frameworks\native\services\inputflinger\dispatcher\InputDispatcher.cpp
frameworks\native\services\inputflinger\dispatcher\InputDispatcher.h
frameworks\native\include\android\input.h
frameworks\native\services\inputflinger\dispatcher\InputState.cpp
frameworks\native\services\inputflinger\dispatcher\InputState.h
frameworks\native\libs\input\InputTransport.cpp
sourcecode\frameworks\base\core\jni\android_view_InputEventReceiver.cpp
sourcecode\frameworks\base\core\java\android\view\InputEventReceiver.java
sourcecode\frameworks\base\core\java\android\view\ViewRootImpl.java
sourcecode\frameworks\base\core\java\android\view\View.java
frameworks\base\core\java\android\view\ViewGroup.java
void InputDispatcher::dispatchOnce() {
nsecs_t nextWakeupTime = LONG_LONG_MAX;
{ // acquire lock
std::scoped_lock _l(mLock);
mDispatcherIsAlive.notify_all();
// Run a dispatch loop if there are no pending commands.
// The dispatch loop might enqueue commands to run afterwards.
//判断是否有命令,此处的命令是在事件分发的过程中产生的,刷新设备,丢弃事件等等,被封装的命令对象
if (!haveCommandsLocked()) {
//此处进行事件分发
dispatchOnceInnerLocked(&nextWakeupTime);
}
// Run all pending commands if there are any.
// If any commands were run then force the next poll to wake up immediately.
if (runCommandsLockedInterruptible()) {//执行命令并将下一次唤醒时间设为c++中的最小值
nextWakeupTime = LONG_LONG_MIN;
}
} // release lock
// Wait for callback or timeout or wake. (make sure we round up, not down)
nsecs_t currentTime = now();//计算唤醒时间
int timeoutMillis = toMillisecondTimeoutDelay(currentTime, nextWakeupTime);
mLooper->pollOnce(timeoutMillis);//进行下一次循环或者进入休眠
}
bool InputDispatcher::haveCommandsLocked() const {
//判断命令队列是否为null,里面存储的是CommandEntry实体
return !mCommandQueue.isEmpty();
}
bool InputDispatcher::runCommandsLockedInterruptible() {
if (mCommandQueue.isEmpty()) {
return false;
}
do {
//取出队头的命令开始执行
CommandEntry* commandEntry = mCommandQueue.dequeueAtHead();
Command command = commandEntry->command;
(this->*command)(commandEntry); // commands are implicitly 'LockedInterruptible'
commandEntry->connection.clear();
delete commandEntry;//释放内存
} while (!mCommandQueue.isEmpty());
return true;
}
void InputDispatcher::resetKeyRepeatLocked() {
if (mKeyRepeatState.lastKeyEntry) {
mKeyRepeatState.lastKeyEntry->release();
mKeyRepeatState.lastKeyEntry = nullptr;
}
}
void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) {
nsecs_t currentTime = now();
// Reset the key repeat timer whenever normal dispatch is suspended while the
// device is in a non-interactive state. This is to ensure that we abort a key
// repeat if the device is just coming out of sleep.
//判断事件分发是否允许,也就是在未开机、IMS未成功启动、关机等状态下是不可用的,默认值是false
if (!mDispatchEnabled) {
resetKeyRepeatLocked();//重置重复按键次数
}
// If dispatching is frozen, do not process timeouts or try to deliver any new events.
//判断分发线程是否被冻结,是否可以配发,默认值是false
if (mDispatchFrozen) {
#if DEBUG_FOCUS
ALOGD("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.
//判断此处是不是正在切换应用,以便在home和endcall按键到来时,及时丢弃之前的事件,而直接响应特殊键
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) {//mPendingEvent是即将要被配发的事件,此处是判断是否正在配发事件
if (mInboundQueue.isEmpty()) {//判断配发事件队列
if (isAppSwitchDue) {
// The inbound queue is empty so the app switch key we were waiting
// for will never arrive. Stop waiting for it.
//如果队列是null。那么要等到的home或者挂机键永远不会到来,需要重置
resetPendingAppSwitchLocked(false);
isAppSwitchDue = false;
}
// Synthesize a key repeat if appropriate.
//对于某些设备,需要补发按下的重复事件
if (mKeyRepeatState.lastKeyEntry) {
if (currentTime >= mKeyRepeatState.nextRepeatTime) {
mPendingEvent = synthesizeKeyRepeatLocked(currentTime);
} else {
if (mKeyRepeatState.nextRepeatTime < *nextWakeupTime) {
*nextWakeupTime = mKeyRepeatState.nextRepeatTime;
}
}
}
// Nothing to do if there is no pending event.
if (!mPendingEvent) {
return;
}
} else {
// Inbound queue has at least one entry.
//如果正在配发的事件为null,那么就从配发队列中取出一个,开始配发
mPendingEvent = mInboundQueue.dequeueAtHead();
traceInboundQueueLengthLocked();
}
// Poke user activity for this event.
if (mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER) {//判断该事件是不是配发给应用程序的,如果有该标记说明就是
pokeUserActivityLocked(mPendingEvent);
}
// Get ready to dispatch the event.
//重置此次事件分发的ANR超时时间,如果超过5秒,就会产生ANR
resetANRTimeoutsLocked();
}
// Now we have an event to dispatch.
// All events are eventually dequeued and processed this way, even if we intend to drop them.
