| Commit message (Collapse) | Author | Age | Files | Lines |
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Bug: 2901731
Change-Id: I78617c1b9dee3790fc590e5af4b5083368873184
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Also fixed bug where old touch screen size could be reported by
getMotionRange if an orientation change occurred but the user has not
yet touched the screen.
Bug: 2877345
Change-Id: I7878f47458f310ed6ebe6a5d1b2c9bec2c598ab9
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Change-Id: I7d47e9b02e6443ed604a6bf842028a5db934d90d
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Added a new asynchronous injection mode and made the existing
synchronization mechanism more robust.
Change-Id: Ia4aa04fd9b75ea2461a844c5b7933c831c1027e6
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Refactored the input reader so that each raw input protocol is handled
by a separate subclass of the new InputMapper type. This way, behaviors
pertaining to keyboard, trackballs, touchscreens, switches and other
devices are clearly distinguished for improved maintainability.
Added partial support for describing capabilities of input devices
(incomplete and untested for now, will be fleshed out in later commits).
Simplified EventHub interface somewhat since InputReader is taking over
more of the work.
Cleaned up some of the interactions between InputManager and
WindowManagerService related to reading input state.
Fixed swiping finger from screen edge into display area.
Added logging of device information to 'dumpsys window'.
Change-Id: I17faffc33e3aec3a0f33f0b37e81a70609378612
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Bug: 2823788
Change-Id: Icb0c392b58f7e735614460b5eb87439cb73ac4f2
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Fix a minor threading bug in InputManager dump.
Change-Id: Ic2eecf7df5a8dc9f40561fcb03ebe58a2c073778
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This significantly re-works the native key dispatching code to
allow events to be pre-dispatched to the current IME before
being processed by native code. It introduces one new public
API, which must be called after retrieving an event if the app
wishes for it to be pre-dispatched.
Currently the native code will only do pre-dispatching of
system keys, to avoid significant overhead for gaming input.
This should be improved to be smarted, filtering for only
keys that the IME is interested in. Unfortunately IMEs don't
currently provide this information. :p
Change-Id: Ic1c7aeec8b348164957f2cd88119eb5bd85c2a9f
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Added several new coordinate values to MotionEvents to capture
touch major/minor area, tool major/minor area and orientation.
Renamed NDK input constants per convention.
Added InputDevice class in Java which will eventually provide
useful information about available input devices.
Added APIs for manufacturing new MotionEvent objects with multiple
pointers and all necessary coordinate data.
Fixed a bug in the input dispatcher where it could get stuck with
a pointer down forever.
Fixed a bug in the WindowManager where the input window list could
end up containing stale removed windows.
Fixed a bug in the WindowManager where the input channel was being
removed only after the final animation transition had taken place
which caused spurious WINDOW DIED log messages to be printed.
Change-Id: Ie55084da319b20aad29b28a0499b8dd98bb5da68
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Change-Id: I70f29c7eb307e4f3ec5702f4eb9d97b4342e2f36
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Change-Id: Iee03d100933ba0c67b13d51e0435be3b4cd953cf
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And also:
- APIs to show and hide the IME, and control its interaction with the app.
- APIs to tell the app when its window resizes and needs to be redrawn.
- API to tell the app the content rectangle of its window (to layout
around the IME or status bar).
There is still a problem with IME interaction -- we need a way for the
app to deliver events to the IME before it handles them, so that for
example the back key will close the IME instead of finishing the app.
Change-Id: I37b75fc2ec533750ef36ca3aedd2f0cc0b5813cd
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Change-Id: I0439648f6eb5405f200e4223c915eb3a418b32b9
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Also other cleanup and fixes:
- We now properly set the default window format to 565.
- New APIs to set the window format and flags from native code.
- Tweaked glue for simpler handling of the "destroy" message.
- Um, other stuff.
