blob: 5ea12c7ec61062d99efed87e1ffce694c5eaa36d [file] [log] [blame]
/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define LOG_TAG "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 "InputDispatcher.h"
#include <cutils/log.h>
#include <ui/PowerManager.h>
#include <stddef.h>
#include <unistd.h>
#include <errno.h>
#include <limits.h>
#define INDENT " "
#define INDENT2 " "
namespace android {
// 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
// Amount of time to allow for an event to be dispatched (measured since its eventTime)
// before considering it stale and dropping it.
const nsecs_t STALE_EVENT_TIMEOUT = 10000 * 1000000LL; // 10sec
// Motion samples that are received within this amount of time are simply coalesced
// when batched instead of being appended. This is done because some drivers update
// the location of pointers one at a time instead of all at once.
// For example, when there are 10 fingers down, the input dispatcher may receive 10
// samples in quick succession with only one finger's location changed in each sample.
//
// This value effectively imposes an upper bound on the touch sampling rate.
// Touch sensors typically have a 50Hz - 200Hz sampling rate, so we expect distinct
// samples to become available 5-20ms apart but individual finger reports can trickle
// in over a period of 2-4ms or so.
//
// Empirical testing shows that a 2ms coalescing interval (500Hz) is not enough,
// a 3ms coalescing interval (333Hz) works well most of the time and doesn't introduce
// significant quantization noise on current hardware.
const nsecs_t MOTION_SAMPLE_COALESCE_INTERVAL = 3 * 1000000LL; // 3ms, 333Hz
static inline nsecs_t now() {
return systemTime(SYSTEM_TIME_MONOTONIC);
}
static inline const char* toString(bool value) {
return value ? "true" : "false";
}
static inline int32_t getMotionEventActionPointerIndex(int32_t action) {
return (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)
>> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
}
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 validateKeyEvent(int32_t action) {
if (! isValidKeyAction(action)) {
LOGE("Key event has invalid action code 0x%x", action);
return false;
}
return true;
}
static bool isValidMotionAction(int32_t action, size_t pointerCount) {
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_OUTSIDE:
case AMOTION_EVENT_ACTION_HOVER_MOVE:
case AMOTION_EVENT_ACTION_SCROLL:
return true;
case AMOTION_EVENT_ACTION_POINTER_DOWN:
case AMOTION_EVENT_ACTION_POINTER_UP: {
int32_t index = getMotionEventActionPointerIndex(action);
return index >= 0 && size_t(index) < pointerCount;
}
default:
return false;
}
}
static bool validateMotionEvent(int32_t action, size_t pointerCount,
const int32_t* pointerIds) {
if (! isValidMotionAction(action, pointerCount)) {
LOGE("Motion event has invalid action code 0x%x", action);
return false;
}
if (pointerCount < 1 || pointerCount > MAX_POINTERS) {
LOGE("Motion event has invalid pointer count %d; value must be between 1 and %d.",
pointerCount, MAX_POINTERS);
return false;
}
BitSet32 pointerIdBits;
for (size_t i = 0; i < pointerCount; i++) {
int32_t id = pointerIds[i];
if (id < 0 || id > MAX_POINTER_ID) {
LOGE("Motion event has invalid pointer id %d; value must be between 0 and %d",
id, MAX_POINTER_ID);
return false;
}
if (pointerIdBits.hasBit(id)) {
LOGE("Motion event has duplicate pointer id %d", id);
return false;
}
pointerIdBits.markBit(id);
}
return true;
}
static void scalePointerCoords(const PointerCoords* inCoords, size_t count, float scaleFactor,
PointerCoords* outCoords) {
for (size_t i = 0; i < count; i++) {
outCoords[i] = inCoords[i];
outCoords[i].scale(scaleFactor);
}
}
static void dumpRegion(String8& dump, const SkRegion& region) {
if (region.isEmpty()) {
dump.append("<empty>");
return;
}
bool first = true;
for (SkRegion::Iterator it(region); !it.done(); it.next()) {
if (first) {
first = false;
} else {
dump.append("|");
}
const SkIRect& rect = it.rect();
dump.appendFormat("[%d,%d][%d,%d]", rect.fLeft, rect.fTop, rect.fRight, rect.fBottom);
}
}
// --- InputDispatcher ---
InputDispatcher::InputDispatcher(const sp<InputDispatcherPolicyInterface>& policy) :
mPolicy(policy),
mPendingEvent(NULL), mAppSwitchSawKeyDown(false), mAppSwitchDueTime(LONG_LONG_MAX),
mNextUnblockedEvent(NULL),
mDispatchEnabled(true), mDispatchFrozen(false),
mFocusedWindow(NULL),
mFocusedApplication(NULL),
mCurrentInputTargetsValid(false),
mInputTargetWaitCause(INPUT_TARGET_WAIT_CAUSE_NONE) {
mLooper = new Looper(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;
policy->getDispatcherConfiguration(&mConfig);
mThrottleState.minTimeBetweenEvents = 1000000000LL / mConfig.maxEventsPerSecond;
mThrottleState.lastDeviceId = -1;
#if DEBUG_THROTTLING
mThrottleState.originalSampleCount = 0;
LOGD("Throttling - Max events per second = %d", mConfig.maxEventsPerSecond);
#endif
}
InputDispatcher::~InputDispatcher() {
{ // acquire lock
AutoMutex _l(mLock);
resetKeyRepeatLocked();
releasePendingEventLocked();
drainInboundQueueLocked();
}
while (mConnectionsByReceiveFd.size() != 0) {
unregisterInputChannel(mConnectionsByReceiveFd.valueAt(0)->inputChannel);
}
}
void InputDispatcher::dispatchOnce() {
nsecs_t nextWakeupTime = LONG_LONG_MAX;
{ // acquire lock
AutoMutex _l(mLock);
dispatchOnceInnerLocked(&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();
int timeoutMillis = toMillisecondTimeoutDelay(currentTime, nextWakeupTime);
mLooper->pollOnce(timeoutMillis);
}
void InputDispatcher::dispatchOnceInnerLocked(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 (!mPolicy->isKeyRepeatEnabled()) {
resetKeyRepeatLocked();
}
// 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;
}
// 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);
} 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
&& !isAppSwitchDue
&& mDispatchEnabled
&& (entry->policyFlags & POLICY_FLAG_PASS_TO_USER)
&& !entry->isInjected()) {
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
|| motionEntry->action == AMOTION_EVENT_ACTION_HOVER_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 %d, 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 = currentTime;
mThrottleState.lastDeviceId = deviceId;
mThrottleState.lastSource = source;
}
mInboundQueue.dequeue(entry);
mPendingEvent = entry;
}
// Poke user activity for this event.
if (mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER) {
pokeUserActivityLocked(mPendingEvent);
}
}
// Now we have an event to dispatch.
// All events are eventually dequeued and processed this way, even if we intend to drop them.
assert(mPendingEvent != NULL);
bool done = false;
DropReason dropReason = DROP_REASON_NOT_DROPPED;
if (!(mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER)) {
dropReason = DROP_REASON_POLICY;
} else if (!mDispatchEnabled) {
dropReason = DROP_REASON_DISABLED;
}
if (mNextUnblockedEvent == mPendingEvent) {
mNextUnblockedEvent = NULL;
}
switch (mPendingEvent->type) {
case EventEntry::TYPE_CONFIGURATION_CHANGED: {
ConfigurationChangedEntry* typedEntry =
static_cast<ConfigurationChangedEntry*>(mPendingEvent);
done = dispatchConfigurationChangedLocked(currentTime, typedEntry);
dropReason = DROP_REASON_NOT_DROPPED; // configuration changes are never dropped
break;
}
case EventEntry::TYPE_KEY: {
KeyEntry* typedEntry = static_cast<KeyEntry*>(mPendingEvent);
if (isAppSwitchDue) {
if (isAppSwitchKeyEventLocked(typedEntry)) {
resetPendingAppSwitchLocked(true);
isAppSwitchDue = false;
} else if (dropReason == DROP_REASON_NOT_DROPPED) {
dropReason = DROP_REASON_APP_SWITCH;
}
}
if (dropReason == DROP_REASON_NOT_DROPPED
&& isStaleEventLocked(currentTime, typedEntry)) {
dropReason = DROP_REASON_STALE;
}
if (dropReason == DROP_REASON_NOT_DROPPED && mNextUnblockedEvent) {
dropReason = DROP_REASON_BLOCKED;
}
done = dispatchKeyLocked(currentTime, typedEntry, &dropReason, nextWakeupTime);
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* typedEntry = static_cast<MotionEntry*>(mPendingEvent);
if (dropReason == DROP_REASON_NOT_DROPPED && isAppSwitchDue) {
dropReason = DROP_REASON_APP_SWITCH;
}
if (dropReason == DROP_REASON_NOT_DROPPED
&& isStaleEventLocked(currentTime, typedEntry)) {
dropReason = DROP_REASON_STALE;
}
if (dropReason == DROP_REASON_NOT_DROPPED && mNextUnblockedEvent) {
dropReason = DROP_REASON_BLOCKED;
}
done = dispatchMotionLocked(currentTime, typedEntry,
&dropReason, nextWakeupTime);
break;
}
default:
assert(false);
break;
}
if (done) {
if (dropReason != DROP_REASON_NOT_DROPPED) {
dropInboundEventLocked(mPendingEvent, dropReason);
}
releasePendingEventLocked();
*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: {
// Optimize app switch latency.
