Request key maps from input manager service.
Instead of each application loading the KeyCharacterMap from
the file system, get them from the input manager service as
part of the InputDevice object.
Refactored InputManager to be a proper singleton instead of
having a bunch of static methods.
InputManager now maintains a cache of all InputDevice objects
that it has loaded. Currently we never invalidate the cache
which can cause InputDevice to return stale motion ranges if
the device is reconfigured. This will be fixed in a future change.
Added a fake InputDevice with ID -1 to represent the virtual keyboard.
Change-Id: If7a695839ad0972317a5aab89e9d1e42ace28eb7
diff --git a/include/androidfw/KeyLayoutMap.h b/include/androidfw/KeyLayoutMap.h
index 5a6f550..5408680 100644
--- a/include/androidfw/KeyLayoutMap.h
+++ b/include/androidfw/KeyLayoutMap.h
@@ -21,6 +21,7 @@
#include <utils/Errors.h>
#include <utils/KeyedVector.h>
#include <utils/Tokenizer.h>
+#include <utils/RefBase.h>
namespace android {
@@ -56,18 +57,21 @@
/**
* Describes a mapping from keyboard scan codes and joystick axes to Android key codes and axes.
+ *
+ * This object is immutable after it has been loaded.
*/
-class KeyLayoutMap {
+class KeyLayoutMap : public RefBase {
public:
- ~KeyLayoutMap();
-
- static status_t load(const String8& filename, KeyLayoutMap** outMap);
+ static status_t load(const String8& filename, sp<KeyLayoutMap>* outMap);
status_t mapKey(int32_t scanCode, int32_t* keyCode, uint32_t* flags) const;
status_t findScanCodesForKey(int32_t keyCode, Vector<int32_t>* outScanCodes) const;
status_t mapAxis(int32_t scanCode, AxisInfo* outAxisInfo) const;
+protected:
+ virtual ~KeyLayoutMap();
+
private:
struct Key {
int32_t keyCode;