Change-Id: Id7790a21a2fa9a19b91854d225324a7c1e7c6ade
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This factors out the boiler-plate code from the sample
app to a common glue code that can be used for everyone
writing this style of app: a dedicated app thread that
takes care of waiting for events and processing them.
As part of doing this, ALooper has a new facility to allow
registration of fds that cause ALooper_pollOnce() to return
the fd that has data, allowing the app to drive the loop
without callbacks. Hopefully this makes some people feel better. :)
Also do some other cleanup of the ALooper API, plus some
actual documentation.
Change-Id: Ic53bd56bdf627e3ba28a3c093faa06a92be522b8
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Removed old input dispatch code.
Refactored the policy callbacks.
Pushed a tiny bit of the power manager state down to native.
Fixed long press on MENU.
Made the virtual key detection and cancelation a bit more precise.
Change-Id: I5d8c1062f7ea0ab3b54c6fadb058c4d5f5a9e02e
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Change-Id: Ie84616f842c7e0329d68e67e65a65d510558004b
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Not yet hooked up to anything in the NDK, but requires renaming
the existing android_native_window_t type everywhere.
Change-Id: Iffee6ea39c93b8b34e20fb69e4d2c7c837e5ea2e
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On omap3 h/w we force opaque formats to RGB_565 instead of RGBX_8888
because the GL driver doesn't support it. RGBX_8888 is always remapped
to RGBA_8888.
Change-Id: I0bfabeb98c8d3a399079e6797cf2a0ee95915324
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This change mainly unwinds a premature optimization in the
dispatch pipeline.
To test HOME injection, run 'adb shell input keyevent 3'.
Change-Id: I1c4b7377c205da7c898014b8b07fc6dc1d46e4dd
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The native code now maintains a list of all keys that may use
default handling. If the app finishes one of these keys
without handling it, the key will be passed back off to Java
for default treatment.
Change-Id: I6a842a0d728eeafa4de7142fae573f8c11099e18
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Set a default orientation of ROTATION_0.
Added some more careful checks based on whether we have valid
absolute axis information from the driver.
Reset key repeating during configuration changes since the keyboard
device may have been removed.
Change-Id: I685960828acffcb17595fc5683309e8064a76714
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Change-Id: Ie64fb3a9c68bc9c117fa5621b75d1f609e304e0e
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Target identification is now fully native.
Fixed a couple of minor issues related to input injection.
Native input enabled by default, can be disabled by setting
WindowManagerPolicy.ENABLE_NATIVE_INPUT_DISPATCH to false.
Change-Id: I7edf66ed3e987cc9306ad4743ac57a116af452ff
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Change-Id: I83a2d353c34ff84a7d130e602c6dedc6a5541944
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Provides the basic infrastructure for a
NativeActivity's native code to get an object representing
its event stream that can be used to read input events.
Still work to do, probably some API changes, and reasonable
default key handling (so that for example back will still
work).
Change-Id: I6db891bc35dc9683181d7708eaed552b955a077e
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Change-Id: Id0ae28b1700cf771cdbe0ca27b139d32cab90b2a
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This will allow us to support YUV surfaces.
Change-Id: I2d4da75f1006a5285bdc552695d4caeecccf2183
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Added ANRs handling.
Added event injection.
Fixed a NPE ActivityManagerServer writing ANRs to the drop box.
Fixed HOME key interception.
Fixed trackball reporting.
Fixed pointer rotation in landscape mode.
Change-Id: I50340f559f22899ab924e220a78119ffc79469b7
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Added more tests.
Fixed a regression in Vector.
Fixed bugs in pointer tracking.
Fixed a starvation issue in PollLoop when setting or removing callbacks.
Fixed a couple of policy nits.
Modified the internal representation of MotionEvent to be more
efficient and more consistent.
Added code to skip/cancel virtual key processing when there are multiple
pointers down. This helps to better disambiguate virtual key presses
from stray touches (such as cheek presses).