// If the application takes too long to catch up then we drop all events preceding
// the app switch key.
KeyEntry* keyEntry = static_cast<KeyEntry*>(entry);
if (isAppSwitchKeyEventLocked(keyEntry)) {
if (keyEntry->action == AKEY_EVENT_ACTION_DOWN) {
mAppSwitchSawKeyDown = true;
} else if (keyEntry->action == AKEY_EVENT_ACTION_UP) {
if (mAppSwitchSawKeyDown) {
#if DEBUG_APP_SWITCH
LOGD("App switch is pending!");
#endif
mAppSwitchDueTime = keyEntry->eventTime + APP_SWITCH_TIMEOUT;
mAppSwitchSawKeyDown = false;
needWake = true;
}
}
}
break;
}
case EventEntry::TYPE_MOTION: {
// Optimize case where the current application is unresponsive and the user
// decides to touch a window in a different application.
// If the application takes too long to catch up then we drop all events preceding
// the touch into the other window.
MotionEntry* motionEntry = static_cast<MotionEntry*>(entry);
if (motionEntry->action == AMOTION_EVENT_ACTION_DOWN
&& (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER)
&& mInputTargetWaitCause == INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY
&& mInputTargetWaitApplication != NULL) {
int32_t x = int32_t(motionEntry->firstSample.pointerCoords[0].
getAxisValue(AMOTION_EVENT_AXIS_X));
int32_t y = int32_t(motionEntry->firstSample.pointerCoords[0].
getAxisValue(AMOTION_EVENT_AXIS_Y));
const InputWindow* touchedWindow = findTouchedWindowAtLocked(x, y);
if (touchedWindow
&& touchedWindow->inputWindowHandle != NULL
&& touchedWindow->inputWindowHandle->getInputApplicationHandle()
!= mInputTargetWaitApplication) {
// User touched a different application than the one we are waiting on.
// Flag the event, and start pruning the input queue.
mNextUnblockedEvent = motionEntry;
needWake = true;
}
}
break;
}
}
return needWake;
}
const InputWindow* InputDispatcher::findTouchedWindowAtLocked(int32_t x, int32_t y) {
// Traverse windows from front to back to find touched window.
size_t numWindows = mWindows.size();
for (size_t i = 0; i < numWindows; i++) {
const InputWindow* window = & mWindows.editItemAt(i);
int32_t flags = window->layoutParamsFlags;
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->touchableRegionContainsPoint(x, y)) {
// Found window.
return window;
}
}
}
if (flags & InputWindow::FLAG_SYSTEM_ERROR) {
// Error window is on top but not visible, so touch is dropped.
return NULL;
}
}
return NULL;
}
void InputDispatcher::dropInboundEventLocked(EventEntry* entry, DropReason dropReason) {
const char* reason;
switch (dropReason) {
case DROP_REASON_POLICY:
#if DEBUG_INBOUND_EVENT_DETAILS
LOGD("Dropped event because policy consumed it.");
#endif
reason = "inbound event was dropped because the policy consumed it";
break;
case DROP_REASON_DISABLED:
LOGI("Dropped event because input dispatch is disabled.");
reason = "inbound event was dropped because input dispatch is disabled";
break;
case DROP_REASON_APP_SWITCH:
LOGI("Dropped event because of pending overdue app switch.");
reason = "inbound event was dropped because of pending overdue app switch";
break;
case DROP_REASON_BLOCKED:
LOGI("Dropped event because the current application is not responding and the user "
"has started interating with a different application.");
reason = "inbound event was dropped because the current application is not responding "
"and the user has started interating with a different application";
break;
case DROP_REASON_STALE:
LOGI("Dropped event because it is stale.");
reason = "inbound event was dropped because it is stale";
break;
default:
assert(false);
return;
}
switch (entry->type) {
case EventEntry::TYPE_KEY: {
CancelationOptions options(CancelationOptions::CANCEL_NON_POINTER_EVENTS, reason);
synthesizeCancelationEventsForAllConnectionsLocked(options);
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast<MotionEntry*>(entry);
if (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER) {
CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS, reason);
synthesizeCancelationEventsForAllConnectionsLocked(options);
} else {
CancelationOptions options(CancelationOptions::CANCEL_NON_POINTER_EVENTS, reason);
synthesizeCancelationEventsForAllConnectionsLocked(options);
}
break;
}
}
}
bool InputDispatcher::isAppSwitchKeyCode(int32_t keyCode) {
return keyCode == AKEYCODE_HOME || keyCode == AKEYCODE_ENDCALL;
}
bool InputDispatcher::isAppSwitchKeyEventLocked(KeyEntry* keyEntry) {
return ! (keyEntry->flags & AKEY_EVENT_FLAG_CANCELED)
&& isAppSwitchKeyCode(keyEntry->keyCode)
&& (keyEntry->policyFlags & POLICY_FLAG_TRUSTED)
&& (keyEntry->policyFlags & POLICY_FLAG_PASS_TO_USER);
}
bool InputDispatcher::isAppSwitchPendingLocked() {
return mAppSwitchDueTime != LONG_LONG_MAX;
}
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::isStaleEventLocked(nsecs_t currentTime, EventEntry* entry) {
return currentTime - entry->eventTime >= STALE_EVENT_TIMEOUT;
}
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);
}
}
void InputDispatcher::releasePendingEventLocked() {
if (mPendingEvent) {
releaseInboundEventLocked(mPendingEvent);
mPendingEvent = NULL;
}
}
void InputDispatcher::releaseInboundEventLocked(EventEntry* entry) {
InjectionState* injectionState = entry->injectionState;
if (injectionState && injectionState->injectionResult == INPUT_EVENT_INJECTION_PENDING) {
#if DEBUG_DISPATCH_CYCLE
LOGD("Injected inbound event was dropped.");
#endif
setInjectionResultLocked(entry, INPUT_EVENT_INJECTION_FAILED);
}
mAllocator.releaseEventEntry(entry);
}
void InputDispatcher::resetKeyRepeatLocked() {
if (mKeyRepeatState.lastKeyEntry) {
mAllocator.releaseKeyEntry(mKeyRepeatState.lastKeyEntry);
mKeyRepeatState.lastKeyEntry = NULL;
}
}
InputDispatcher::KeyEntry* InputDispatcher::synthesizeKeyRepeatLocked(nsecs_t currentTime) {
KeyEntry* entry = mKeyRepeatState.lastKeyEntry;
// Reuse the repeated key entry if it is otherwise unreferenced.
uint32_t policyFlags = (entry->policyFlags & POLICY_FLAG_RAW_MASK)
| POLICY_FLAG_PASS_TO_USER | POLICY_FLAG_TRUSTED;
if (entry->refCount == 1) {
mAllocator.recycleKeyEntry(entry);
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;
mKeyRepeatState.nextRepeatTime = currentTime + mConfig.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,
DropReason* dropReason, nsecs_t* nextWakeupTime) {
// Preprocessing.
if (! entry->dispatchInProgress) {
if (entry->repeatCount == 0
&& entry->action == AKEY_EVENT_ACTION_DOWN
&& (entry->policyFlags & POLICY_FLAG_TRUSTED)
&& !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 + mConfig.keyRepeatTimeout;
}
mKeyRepeatState.lastKeyEntry = entry;
entry->refCount += 1;
} else if (! entry->syntheticRepeat) {
resetKeyRepeatLocked();
}
if (entry->repeatCount == 1) {
entry->flags |= AKEY_EVENT_FLAG_LONG_PRESS;
} else {
entry->flags &= ~AKEY_EVENT_FLAG_LONG_PRESS;
}
entry->dispatchInProgress = true;
resetTargetsLocked();
logOutboundKeyDetailsLocked("dispatchKey - ", entry);
}
// Give the policy a chance to intercept the key.
if (entry->interceptKeyResult == KeyEntry::INTERCEPT_KEY_RESULT_UNKNOWN) {
if (entry->policyFlags & POLICY_FLAG_PASS_TO_USER) {
CommandEntry* commandEntry = postCommandLocked(
& InputDispatcher::doInterceptKeyBeforeDispatchingLockedInterruptible);
if (mFocusedWindow) {
commandEntry->inputWindowHandle = mFocusedWindow->inputWindowHandle;
}
commandEntry->keyEntry = entry;
entry->refCount += 1;
return false; // wait for the command to run
} else {
entry->interceptKeyResult = KeyEntry::INTERCEPT_KEY_RESULT_CONTINUE;
}
} else if (entry->interceptKeyResult == KeyEntry::INTERCEPT_KEY_RESULT_SKIP) {
if (*dropReason == DROP_REASON_NOT_DROPPED) {
*dropReason = DROP_REASON_POLICY;
}
}
// Clean up if dropping the event.
