66db68948c
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
67 lines
2.2 KiB
C++
67 lines
2.2 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef UTILS_BITSET_H
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#define UTILS_BITSET_H
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#include <stdint.h>
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/*
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* Contains some bit manipulation helpers.
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*/
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namespace android {
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// A simple set of 32 bits that can be individually marked or cleared.
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struct BitSet32 {
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uint32_t value;
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inline BitSet32() : value(0) { }
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explicit inline BitSet32(uint32_t value) : value(value) { }
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// Gets the value associated with a particular bit index.
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static inline uint32_t valueForBit(uint32_t n) { return 0x80000000 >> n; }
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// Clears the bit set.
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inline void clear() { value = 0; }
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// Returns true if the bit set does not contain any marked bits.
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inline bool isEmpty() const { return ! value; }
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// Returns true if the specified bit is marked.
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inline bool hasBit(uint32_t n) const { return value & valueForBit(n); }
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// Marks the specified bit.
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inline void markBit(uint32_t n) { value |= valueForBit(n); }
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// Clears the specified bit.
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inline void clearBit(uint32_t n) { value &= ~ valueForBit(n); }
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// Finds the first marked bit in the set.
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// Result is undefined if all bits are unmarked.
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inline uint32_t firstMarkedBit() const { return __builtin_clz(value); }
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// Finds the first unmarked bit in the set.
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// Result is undefined if all bits are marked.
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inline uint32_t firstUnmarkedBit() const { return __builtin_clz(~ value); }
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inline bool operator== (const BitSet32& other) const { return value == other.value; }
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inline bool operator!= (const BitSet32& other) const { return value != other.value; }
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};
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} // namespace android
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#endif // UTILS_BITSET_H
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