Change-Id: I2a7d2cce0195afb9125b23378baa94fd2fc6671c
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Refactored the code to eliminate potential deadlocks due to re-entrant
calls from the policy into the dispatcher. Also added some plumbing
that will be used to notify the framework about ANRs.
Change-Id: Iba7a10de0cb3c56cd7520d6ce716db52fdcc94ff
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The build system enforces some invariants that were being ignored
before.
Change-Id: Ie7675042af7f961a507386c13b2a0b592b591af8
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Change-Id: Ifda45688f9f02710a74d5d7a7d902bacf1441e2e
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The old dispatch mechanism has been left in place and continues to
be used by default for now. To enable native input dispatch,
edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy.
Includes part of the new input event NDK API. Some details TBD.
To wire up input dispatch, as the ViewRoot adds a window to the
window session it receives an InputChannel object as an output
argument. The InputChannel encapsulates the file descriptors for a
shared memory region and two pipe end-points. The ViewRoot then
provides the InputChannel to the InputQueue. Behind the
scenes, InputQueue simply attaches handlers to the native PollLoop object
that underlies the MessageQueue. This way MessageQueue doesn't need
to know anything about input dispatch per-se, it just exposes (in native
code) a PollLoop that other components can use to monitor file descriptor
state changes.
There can be zero or more targets for any given input event. Each
input target is specified by its input channel and some parameters
including flags, an X/Y coordinate offset, and the dispatch timeout.
An input target can request either synchronous dispatch (for foreground apps)
or asynchronous dispatch (fire-and-forget for wallpapers and "outside"
targets). Currently, finding the appropriate input targets for an event
requires a call back into the WindowManagerServer from native code.
In the future this will be refactored to avoid most of these callbacks
except as required to handle pending focus transitions.
End-to-end event dispatch mostly works!
To do: event injection, rate limiting, ANRs, testing, optimization, etc.
Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
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Surfaces can now be parcelized and sent to remote
processes. When a surface crosses a process
boundary, it looses its connection with the
current process and gets attached to the new one.
Change-Id: I39c7b055bcd3ea1162ef2718d3d4b866bf7c81c0
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Change-Id: If3c5655d1231f8f0c49ba68f972b1b20c93b3f87
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opaque 32-bits windows are now allocated as RGBX_8888 buffers and
SurfaceFlinger always uses GL_MODULATE instead of trying to
optimize to GL_REPLACE when possible (makes no sense on
h/w accelerated GL).
we still have a small hack for devices that don't support
RGBX_8888 in their gralloc implementation where we revert to
RGBA_8888.
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a 1x1 buffer instead of Nx1 (or 1xN)
Change-Id: I27eeb15e83e13002dd9405f4e52b54f7dffc0fe7
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Change-Id: I2d0e017382404c684c768a0dd0423d574213f10a
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the framebuffer implementation doesn't do anything special with this
but the surfaceflinger implementation makes sure the surface is not used
by two APIs simultaneously.
Change-Id: Id4ca8ef7093d68846abc2ac814327cc40a64b66b
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We've gotten lucky to date: the previous calculation of bitmask array
sizes, (maxval+1)/8 only works properly when 'maxval' is one less than
a multiple of 8. Fortunately, this has either been the case for us,
or there has been sufficient 'unused' space at the end of the defined
max value range that we haven't wound up overreading/overwriting the
allocated buffers.
Change-Id: I563a93a86644ab9f19489565e06c28e06bb53abc
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Change-Id: Ieebd2f879e6b6fbc0388655dd66f34be89e809a0
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We now only consider a device to be a default keyboard if its name
has "-keypad". A hack, but whatever.
Also add some debug logging for the input state to help identify such
issues in the future.
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Add a Flattenable interface to libutils which can be used to flatten
an object into bytestream + filedescriptor stream.
Parcel is modified to handle Flattenable. And GraphicBuffer implements
Flattenable.
Except for the overlay classes libui is now independent of libbinder.
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