ALOG_ASSERT(mPendingEvent != nullptr);
bool done = false;
DropReason dropReason = DROP_REASON_NOT_DROPPED;//默认事件是不丢弃
if (!(mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER)) {
dropReason = DROP_REASON_POLICY;//丢弃原因是因为窗口的策略
} else if (!mDispatchEnabled) {
dropReason = DROP_REASON_DISABLED;//配发被禁用被丢弃
}
if (mNextUnblockedEvent == mPendingEvent) {
mNextUnblockedEvent = nullptr;
}
switch (mPendingEvent->type) {
case EventEntry::TYPE_CONFIGURATION_CHANGED: {
ConfigurationChangedEntry* typedEntry =
static_cast(mPendingEvent);
done = dispatchConfigurationChangedLocked(currentTime, typedEntry);
dropReason = DROP_REASON_NOT_DROPPED; // configuration changes are never dropped
break;
}
case EventEntry::TYPE_DEVICE_RESET: {
DeviceResetEntry* typedEntry = static_cast(mPendingEvent);
done = dispatchDeviceResetLocked(currentTime, typedEntry);
dropReason = DROP_REASON_NOT_DROPPED; // device resets are never dropped
break;
}
case EventEntry::TYPE_KEY: {
KeyEntry* typedEntry = static_cast(mPendingEvent);
if (isAppSwitchDue) {
if (isAppSwitchKeyEvent(typedEntry)) {
resetPendingAppSwitchLocked(true);
isAppSwitchDue = false;
} else if (dropReason == DROP_REASON_NOT_DROPPED) {
dropReason = DROP_REASON_APP_SWITCH;
}
}
if (dropReason == DROP_REASON_NOT_DROPPED && isStaleEvent(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(mPendingEvent);
if (dropReason == DROP_REASON_NOT_DROPPED && isAppSwitchDue) {
dropReason = DROP_REASON_APP_SWITCH;
}
if (dropReason == DROP_REASON_NOT_DROPPED && isStaleEvent(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:
ALOG_ASSERT(false);
break;
}
if (done) {
if (dropReason != DROP_REASON_NOT_DROPPED) {
dropInboundEventLocked(mPendingEvent, dropReason);//从配发队列里面丢弃事件
}
mLastDropReason = dropReason;
releasePendingEventLocked();
*nextWakeupTime = LONG_LONG_MIN; // force next poll to wake up immediately
}
}
bool InputDispatcher::dispatchMotionLocked(nsecs_t currentTime, MotionEntry* entry,
DropReason* dropReason, nsecs_t* nextWakeupTime) {
ATRACE_CALL();
// Preprocessing.
if (!entry->dispatchInProgress) {//设置当前事件的配发进度
entry->dispatchInProgress = true;
logOutboundMotionDetails("dispatchMotion - ", entry);//打印出派发事件的详情
}
// Clean up if dropping the event.
if (*dropReason != DROP_REASON_NOT_DROPPED) {//如果是丢弃事件则直接设置派发结果
setInjectionResult(entry,
*dropReason == DROP_REASON_POLICY ? INPUT_EVENT_INJECTION_SUCCEEDED
: INPUT_EVENT_INJECTION_FAILED);
return true;
}
//判断是不是点事件
bool isPointerEvent = entry->source & AINPUT_SOURCE_CLASS_POINTER;
// Identify targets.
std::vector inputTargets;//派发的窗口集合
bool conflictingPointerActions = false;
int32_t injectionResult;
if (isPointerEvent) {//是点事件,即就是触摸屏事件,一般情况下都是触摸屏事件
// Pointer event. (eg. touchscreen)
injectionResult =
findTouchedWindowTargetsLocked(currentTime, entry, inputTargets, nextWakeupTime,
&conflictingPointerActions);
} else {//轨迹球事件
// Non touch event. (eg. trackball)
injectionResult =
findFocusedWindowTargetsLocked(currentTime, entry, inputTargets, nextWakeupTime);
}
if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
return false;
}
setInjectionResult(entry, injectionResult);
if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
if (injectionResult != INPUT_EVENT_INJECTION_PERMISSION_DENIED) {
CancelationOptions::Mode mode(isPointerEvent
? CancelationOptions::CANCEL_POINTER_EVENTS
: CancelationOptions::CANCEL_NON_POINTER_EVENTS);
CancelationOptions options(mode, "input event injection failed");
synthesizeCancelationEventsForMonitorsLocked(options);
}
return true;
}
// Add monitor channels from event's or focused display.
addGlobalMonitoringTargetsLocked(inputTargets, getTargetDisplayId(entry));
if (isPointerEvent) {
ssize_t stateIndex = mTouchStatesByDisplay.indexOfKey(entry->displayId);
if (stateIndex >= 0) {
const TouchState& state = mTouchStatesByDisplay.valueAt(stateIndex);
if (!state.portalWindows.empty()) {
// The event has gone through these portal windows, so we add monitoring targets of
// the corresponding displays as well.
for (size_t i = 0; i < state.portalWindows.size(); i++) {
const InputWindowInfo* windowInfo = state.portalWindows[i]->getInfo();
addGlobalMonitoringTargetsLocked(inputTargets, windowInfo->portalToDisplayId,
-windowInfo->frameLeft, -windowInfo->frameTop);
}
}
}
}
// Dispatch the motion.
//指针冲突,此处可能由于触摸设备的不同up或者down等动作又多次,而再输入中只允许又一次up
if (conflictingPointerActions) {
CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
"conflicting pointer actions");
synthesizeCancelationEventsForAllConnectionsLocked(options);
}
dispatchEventLocked(currentTime, entry, inputTargets);
return true;
}
void InputDispatcher::dispatchEventLocked(nsecs_t currentTime, EventEntry* eventEntry,
const std::vector& inputTargets) {
ATRACE_CALL();
#if DEBUG_DISPATCH_CYCLE
ALOGD("dispatchEventToCurrentInputTargets");
#endif
ALOG_ASSERT(eventEntry->dispatchInProgress); // should already have been set to true
pokeUserActivityLocked(eventEntry);
for (const InputTarget& inputTarget : inputTargets) {
ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel);
if (connectionIndex >= 0) {
sp connection = mConnectionsByFd.valueAt(connectionIndex);
prepareDispatchCycleLocked(currentTime, connection, eventEntry, &inputTarget);
} else {
#if DEBUG_FOCUS
ALOGD("Dropping event delivery to target with channel '%s' because it "
"is no longer registered with the input dispatcher.",
inputTarget.inputChannel->getName().c_str());
#endif
}
}
}
void InputDispatcher::prepareDispatchCycleLocked(nsecs_t currentTime,
const sp& connection,
EventEntry* eventEntry,
const InputTarget* inputTarget) {
if (ATRACE_ENABLED()) {
std::string message =
StringPrintf("prepareDispatchCycleLocked(inputChannel=%s, sequenceNum=%" PRIu32 ")",
connection->getInputChannelName().c_str(), eventEntry->sequenceNum);
ATRACE_NAME(message.c_str());
}
#if DEBUG_DISPATCH_CYCLE
ALOGD("channel '%s' ~ prepareDispatchCycle - flags=0x%08x, "
"xOffset=%f, yOffset=%f, globalScaleFactor=%f, "
"windowScaleFactor=(%f, %f), pointerIds=0x%x",
connection->getInputChannelName().c_str(), inputTarget->flags, inputTarget->xOffset,
inputTarget->yOffset, inputTarget->globalScaleFactor, inputTarget->windowXScale,
inputTarget->windowYScale, inputTarget->pointerIds.value);
#endif
// 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
ALOGD("channel '%s' ~ Dropping event because the channel status is %s",
connection->getInputChannelName().c_str(), connection->getStatusLabel());
#endif
return;
}
// Split a motion event if needed.
