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/*
* 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.
*/
#ifndef _UI_INPUT_DISPATCH_POLICY_H
#define _UI_INPUT_DISPATCH_POLICY_H
/**
* Native input dispatch policy.
*/
#include <ui/Input.h>
#include <utils/Errors.h>
#include <utils/Vector.h>
#include <utils/Timers.h>
#include <utils/RefBase.h>
#include <utils/String8.h>
namespace android {
class InputChannel;
/*
* An input target specifies how an input event is to be dispatched to a particular window
* including the window's input channel, control flags, a timeout, and an X / Y offset to
* be added to input event coordinates to compensate for the absolute position of the
* window area.
*/
struct InputTarget {
enum {
/* This flag indicates that subsequent event delivery should be held until the
* current event is delivered to this target or a timeout occurs. */
FLAG_SYNC = 0x01,
/* This flag indicates that a MotionEvent with ACTION_DOWN falls outside of the area of
* this target and so should instead be delivered as an ACTION_OUTSIDE to this target. */
FLAG_OUTSIDE = 0x02,
/* This flag indicates that a KeyEvent or MotionEvent is being canceled.
* In the case of a key event, it should be delivered with KeyEvent.FLAG_CANCELED set.
* In the case of a motion event, it should be delivered as MotionEvent.ACTION_CANCEL. */
FLAG_CANCEL = 0x04
};
// The input channel to be targeted.
sp<InputChannel> inputChannel;
// Flags for the input target.
int32_t flags;
// The timeout for event delivery to this target in nanoseconds. Or -1 if none.
nsecs_t timeout;
// The x and y offset to add to a MotionEvent as it is delivered.
// (ignored for KeyEvents)
float xOffset, yOffset;
};
/*
* Input dispatch policy interface.
*
* The input dispatch policy is used by the input dispatcher to interact with the
* Window Manager and other system components. This separation of concerns keeps
* the input dispatcher relatively free of special case logic such as is required
* to determine the target of iput events, when to wake the device, how to interact
* with key guard, and when to transition to the home screen.
*
* The actual implementation is partially supported by callbacks into the DVM
* via JNI. This class is also mocked in the input dispatcher unit tests since
* it is an ideal test seam.
*/
class InputDispatchPolicyInterface : public virtual RefBase {
protected:
InputDispatchPolicyInterface() { }
virtual ~InputDispatchPolicyInterface() { }
public:
enum {
ROTATION_0 = 0,
ROTATION_90 = 1,
ROTATION_180 = 2,
ROTATION_270 = 3
};
enum {
// The input dispatcher should do nothing and discard the input unless other
// flags are set.
ACTION_NONE = 0,
// The input dispatcher should dispatch the input to the application.
ACTION_DISPATCH = 0x00000001,
// The input dispatcher should perform special filtering in preparation for
// a pending app switch.
ACTION_APP_SWITCH_COMING = 0x00000002,
// The input dispatcher should add POLICY_FLAG_WOKE_HERE to the policy flags it
// passes through the dispatch pipeline.
ACTION_WOKE_HERE = 0x00000004,
// The input dispatcher should add POLICY_FLAG_BRIGHT_HERE to the policy flags it
// passes through the dispatch pipeline.
ACTION_BRIGHT_HERE = 0x00000008
};
enum {
TOUCHSCREEN_UNDEFINED = 0,
TOUCHSCREEN_NOTOUCH = 1,
TOUCHSCREEN_STYLUS = 2,
TOUCHSCREEN_FINGER = 3
};
enum {
KEYBOARD_UNDEFINED = 0,
KEYBOARD_NOKEYS = 1,
KEYBOARD_QWERTY = 2,
KEYBOARD_12KEY = 3
};
enum {
NAVIGATION_UNDEFINED = 0,
NAVIGATION_NONAV = 1,
NAVIGATION_DPAD = 2,
NAVIGATION_TRACKBALL = 3,
NAVIGATION_WHEEL = 4
};
struct VirtualKeyDefinition {
int32_t scanCode;
// configured position data, specified in display coords
int32_t centerX;
int32_t centerY;
int32_t width;
int32_t height;
};
/* Gets information about the display with the specified id.
* Returns true if the display info is available, false otherwise.
*/
virtual bool getDisplayInfo(int32_t displayId,
int32_t* width, int32_t* height, int32_t* orientation) = 0;
virtual void notifyConfigurationChanged(nsecs_t when,
int32_t touchScreenConfig, int32_t keyboardConfig, int32_t navigationConfig) = 0;
virtual void notifyLidSwitchChanged(nsecs_t when, bool lidOpen) = 0;
virtual void virtualKeyFeedback(nsecs_t when, int32_t deviceId,
int32_t action, int32_t flags, int32_t keyCode,
int32_t scanCode, int32_t metaState, nsecs_t downTime) = 0;
virtual int32_t interceptKey(nsecs_t when, int32_t deviceId,
bool down, int32_t keyCode, int32_t scanCode, uint32_t policyFlags) = 0;
virtual int32_t interceptTrackball(nsecs_t when, bool buttonChanged, bool buttonDown,
bool rolled) = 0;
virtual int32_t interceptTouch(nsecs_t when) = 0;
virtual bool allowKeyRepeat() = 0;
virtual nsecs_t getKeyRepeatTimeout() = 0;
virtual void getKeyEventTargets(KeyEvent* keyEvent, uint32_t policyFlags,
Vector<InputTarget>& outTargets) = 0;
virtual void getMotionEventTargets(MotionEvent* motionEvent, uint32_t policyFlags,
Vector<InputTarget>& outTargets) = 0;
/* Determine whether to turn on some hacks we have to improve the touch interaction with a
* certain device whose screen currently is not all that good.
*/
virtual bool filterTouchEvents() = 0;
/* Determine whether to turn on some hacks to improve touch interaction with another device
* where touch coordinate data can get corrupted.
*/
virtual bool filterJumpyTouchEvents() = 0;
virtual void getVirtualKeyDefinitions(const String8& deviceName,
Vector<VirtualKeyDefinition>& outVirtualKeyDefinitions) = 0;
virtual void getExcludedDeviceNames(Vector<String8>& outExcludedDeviceNames) = 0;
};
} // namespace android
#endif // _UI_INPUT_DISPATCH_POLICY_H