if (*dropReason != DROP_REASON_NOT_DROPPED) {
resetTargetsLocked();
setInjectionResultLocked(entry, *dropReason == DROP_REASON_POLICY
? INPUT_EVENT_INJECTION_SUCCEEDED : INPUT_EVENT_INJECTION_FAILED);
return true;
}
// Identify targets.
if (! mCurrentInputTargetsValid) {
int32_t injectionResult = findFocusedWindowTargetsLocked(currentTime,
entry, nextWakeupTime);
if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
return false;
}
setInjectionResultLocked(entry, injectionResult);
if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
return true;
}
addMonitoringTargetsLocked();
commitTargetsLocked();
}
// Dispatch the key.
dispatchEventToCurrentInputTargetsLocked(currentTime, entry, false);
return true;
}
void InputDispatcher::logOutboundKeyDetailsLocked(const char* prefix, const KeyEntry* entry) {
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("%seventTime=%lld, deviceId=%d, source=0x%x, policyFlags=0x%x, "
"action=0x%x, flags=0x%x, keyCode=0x%x, scanCode=0x%x, metaState=0x%x, "
"repeatCount=%d, downTime=%lld",
prefix,
entry->eventTime, entry->deviceId, entry->source, entry->policyFlags,
entry->action, entry->flags, entry->keyCode, entry->scanCode, entry->metaState,
entry->repeatCount, entry->downTime);
#endif
}
bool InputDispatcher::dispatchMotionLocked(
nsecs_t currentTime, MotionEntry* entry, DropReason* dropReason, nsecs_t* nextWakeupTime) {
// Preprocessing.
if (! entry->dispatchInProgress) {
entry->dispatchInProgress = true;
resetTargetsLocked();
logOutboundMotionDetailsLocked("dispatchMotion - ", entry);
}
// Clean up if dropping the event.
if (*dropReason != DROP_REASON_NOT_DROPPED) {
resetTargetsLocked();
setInjectionResultLocked(entry, *dropReason == DROP_REASON_POLICY
? INPUT_EVENT_INJECTION_SUCCEEDED : INPUT_EVENT_INJECTION_FAILED);
return true;
}
bool isPointerEvent = entry->source & AINPUT_SOURCE_CLASS_POINTER;
// Identify targets.
bool conflictingPointerActions = false;
if (! mCurrentInputTargetsValid) {
int32_t injectionResult;
if (isPointerEvent) {
// Pointer event. (eg. touchscreen)
injectionResult = findTouchedWindowTargetsLocked(currentTime,
entry, nextWakeupTime, &conflictingPointerActions);
} else {
// Non touch event. (eg. trackball)
injectionResult = findFocusedWindowTargetsLocked(currentTime,
entry, nextWakeupTime);
}
if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
return false;
}
setInjectionResultLocked(entry, injectionResult);
if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
return true;
}
addMonitoringTargetsLocked();
commitTargetsLocked();
}
// Dispatch the motion.
if (conflictingPointerActions) {
CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
"conflicting pointer actions");
synthesizeCancelationEventsForAllConnectionsLocked(options);
}
dispatchEventToCurrentInputTargetsLocked(currentTime, entry, false);
return true;
}
void InputDispatcher::logOutboundMotionDetailsLocked(const char* prefix, const MotionEntry* entry) {
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("%seventTime=%lld, deviceId=%d, 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].getAxisValue(AMOTION_EVENT_AXIS_X),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_Y),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_PRESSURE),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_SIZE),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOUCH_MAJOR),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOUCH_MINOR),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOOL_MAJOR),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOOL_MINOR),
sample->pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_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
pokeUserActivityLocked(eventEntry);
for (size_t i = 0; i < mCurrentInputTargets.size(); i++) {
const InputTarget& inputTarget = mCurrentInputTargets.itemAt(i);
ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
if (connectionIndex >= 0) {
sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
prepareDispatchCycleLocked(currentTime, connection, eventEntry, & inputTarget,
resumeWithAppendedMotionSample);
} else {
#if DEBUG_FOCUS
LOGD("Dropping event delivery to target with channel '%s' because it "
"is no longer registered with the input dispatcher.",
inputTarget.inputChannel->getName().string());
#endif
}
}
}
void InputDispatcher::resetTargetsLocked() {
mCurrentInputTargetsValid = false;
mCurrentInputTargets.clear();
mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_NONE;
mInputTargetWaitApplication.clear();
}
void InputDispatcher::commitTargetsLocked() {
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;
mInputTargetWaitApplication.clear();
}
} else {
if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY) {
#if DEBUG_FOCUS
LOGD("Waiting for application to become ready for input: %s",
getApplicationWindowLabelLocked(application, window).string());
#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;
mInputTargetWaitApplication.clear();
if (window && window->inputWindowHandle != NULL) {
mInputTargetWaitApplication =
window->inputWindowHandle->getInputApplicationHandle();
}
if (mInputTargetWaitApplication == NULL && application) {
mInputTargetWaitApplication = application->inputApplicationHandle;
}
}
}
if (mInputTargetWaitTimeoutExpired) {
return INPUT_EVENT_INJECTION_TIMED_OUT;
}
if (currentTime >= mInputTargetWaitTimeoutTime) {
onANRLocked(currentTime, application, window, entry->eventTime, mInputTargetWaitStartTime);
// 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,
const sp<InputChannel>& inputChannel) {
if (newTimeout > 0) {
// Extend the timeout.
mInputTargetWaitTimeoutTime = now() + newTimeout;
} else {
// Give up.
mInputTargetWaitTimeoutExpired = true;
// Release the touch targets.
mTouchState.reset();
// Input state will not be realistic. Mark it out of sync.
if (inputChannel.get()) {
ssize_t connectionIndex = getConnectionIndexLocked(inputChannel);
if (connectionIndex >= 0) {
sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
if (connection->status == Connection::STATUS_NORMAL) {
CancelationOptions options(CancelationOptions::CANCEL_ALL_EVENTS,
"application not responding");
synthesizeCancelationEventsForConnectionLocked(connection, options);
}
}
}
}
}
nsecs_t InputDispatcher::getTimeSpentWaitingForApplicationLocked(
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 input target wait timeout.
mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_NONE;
}
int32_t InputDispatcher::findFocusedWindowTargetsLocked(nsecs_t currentTime,
const EventEntry* entry, nsecs_t* nextWakeupTime) {
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.",
getApplicationWindowLabelLocked(mFocusedApplication, NULL).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->injectionState)) {
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;
}
// If the currently focused window is still working on previous events then keep waiting.
if (! isWindowFinishedWithPreviousInputLocked(mFocusedWindow)) {
#if DEBUG_FOCUS
LOGD("Waiting because focused window still processing previous input.");
#endif
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
mFocusedApplication, mFocusedWindow, nextWakeupTime);
goto Unresponsive;
}
// Success! Output targets.
injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
addWindowTargetLocked(mFocusedWindow, InputTarget::FLAG_FOREGROUND, BitSet32(0));
// Done.
Failed:
Unresponsive:
nsecs_t timeSpentWaitingForApplication = getTimeSpentWaitingForApplicationLocked(currentTime);
updateDispatchStatisticsLocked(currentTime, entry,
injectionResult, timeSpentWaitingForApplication);
#if DEBUG_FOCUS
LOGD("findFocusedWindow finished: injectionResult=%d, "
"timeSpendWaitingForApplication=%0.1fms",
injectionResult, timeSpentWaitingForApplication / 1000000.0);
#endif
return injectionResult;
}
int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
const MotionEntry* entry, nsecs_t* nextWakeupTime, bool* outConflictingPointerActions) {
enum InjectionPermission {
INJECTION_PERMISSION_UNKNOWN,
INJECTION_PERMISSION_GRANTED,
INJECTION_PERMISSION_DENIED
};
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;
int32_t maskedAction = action & AMOTION_EVENT_ACTION_MASK;
// Update the touch state as needed based on the properties of the touch event.
int32_t injectionResult = INPUT_EVENT_INJECTION_PENDING;
InjectionPermission injectionPermission = INJECTION_PERMISSION_UNKNOWN;
bool isSplit = mTouchState.split;
bool wrongDevice = mTouchState.down
&& (mTouchState.deviceId != entry->deviceId
|| mTouchState.source != entry->source);
if (maskedAction == AMOTION_EVENT_ACTION_DOWN
|| maskedAction == AMOTION_EVENT_ACTION_HOVER_MOVE
|| maskedAction == AMOTION_EVENT_ACTION_SCROLL) {
bool down = maskedAction == AMOTION_EVENT_ACTION_DOWN;
if (wrongDevice && !down) {
mTempTouchState.copyFrom(mTouchState);
} else {
mTempTouchState.reset();
mTempTouchState.down = down;
mTempTouchState.deviceId = entry->deviceId;
mTempTouchState.source = entry->source;
isSplit = false;
wrongDevice = false;
}
} else {
mTempTouchState.copyFrom(mTouchState);
}
if (wrongDevice) {
#if DEBUG_FOCUS
LOGD("Dropping event because a pointer for a different device is already down.");
#endif
injectionResult = INPUT_EVENT_INJECTION_FAILED;
goto Failed;
}
if (maskedAction == AMOTION_EVENT_ACTION_DOWN
|| (isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN)
|| maskedAction == AMOTION_EVENT_ACTION_HOVER_MOVE
|| maskedAction == AMOTION_EVENT_ACTION_SCROLL) {
/* Case 1: New splittable pointer going down, or need target for hover or scroll. */
int32_t pointerIndex = getMotionEventActionPointerIndex(action);
int32_t x = int32_t(entry->firstSample.pointerCoords[pointerIndex].