if (inputTarget->flags & InputTarget::FLAG_SPLIT) {
ALOG_ASSERT(eventEntry->type == EventEntry::TYPE_MOTION);
MotionEntry* originalMotionEntry = static_cast(eventEntry);
if (inputTarget->pointerIds.count() != originalMotionEntry->pointerCount) {
MotionEntry* splitMotionEntry =
splitMotionEvent(originalMotionEntry, inputTarget->pointerIds);
if (!splitMotionEntry) {
return; // split event was dropped
}
#if DEBUG_FOCUS
ALOGD("channel '%s' ~ Split motion event.", connection->getInputChannelName().c_str());
logOutboundMotionDetails(" ", splitMotionEntry);
#endif
enqueueDispatchEntriesLocked(currentTime, connection, splitMotionEntry, inputTarget);
splitMotionEntry->release();
return;
}
}
// Not splitting. Enqueue dispatch entries for the event as is.
enqueueDispatchEntriesLocked(currentTime, connection, eventEntry, inputTarget);
}
void InputDispatcher::enqueueDispatchEntriesLocked(nsecs_t currentTime,
const sp& connection,
EventEntry* eventEntry,
const InputTarget* inputTarget) {
if (ATRACE_ENABLED()) {
std::string message =
StringPrintf("enqueueDispatchEntriesLocked(inputChannel=%s, sequenceNum=%" PRIu32
")",
connection->getInputChannelName().c_str(), eventEntry->sequenceNum);
ATRACE_NAME(message.c_str());
}
bool wasEmpty = connection->outboundQueue.isEmpty();
// Enqueue dispatch entries for the requested modes.
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_OUTSIDE);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_IS);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT);
enqueueDispatchEntryLocked(connection, eventEntry, inputTarget,
InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER);
// If the outbound queue was previously empty, start the dispatch cycle going.
if (wasEmpty && !connection->outboundQueue.isEmpty()) {
startDispatchCycleLocked(currentTime, connection);
}
}
void InputDispatcher::enqueueDispatchEntryLocked(const sp& connection,
EventEntry* eventEntry,
const InputTarget* inputTarget,
int32_t dispatchMode) {
if (ATRACE_ENABLED()) {
std::string message = StringPrintf("enqueueDispatchEntry(inputChannel=%s, dispatchMode=%s)",
connection->getInputChannelName().c_str(),
dispatchModeToString(dispatchMode).c_str());
ATRACE_NAME(message.c_str());
}
int32_t inputTargetFlags = inputTarget->flags;
if (!(inputTargetFlags & dispatchMode)) {
return;
}
inputTargetFlags = (inputTargetFlags & ~InputTarget::FLAG_DISPATCH_MASK) | dispatchMode;
// This is a new event.
// Enqueue a new dispatch entry onto the outbound queue for this connection.
DispatchEntry* dispatchEntry =
new DispatchEntry(eventEntry, // increments ref
inputTargetFlags, inputTarget->xOffset, inputTarget->yOffset,
inputTarget->globalScaleFactor, inputTarget->windowXScale,
inputTarget->windowYScale);
// Apply target flags and update the connection's input state.
switch (eventEntry->type) {
case EventEntry::TYPE_KEY: {
KeyEntry* keyEntry = static_cast(eventEntry);
dispatchEntry->resolvedAction = keyEntry->action;
dispatchEntry->resolvedFlags = keyEntry->flags;
if (!connection->inputState.trackKey(keyEntry, dispatchEntry->resolvedAction,
dispatchEntry->resolvedFlags)) {
#if DEBUG_DISPATCH_CYCLE
ALOGD("channel '%s' ~ enqueueDispatchEntryLocked: skipping inconsistent key event",
connection->getInputChannelName().c_str());
#endif
delete dispatchEntry;
return; // skip the inconsistent event
}
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast(eventEntry);
if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_OUTSIDE) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_OUTSIDE;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_EXIT;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_ENTER;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_CANCEL;
} else if (dispatchMode & InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER) {
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_DOWN;
} else {
dispatchEntry->resolvedAction = motionEntry->action;
}
if (dispatchEntry->resolvedAction == AMOTION_EVENT_ACTION_HOVER_MOVE &&
!connection->inputState.isHovering(motionEntry->deviceId, motionEntry->source,
motionEntry->displayId)) {
#if DEBUG_DISPATCH_CYCLE
ALOGD("channel '%s' ~ enqueueDispatchEntryLocked: filling in missing hover enter "
"event",
connection->getInputChannelName().c_str());
#endif
dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_ENTER;
}
dispatchEntry->resolvedFlags = motionEntry->flags;
if (dispatchEntry->targetFlags & InputTarget::FLAG_WINDOW_IS_OBSCURED) {
dispatchEntry->resolvedFlags |= AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED;
}
if (dispatchEntry->targetFlags & InputTarget::FLAG_WINDOW_IS_PARTIALLY_OBSCURED) {
dispatchEntry->resolvedFlags |= AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED;
}
if (!connection->inputState.trackMotion(motionEntry, dispatchEntry->resolvedAction,
dispatchEntry->resolvedFlags)) {
#if DEBUG_DISPATCH_CYCLE
ALOGD("channel '%s' ~ enqueueDispatchEntryLocked: skipping inconsistent motion "
"event",
connection->getInputChannelName().c_str());
#endif
delete dispatchEntry;
return; // skip the inconsistent event
}
dispatchPointerDownOutsideFocus(motionEntry->source, dispatchEntry->resolvedAction,
inputTarget->inputChannel->getToken());
break;
}
}
// Remember that we are waiting for this dispatch to complete.
