ return trackKey(static_cast<const KeyEntry*>(entry));
+
+ case EventEntry::TYPE_MOTION:
+ return trackMotion(static_cast<const MotionEntry*>(entry));
+
+ default:
+ return CONSISTENT;
+ }
+}
+
+InputDispatcher::InputState::Consistency InputDispatcher::InputState::trackKey(
+ const KeyEntry* entry) {
+ int32_t action = entry->action;
+ for (size_t i = 0; i < mKeyMementos.size(); i++) {
+ KeyMemento& memento = mKeyMementos.editItemAt(i);
+ if (memento.deviceId == entry->deviceId
+ && memento.source == entry->source
+ && memento.keyCode == entry->keyCode
+ && memento.scanCode == entry->scanCode) {
+ switch (action) {
+ case AKEY_EVENT_ACTION_UP:
+ mKeyMementos.removeAt(i);
+ if (isNeutral()) {
+ mIsOutOfSync = false;
+ }
+ return CONSISTENT;
+
+ case AKEY_EVENT_ACTION_DOWN:
+ return TOLERABLE;
+
+ default:
+ return BROKEN;
+ }
+ }
+ }
+
+ switch (action) {
+ case AKEY_EVENT_ACTION_DOWN: {
+ mKeyMementos.push();
+ KeyMemento& memento = mKeyMementos.editTop();
+ memento.deviceId = entry->deviceId;
+ memento.source = entry->source;
+ memento.keyCode = entry->keyCode;
+ memento.scanCode = entry->scanCode;
+ memento.downTime = entry->downTime;
+ return CONSISTENT;
+ }
+
+ default:
+ return BROKEN;
+ }
+}
+
+InputDispatcher::InputState::Consistency InputDispatcher::InputState::trackMotion(
+ const MotionEntry* entry) {
+ int32_t action = entry->action & AMOTION_EVENT_ACTION_MASK;
+ for (size_t i = 0; i < mMotionMementos.size(); i++) {
+ MotionMemento& memento = mMotionMementos.editItemAt(i);
+ if (memento.deviceId == entry->deviceId
+ && memento.source == entry->source) {
+ switch (action) {
+ case AMOTION_EVENT_ACTION_UP:
+ case AMOTION_EVENT_ACTION_CANCEL:
+ mMotionMementos.removeAt(i);
+ if (isNeutral()) {
+ mIsOutOfSync = false;
+ }
+ return CONSISTENT;
+
+ case AMOTION_EVENT_ACTION_DOWN:
+ return TOLERABLE;
+
+ case AMOTION_EVENT_ACTION_POINTER_DOWN:
+ if (entry->pointerCount == memento.pointerCount + 1) {
+ memento.setPointers(entry);
+ return CONSISTENT;
+ }
+ return BROKEN;
+
+ case AMOTION_EVENT_ACTION_POINTER_UP:
+ if (entry->pointerCount == memento.pointerCount - 1) {
+ memento.setPointers(entry);
+ return CONSISTENT;
+ }
+ return BROKEN;
+
+ case AMOTION_EVENT_ACTION_MOVE:
+ if (entry->pointerCount == memento.pointerCount) {
+ return CONSISTENT;
+ }
+ return BROKEN;
+
+ default:
+ return BROKEN;
+ }
+ }
+ }
+
+ switch (action) {
+ case AMOTION_EVENT_ACTION_DOWN: {
+ mMotionMementos.push();
+ MotionMemento& memento = mMotionMementos.editTop();
+ memento.deviceId = entry->deviceId;
+ memento.source = entry->source;
+ memento.xPrecision = entry->xPrecision;
+ memento.yPrecision = entry->yPrecision;
+ memento.downTime = entry->downTime;
+ memento.setPointers(entry);
+ return CONSISTENT;
+ }
+
+ default:
+ return BROKEN;
+ }
+}
+
+void InputDispatcher::InputState::MotionMemento::setPointers(const MotionEntry* entry) {
+ pointerCount = entry->pointerCount;
+ for (uint32_t i = 0; i < entry->pointerCount; i++) {
+ pointerIds[i] = entry->pointerIds[i];
+ pointerCoords[i] = entry->lastSample->pointerCoords[i];
+ }
+}
+
