Input client library


The input library tracks available input devices, manages device state, and allows session to register handlers for events.

The session creates an input pipeline that is configured for the specific product. First the session decides which types of input devices the input pipeline should support. Then the session registers input handlers for input events. The input library provides implementations for common input handlers, such as Scenic and input method editors (IME). After the session instantiates components that consume input, the input pipeline directly sends input events to those components through the registered input handlers.

Input pipeline

An input pipeline manages InputDeviceBindings and InputHandlers.

  • An InputDeviceBinding represents a connection to a physical input device (e.g. mouse, keyboard).
  • An InputHandler represents a client of InputEvents.

Input Pipeline

An input pipeline routes input from physical devices to various clients. An input pipeline does the following:

  1. Detects and binds to new input devices as they appear in /dev/class/input-report.
  2. Propagates InputEvents through InputHandlers.

Session authors are responsible for setting up input pipelines. More details on how can be found in


An InputDeviceBinding does the following:

  1. Connects to an InputReport file located at /dev/class/input-report/XXX.
  2. Generates InputEvents from the DeviceDescriptor and incoming InputReports.

The input pipeline creates and owns InputDeviceBindings as new input peripherals are connected to a device.


When an InputHandler receives an InputEvent, it does at least one of the following:

  • Forwards the InputEvent to the relevant client component.
  • Outputs a vector of InputEvents for the next InputHandler to process.

InputHandlers must satisfy at least one of these conditions, but otherwise their implementation details can vary.

In the following example, if the MouseHandler detects a mouse-typed input event, the handler sends the event to Scenic and returns an empty vector. On all other types of input events, the MouseHandler returns a vector containing the InputEvent for the next InputHandler to process.

impl InputHandler for MouseHandler {
   async fn handle_input_event(
       &mut self,
       input_event: InputEvent,
   ) -> Vec<InputEvent> {
       match input_event {
           InputEvent {
               device_event: InputDeviceEvent::Mouse(mouse_event),
               device_descriptor: InputDeviceDescriptor::Mouse(mouse_descriptor),
           } => {
               // ... Handler specific details
               vec![] // InputEvent is consumed because it was sent to Scenic
           _ => vec![input_event], // InputEvent is returned for the next InputHanlder