if (dispatchEntry->hasForegroundTarget()) {
incrementPendingForegroundDispatches(eventEntry);
}
// Enqueue the dispatch entry.
connection->outboundQueue.enqueueAtTail(dispatchEntry);
traceOutboundQueueLength(connection);
}
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
const sp& connection) {
if (ATRACE_ENABLED()) {
std::string message = StringPrintf("startDispatchCycleLocked(inputChannel=%s)",
connection->getInputChannelName().c_str());
ATRACE_NAME(message.c_str());
}
#if DEBUG_DISPATCH_CYCLE
ALOGD("channel '%s' ~ startDispatchCycle", connection->getInputChannelName().c_str());
#endif
while (connection->status == Connection::STATUS_NORMAL &&
!connection->outboundQueue.isEmpty()) {
DispatchEntry* dispatchEntry = connection->outboundQueue.head;
dispatchEntry->deliveryTime = currentTime;
// Publish the event.
status_t status;
EventEntry* eventEntry = dispatchEntry->eventEntry;
switch (eventEntry->type) {
case EventEntry::TYPE_KEY: {
KeyEntry* keyEntry = static_cast(eventEntry);
// Publish the key event.
status = connection->inputPublisher
.publishKeyEvent(dispatchEntry->seq, keyEntry->deviceId,
keyEntry->source, keyEntry->displayId,
dispatchEntry->resolvedAction,
dispatchEntry->resolvedFlags, keyEntry->keyCode,
keyEntry->scanCode, keyEntry->metaState,
keyEntry->repeatCount, keyEntry->downTime,
keyEntry->eventTime);
break;
}
case EventEntry::TYPE_MOTION: {
MotionEntry* motionEntry = static_cast(eventEntry);
PointerCoords scaledCoords[MAX_POINTERS];
const PointerCoords* usingCoords = motionEntry->pointerCoords;
// Set the X and Y offset depending on the input source.
float xOffset, yOffset;
if ((motionEntry->source & AINPUT_SOURCE_CLASS_POINTER) &&
!(dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS)) {
float globalScaleFactor = dispatchEntry->globalScaleFactor;
float wxs = dispatchEntry->windowXScale;
float wys = dispatchEntry->windowYScale;
xOffset = dispatchEntry->xOffset * wxs;
yOffset = dispatchEntry->yOffset * wys;
if (wxs != 1.0f || wys != 1.0f || globalScaleFactor != 1.0f) {
for (uint32_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i] = motionEntry->pointerCoords[i];
scaledCoords[i].scale(globalScaleFactor, wxs, wys);
}
usingCoords = scaledCoords;
}
} else {
xOffset = 0.0f;
yOffset = 0.0f;
// We don't want the dispatch target to know.
if (dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS) {
for (uint32_t i = 0; i < motionEntry->pointerCount; i++) {
scaledCoords[i].clear();
}
usingCoords = scaledCoords;
}
}
// Publish the motion event.
status = connection->inputPublisher
.publishMotionEvent(dispatchEntry->seq, motionEntry->deviceId,
motionEntry->source, motionEntry->displayId,
dispatchEntry->resolvedAction,
motionEntry->actionButton,
dispatchEntry->resolvedFlags,
motionEntry->edgeFlags, motionEntry->metaState,
motionEntry->buttonState,
motionEntry->classification, xOffset, yOffset,
motionEntry->xPrecision,
motionEntry->yPrecision, motionEntry->downTime,
motionEntry->eventTime,
motionEntry->pointerCount,
motionEntry->pointerProperties, usingCoords);
break;
}
default:
ALOG_ASSERT(false);
return;
}
// Check the result.
if (status) {
if (status == WOULD_BLOCK) {
if (connection->waitQueue.isEmpty()) {
ALOGE("channel '%s' ~ Could not publish event because the pipe is full. "
"This is unexpected because the wait queue is empty, so the pipe "
"should be empty and we shouldn't have any problems writing an "
"event to it, status=%d",
connection->getInputChannelName().c_str(), status);
abortBrokenDispatchCycleLocked(currentTime, connection, true /*notify*/);
} else {
// Pipe is full and we are waiting for the app to finish process some events
// before sending more events to it.
#if DEBUG_DISPATCH_CYCLE
ALOGD("channel '%s' ~ Could not publish event because the pipe is full, "
"waiting for the application to catch up",
connection->getInputChannelName().c_str());
#endif
connection->inputPublisherBlocked = true;
}
} else {
ALOGE("channel '%s' ~ Could not publish event due to an unexpected error, "
"status=%d",
connection->getInputChannelName().c_str(), status);
abortBrokenDispatchCycleLocked(currentTime, connection, true /*notify*/);
}
return;
}
// Re-enqueue the event on the wait queue.