getAxisValue(AMOTION_EVENT_AXIS_X));
int32_t y = int32_t(entry->firstSample.pointerCoords[pointerIndex].
getAxisValue(AMOTION_EVENT_AXIS_Y));
const InputWindow* newTouchedWindow = NULL;
const InputWindow* topErrorWindow = NULL;
// 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++) {
const 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->touchableRegionContainsPoint(x, y)) {
if (! screenWasOff || flags & InputWindow::FLAG_TOUCHABLE_WHEN_WAKING) {
newTouchedWindow = window;
}
break; // found touched window, exit window loop
}
}
if (maskedAction == AMOTION_EVENT_ACTION_DOWN
&& (flags & InputWindow::FLAG_WATCH_OUTSIDE_TOUCH)) {
int32_t outsideTargetFlags = InputTarget::FLAG_OUTSIDE;
if (isWindowObscuredAtPointLocked(window, x, y)) {
outsideTargetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
}
mTempTouchState.addOrUpdateWindow(window, outsideTargetFlags, BitSet32(0));
}
}
}
// 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;
}
// Figure out whether splitting will be allowed for this window.
if (newTouchedWindow && newTouchedWindow->supportsSplitTouch()) {
// New window supports splitting.
isSplit = true;
} else if (isSplit) {
// New window does not support splitting but we have already split events.
// Assign the pointer to the first foreground window we find.
// (May be NULL which is why we put this code block before the next check.)
newTouchedWindow = mTempTouchState.getFirstForegroundWindow();
}
// 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.",
getApplicationWindowLabelLocked(mFocusedApplication, NULL).string());
#endif
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
mFocusedApplication, NULL, nextWakeupTime);
goto Unresponsive;
}
LOGI("Dropping event because there is no touched window or focused application.");
injectionResult = INPUT_EVENT_INJECTION_FAILED;
goto Failed;
}
// Set target flags.
int32_t targetFlags = InputTarget::FLAG_FOREGROUND;
if (isSplit) {
targetFlags |= InputTarget::FLAG_SPLIT;
}
if (isWindowObscuredAtPointLocked(newTouchedWindow, x, y)) {
targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
}
// Update the temporary touch state.
BitSet32 pointerIds;
if (isSplit) {
uint32_t pointerId = entry->pointerIds[pointerIndex];
pointerIds.markBit(pointerId);
}
mTempTouchState.addOrUpdateWindow(newTouchedWindow, targetFlags, pointerIds);
} else {
/* Case 2: Pointer move, up, cancel or non-splittable pointer down. */
// If the pointer is not currently down, then ignore the event.
if (! mTempTouchState.down) {
#if DEBUG_FOCUS
LOGD("Dropping event because the pointer is not down or we previously "
"dropped the pointer down event.");
#endif
injectionResult = INPUT_EVENT_INJECTION_FAILED;
goto Failed;
}
}
// Check permission to inject into all touched foreground windows and ensure there
// is at least one touched foreground window.
{
bool haveForegroundWindow = false;
for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTempTouchState.windows[i];
if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
haveForegroundWindow = true;
if (! checkInjectionPermission(touchedWindow.window, entry->injectionState)) {
injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
injectionPermission = INJECTION_PERMISSION_DENIED;
goto Failed;
}
}
}
if (! haveForegroundWindow) {
#if DEBUG_FOCUS
LOGD("Dropping event because there is no touched foreground window to receive it.");
#endif
injectionResult = INPUT_EVENT_INJECTION_FAILED;
goto Failed;
}
// Permission granted to injection into all touched foreground windows.
injectionPermission = INJECTION_PERMISSION_GRANTED;
}
// Ensure all touched foreground windows are ready for new input.
for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTempTouchState.windows[i];
if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
// If the touched window is paused then keep waiting.
if (touchedWindow.window->paused) {
#if DEBUG_FOCUS
LOGD("Waiting because touched window is paused.");
#endif
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
NULL, touchedWindow.window, nextWakeupTime);
goto Unresponsive;
}
// If the touched window is still working on previous events then keep waiting.
if (! isWindowFinishedWithPreviousInputLocked(touchedWindow.window)) {
#if DEBUG_FOCUS
LOGD("Waiting because touched window still processing previous input.");
#endif
injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
NULL, touchedWindow.window, nextWakeupTime);
goto Unresponsive;
}
}
}
// If this is the first pointer going down and the touched window has a wallpaper
// then also add the touched wallpaper windows so they are locked in for the duration
// of the touch gesture.
// We do not collect wallpapers during HOVER_MOVE or SCROLL because the wallpaper
// engine only supports touch events. We would need to add a mechanism similar
// to View.onGenericMotionEvent to enable wallpapers to handle these events.
if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
const InputWindow* foregroundWindow = mTempTouchState.getFirstForegroundWindow();
if (foregroundWindow->hasWallpaper) {
for (size_t i = 0; i < mWindows.size(); i++) {
const InputWindow* window = & mWindows[i];
if (window->layoutParamsType == InputWindow::TYPE_WALLPAPER) {
mTempTouchState.addOrUpdateWindow(window,
InputTarget::FLAG_WINDOW_IS_OBSCURED, BitSet32(0));
}
}
}
}
// Success! Output targets.
injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTempTouchState.windows.itemAt(i);
addWindowTargetLocked(touchedWindow.window, touchedWindow.targetFlags,
touchedWindow.pointerIds);
}
// Drop the outside touch window since we will not care about them in the next iteration.
mTempTouchState.removeOutsideTouchWindows();
Failed:
// Check injection permission once and for all.
if (injectionPermission == INJECTION_PERMISSION_UNKNOWN) {
if (checkInjectionPermission(NULL, entry->injectionState)) {
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 (!wrongDevice) {
if (maskedAction == AMOTION_EVENT_ACTION_UP
|| maskedAction == AMOTION_EVENT_ACTION_CANCEL
|| maskedAction == AMOTION_EVENT_ACTION_HOVER_MOVE) {
// All pointers up or canceled.
mTouchState.reset();
} else if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
// First pointer went down.
if (mTouchState.down) {
*outConflictingPointerActions = true;
#if DEBUG_FOCUS
LOGD("Pointer down received while already down.");
#endif
}
mTouchState.copyFrom(mTempTouchState);
} else if (maskedAction == AMOTION_EVENT_ACTION_POINTER_UP) {
// One pointer went up.
if (isSplit) {
int32_t pointerIndex = getMotionEventActionPointerIndex(action);
uint32_t pointerId = entry->pointerIds[pointerIndex];
for (size_t i = 0; i < mTempTouchState.windows.size(); ) {
TouchedWindow& touchedWindow = mTempTouchState.windows.editItemAt(i);
if (touchedWindow.targetFlags & InputTarget::FLAG_SPLIT) {
touchedWindow.pointerIds.clearBit(pointerId);
if (touchedWindow.pointerIds.isEmpty()) {
mTempTouchState.windows.removeAt(i);
continue;
}
}
i += 1;
}
}
mTouchState.copyFrom(mTempTouchState);
} else if (maskedAction == AMOTION_EVENT_ACTION_SCROLL) {
// Discard temporary touch state since it was only valid for this action.
} else {
// Save changes to touch state as-is for all other actions.
mTouchState.copyFrom(mTempTouchState);
}
}
} else {
#if DEBUG_FOCUS
LOGD("Not updating touch focus because injection was denied.");
#endif
}
Unresponsive:
// Reset temporary touch state to ensure we release unnecessary references to input channels.