+void InputDispatcher::InputState::synthesizeCancelationEvents(
+ Allocator* allocator, Vector<EventEntry*>& outEvents) const {
+ for (size_t i = 0; i < mKeyMementos.size(); i++) {
+ const KeyMemento& memento = mKeyMementos.itemAt(i);
+ outEvents.push(allocator->obtainKeyEntry(now(),
+ memento.deviceId, memento.source, 0,
+ AKEY_EVENT_ACTION_UP, AKEY_EVENT_FLAG_CANCELED,
+ memento.keyCode, memento.scanCode, 0, 0, memento.downTime));
+ }
+
+ for (size_t i = 0; i < mMotionMementos.size(); i++) {
+ const MotionMemento& memento = mMotionMementos.itemAt(i);
+ outEvents.push(allocator->obtainMotionEntry(now(),
+ memento.deviceId, memento.source, 0,
+ AMOTION_EVENT_ACTION_CANCEL, 0, 0, 0,
+ memento.xPrecision, memento.yPrecision, memento.downTime,
+ memento.pointerCount, memento.pointerIds, memento.pointerCoords));
+ }
+}
+
+void InputDispatcher::InputState::clear() {
+ mKeyMementos.clear();
+ mMotionMementos.clear();
+ mIsOutOfSync = false;
+}
+
+
+// --- InputDispatcher::Connection ---
+
+InputDispatcher::Connection::Connection(const sp<InputChannel>& inputChannel) :
+ status(STATUS_NORMAL), inputChannel(inputChannel), inputPublisher(inputChannel),
+ nextTimeoutTime(LONG_LONG_MAX),
+ lastEventTime(LONG_LONG_MAX), lastDispatchTime(LONG_LONG_MAX),
+ lastANRTime(LONG_LONG_MAX) {
+}
+
+InputDispatcher::Connection::~Connection() {
+}
+
+status_t InputDispatcher::Connection::initialize() {
+ return inputPublisher.initialize();
+}
+
+void InputDispatcher::Connection::setNextTimeoutTime(nsecs_t currentTime, nsecs_t timeout) {
+ nextTimeoutTime = (timeout >= 0) ? currentTime + timeout : LONG_LONG_MAX;
+}
+
+void InputDispatcher::Connection::resetTimeout(nsecs_t currentTime) {
+ if (outboundQueue.isEmpty()) {
+ nextTimeoutTime = LONG_LONG_MAX;
+ } else {
+ setNextTimeoutTime(currentTime, outboundQueue.headSentinel.next->timeout);
+ }
+}
+
+const char* InputDispatcher::Connection::getStatusLabel() const {
+ switch (status) {
+ case STATUS_NORMAL:
+ return "NORMAL";
+
+ case STATUS_BROKEN:
+ return "BROKEN";
+
+ case STATUS_NOT_RESPONDING:
+ return "NOT_RESPONDING";
+
+ case STATUS_ZOMBIE:
+ return "ZOMBIE";
+
+ default:
+ return "UNKNOWN";
+ }
+}
+
+InputDispatcher::DispatchEntry* InputDispatcher::Connection::findQueuedDispatchEntryForEvent(
+ const EventEntry* eventEntry) const {
+ for (DispatchEntry* dispatchEntry = outboundQueue.tailSentinel.prev;
+ dispatchEntry != & outboundQueue.headSentinel; dispatchEntry = dispatchEntry->prev) {
+ if (dispatchEntry->eventEntry == eventEntry) {
+ return dispatchEntry;
+ }
+ }
+ return NULL;
+}
+
+
+// --- InputDispatcher::CommandEntry ---
+
+InputDispatcher::CommandEntry::CommandEntry() :
+ keyEntry(NULL) {
+}
+
+InputDispatcher::CommandEntry::~CommandEntry() {
+}
+
+
+// --- InputDispatcherThread ---
+
+InputDispatcherThread::InputDispatcherThread(const sp<InputDispatcherInterface>& dispatcher) :
+ Thread(/*canCallJava*/ true), mDispatcher(dispatcher) {
+}
+
+InputDispatcherThread::~InputDispatcherThread() {
+}
+
+bool InputDispatcherThread::threadLoop() {
+ mDispatcher->dispatchOnce();
+ return true;
+}
+
+} // namespace android