/* * Copyright (C) 2019 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 "InputDispatcherConfiguration.h" #include #include #include #include #include #include #include #include namespace android { /* * Input dispatcher policy interface. * * The input dispatcher policy is used by the input dispatcher to interact with the Window Manager * and other system components. * * The actual implementation is partially supported by callbacks into the DVM * via JNI. This interface is also mocked in the unit tests. */ class InputDispatcherPolicyInterface { public: InputDispatcherPolicyInterface() = default; virtual ~InputDispatcherPolicyInterface() = default; /* Notifies the system that an application does not have a focused window. */ virtual void notifyNoFocusedWindowAnr( const std::shared_ptr& inputApplicationHandle) = 0; /* Notifies the system that a window just became unresponsive. This indicates that ANR * should be raised for this window. The window can be identified via its input token and the * pid of the owner. The string reason contains information about the input event that we * haven't received a response for. */ virtual void notifyWindowUnresponsive(const sp& token, std::optional pid, const std::string& reason) = 0; /* Notifies the system that a window just became responsive. This is only called after the * window was first marked "unresponsive". This indicates that ANR dialog (if any) should * no longer should be shown to the user. The window is eligible to cause a new ANR in the * future. */ virtual void notifyWindowResponsive(const sp& token, std::optional pid) = 0; /* Notifies the system that an input channel is unrecoverably broken. */ virtual void notifyInputChannelBroken(const sp& token) = 0; virtual void notifyFocusChanged(const sp& oldToken, const sp& newToken) = 0; virtual void notifySensorEvent(int32_t deviceId, InputDeviceSensorType sensorType, InputDeviceSensorAccuracy accuracy, nsecs_t timestamp, const std::vector& values) = 0; virtual void notifySensorAccuracy(int32_t deviceId, InputDeviceSensorType sensorType, InputDeviceSensorAccuracy accuracy) = 0; virtual void notifyVibratorState(int32_t deviceId, bool isOn) = 0; /* * Notifies the system that focused display has changed. */ virtual void notifyFocusedDisplayChanged(ui::LogicalDisplayId displayId) = 0; /* Filters an input event. * Return true to dispatch the event unmodified, false to consume the event. * A filter can also transform and inject events later by passing POLICY_FLAG_FILTERED * to injectInputEvent. */ virtual bool filterInputEvent(const InputEvent& inputEvent, uint32_t policyFlags) = 0; /* Intercepts a key event immediately before queueing it. * The policy can use this method as an opportunity to perform power management functions * and early event preprocessing such as updating policy flags. * * This method is expected to set the POLICY_FLAG_PASS_TO_USER policy flag if the event * should be dispatched to applications. */ virtual void interceptKeyBeforeQueueing(const KeyEvent& keyEvent, uint32_t& policyFlags) = 0; /* Intercepts a touch, trackball or other motion event before queueing it. * The policy can use this method as an opportunity to perform power management functions * and early event preprocessing such as updating policy flags. * * This method is expected to set the POLICY_FLAG_PASS_TO_USER policy flag if the event * should be dispatched to applications. */ virtual void interceptMotionBeforeQueueing(ui::LogicalDisplayId displayId, uint32_t source, int32_t action, nsecs_t when, uint32_t& policyFlags) = 0; /* Allows the policy a chance to intercept a key before dispatching. */ virtual nsecs_t interceptKeyBeforeDispatching(const sp& token, const KeyEvent& keyEvent, uint32_t policyFlags) = 0; /* Allows the policy a chance to perform default processing for an unhandled key. * Returns an alternate key event to redispatch as a fallback, if needed. */ virtual std::optional dispatchUnhandledKey(const sp& token, const KeyEvent& keyEvent, uint32_t policyFlags) = 0; /* Notifies the policy about switch events. */ virtual void notifySwitch(nsecs_t when, uint32_t switchValues, uint32_t switchMask, uint32_t policyFlags) = 0; /* Poke user activity for an event dispatched to a window. */ virtual void pokeUserActivity(nsecs_t eventTime, int32_t eventType, ui::LogicalDisplayId displayId) = 0; /* * Return true if the provided event is stale, and false otherwise. Used for determining * whether the dispatcher should drop the event. */ virtual bool isStaleEvent(nsecs_t currentTime, nsecs_t eventTime) { static const std::chrono::duration STALE_EVENT_TIMEOUT = std::chrono::seconds(10) * android::base::HwTimeoutMultiplier(); return std::chrono::nanoseconds(currentTime - eventTime) >= STALE_EVENT_TIMEOUT; } /** * Get the additional latency to add while waiting for other input events to process before * dispatching the pending key. * If there are unprocessed events, the pending key will not be dispatched immediately. Instead, * the dispatcher will wait for this timeout, to account for the possibility that the focus * might change due to touch or other events (such as another app getting launched by keys). * This would give the pending key the opportunity to go to a newly focused window instead. */ virtual std::chrono::nanoseconds getKeyWaitingForEventsTimeout() { return KEY_WAITING_FOR_EVENTS_TIMEOUT; } /* Notifies the policy that a pointer down event has occurred outside the current focused * window. * * The touchedToken passed as an argument is the window that received the input event. */ virtual void onPointerDownOutsideFocus(const sp& touchedToken) = 0; /* Change the Pointer Capture state in InputReader. * * InputDispatcher is solely responsible for updating the Pointer Capture state. */ virtual void setPointerCapture(const PointerCaptureRequest&) = 0; /* Notifies the policy that the drag window has moved over to another window */ virtual void notifyDropWindow(const sp& token, float x, float y) = 0; /* Notifies the policy that there was an input device interaction with apps. */ virtual void notifyDeviceInteraction(DeviceId deviceId, nsecs_t timestamp, const std::set& uids) = 0; private: // Additional key latency in case a connection is still processing some motion events. // This will help with the case when a user touched a button that opens a new window, // and gives us the chance to dispatch the key to this new window. static constexpr std::chrono::nanoseconds KEY_WAITING_FOR_EVENTS_TIMEOUT = std::chrono::milliseconds(500); }; } // namespace android