mTempTouchState.reset();
nsecs_t timeSpentWaitingForApplication = getTimeSpentWaitingForApplicationLocked(currentTime);
updateDispatchStatisticsLocked(currentTime, entry,
injectionResult, timeSpentWaitingForApplication);
#if DEBUG_FOCUS
LOGD("findTouchedWindow finished: injectionResult=%d, injectionPermission=%d, "
"timeSpentWaitingForApplication=%0.1fms",
injectionResult, injectionPermission, timeSpentWaitingForApplication / 1000000.0);
#endif
return injectionResult;
}
void InputDispatcher::addWindowTargetLocked(const InputWindow* window, int32_t targetFlags,
BitSet32 pointerIds) {
mCurrentInputTargets.push();
InputTarget& target = mCurrentInputTargets.editTop();
target.inputChannel = window->inputChannel;
target.flags = targetFlags;
target.xOffset = - window->frameLeft;
target.yOffset = - window->frameTop;
target.scaleFactor = window->scaleFactor;
target.pointerIds = pointerIds;
}
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.xOffset = 0;
target.yOffset = 0;
target.scaleFactor = 1.0f;
}
}
bool InputDispatcher::checkInjectionPermission(const InputWindow* window,
const InjectionState* injectionState) {
if (injectionState
&& (window == NULL || window->ownerUid != injectionState->injectorUid)
&& !hasInjectionPermission(injectionState->injectorPid, injectionState->injectorUid)) {
if (window) {
LOGW("Permission denied: injecting event from pid %d uid %d to window "
"with input channel %s owned by uid %d",
injectionState->injectorPid, injectionState->injectorUid,
window->inputChannel->getName().string(),
window->ownerUid);
} else {
LOGW("Permission denied: injecting event from pid %d uid %d",
injectionState->injectorPid, injectionState->injectorUid);
}
return false;
}
return true;
}
bool InputDispatcher::isWindowObscuredAtPointLocked(
const InputWindow* window, int32_t x, int32_t y) const {
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 && ! other->isTrustedOverlay() && other->frameContainsPoint(x, y)) {
return true;
}
}
return false;
}
bool InputDispatcher::isWindowFinishedWithPreviousInputLocked(const InputWindow* window) {
ssize_t connectionIndex = getConnectionIndexLocked(window->inputChannel);
if (connectionIndex >= 0) {
sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
return connection->outboundQueue.isEmpty();
} else {
return true;
}
}
String8 InputDispatcher::getApplicationWindowLabelLocked(const InputApplication* application,
const InputWindow* window) {
if (application) {
if (window) {
String8 label(application->name);
label.append(" - ");
label.append(window->name);
return label;
} else {
return application->name;
}
} else if (window) {
return window->name;
} else {
return String8("<unknown application or window>");
}
}
void InputDispatcher::pokeUserActivityLocked(const EventEntry* eventEntry) {
int32_t eventType = POWER_MANAGER_OTHER_EVENT;
switch (eventEntry->type) {
case EventEntry::TYPE_MOTION: {
const MotionEntry* motionEntry = static_cast<const MotionEntry*>(eventEntry);
if (motionEntry->action == AMOTION_EVENT_ACTION_CANCEL) {
return;
}
if (MotionEvent::isTouchEvent(motionEntry->source, motionEntry->action)) {
eventType = POWER_MANAGER_TOUCH_EVENT;
}
break;
}
case EventEntry::TYPE_KEY: {
const KeyEntry* keyEntry = static_cast<const KeyEntry*>(eventEntry);
if (keyEntry->flags & AKEY_EVENT_FLAG_CANCELED) {
return;
}
eventType = POWER_MANAGER_BUTTON_EVENT;
break;
}
}
CommandEntry* commandEntry = postCommandLocked(
& InputDispatcher::doPokeUserActivityLockedInterruptible);
commandEntry->eventTime = eventEntry->eventTime;
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, "
"xOffset=%f, yOffset=%f, scaleFactor=%f"
"pointerIds=0x%x, "
"resumeWithAppendedMotionSample=%s",
connection->getInputChannelName(), inputTarget->flags,
inputTarget->xOffset, inputTarget->yOffset,
inputTarget->scaleFactor, inputTarget->pointerIds.value,
toString(resumeWithAppendedMotionSample));
#endif
// Make sure we are never called for streaming when splitting across multiple windows.
bool isSplit = inputTarget->flags & InputTarget::FLAG_SPLIT;
assert(! (resumeWithAppendedMotionSample && isSplit));
// Skip this event if the connection status is not normal.
// We don't want to enqueue additional outbound events if the connection is broken.
if (connection->status != Connection::STATUS_NORMAL) {
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ Dropping event because the channel status is %s",
connection->getInputChannelName(), connection->getStatusLabel());
#endif
return;
}
// Split a motion event if needed.
if (isSplit) {
assert(eventEntry->type == EventEntry::TYPE_MOTION);
MotionEntry* originalMotionEntry = static_cast<MotionEntry*>(eventEntry);
if (inputTarget->pointerIds.count() != originalMotionEntry->pointerCount) {
MotionEntry* splitMotionEntry = splitMotionEvent(
originalMotionEntry, inputTarget->pointerIds);
if (!splitMotionEntry) {
return; // split event was dropped
}
#if DEBUG_FOCUS
LOGD("channel '%s' ~ Split motion event.",
connection->getInputChannelName());
logOutboundMotionDetailsLocked(" ", splitMotionEntry);
#endif
eventEntry = splitMotionEntry;
}
}
// 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).
MotionEntry* motionEntry = static_cast<MotionEntry*>(eventEntry);
MotionSample* appendedMotionSample = motionEntry->lastSample;
status_t status;
if (motionEventDispatchEntry->scaleFactor == 1.0f) {
status = connection->inputPublisher.appendMotionSample(
appendedMotionSample->eventTime, appendedMotionSample->pointerCoords);
} else {
PointerCoords scaledCoords[MAX_POINTERS];
for (size_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i] = appendedMotionSample->pointerCoords[i];
scaledCoords[i].scale(motionEventDispatchEntry->scaleFactor);
}
status = connection->inputPublisher.appendMotionSample(
appendedMotionSample->eventTime, scaledCoords);
}
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;
}
}
// 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->scaleFactor);
if (dispatchEntry->hasForegroundTarget()) {
incrementPendingForegroundDispatchesLocked(eventEntry);
}
// 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);
}
}
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
const sp<Connection>& connection) {
#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.
EventEntry* eventEntry = dispatchEntry->eventEntry;
connection->inputState.trackEvent(eventEntry);
// Publish the event.
status_t status;
switch (eventEntry->type) {
case EventEntry::TYPE_KEY: {
KeyEntry* keyEntry = static_cast<KeyEntry*>(eventEntry);
// Apply target flags.
int32_t action = keyEntry->action;
int32_t flags = keyEntry->flags;
// 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);
abortBrokenDispatchCycleLocked(currentTime, connection);
return;
}
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast<MotionEntry*>(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_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;
}
PointerCoords scaledCoords[MAX_POINTERS];
const PointerCoords* usingCoords = firstMotionSample->pointerCoords;
// Set the X and Y offset depending on the input source.
float xOffset, yOffset, scaleFactor;
if (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER) {
scaleFactor = dispatchEntry->scaleFactor;
xOffset = dispatchEntry->xOffset * scaleFactor;
yOffset = dispatchEntry->yOffset * scaleFactor;
if (scaleFactor != 1.0f) {
for (size_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i] = firstMotionSample->pointerCoords[i];
scaledCoords[i].scale(scaleFactor);
}
usingCoords = scaledCoords;
}
} else {
xOffset = 0.0f;
yOffset = 0.0f;
scaleFactor = 1.0f;
}
// 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, usingCoords);
if (status) {
LOGE("channel '%s' ~ Could not publish motion event, "
"status=%d", connection->getInputChannelName(), status);
abortBrokenDispatchCycleLocked(currentTime, connection);
return;
}
// Append additional motion samples.
MotionSample* nextMotionSample = firstMotionSample->next;
for (; nextMotionSample != NULL; nextMotionSample = nextMotionSample->next) {
if ((motionEntry->source & AINPUT_SOURCE_CLASS_POINTER) != 0 && scaleFactor != 1.0f) {
for (size_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i] = nextMotionSample->pointerCoords[i];
scaledCoords[i].scale(scaleFactor);
}
} else {
usingCoords = nextMotionSample->pointerCoords;
}
status = connection->inputPublisher.appendMotionSample(
nextMotionSample->eventTime, usingCoords);
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);
abortBrokenDispatchCycleLocked(currentTime, connection);
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);
abortBrokenDispatchCycleLocked(currentTime, connection);
return;
}
// Record information about the newly started dispatch cycle.
connection->lastEventTime = eventEntry->eventTime;
connection->lastDispatchTime = currentTime;
// Notify other system components.
onDispatchCycleStartedLocked(currentTime, connection);
}
void InputDispatcher::finishDispatchCycleLocked(nsecs_t currentTime,
const sp<Connection>& connection, bool handled) {
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ finishDispatchCycle - %01.1fms since event, "
"%01.1fms since dispatch, handled=%s",
connection->getInputChannelName(),
connection->getEventLatencyMillis(currentTime),
connection->getDispatchLatencyMillis(currentTime),
toString(handled));
#endif
if (connection->status == Connection::STATUS_BROKEN
|| connection->status == Connection::STATUS_ZOMBIE) {
return;
}
// 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);
abortBrokenDispatchCycleLocked(currentTime, connection);
return;
}
// Notify other system components and prepare to start the next dispatch cycle.
onDispatchCycleFinishedLocked(currentTime, connection, handled);
}
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);
return;
}
// Finished.
connection->outboundQueue.dequeueAtHead();
if (dispatchEntry->hasForegroundTarget()) {
decrementPendingForegroundDispatchesLocked(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.
// So just start the next event for this connection.
startDispatchCycleLocked(currentTime, connection);
return;
}
}
// Outbound queue is empty, deactivate the connection.
deactivateConnectionLocked(connection.get());
}
void InputDispatcher::abortBrokenDispatchCycleLocked(nsecs_t currentTime,
const sp<Connection>& connection) {
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ abortBrokenDispatchCycle",
connection->getInputChannelName());
#endif
// Clear the outbound queue.
drainOutboundQueueLocked(connection.get());
// The connection appears to be unrecoverably broken.