connection->outboundQueue.dequeue(dispatchEntry);
traceOutboundQueueLength(connection);
connection->waitQueue.enqueueAtTail(dispatchEntry);
traceWaitQueueLength(connection);
}
}
status_t InputPublisher::publishMotionEvent(
uint32_t seq,
int32_t deviceId,
int32_t source,
int32_t displayId,
int32_t action,
int32_t actionButton,
int32_t flags,
int32_t edgeFlags,
int32_t metaState,
int32_t buttonState,
MotionClassification classification,
float xOffset,
float yOffset,
float xPrecision,
float yPrecision,
nsecs_t downTime,
nsecs_t eventTime,
uint32_t pointerCount,
const PointerProperties* pointerProperties,
const PointerCoords* pointerCoords) {
if (ATRACE_ENABLED()) {
std::string message = StringPrintf(
"publishMotionEvent(inputChannel=%s, action=%" PRId32 ")",
mChannel->getName().c_str(), action);
ATRACE_NAME(message.c_str());
}
#if DEBUG_TRANSPORT_ACTIONS
ALOGD("channel '%s' publisher ~ publishMotionEvent: seq=%u, deviceId=%d, source=0x%x, "
"displayId=%" PRId32 ", "
"action=0x%x, actionButton=0x%08x, flags=0x%x, edgeFlags=0x%x, "
"metaState=0x%x, buttonState=0x%x, classification=%s, xOffset=%f, yOffset=%f, "
"xPrecision=%f, yPrecision=%f, downTime=%" PRId64 ", eventTime=%" PRId64 ", "
"pointerCount=%" PRIu32,
mChannel->getName().c_str(), seq,
deviceId, source, displayId, action, actionButton, flags, edgeFlags, metaState,
buttonState, motionClassificationToString(classification),
xOffset, yOffset, xPrecision, yPrecision, downTime, eventTime, pointerCount);
#endif
if (!seq) {
ALOGE("Attempted to publish a motion event with sequence number 0.");
return BAD_VALUE;
}
if (pointerCount > MAX_POINTERS || pointerCount < 1) {
ALOGE("channel '%s' publisher ~ Invalid number of pointers provided: %" PRIu32 ".",
mChannel->getName().c_str(), pointerCount);
return BAD_VALUE;
}
InputMessage msg;
msg.header.type = InputMessage::TYPE_MOTION;
msg.body.motion.seq = seq;
msg.body.motion.deviceId = deviceId;
msg.body.motion.source = source;
msg.body.motion.displayId = displayId;
msg.body.motion.action = action;
msg.body.motion.actionButton = actionButton;
msg.body.motion.flags = flags;
msg.body.motion.edgeFlags = edgeFlags;
msg.body.motion.metaState = metaState;
msg.body.motion.buttonState = buttonState;
msg.body.motion.classification = classification;
msg.body.motion.xOffset = xOffset;
msg.body.motion.yOffset = yOffset;
msg.body.motion.xPrecision = xPrecision;
msg.body.motion.yPrecision = yPrecision;
msg.body.motion.downTime = downTime;
msg.body.motion.eventTime = eventTime;
msg.body.motion.pointerCount = pointerCount;
for (uint32_t i = 0; i < pointerCount; i++) {
msg.body.motion.pointers[i].properties.copyFrom(pointerProperties[i]);
msg.body.motion.pointers[i].coords.copyFrom(pointerCoords[i]);
}
return mChannel->sendMessage(&msg);
}
status_t InputChannel::sendMessage(const InputMessage* msg) {
const size_t msgLength = msg->size();
InputMessage cleanMsg;
msg->getSanitizedCopy(&cleanMsg);
ssize_t nWrite;
do {
nWrite = ::send(mFd, &cleanMsg, msgLength, MSG_DONTWAIT | MSG_NOSIGNAL);
} while (nWrite == -1 && errno == EINTR);
if (nWrite < 0) {
int error = errno;
#if DEBUG_CHANNEL_MESSAGES
ALOGD("channel '%s' ~ error sending message of type %d, errno=%d", mName.c_str(),
msg->header.type, error);
#endif
if (error == EAGAIN || error == EWOULDBLOCK) {
return WOULD_BLOCK;
}
if (error == EPIPE || error == ENOTCONN || error == ECONNREFUSED || error == ECONNRESET) {
return DEAD_OBJECT;
}
return -error;
}
if (size_t(nWrite) != msgLength) {
#if DEBUG_CHANNEL_MESSAGES
ALOGD("channel '%s' ~ error sending message type %d, send was incomplete",
mName.c_str(), msg->header.type);
#endif
return DEAD_OBJECT;
}
#if DEBUG_CHANNEL_MESSAGES
ALOGD("channel '%s' ~ sent message of type %d", mName.c_str(), msg->header.type);
#endif
return OK;
}
int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
const MotionEntry* entry,
std::vector& inputTargets,
nsecs_t* nextWakeupTime,
bool* outConflictingPointerActions) {
ATRACE_CALL();
enum InjectionPermission {
INJECTION_PERMISSION_UNKNOWN,
INJECTION_PERMISSION_GRANTED,
INJECTION_PERMISSION_DENIED
};
// For security reasons, we defer updating the touch state until we are sure that
// event injection will be allowed.
int32_t displayId = entry->displayId;
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;
sp newHoverWindowHandle;
// Copy current touch state into mTempTouchState.
// This state is always reset at the end of this function, so if we don't find state
// for the specified display then our initial state will be empty.
const TouchState* oldState = nullptr;
ssize_t oldStateIndex = mTouchStatesByDisplay.indexOfKey(displayId);
if (oldStateIndex >= 0) {
oldState = &mTouchStatesByDisplay.valueAt(oldStateIndex);
mTempTouchState.copyFrom(*oldState);
}
bool isSplit = mTempTouchState.split;
bool switchedDevice = mTempTouchState.deviceId >= 0 && mTempTouchState.displayId >= 0 &&
(mTempTouchState.deviceId != entry->deviceId ||
mTempTouchState.source != entry->source || mTempTouchState.displayId != displayId);
bool isHoverAction = (maskedAction == AMOTION_EVENT_ACTION_HOVER_MOVE ||
maskedAction == AMOTION_EVENT_ACTION_HOVER_ENTER ||
maskedAction == AMOTION_EVENT_ACTION_HOVER_EXIT);
bool newGesture = (maskedAction == AMOTION_EVENT_ACTION_DOWN ||
maskedAction == AMOTION_EVENT_ACTION_SCROLL || isHoverAction);
bool wrongDevice = false;
if (newGesture) {
bool down = maskedAction == AMOTION_EVENT_ACTION_DOWN;
if (switchedDevice && mTempTouchState.down && !down && !isHoverAction) {
#if DEBUG_FOCUS
ALOGD("Dropping event because a pointer for a different device is already down "
"in display %" PRId32,
displayId);
#endif
// TODO: test multiple simultaneous input streams.
