| /** | |
| * Copyright 2024 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. | |
| */ | |
| #pragma once | |
| #include <utils/Looper.h> | |
| #include "InputTransport.h" | |
| namespace android { | |
| /** | |
| * An interface to receive batched input events. Even if you don't want batching, you still have to | |
| * use this interface, and some of the events will be batched if your implementation is slow to | |
| * handle the incoming input. | |
| */ | |
| class InputConsumerCallbacks { | |
| public: | |
| virtual ~InputConsumerCallbacks(){}; | |
| virtual void onKeyEvent(std::unique_ptr<KeyEvent> event, uint32_t seq) = 0; | |
| virtual void onMotionEvent(std::unique_ptr<MotionEvent> event, uint32_t seq) = 0; | |
| /** | |
| * When you receive this callback, you must (eventually) call "consumeBatchedInputEvents". | |
| * If you don't want batching, then call "consumeBatchedInputEvents" immediately with | |
| * std::nullopt frameTime to receive the pending motion event(s). | |
| * @param pendingBatchSource the source of the pending batch. | |
| */ | |
| virtual void onBatchedInputEventPending(int32_t pendingBatchSource) = 0; | |
| virtual void onFocusEvent(std::unique_ptr<FocusEvent> event, uint32_t seq) = 0; | |
| virtual void onCaptureEvent(std::unique_ptr<CaptureEvent> event, uint32_t seq) = 0; | |
| virtual void onDragEvent(std::unique_ptr<DragEvent> event, uint32_t seq) = 0; | |
| virtual void onTouchModeEvent(std::unique_ptr<TouchModeEvent> event, uint32_t seq) = 0; | |
| }; | |
| /** | |
| * Consumes input events from an input channel. | |
| * | |
| * This is a re-implementation of InputConsumer that does not have resampling at the current moment. | |
| * A lot of the higher-level logic has been folded into this class, to make it easier to use. | |
| * In the legacy class, InputConsumer, the consumption logic was partially handled in the jni layer, | |
| * as well as various actions like adding the fd to the Choreographer. | |
| * | |
| * TODO(b/297226446): use this instead of "InputConsumer": | |
| * - Add resampling to this class | |
| * - Allow various resampling strategies to be specified | |
| * - Delete the old "InputConsumer" and use this class instead, renaming it to "InputConsumer". | |
| * - Add tracing | |
| * - Update all tests to use the new InputConsumer | |
| * | |
| * This class is not thread-safe. We are currently allowing the constructor to run on any thread, | |
| * but all of the remaining APIs should be invoked on the looper thread only. | |
| */ | |
| class InputConsumerNoResampling final { | |
| public: | |
| explicit InputConsumerNoResampling(const std::shared_ptr<InputChannel>& channel, | |
| sp<Looper> looper, InputConsumerCallbacks& callbacks); | |
| ~InputConsumerNoResampling(); | |
| /** | |
| * Must be called exactly once for each event received through the callbacks. | |
| */ | |
| void finishInputEvent(uint32_t seq, bool handled); | |
| void reportTimeline(int32_t inputEventId, nsecs_t gpuCompletedTime, nsecs_t presentTime); | |
| /** | |
| * If you want to consume all events immediately (disable batching), the you still must call | |
| * this. For frameTime, use a std::nullopt. | |
| * @param frameTime the time up to which consume the events. When there's double (or triple) | |
| * buffering, you may want to not consume all events currently available, because you could be | |
| * still working on an older frame, but there could already have been events that arrived that | |
| * are more recent. | |
| * @return whether any events were actually consumed | |
| */ | |
| bool consumeBatchedInputEvents(std::optional<nsecs_t> frameTime); | |
| /** | |
| * Returns true when there is *likely* a pending batch or a pending event in the channel. | |
| * | |
| * This is only a performance hint and may return false negative results. Clients should not | |
| * rely on availability of the message based on the return value. | |
| */ | |
| bool probablyHasInput() const; | |
| std::string getName() { return mChannel->getName(); } | |
| std::string dump() const; | |
| private: | |
| std::shared_ptr<InputChannel> mChannel; | |
| sp<Looper> mLooper; | |
| InputConsumerCallbacks& mCallbacks; | |
| // Looper-related infrastructure | |
| /** | |
| * This class is needed to associate the function "handleReceiveCallback" with the provided | |
| * looper. The callback sent to the looper is RefBase - based, so we can't just send a reference | |
| * of this class directly to the looper. | |
| */ | |
| class LooperEventCallback : public LooperCallback { | |
| public: | |