// Ignore already broken or zombie connections.
if (connection->status == Connection::STATUS_NORMAL) {
connection->status = Connection::STATUS_BROKEN;
// Notify other system components.
onDispatchCycleBrokenLocked(currentTime, connection);
}
}
void InputDispatcher::drainOutboundQueueLocked(Connection* connection) {
while (! connection->outboundQueue.isEmpty()) {
DispatchEntry* dispatchEntry = connection->outboundQueue.dequeueAtHead();
if (dispatchEntry->hasForegroundTarget()) {
decrementPendingForegroundDispatchesLocked(dispatchEntry->eventEntry);
}
mAllocator.releaseDispatchEntry(dispatchEntry);
}
deactivateConnectionLocked(connection);
}
int 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 0; // remove the callback
}
nsecs_t currentTime = now();
sp<Connection> connection = d->mConnectionsByReceiveFd.valueAt(connectionIndex);
if (events & (ALOOPER_EVENT_ERROR | ALOOPER_EVENT_HANGUP)) {
LOGE("channel '%s' ~ Consumer closed input channel or an error occurred. "
"events=0x%x", connection->getInputChannelName(), events);
d->abortBrokenDispatchCycleLocked(currentTime, connection);
d->runCommandsLockedInterruptible();
return 0; // remove the callback
}
if (! (events & ALOOPER_EVENT_INPUT)) {
LOGW("channel '%s' ~ Received spurious callback for unhandled poll event. "
"events=0x%x", connection->getInputChannelName(), events);
return 1;
}
bool handled = false;
status_t status = connection->inputPublisher.receiveFinishedSignal(&handled);
if (status) {
LOGE("channel '%s' ~ Failed to receive finished signal. status=%d",
connection->getInputChannelName(), status);
d->abortBrokenDispatchCycleLocked(currentTime, connection);
d->runCommandsLockedInterruptible();
return 0; // remove the callback
}
d->finishDispatchCycleLocked(currentTime, connection, handled);
d->runCommandsLockedInterruptible();
return 1;
} // release lock
}
void InputDispatcher::synthesizeCancelationEventsForAllConnectionsLocked(
const CancelationOptions& options) {
for (size_t i = 0; i < mConnectionsByReceiveFd.size(); i++) {
synthesizeCancelationEventsForConnectionLocked(
mConnectionsByReceiveFd.valueAt(i), options);
}
}
void InputDispatcher::synthesizeCancelationEventsForInputChannelLocked(
const sp<InputChannel>& channel, const CancelationOptions& options) {
ssize_t index = getConnectionIndexLocked(channel);
if (index >= 0) {
synthesizeCancelationEventsForConnectionLocked(
mConnectionsByReceiveFd.valueAt(index), options);
}
}
void InputDispatcher::synthesizeCancelationEventsForConnectionLocked(
const sp<Connection>& connection, const CancelationOptions& options) {
nsecs_t currentTime = now();
mTempCancelationEvents.clear();
connection->inputState.synthesizeCancelationEvents(currentTime, & mAllocator,
mTempCancelationEvents, options);
if (! mTempCancelationEvents.isEmpty()
&& connection->status != Connection::STATUS_BROKEN) {
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("channel '%s' ~ Synthesized %d cancelation events to bring channel back in sync "
"with reality: %s, mode=%d.",
connection->getInputChannelName(), mTempCancelationEvents.size(),
options.reason, options.mode);
#endif
for (size_t i = 0; i < mTempCancelationEvents.size(); i++) {
EventEntry* cancelationEventEntry = mTempCancelationEvents.itemAt(i);
switch (cancelationEventEntry->type) {
case EventEntry::TYPE_KEY:
logOutboundKeyDetailsLocked("cancel - ",
static_cast<KeyEntry*>(cancelationEventEntry));
break;
case EventEntry::TYPE_MOTION:
logOutboundMotionDetailsLocked("cancel - ",
static_cast<MotionEntry*>(cancelationEventEntry));
break;
}
int32_t xOffset, yOffset;
float scaleFactor;
const InputWindow* window = getWindowLocked(connection->inputChannel);
if (window) {
xOffset = -window->frameLeft;
yOffset = -window->frameTop;
scaleFactor = window->scaleFactor;
} else {
xOffset = 0;
yOffset = 0;
scaleFactor = 1.0f;
}
DispatchEntry* cancelationDispatchEntry =
mAllocator.obtainDispatchEntry(cancelationEventEntry, // increments ref
0, xOffset, yOffset, scaleFactor);
connection->outboundQueue.enqueueAtTail(cancelationDispatchEntry);
mAllocator.releaseEventEntry(cancelationEventEntry);
}
if (!connection->outboundQueue.headSentinel.next->inProgress) {
startDispatchCycleLocked(currentTime, connection);
}
}
}
InputDispatcher::MotionEntry*
InputDispatcher::splitMotionEvent(const MotionEntry* originalMotionEntry, BitSet32 pointerIds) {
assert(pointerIds.value != 0);
uint32_t splitPointerIndexMap[MAX_POINTERS];
int32_t splitPointerIds[MAX_POINTERS];
PointerCoords splitPointerCoords[MAX_POINTERS];
uint32_t originalPointerCount = originalMotionEntry->pointerCount;
uint32_t splitPointerCount = 0;
for (uint32_t originalPointerIndex = 0; originalPointerIndex < originalPointerCount;
originalPointerIndex++) {
int32_t pointerId = uint32_t(originalMotionEntry->pointerIds[originalPointerIndex]);
if (pointerIds.hasBit(pointerId)) {
splitPointerIndexMap[splitPointerCount] = originalPointerIndex;
splitPointerIds[splitPointerCount] = pointerId;
splitPointerCoords[splitPointerCount].copyFrom(
originalMotionEntry->firstSample.pointerCoords[originalPointerIndex]);
splitPointerCount += 1;
}
}
if (splitPointerCount != pointerIds.count()) {
// This is bad. We are missing some of the pointers that we expected to deliver.
// Most likely this indicates that we received an ACTION_MOVE events that has
// different pointer ids than we expected based on the previous ACTION_DOWN
// or ACTION_POINTER_DOWN events that caused us to decide to split the pointers
// in this way.
LOGW("Dropping split motion event because the pointer count is %d but "
"we expected there to be %d pointers. This probably means we received "
"a broken sequence of pointer ids from the input device.",
splitPointerCount, pointerIds.count());
return NULL;
}
int32_t action = originalMotionEntry->action;
int32_t maskedAction = action & AMOTION_EVENT_ACTION_MASK;
if (maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN
|| maskedAction == AMOTION_EVENT_ACTION_POINTER_UP) {
int32_t originalPointerIndex = getMotionEventActionPointerIndex(action);
int32_t pointerId = originalMotionEntry->pointerIds[originalPointerIndex];
if (pointerIds.hasBit(pointerId)) {
if (pointerIds.count() == 1) {
// The first/last pointer went down/up.
action = maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN
? AMOTION_EVENT_ACTION_DOWN : AMOTION_EVENT_ACTION_UP;
} else {
// A secondary pointer went down/up.
uint32_t splitPointerIndex = 0;
while (pointerId != splitPointerIds[splitPointerIndex]) {
splitPointerIndex += 1;
}
action = maskedAction | (splitPointerIndex
<< AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
}
} else {
// An unrelated pointer changed.