injectionResult = INPUT_EVENT_INJECTION_FAILED;
switchedDevice = false;
wrongDevice = true;
goto Failed;
}
mTempTouchState.reset();
mTempTouchState.down = down;
mTempTouchState.deviceId = entry->deviceId;
mTempTouchState.source = entry->source;
mTempTouchState.displayId = displayId;
isSplit = false;
} else if (switchedDevice && maskedAction == AMOTION_EVENT_ACTION_MOVE) {
#if DEBUG_FOCUS
ALOGI("Dropping move event because a pointer for a different device is already active "
"in display %" PRId32,
displayId);
#endif
// TODO: test multiple simultaneous input streams.
injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
switchedDevice = false;
wrongDevice = true;
goto Failed;
}
if (newGesture || (isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN)) {
/* 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->pointerCoords[pointerIndex].getAxisValue(AMOTION_EVENT_AXIS_X));
int32_t y = int32_t(entry->pointerCoords[pointerIndex].getAxisValue(AMOTION_EVENT_AXIS_Y));
bool isDown = maskedAction == AMOTION_EVENT_ACTION_DOWN;
sp newTouchedWindowHandle =
findTouchedWindowAtLocked(displayId, x, y, isDown /*addOutsideTargets*/,
true /*addPortalWindows*/);
std::vector newGestureMonitors = isDown
? findTouchedGestureMonitorsLocked(displayId, mTempTouchState.portalWindows)
: std::vector{};
// Figure out whether splitting will be allowed for this window.
if (newTouchedWindowHandle != nullptr &&
newTouchedWindowHandle->getInfo()->supportsSplitTouch()) {
// New window supports splitting.
isSplit = true;
} else if (isSplit) {
// New window does not support splitting but we have already split events.
// Ignore the new window.
newTouchedWindowHandle = nullptr;
}
// Handle the case where we did not find a window.
if (newTouchedWindowHandle == nullptr) {
// Try to assign the pointer to the first foreground window we find, if there is one.
newTouchedWindowHandle = mTempTouchState.getFirstForegroundWindowHandle();
}
if (newTouchedWindowHandle == nullptr && newGestureMonitors.empty()) {
ALOGI("Dropping event because there is no touchable window or gesture monitor at "
"(%d, %d) in display %" PRId32 ".",
x, y, displayId);
injectionResult = INPUT_EVENT_INJECTION_FAILED;
goto Failed;
}
if (newTouchedWindowHandle != nullptr) {
// Set target flags.
int32_t targetFlags = InputTarget::FLAG_FOREGROUND | InputTarget::FLAG_DISPATCH_AS_IS;
if (isSplit) {
targetFlags |= InputTarget::FLAG_SPLIT;
}
if (isWindowObscuredAtPointLocked(newTouchedWindowHandle, x, y)) {
targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
} else if (isWindowObscuredLocked(newTouchedWindowHandle)) {
targetFlags |= InputTarget::FLAG_WINDOW_IS_PARTIALLY_OBSCURED;
}
// Update hover state.
if (isHoverAction) {
newHoverWindowHandle = newTouchedWindowHandle;
} else if (maskedAction == AMOTION_EVENT_ACTION_SCROLL) {
newHoverWindowHandle = mLastHoverWindowHandle;
}
// Update the temporary touch state.
BitSet32 pointerIds;
if (isSplit) {
uint32_t pointerId = entry->pointerProperties[pointerIndex].id;
pointerIds.markBit(pointerId);
}
mTempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
}
mTempTouchState.addGestureMonitors(newGestureMonitors);
} 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
ALOGD("Dropping event because the pointer is not down or we previously "
"dropped the pointer down event in display %" PRId32,
displayId);
#endif
injectionResult = INPUT_EVENT_INJECTION_FAILED;
goto Failed;
}
// Check whether touches should slip outside of the current foreground window.
if (maskedAction == AMOTION_EVENT_ACTION_MOVE && entry->pointerCount == 1 &&
mTempTouchState.isSlippery()) {
int32_t x = int32_t(entry->pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_X));
int32_t y = int32_t(entry->pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_Y));
sp oldTouchedWindowHandle =
mTempTouchState.getFirstForegroundWindowHandle();
sp newTouchedWindowHandle =
findTouchedWindowAtLocked(displayId, x, y);
if (oldTouchedWindowHandle != newTouchedWindowHandle &&
oldTouchedWindowHandle != nullptr && newTouchedWindowHandle != nullptr) {
#if DEBUG_FOCUS
ALOGD("Touch is slipping out of window %s into window %s in display %" PRId32,
oldTouchedWindowHandle->getName().c_str(),
newTouchedWindowHandle->getName().c_str(), displayId);
#endif
// Make a slippery exit from the old window.
mTempTouchState.addOrUpdateWindow(oldTouchedWindowHandle,
InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT,
BitSet32(0));
// Make a slippery entrance into the new window.
if (newTouchedWindowHandle->getInfo()->supportsSplitTouch()) {
isSplit = true;
}
int32_t targetFlags =
InputTarget::FLAG_FOREGROUND | InputTarget::FLAG_DISPATCH_AS_SLIPPERY_ENTER;
if (isSplit) {
targetFlags |= InputTarget::FLAG_SPLIT;
}
if (isWindowObscuredAtPointLocked(newTouchedWindowHandle, x, y)) {
targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
}
BitSet32 pointerIds;
if (isSplit) {
pointerIds.markBit(entry->pointerProperties[0].id);
}
mTempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
}
}
}
if (newHoverWindowHandle != mLastHoverWindowHandle) {
// Let the previous window know that the hover sequence is over.
if (mLastHoverWindowHandle != nullptr) {
#if DEBUG_HOVER
ALOGD("Sending hover exit event to window %s.",
mLastHoverWindowHandle->getName().c_str());
#endif
mTempTouchState.addOrUpdateWindow(mLastHoverWindowHandle,
InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT,
BitSet32(0));
}
// Let the new window know that the hover sequence is starting.
if (newHoverWindowHandle != nullptr) {
#if DEBUG_HOVER
ALOGD("Sending hover enter event to window %s.",
newHoverWindowHandle->getName().c_str());
#endif
mTempTouchState.addOrUpdateWindow(newHoverWindowHandle,
InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER,
BitSet32(0));
}
}
// Check permission to inject into all touched foreground windows and ensure there
// is at least one touched foreground window.
