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/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.android.commands.monkey;
import android.content.ComponentName;
import android.os.SystemClock;
import android.view.Display;
import android.view.KeyCharacterMap;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.WindowManagerImpl;
import java.util.ArrayList;
import java.util.Random;
/**
* monkey event queue
*/
public class MonkeySourceRandom implements MonkeyEventSource {
/** Key events that move around the UI. */
private static final int[] NAV_KEYS = {
KeyEvent.KEYCODE_DPAD_UP, KeyEvent.KEYCODE_DPAD_DOWN,
KeyEvent.KEYCODE_DPAD_LEFT, KeyEvent.KEYCODE_DPAD_RIGHT,
};
/**
* Key events that perform major navigation options (so shouldn't be sent
* as much).
*/
private static final int[] MAJOR_NAV_KEYS = {
KeyEvent.KEYCODE_MENU, /*KeyEvent.KEYCODE_SOFT_RIGHT,*/
KeyEvent.KEYCODE_DPAD_CENTER,
};
/** Key events that perform system operations. */
private static final int[] SYS_KEYS = {
KeyEvent.KEYCODE_HOME, KeyEvent.KEYCODE_BACK,
KeyEvent.KEYCODE_CALL, KeyEvent.KEYCODE_ENDCALL,
KeyEvent.KEYCODE_VOLUME_UP, KeyEvent.KEYCODE_VOLUME_DOWN, KeyEvent.KEYCODE_VOLUME_MUTE,
KeyEvent.KEYCODE_MUTE,
};
/** If a physical key exists? */
private static final boolean[] PHYSICAL_KEY_EXISTS = new boolean[KeyEvent.getMaxKeyCode() + 1];
static {
for (int i = 0; i < PHYSICAL_KEY_EXISTS.length; ++i) {
PHYSICAL_KEY_EXISTS[i] = true;
}
// Only examine SYS_KEYS
for (int i = 0; i < SYS_KEYS.length; ++i) {
PHYSICAL_KEY_EXISTS[SYS_KEYS[i]] = KeyCharacterMap.deviceHasKey(SYS_KEYS[i]);
}
}
public static final int FACTOR_TOUCH = 0;
public static final int FACTOR_MOTION = 1;
public static final int FACTOR_TRACKBALL = 2;
public static final int FACTOR_NAV = 3;
public static final int FACTOR_MAJORNAV = 4;
public static final int FACTOR_SYSOPS = 5;
public static final int FACTOR_APPSWITCH = 6;
public static final int FACTOR_FLIP = 7;
public static final int FACTOR_ANYTHING = 8;
public static final int FACTORZ_COUNT = 9; // should be last+1
/** percentages for each type of event. These will be remapped to working
* values after we read any optional values.
**/
private float[] mFactors = new float[FACTORZ_COUNT];
private ArrayList<ComponentName> mMainApps;
private int mEventCount = 0; //total number of events generated so far
private MonkeyEventQueue mQ;
private Random mRandom;
private int mVerbose = 0;
private long mThrottle = 0;
private boolean mKeyboardOpen = false;
public static String getKeyName(int keycode) {
return KeyEvent.keyCodeToString(keycode);
}
/**
* Looks up the keyCode from a given KEYCODE_NAME. NOTE: This may
* be an expensive operation.
*
* @param keyName the name of the KEYCODE_VALUE to lookup.
* @returns the intenger keyCode value, or -1 if not found
*/
public static int getKeyCode(String keyName) {
return KeyEvent.keyCodeFromString(keyName);
}
public MonkeySourceRandom(Random random, ArrayList<ComponentName> MainApps,
long throttle, boolean randomizeThrottle) {
// default values for random distributions
// note, these are straight percentages, to match user input (cmd line args)
// but they will be converted to 0..1 values before the main loop runs.
mFactors[FACTOR_TOUCH] = 15.0f;
mFactors[FACTOR_MOTION] = 10.0f;
mFactors[FACTOR_TRACKBALL] = 15.0f;
mFactors[FACTOR_NAV] = 25.0f;
mFactors[FACTOR_MAJORNAV] = 15.0f;
mFactors[FACTOR_SYSOPS] = 2.0f;
mFactors[FACTOR_APPSWITCH] = 2.0f;
mFactors[FACTOR_FLIP] = 1.0f;
mFactors[FACTOR_ANYTHING] = 15.0f;
mRandom = random;
mMainApps = MainApps;
mQ = new MonkeyEventQueue(random, throttle, randomizeThrottle);
}
/**
* Adjust the percentages (after applying user values) and then normalize to a 0..1 scale.