action = AMOTION_EVENT_ACTION_MOVE;
}
}
MotionEntry* splitMotionEntry = mAllocator.obtainMotionEntry(
originalMotionEntry->eventTime,
originalMotionEntry->deviceId,
originalMotionEntry->source,
originalMotionEntry->policyFlags,
action,
originalMotionEntry->flags,
originalMotionEntry->metaState,
originalMotionEntry->edgeFlags,
originalMotionEntry->xPrecision,
originalMotionEntry->yPrecision,
originalMotionEntry->downTime,
splitPointerCount, splitPointerIds, splitPointerCoords);
for (MotionSample* originalMotionSample = originalMotionEntry->firstSample.next;
originalMotionSample != NULL; originalMotionSample = originalMotionSample->next) {
for (uint32_t splitPointerIndex = 0; splitPointerIndex < splitPointerCount;
splitPointerIndex++) {
uint32_t originalPointerIndex = splitPointerIndexMap[splitPointerIndex];
splitPointerCoords[splitPointerIndex].copyFrom(
originalMotionSample->pointerCoords[originalPointerIndex]);
}
mAllocator.appendMotionSample(splitMotionEntry, originalMotionSample->eventTime,
splitPointerCoords);
}
return splitMotionEntry;
}
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) {
mLooper->wake();
}
}
void InputDispatcher::notifyKey(nsecs_t eventTime, int32_t deviceId, uint32_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=%d, 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
if (! validateKeyEvent(action)) {
return;
}
if ((policyFlags & POLICY_FLAG_VIRTUAL) || (flags & AKEY_EVENT_FLAG_VIRTUAL_HARD_KEY)) {
policyFlags |= POLICY_FLAG_VIRTUAL;
flags |= AKEY_EVENT_FLAG_VIRTUAL_HARD_KEY;
}
if (policyFlags & POLICY_FLAG_ALT) {
metaState |= AMETA_ALT_ON | AMETA_ALT_LEFT_ON;
}
if (policyFlags & POLICY_FLAG_ALT_GR) {
metaState |= AMETA_ALT_ON | AMETA_ALT_RIGHT_ON;
}
if (policyFlags & POLICY_FLAG_SHIFT) {
metaState |= AMETA_SHIFT_ON | AMETA_SHIFT_LEFT_ON;
}
if (policyFlags & POLICY_FLAG_CAPS_LOCK) {
metaState |= AMETA_CAPS_LOCK_ON;
}
if (policyFlags & POLICY_FLAG_FUNCTION) {
metaState |= AMETA_FUNCTION_ON;
}
policyFlags |= POLICY_FLAG_TRUSTED;
KeyEvent event;
event.initialize(deviceId, source, action, flags, keyCode, scanCode,
metaState, 0, downTime, eventTime);
mPolicy->interceptKeyBeforeQueueing(&event, /*byref*/ policyFlags);
if (policyFlags & POLICY_FLAG_WOKE_HERE) {
flags |= AKEY_EVENT_FLAG_WOKE_HERE;
}
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) {
mLooper->wake();
}
}
void InputDispatcher::notifyMotion(nsecs_t eventTime, int32_t deviceId, uint32_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=%d, 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].getAxisValue(AMOTION_EVENT_AXIS_X),
pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_Y),
pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_PRESSURE),
pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_SIZE),
pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOUCH_MAJOR),
pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOUCH_MINOR),
pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOOL_MAJOR),
pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_TOOL_MINOR),
pointerCoords[i].getAxisValue(AMOTION_EVENT_AXIS_ORIENTATION));
}
#endif
if (! validateMotionEvent(action, pointerCount, pointerIds)) {
return;
}
policyFlags |= POLICY_FLAG_TRUSTED;
mPolicy->interceptMotionBeforeQueueing(eventTime, /*byref*/ policyFlags);
bool needWake;
{ // acquire lock
AutoMutex _l(mLock);
// Attempt batching and streaming of move events.
if (action == AMOTION_EVENT_ACTION_MOVE
|| action == AMOTION_EVENT_ACTION_HOVER_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
|| motionEntry->source != source) {
// Keep looking for this device and source.
continue;
}
if (!motionEntry->canAppendSamples(action, pointerCount, pointerIds)) {
// Last motion event in the queue for this device and source is
// not compatible for appending new samples. Stop here.
goto NoBatchingOrStreaming;
}
// Do the batching magic.
batchMotionLocked(motionEntry, eventTime, metaState, pointerCoords,
"most recent motion event for this device and source in the inbound queue");
return; // done!
}
// BATCHING ONTO PENDING EVENT CASE
//
// Try to append a move sample to the currently pending event, if there is one.
// We can do this as long as we are still waiting to find the targets for the
// event. Once the targets are locked-in we can only do streaming.
if (mPendingEvent
&& (!mPendingEvent->dispatchInProgress || !mCurrentInputTargetsValid)
&& mPendingEvent->type == EventEntry::TYPE_MOTION) {
MotionEntry* motionEntry = static_cast<MotionEntry*>(mPendingEvent);
if (motionEntry->deviceId == deviceId && motionEntry->source == source) {
if (!motionEntry->canAppendSamples(action, pointerCount, pointerIds)) {
// Pending motion event is for this device and source but it is
// not compatible for appending new samples. Stop here.
goto NoBatchingOrStreaming;
}
// Do the batching magic.
batchMotionLocked(motionEntry, eventTime, metaState, pointerCoords,
"pending motion event");
return; // done!
}
}
// STREAMING CASE
//
// There is no pending motion event (of any kind) for this device in the inbound queue.
// Search the outbound queue for the current foreground targets to find a dispatched
// motion event that is still in progress. If found, then, appen the new sample to
// that event and push it out to all current targets. The logic in
// prepareDispatchCycleLocked takes care of the case where some targets may
// already have consumed the motion event by starting a new dispatch cycle if needed.
if (mCurrentInputTargetsValid) {
for (size_t i = 0; i < mCurrentInputTargets.size(); i++) {
const InputTarget& inputTarget = mCurrentInputTargets[i];
if ((inputTarget.flags & InputTarget::FLAG_FOREGROUND) == 0) {
// Skip non-foreground targets. We only want to stream if there is at
// least one foreground target whose dispatch is still in progress.
continue;
}
ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
if (connectionIndex < 0) {
// Connection must no longer be valid.
continue;
}
sp<Connection> connection = mConnectionsByReceiveFd.valueAt(connectionIndex);
if (connection->outboundQueue.isEmpty()) {
// This foreground target has an empty outbound queue.
continue;
}
DispatchEntry* dispatchEntry = connection->outboundQueue.headSentinel.next;
if (! dispatchEntry->inProgress
|| dispatchEntry->eventEntry->type != EventEntry::TYPE_MOTION
|| dispatchEntry->isSplit()) {
// No motion event is being dispatched, or it is being split across
// windows in which case we cannot stream.
continue;
}
MotionEntry* motionEntry = static_cast<MotionEntry*>(
dispatchEntry->eventEntry);
if (motionEntry->action != action
|| motionEntry->deviceId != deviceId
|| motionEntry->source != source
|| motionEntry->pointerCount != pointerCount
|| motionEntry->isInjected()) {
// The motion event is not compatible with this move.
continue;
}
// Hurray! This foreground target is currently dispatching a move event
// that we can stream onto. Append the motion sample and resume dispatch.
mAllocator.appendMotionSample(motionEntry, eventTime, pointerCoords);
#if DEBUG_BATCHING
LOGD("Appended motion sample onto batch for most recently dispatched "
"motion event for this device and source in the outbound queues. "
"Attempting to stream the motion sample.");
#endif
nsecs_t currentTime = now();
dispatchEventToCurrentInputTargetsLocked(currentTime, motionEntry,
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) {
mLooper->wake();
}
}
void InputDispatcher::batchMotionLocked(MotionEntry* entry, nsecs_t eventTime,
int32_t metaState, const PointerCoords* pointerCoords, const char* eventDescription) {
// Combine meta states.
entry->metaState |= metaState;
// Coalesce this sample if not enough time has elapsed since the last sample was
// initially appended to the batch.
MotionSample* lastSample = entry->lastSample;
long interval = eventTime - lastSample->eventTimeBeforeCoalescing;
if (interval <= MOTION_SAMPLE_COALESCE_INTERVAL) {
uint32_t pointerCount = entry->pointerCount;
for (uint32_t i = 0; i < pointerCount; i++) {
lastSample->pointerCoords[i].copyFrom(pointerCoords[i]);
}
lastSample->eventTime = eventTime;
#if DEBUG_BATCHING
LOGD("Coalesced motion into last sample of batch for %s, events were %0.3f ms apart",
eventDescription, interval * 0.000001f);
#endif
return;
}
// Append the sample.