{
bool haveForegroundWindow = false;
for (const TouchedWindow& touchedWindow : mTempTouchState.windows) {
if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
haveForegroundWindow = true;
if (!checkInjectionPermission(touchedWindow.windowHandle, entry->injectionState)) {
injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
injectionPermission = INJECTION_PERMISSION_DENIED;
goto Failed;
}
}
}
bool hasGestureMonitor = !mTempTouchState.gestureMonitors.empty();
if (!haveForegroundWindow && !hasGestureMonitor) {
#if DEBUG_FOCUS
ALOGD("Dropping event because there is no touched foreground window in display %" PRId32
" or gesture monitor to receive it.",
displayId);
#endif
injectionResult = INPUT_EVENT_INJECTION_FAILED;
goto Failed;
}
// Permission granted to injection into all touched foreground windows.
injectionPermission = INJECTION_PERMISSION_GRANTED;
}
// Check whether windows listening for outside touches are owned by the same UID. If it is
// set the policy flag that we will not reveal coordinate information to this window.
if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
sp foregroundWindowHandle =
mTempTouchState.getFirstForegroundWindowHandle();
if (foregroundWindowHandle) {
const int32_t foregroundWindowUid = foregroundWindowHandle->getInfo()->ownerUid;
for (const TouchedWindow& touchedWindow : mTempTouchState.windows) {
if (touchedWindow.targetFlags & InputTarget::FLAG_DISPATCH_AS_OUTSIDE) {
sp inputWindowHandle = touchedWindow.windowHandle;
if (inputWindowHandle->getInfo()->ownerUid != foregroundWindowUid) {
mTempTouchState.addOrUpdateWindow(inputWindowHandle,
InputTarget::FLAG_ZERO_COORDS,
BitSet32(0));
}
}
}
}
}
// Ensure all touched foreground windows are ready for new input.
for (const TouchedWindow& touchedWindow : mTempTouchState.windows) {
if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
// Check whether the window is ready for more input.
std::string reason =
checkWindowReadyForMoreInputLocked(currentTime, touchedWindow.windowHandle,
entry, "touched");
if (!reason.empty()) {
injectionResult = handleTargetsNotReadyLocked(currentTime, entry, nullptr,
touchedWindow.windowHandle,
nextWakeupTime, reason.c_str());
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) {
sp foregroundWindowHandle =
mTempTouchState.getFirstForegroundWindowHandle();
if (foregroundWindowHandle && foregroundWindowHandle->getInfo()->hasWallpaper) {
const std::vector> windowHandles =
getWindowHandlesLocked(displayId);
for (const sp& windowHandle : windowHandles) {
const InputWindowInfo* info = windowHandle->getInfo();
if (info->displayId == displayId &&
windowHandle->getInfo()->layoutParamsType == InputWindowInfo::TYPE_WALLPAPER) {
mTempTouchState
.addOrUpdateWindow(windowHandle,
InputTarget::FLAG_WINDOW_IS_OBSCURED |
InputTarget::
FLAG_WINDOW_IS_PARTIALLY_OBSCURED |
InputTarget::FLAG_DISPATCH_AS_IS,
BitSet32(0));
}
}
}
}
// Success! Output targets.
injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
for (const TouchedWindow& touchedWindow : mTempTouchState.windows) {
addWindowTargetLocked(touchedWindow.windowHandle, touchedWindow.targetFlags,
touchedWindow.pointerIds, inputTargets);
}
for (const TouchedMonitor& touchedMonitor : mTempTouchState.gestureMonitors) {
addMonitoringTargetLocked(touchedMonitor.monitor, touchedMonitor.xOffset,
touchedMonitor.yOffset, inputTargets);
}
// Drop the outside or hover touch windows since we will not care about them
// in the next iteration.
mTempTouchState.filterNonAsIsTouchWindows();
Failed:
// Check injection permission once and for all.
if (injectionPermission == INJECTION_PERMISSION_UNKNOWN) {
if (checkInjectionPermission(nullptr, 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 (switchedDevice) {
#if DEBUG_FOCUS
ALOGD("Conflicting pointer actions: Switched to a different device.");
#endif
*outConflictingPointerActions = true;
}
if (isHoverAction) {
// Started hovering, therefore no longer down.
if (oldState && oldState->down) {
#if DEBUG_FOCUS
ALOGD("Conflicting pointer actions: Hover received while pointer was down.");
#endif
*outConflictingPointerActions = true;
}
mTempTouchState.reset();
if (maskedAction == AMOTION_EVENT_ACTION_HOVER_ENTER ||
maskedAction == AMOTION_EVENT_ACTION_HOVER_MOVE) {
mTempTouchState.deviceId = entry->deviceId;
mTempTouchState.source = entry->source;
mTempTouchState.displayId = displayId;
}
} else if (maskedAction == AMOTION_EVENT_ACTION_UP ||
maskedAction == AMOTION_EVENT_ACTION_CANCEL) {
// All pointers up or canceled.
mTempTouchState.reset();
} else if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
// First pointer went down.
if (oldState && oldState->down) {
#if DEBUG_FOCUS
ALOGD("Conflicting pointer actions: Down received while already down.");
#endif
*outConflictingPointerActions = true;
}
} else if (maskedAction == AMOTION_EVENT_ACTION_POINTER_UP) {
// One pointer went up.
if (isSplit) {
int32_t pointerIndex = getMotionEventActionPointerIndex(action);
uint32_t pointerId = entry->pointerProperties[pointerIndex].id;
for (size_t i = 0; i < mTempTouchState.windows.size();) {
TouchedWindow& touchedWindow = mTempTouchState.windows[i];
if (touchedWindow.targetFlags & InputTarget::FLAG_SPLIT) {
touchedWindow.pointerIds.clearBit(pointerId);
if (touchedWindow.pointerIds.isEmpty()) {
mTempTouchState.windows.erase(mTempTouchState.windows.begin() + i);
continue;
}
}
i += 1;
}
}
}
// Save changes unless the action was scroll in which case the temporary touch
// state was only valid for this one action.