*/
private boolean adjustEventFactors() {
// go through all values and compute totals for user & default values
float userSum = 0.0f;
float defaultSum = 0.0f;
int defaultCount = 0;
for (int i = 0; i < FACTORZ_COUNT; ++i) {
if (mFactors[i] <= 0.0f) { // user values are zero or negative
userSum -= mFactors[i];
} else {
defaultSum += mFactors[i];
++defaultCount;
}
}
// if the user request was > 100%, reject it
if (userSum > 100.0f) {
System.err.println("** Event weights > 100%");
return false;
}
// if the user specified all of the weights, then they need to be 100%
if (defaultCount == 0 && (userSum < 99.9f || userSum > 100.1f)) {
System.err.println("** Event weights != 100%");
return false;
}
// compute the adjustment necessary
float defaultsTarget = (100.0f - userSum);
float defaultsAdjustment = defaultsTarget / defaultSum;
// fix all values, by adjusting defaults, or flipping user values back to >0
for (int i = 0; i < FACTORZ_COUNT; ++i) {
if (mFactors[i] <= 0.0f) { // user values are zero or negative
mFactors[i] = -mFactors[i];
} else {
mFactors[i] *= defaultsAdjustment;
}
}
// if verbose, show factors
if (mVerbose > 0) {
System.out.println("// Event percentages:");
for (int i = 0; i < FACTORZ_COUNT; ++i) {
System.out.println("// " + i + ": " + mFactors[i] + "%");
}
}
if (!validateKeys()) {
return false;
}
// finally, normalize and convert to running sum
float sum = 0.0f;
for (int i = 0; i < FACTORZ_COUNT; ++i) {
sum += mFactors[i] / 100.0f;
mFactors[i] = sum;
}
return true;
}
private static boolean validateKeyCategory(String catName, int[] keys, float factor) {
if (factor < 0.1f) {
return true;
}
for (int i = 0; i < keys.length; ++i) {
if (PHYSICAL_KEY_EXISTS[keys[i]]) {
return true;
}
}
System.err.println("** " + catName + " has no physical keys but with factor " + factor + "%.");
return false;
}
/**
* See if any key exists for non-zero factors.
*/
private boolean validateKeys() {
return validateKeyCategory("NAV_KEYS", NAV_KEYS, mFactors[FACTOR_NAV])
&& validateKeyCategory("MAJOR_NAV_KEYS", MAJOR_NAV_KEYS, mFactors[FACTOR_MAJORNAV])
&& validateKeyCategory("SYS_KEYS", SYS_KEYS, mFactors[FACTOR_SYSOPS]);
}
/**
* set the factors
*
* @param factors percentages for each type of event
*/
public void setFactors(float factors[]) {
int c = FACTORZ_COUNT;
if (factors.length < c) {
c = factors.length;
}
for (int i = 0; i < c; i++)
mFactors[i] = factors[i];
}
public void setFactors(int index, float v) {
mFactors[index] = v;
}
/**
* Generates a random motion event. This method counts a down, move, and up as multiple events.
*
* TODO: Test & fix the selectors when non-zero percentages
* TODO: Longpress.
* TODO: Fling.
* TODO: Meta state
* TODO: More useful than the random walk here would be to pick a single random direction
* and distance, and divvy it up into a random number of segments. (This would serve to
* generate fling gestures, which are important).
*
* @param random Random number source for positioning
* @param motionEvent If false, touch/release. If true, touch/move/release.
*
*/
private void generateMotionEvent(Random random, boolean motionEvent){
Display display = WindowManagerImpl.getDefault().getDefaultDisplay();
float x = Math.abs(random.nextInt() % display.getWidth());
float y = Math.abs(random.nextInt() % display.getHeight());
long downAt = SystemClock.uptimeMillis();
long eventTime = SystemClock.uptimeMillis();
if (downAt == -1) {
downAt = eventTime;
}
MonkeyMotionEvent e = new MonkeyMotionEvent(MonkeyEvent.EVENT_TYPE_POINTER,
downAt, MotionEvent.ACTION_DOWN, x, y, 0);
e.setIntermediateNote(false);
mQ.addLast(e);
// sometimes we'll move during the touch
if (motionEvent) {
int count = random.nextInt(10);
for (int i = 0; i < count; i++) {
// generate some slop in the up event
x = (x + (random.nextInt() % 10)) % display.getWidth();
y = (y + (random.nextInt() % 10)) % display.getHeight();
e = new MonkeyMotionEvent(MonkeyEvent.EVENT_TYPE_POINTER,
downAt, MotionEvent.ACTION_MOVE, x, y, 0);
e.setIntermediateNote(true);
mQ.addLast(e);
}
}
// TODO generate some slop in the up event
e = new MonkeyMotionEvent(MonkeyEvent.EVENT_TYPE_POINTER,
downAt, MotionEvent.ACTION_UP, x, y, 0);
e.setIntermediateNote(false);
mQ.addLast(e);
}
/**
* Generates a random trackball event. This consists of a sequence of small moves, followed by
* an optional single click.