mAllocator.appendMotionSample(entry, eventTime, pointerCoords);
#if DEBUG_BATCHING
LOGD("Appended motion sample onto batch for %s, events were %0.3f ms apart",
eventDescription, interval * 0.000001f);
#endif
}
void InputDispatcher::notifySwitch(nsecs_t when, int32_t switchCode, int32_t switchValue,
uint32_t policyFlags) {
#if DEBUG_INBOUND_EVENT_DETAILS
LOGD("notifySwitch - switchCode=%d, switchValue=%d, policyFlags=0x%x",
switchCode, switchValue, policyFlags);
#endif
policyFlags |= POLICY_FLAG_TRUSTED;
mPolicy->notifySwitch(when, switchCode, switchValue, policyFlags);
}
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);
uint32_t policyFlags = POLICY_FLAG_INJECTED;
if (hasInjectionPermission(injectorPid, injectorUid)) {
policyFlags |= POLICY_FLAG_TRUSTED;
}
EventEntry* injectedEntry;
switch (event->getType()) {
case AINPUT_EVENT_TYPE_KEY: {
const KeyEvent* keyEvent = static_cast<const KeyEvent*>(event);
int32_t action = keyEvent->getAction();
if (! validateKeyEvent(action)) {
return INPUT_EVENT_INJECTION_FAILED;
}
int32_t flags = keyEvent->getFlags();
if (flags & AKEY_EVENT_FLAG_VIRTUAL_HARD_KEY) {
policyFlags |= POLICY_FLAG_VIRTUAL;
}
mPolicy->interceptKeyBeforeQueueing(keyEvent, /*byref*/ policyFlags);
if (policyFlags & POLICY_FLAG_WOKE_HERE) {
flags |= AKEY_EVENT_FLAG_WOKE_HERE;
}
mLock.lock();
injectedEntry = mAllocator.obtainKeyEntry(keyEvent->getEventTime(),
keyEvent->getDeviceId(), keyEvent->getSource(),
policyFlags, action, flags,
keyEvent->getKeyCode(), keyEvent->getScanCode(), keyEvent->getMetaState(),
keyEvent->getRepeatCount(), keyEvent->getDownTime());
break;
}
case AINPUT_EVENT_TYPE_MOTION: {
const MotionEvent* motionEvent = static_cast<const MotionEvent*>(event);
int32_t action = motionEvent->getAction();
size_t pointerCount = motionEvent->getPointerCount();
const int32_t* pointerIds = motionEvent->getPointerIds();
if (! validateMotionEvent(action, pointerCount, pointerIds)) {
return INPUT_EVENT_INJECTION_FAILED;
}
nsecs_t eventTime = motionEvent->getEventTime();
mPolicy->interceptMotionBeforeQueueing(eventTime, /*byref*/ policyFlags);
mLock.lock();
const nsecs_t* sampleEventTimes = motionEvent->getSampleEventTimes();
const PointerCoords* samplePointerCoords = motionEvent->getSamplePointerCoords();
MotionEntry* motionEntry = mAllocator.obtainMotionEntry(*sampleEventTimes,
motionEvent->getDeviceId(), motionEvent->getSource(), policyFlags,
action, motionEvent->getFlags(),
motionEvent->getMetaState(), motionEvent->getEdgeFlags(),
motionEvent->getXPrecision(), motionEvent->getYPrecision(),
motionEvent->getDownTime(), uint32_t(pointerCount),
pointerIds, samplePointerCoords);
for (size_t i = motionEvent->getHistorySize(); i > 0; i--) {
sampleEventTimes += 1;
samplePointerCoords += pointerCount;
mAllocator.appendMotionSample(motionEntry, *sampleEventTimes, samplePointerCoords);
}
injectedEntry = motionEntry;
break;
}
default:
LOGW("Cannot inject event of type %d", event->getType());
return INPUT_EVENT_INJECTION_FAILED;
}
InjectionState* injectionState = mAllocator.obtainInjectionState(injectorPid, injectorUid);
if (syncMode == INPUT_EVENT_INJECTION_SYNC_NONE) {
injectionState->injectionIsAsync = true;
}
injectionState->refCount += 1;
injectedEntry->injectionState = injectionState;
bool needWake = enqueueInboundEventLocked(injectedEntry);
mLock.unlock();
if (needWake) {
mLooper->wake();
}
int32_t injectionResult;
{ // acquire lock
AutoMutex _l(mLock);
if (syncMode == INPUT_EVENT_INJECTION_SYNC_NONE) {
injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
} else {
for (;;) {
injectionResult = injectionState->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 (injectionState->pendingForegroundDispatches != 0) {
#if DEBUG_INJECTION
LOGD("injectInputEvent - Waiting for %d pending foreground dispatches.",
injectionState->pendingForegroundDispatches);
#endif
nsecs_t remainingTimeout = endTime - now();
if (remainingTimeout <= 0) {
#if DEBUG_INJECTION
LOGD("injectInputEvent - Timed out waiting for pending foreground "
"dispatches to finish.");
#endif
injectionResult = INPUT_EVENT_INJECTION_TIMED_OUT;
break;
}
mInjectionSyncFinishedCondition.waitRelative(mLock, remainingTimeout);
}
}
}
mAllocator.releaseInjectionState(injectionState);
} // release lock
#if DEBUG_INJECTION
LOGD("injectInputEvent - Finished with result %d. "
"injectorPid=%d, injectorUid=%d",
injectionResult, injectorPid, injectorUid);
#endif
return injectionResult;
}
bool InputDispatcher::hasInjectionPermission(int32_t injectorPid, int32_t injectorUid) {
return injectorUid == 0
|| mPolicy->checkInjectEventsPermissionNonReentrant(injectorPid, injectorUid);
}
void InputDispatcher::setInjectionResultLocked(EventEntry* entry, int32_t injectionResult) {
InjectionState* injectionState = entry->injectionState;
if (injectionState) {
#if DEBUG_INJECTION
LOGD("Setting input event injection result to %d. "
"injectorPid=%d, injectorUid=%d",
injectionResult, injectionState->injectorPid, injectionState->injectorUid);
#endif
if (injectionState->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;
}
}
injectionState->injectionResult = injectionResult;
mInjectionResultAvailableCondition.broadcast();
}
}
void InputDispatcher::incrementPendingForegroundDispatchesLocked(EventEntry* entry) {
InjectionState* injectionState = entry->injectionState;
if (injectionState) {
injectionState->pendingForegroundDispatches += 1;
}
}
void InputDispatcher::decrementPendingForegroundDispatchesLocked(EventEntry* entry) {
InjectionState* injectionState = entry->injectionState;
if (injectionState) {
injectionState->pendingForegroundDispatches -= 1;
if (injectionState->pendingForegroundDispatches == 0) {
mInjectionSyncFinishedCondition.broadcast();
}
}
}
const InputWindow* InputDispatcher::getWindowLocked(const sp<InputChannel>& inputChannel) {
for (size_t i = 0; i < mWindows.size(); i++) {
const InputWindow* window = & mWindows[i];
if (window->inputChannel == inputChannel) {
return window;
}
}
return NULL;
}
void InputDispatcher::setInputWindows(const Vector<InputWindow>& inputWindows) {
#if DEBUG_FOCUS
LOGD("setInputWindows");
#endif
{ // acquire lock
AutoMutex _l(mLock);
// Clear old window pointers.
sp<InputChannel> oldFocusedWindowChannel;
if (mFocusedWindow) {
oldFocusedWindowChannel = mFocusedWindow->inputChannel;
mFocusedWindow = NULL;
}
mWindows.clear();
// Loop over new windows and rebuild the necessary window pointers for
// tracking focus and touch.
mWindows.appendVector(inputWindows);
size_t numWindows = mWindows.size();
for (size_t i = 0; i < numWindows; i++) {
const InputWindow* window = & mWindows.itemAt(i);
if (window->hasFocus) {
mFocusedWindow = window;
break;
}
}
if (oldFocusedWindowChannel != NULL) {
if (!mFocusedWindow || oldFocusedWindowChannel != mFocusedWindow->inputChannel) {
#if DEBUG_FOCUS
LOGD("Focus left window: %s",
oldFocusedWindowChannel->getName().string());
#endif
CancelationOptions options(CancelationOptions::CANCEL_NON_POINTER_EVENTS,
"focus left window");
synthesizeCancelationEventsForInputChannelLocked(oldFocusedWindowChannel, options);
oldFocusedWindowChannel.clear();
}
}
if (mFocusedWindow && oldFocusedWindowChannel == NULL) {
#if DEBUG_FOCUS
LOGD("Focus entered window: %s",
mFocusedWindow->inputChannel->getName().string());
#endif
}
for (size_t i = 0; i < mTouchState.windows.size(); ) {
TouchedWindow& touchedWindow = mTouchState.windows.editItemAt(i);
const InputWindow* window = getWindowLocked(touchedWindow.channel);
if (window) {
touchedWindow.window = window;
i += 1;
} else {
#if DEBUG_FOCUS
LOGD("Touched window was removed: %s", touchedWindow.channel->getName().string());
#endif
CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
"touched window was removed");
synthesizeCancelationEventsForInputChannelLocked(touchedWindow.channel, options);
mTouchState.windows.removeAt(i);
}
}
#if DEBUG_FOCUS
//logDispatchStateLocked();
#endif
} // release lock
// Wake up poll loop since it may need to make new input dispatching choices.
mLooper->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.
mLooper->wake();
}
void InputDispatcher::releaseFocusedApplicationLocked() {
if (mFocusedApplication) {
mFocusedApplication = NULL;
mFocusedApplicationStorage.inputApplicationHandle.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();
}
if (mDispatchEnabled && !enabled) {
resetAndDropEverythingLocked("dispatcher is being disabled");
}
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.
mLooper->wake();
}
}
bool InputDispatcher::transferTouchFocus(const sp<InputChannel>& fromChannel,
const sp<InputChannel>& toChannel) {
#if DEBUG_FOCUS
LOGD("transferTouchFocus: fromChannel=%s, toChannel=%s",
fromChannel->getName().string(), toChannel->getName().string());
#endif
{ // acquire lock
AutoMutex _l(mLock);
const InputWindow* fromWindow = getWindowLocked(fromChannel);
const InputWindow* toWindow = getWindowLocked(toChannel);
if (! fromWindow || ! toWindow) {
#if DEBUG_FOCUS
LOGD("Cannot transfer focus because from or to window not found.");
#endif
return false;
}
if (fromWindow == toWindow) {
#if DEBUG_FOCUS
LOGD("Trivial transfer to same window.");
#endif
return true;
}
bool found = false;
for (size_t i = 0; i < mTouchState.windows.size(); i++) {
const TouchedWindow& touchedWindow = mTouchState.windows[i];
if (touchedWindow.window == fromWindow) {
int32_t oldTargetFlags = touchedWindow.targetFlags;
BitSet32 pointerIds = touchedWindow.pointerIds;
mTouchState.windows.removeAt(i);