if (maskedAction != AMOTION_EVENT_ACTION_SCROLL) {
if (mTempTouchState.displayId >= 0) {
if (oldStateIndex >= 0) {
mTouchStatesByDisplay.editValueAt(oldStateIndex).copyFrom(mTempTouchState);
} else {
mTouchStatesByDisplay.add(displayId, mTempTouchState);
}
} else if (oldStateIndex >= 0) {
mTouchStatesByDisplay.removeItemsAt(oldStateIndex);
}
}
// Update hover state.
mLastHoverWindowHandle = newHoverWindowHandle;
}
} else {
#if DEBUG_FOCUS
ALOGD("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);
updateDispatchStatistics(currentTime, entry, injectionResult, timeSpentWaitingForApplication);
#if DEBUG_FOCUS
ALOGD("findTouchedWindow finished: injectionResult=%d, injectionPermission=%d, "
"timeSpentWaitingForApplication=%0.1fms",
injectionResult, injectionPermission, timeSpentWaitingForApplication / 1000000.0);
#endif
return injectionResult;
}
sp InputDispatcher::findTouchedWindowAtLocked(int32_t displayId, int32_t x,
int32_t y, bool addOutsideTargets,
bool addPortalWindows) {
// Traverse windows from front to back to find touched window.
//根据触摸点的信息,获取对应的显示屏的所有窗口
const std::vector> windowHandles = getWindowHandlesLocked(displayId);
for (const sp& windowHandle : windowHandles) {
const InputWindowInfo* windowInfo = windowHandle->getInfo();
if (windowInfo->displayId == displayId) {
int32_t flags = windowInfo->layoutParamsFlags;
if (windowInfo->visible) {
if (!(flags & InputWindowInfo::FLAG_NOT_TOUCHABLE)) {
bool isTouchModal = (flags &
(InputWindowInfo::FLAG_NOT_FOCUSABLE |
InputWindowInfo::FLAG_NOT_TOUCH_MODAL)) == 0;
if (isTouchModal || windowInfo->touchableRegionContainsPoint(x, y)) {
int32_t portalToDisplayId = windowInfo->portalToDisplayId;
if (portalToDisplayId != ADISPLAY_ID_NONE &&
portalToDisplayId != displayId) {
if (addPortalWindows) {
// For the monitoring channels of the display.
mTempTouchState.addPortalWindow(windowHandle);
}
return findTouchedWindowAtLocked(portalToDisplayId, x, y,
addOutsideTargets, addPortalWindows);
}
// Found window.
return windowHandle;
}
}
if (addOutsideTargets && (flags & InputWindowInfo::FLAG_WATCH_OUTSIDE_TOUCH)) {
mTempTouchState.addOrUpdateWindow(windowHandle,
InputTarget::FLAG_DISPATCH_AS_OUTSIDE,
BitSet32(0));
}
}
}
}
return nullptr;
}
void InputDispatcher::addWindowTargetLocked(const sp& windowHandle,
int32_t targetFlags, BitSet32 pointerIds,
std::vector& inputTargets) {
sp inputChannel = getInputChannelLocked(windowHandle->getToken());
if (inputChannel == nullptr) {
ALOGW("Window %s already unregistered input channel", windowHandle->getName().c_str());
return;
}
const InputWindowInfo* windowInfo = windowHandle->getInfo();
InputTarget target;
target.inputChannel = inputChannel;
target.flags = targetFlags;
target.xOffset = -windowInfo->frameLeft;
target.yOffset = -windowInfo->frameTop;
target.globalScaleFactor = windowInfo->globalScaleFactor;
target.windowXScale = windowInfo->windowXScale;
target.windowYScale = windowInfo->windowYScale;
target.pointerIds = pointerIds;
inputTargets.push_back(target);
}
void InputDispatcher::pokeUserActivityLocked(const EventEntry* eventEntry) {
int32_t displayId = getTargetDisplayId(eventEntry);//更具事件获取到对应的屏幕设备
sp focusedWindowHandle =
getValueByKey(mFocusedWindowHandlesByDisplay, displayId);//获取该屏幕上的聚焦窗口
if (focusedWindowHandle != nullptr) {
const InputWindowInfo* info = focusedWindowHandle->getInfo();
if (info->inputFeatures & InputWindowInfo::INPUT_FEATURE_DISABLE_USER_ACTIVITY) {
#if DEBUG_DISPATCH_CYCLE
ALOGD("Not poking user activity: disabled by window '%s'.", info->name.c_str());
#endif
return;
}
}
int32_t eventType = USER_ACTIVITY_EVENT_OTHER;
switch (eventEntry->type) {
case EventEntry::TYPE_MOTION: {
const MotionEntry* motionEntry = static_cast(eventEntry);
if (motionEntry->action == AMOTION_EVENT_ACTION_CANCEL) {
return;
}
if (MotionEvent::isTouchEvent(motionEntry->source, motionEntry->action)) {
eventType = USER_ACTIVITY_EVENT_TOUCH;
}
break;
}
case EventEntry::TYPE_KEY: {
const KeyEntry* keyEntry = static_cast(eventEntry);
if (keyEntry->flags & AKEY_EVENT_FLAG_CANCELED) {
return;
}
eventType = USER_ACTIVITY_EVENT_BUTTON;
break;
}
}
//此处发送一个命令来执行doPokeUserActivityLockedInterruptible方法
CommandEntry* commandEntry =
postCommandLocked(&InputDispatcher::doPokeUserActivityLockedInterruptible);
commandEntry->eventTime = eventEntry->eventTime;
commandEntry->userActivityEventType = eventType;
}
void InputDispatcher::releasePendingEventLocked() {
if (mPendingEvent) {
resetANRTimeoutsLocked();
releaseInboundEventLocked(mPendingEvent);
mPendingEvent = nullptr;
}
}