*
* TODO: Longpress.
* TODO: Meta state
* TODO: Parameterize the % clicked
* TODO: More useful than the random walk here would be to pick a single random direction
* and distance, and divvy it up into a random number of segments. (This would serve to
* generate fling gestures, which are important).
*
* @param random Random number source for positioning
*
*/
private void generateTrackballEvent(Random random) {
Display display = WindowManagerImpl.getDefault().getDefaultDisplay();
boolean drop = false;
int count = random.nextInt(10);
MonkeyMotionEvent e;
for (int i = 0; i < 10; ++i) {
// generate a small random step
int dX = random.nextInt(10) - 5;
int dY = random.nextInt(10) - 5;
e = new MonkeyMotionEvent(MonkeyEvent.EVENT_TYPE_TRACKBALL, -1,
MotionEvent.ACTION_MOVE, dX, dY, 0);
e.setIntermediateNote(i > 0);
mQ.addLast(e);
}
// 10% of trackball moves end with a click
if (0 == random.nextInt(10)) {
long downAt = SystemClock.uptimeMillis();
e = new MonkeyMotionEvent(MonkeyEvent.EVENT_TYPE_TRACKBALL, downAt,
MotionEvent.ACTION_DOWN, 0, 0, 0);
e.setIntermediateNote(true);
mQ.addLast(e);
e = new MonkeyMotionEvent(MonkeyEvent.EVENT_TYPE_TRACKBALL, downAt,
MotionEvent.ACTION_UP, 0, 0, 0);
e.setIntermediateNote(false);
mQ.addLast(e);
}
}
/**
* generate a random event based on mFactor
*/
private void generateEvents() {
float cls = mRandom.nextFloat();
int lastKey = 0;
boolean touchEvent = cls < mFactors[FACTOR_TOUCH];
boolean motionEvent = !touchEvent && (cls < mFactors[FACTOR_MOTION]);
if (touchEvent || motionEvent) {
generateMotionEvent(mRandom, motionEvent);
return;
}
if (cls < mFactors[FACTOR_TRACKBALL]) {
generateTrackballEvent(mRandom);
return;
}
// The remaining event categories are injected as key events
do {
if (cls < mFactors[FACTOR_NAV]) {
lastKey = NAV_KEYS[mRandom.nextInt(NAV_KEYS.length)];
} else if (cls < mFactors[FACTOR_MAJORNAV]) {
lastKey = MAJOR_NAV_KEYS[mRandom.nextInt(MAJOR_NAV_KEYS.length)];
} else if (cls < mFactors[FACTOR_SYSOPS]) {
lastKey = SYS_KEYS[mRandom.nextInt(SYS_KEYS.length)];
} else if (cls < mFactors[FACTOR_APPSWITCH]) {
MonkeyActivityEvent e = new MonkeyActivityEvent(mMainApps.get(
mRandom.nextInt(mMainApps.size())));
mQ.addLast(e);
return;
} else if (cls < mFactors[FACTOR_FLIP]) {
MonkeyFlipEvent e = new MonkeyFlipEvent(mKeyboardOpen);
mKeyboardOpen = !mKeyboardOpen;
mQ.addLast(e);
return;
} else {
lastKey = 1 + mRandom.nextInt(KeyEvent.getMaxKeyCode() - 1);
}
} while (!PHYSICAL_KEY_EXISTS[lastKey]);
MonkeyKeyEvent e = new MonkeyKeyEvent(KeyEvent.ACTION_DOWN, lastKey);
mQ.addLast(e);
e = new MonkeyKeyEvent(KeyEvent.ACTION_UP, lastKey);
mQ.addLast(e);
}
public boolean validate() {
//check factors
return adjustEventFactors();
}
public void setVerbose(int verbose) {
mVerbose = verbose;
}
/**
* generate an activity event
*/
public void generateActivity() {
MonkeyActivityEvent e = new MonkeyActivityEvent(mMainApps.get(
mRandom.nextInt(mMainApps.size())));
mQ.addLast(e);
}
/**
* if the queue is empty, we generate events first
* @return the first event in the queue
*/
public MonkeyEvent getNextEvent() {
if (mQ.isEmpty()) {
generateEvents();
}
mEventCount++;
MonkeyEvent e = mQ.getFirst();
mQ.removeFirst();
return e;
}
}