| LooperEventCallback(std::function<int(int events)> callback) : mCallback(callback) {} | |
| int handleEvent(int /*fd*/, int events, void* /*data*/) override { | |
| return mCallback(events); | |
| } | |
| private: | |
| std::function<int(int events)> mCallback; | |
| }; | |
| sp<LooperEventCallback> mCallback; | |
| /** | |
| * The actual code that executes when the looper encounters available data on the InputChannel. | |
| */ | |
| int handleReceiveCallback(int events); | |
| int mFdEvents; | |
| void setFdEvents(int events); | |
| void ensureCalledOnLooperThread(const char* func) const; | |
| // Event-reading infrastructure | |
| /** | |
| * A fifo queue of events to be sent to the InputChannel. We can't send all InputMessages to | |
| * the channel immediately when they are produced, because it's possible that the InputChannel | |
| * is blocked (if the channel buffer is full). When that happens, we don't want to drop the | |
| * events. Therefore, events should only be erased from the queue after they've been | |
| * successfully written to the InputChannel. | |
| */ | |
| std::queue<InputMessage> mOutboundQueue; | |
| /** | |
| * Try to send all of the events in mOutboundQueue over the InputChannel. Not all events might | |
| * actually get sent, because it's possible that the channel is blocked. | |
| */ | |
| void processOutboundEvents(); | |
| /** | |
| * The time at which each event with the sequence number 'seq' was consumed. | |
| * This data is provided in 'finishInputEvent' so that the receiving end can measure the latency | |
| * This collection is populated when the event is received, and the entries are erased when the | |
| * events are finished. It should not grow infinitely because if an event is not ack'd, ANR | |
| * will be raised for that connection, and no further events will be posted to that channel. | |
| */ | |
| std::unordered_map<uint32_t /*seq*/, nsecs_t /*consumeTime*/> mConsumeTimes; | |
| /** | |
| * Find and return the consumeTime associated with the provided sequence number. Crashes if | |
| * the provided seq number is not found. | |
| */ | |
| nsecs_t popConsumeTime(uint32_t seq); | |
| // Event reading and processing | |
| /** | |
| * Read all of the available events from the InputChannel | |
| */ | |
| std::vector<InputMessage> readAllMessages(); | |
| /** | |
| * Send InputMessage to the corresponding InputConsumerCallbacks function. | |
| * @param msg | |
| */ | |
| void handleMessage(const InputMessage& msg) const; | |
| // Batching | |
| /** | |
| * Batch messages that can be batched. When an unbatchable message is encountered, send it | |
| * to the InputConsumerCallbacks immediately. If there are batches remaining, | |
| * notify InputConsumerCallbacks. | |
| */ | |
| void handleMessages(std::vector<InputMessage>&& messages); | |
| /** | |
| * Batched InputMessages, per deviceId. | |
| * For each device, we are storing a queue of batched messages. These will all be collapsed into | |
| * a single MotionEvent (up to a specific frameTime) when the consumer calls | |
| * `consumeBatchedInputEvents`. | |
| */ | |
| std::map<DeviceId, std::queue<InputMessage>> mBatches; | |
| /** | |
| * A map from a single sequence number to several sequence numbers. This is needed because of | |
| * batching. When batching is enabled, a single MotionEvent will contain several samples. Each | |
| * sample came from an individual InputMessage of Type::Motion, and therefore will have to be | |
| * finished individually. Therefore, when the app calls "finish" on a (possibly batched) | |
| * MotionEvent, we will need to check this map in case there are multiple sequence numbers | |
| * associated with a single number that the app provided. | |
| * | |
| * For example: | |
| * Suppose we received 4 InputMessage's of type Motion, with action MOVE: | |
| * InputMessage(MOVE) InputMessage(MOVE) InputMessage(MOVE) InputMessage(MOVE) | |
| * seq=10 seq=11 seq=12 seq=13 | |
| * The app consumed them all as a batch, which means that the app received a single MotionEvent | |
| * with historySize=3 and seq = 10. | |
| * | |
| * This map will look like: | |
| * { | |
| * 10: [11, 12, 13], | |
| * } | |
| * So the sequence number 10 will have 3 other sequence numbers associated with it. | |
| * When the app calls 'finish' for seq=10, we need to call 'finish' 4 times total, for sequence | |
| * numbers 10, 11, 12, 13. The app is not aware of the sequence numbers of each sample inside | |
| * the batched MotionEvent that it received. | |
| */ | |
| std::map<uint32_t, std::vector<uint32_t>> mBatchedSequenceNumbers; | |
| }; | |
| } // namespace android |