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/*
* Copyright (C) 2010 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.
*/
#ifndef _UI_INPUT_DISPATCHER_H
#define _UI_INPUT_DISPATCHER_H
#include "CancelationOptions.h"
#include "Entry.h"
#include "InjectionState.h"
#include "InputDispatcherConfiguration.h"
#include "InputDispatcherInterface.h"
#include "InputDispatcherPolicyInterface.h"
#include "InputState.h"
#include "InputTarget.h"
#include "Monitor.h"
#include "Queue.h"
#include "TouchState.h"
#include "TouchedWindow.h"
#include <cutils/atomic.h>
#include <input/Input.h>
#include <input/InputApplication.h>
#include <input/InputTransport.h>
#include <input/InputWindow.h>
#include <limits.h>
#include <stddef.h>
#include <ui/Region.h>
#include <unistd.h>
#include <utils/BitSet.h>
#include <utils/Looper.h>
#include <utils/RefBase.h>
#include <utils/Timers.h>
#include <utils/threads.h>
#include <condition_variable>
#include <deque>
#include <optional>
#include <unordered_map>
#include <InputListener.h>
#include <InputReporterInterface.h>
namespace android::inputdispatcher {
class Connection;
/* Dispatches events to input targets. Some functions of the input dispatcher, such as
* identifying input targets, are controlled by a separate policy object.
*
* IMPORTANT INVARIANT:
* Because the policy can potentially block or cause re-entrance into the input dispatcher,
* the input dispatcher never calls into the policy while holding its internal locks.
* The implementation is also carefully designed to recover from scenarios such as an
* input channel becoming unregistered while identifying input targets or processing timeouts.
*
* Methods marked 'Locked' must be called with the lock acquired.
*
* Methods marked 'LockedInterruptible' must be called with the lock acquired but
* may during the course of their execution release the lock, call into the policy, and
* then reacquire the lock. The caller is responsible for recovering gracefully.
*
* A 'LockedInterruptible' method may called a 'Locked' method, but NOT vice-versa.
*/
class InputDispatcher : public android::InputDispatcherInterface {
protected:
virtual ~InputDispatcher();
public:
explicit InputDispatcher(const sp<InputDispatcherPolicyInterface>& policy);
virtual void dump(std::string& dump) override;
virtual void monitor() override;
virtual void dispatchOnce() override;
virtual void notifyConfigurationChanged(const NotifyConfigurationChangedArgs* args) override;
virtual void notifyKey(const NotifyKeyArgs* args) override;
virtual void notifyMotion(const NotifyMotionArgs* args) override;
virtual void notifySwitch(const NotifySwitchArgs* args) override;
virtual void notifyDeviceReset(const NotifyDeviceResetArgs* args) override;
virtual int32_t injectInputEvent(const InputEvent* event, int32_t injectorPid,
int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis,
uint32_t policyFlags) override;
virtual void setInputWindows(
const std::vector<sp<InputWindowHandle>>& inputWindowHandles, int32_t displayId,
const sp<ISetInputWindowsListener>& setInputWindowsListener = nullptr) override;
virtual void setFocusedApplication(
int32_t displayId, const sp<InputApplicationHandle>& inputApplicationHandle) override;
virtual void setFocusedDisplay(int32_t displayId) override;
virtual void setInputDispatchMode(bool enabled, bool frozen) override;
virtual void setInputFilterEnabled(bool enabled) override;
virtual bool transferTouchFocus(const sp<IBinder>& fromToken,
const sp<IBinder>& toToken) override;
virtual status_t registerInputChannel(const sp<InputChannel>& inputChannel,
int32_t displayId) override;
virtual status_t registerInputMonitor(const sp<InputChannel>& inputChannel, int32_t displayId,
bool isGestureMonitor) override;
virtual status_t unregisterInputChannel(const sp<InputChannel>& inputChannel) override;
virtual status_t pilferPointers(const sp<IBinder>& token) override;
private:
enum DropReason {
DROP_REASON_NOT_DROPPED = 0,
DROP_REASON_POLICY = 1,
DROP_REASON_APP_SWITCH = 2,
DROP_REASON_DISABLED = 3,
DROP_REASON_BLOCKED = 4,
DROP_REASON_STALE = 5,
};
sp<InputDispatcherPolicyInterface> mPolicy;
android::InputDispatcherConfiguration mConfig;
std::mutex mLock;
std::condition_variable mDispatcherIsAlive;
sp<Looper> mLooper;
EventEntry* mPendingEvent GUARDED_BY(mLock);
Queue<EventEntry> mInboundQueue GUARDED_BY(mLock);
Queue<EventEntry> mRecentQueue GUARDED_BY(mLock);
Queue<CommandEntry> mCommandQueue GUARDED_BY(mLock);
DropReason mLastDropReason GUARDED_BY(mLock);
void dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) REQUIRES(mLock);
// Enqueues an inbound event. Returns true if mLooper->wake() should be called.
bool enqueueInboundEventLocked(EventEntry* entry) REQUIRES(mLock);
// Cleans up input state when dropping an inbound event.
void dropInboundEventLocked(EventEntry* entry, DropReason dropReason) REQUIRES(mLock);
// Adds an event to a queue of recent events for debugging purposes.
void addRecentEventLocked(EventEntry* entry) REQUIRES(mLock);
// App switch latency optimization.
bool mAppSwitchSawKeyDown GUARDED_BY(mLock);
nsecs_t mAppSwitchDueTime GUARDED_BY(mLock);
bool isAppSwitchKeyEvent(KeyEntry* keyEntry);
bool isAppSwitchPendingLocked() REQUIRES(mLock);
void resetPendingAppSwitchLocked(bool handled) REQUIRES(mLock);
// Stale event latency optimization.
static bool isStaleEvent(nsecs_t currentTime, EventEntry* entry);
// Blocked event latency optimization. Drops old events when the user intends
// to transfer focus to a new application.
EventEntry* mNextUnblockedEvent GUARDED_BY(mLock);
sp<InputWindowHandle> findTouchedWindowAtLocked(int32_t displayId, int32_t x, int32_t y,
bool addOutsideTargets = false,
bool addPortalWindows = false) REQUIRES(mLock);
// All registered connections mapped by channel file descriptor.
KeyedVector<int, sp<Connection>> mConnectionsByFd GUARDED_BY(mLock);
struct IBinderHash {
std::size_t operator()(const sp<IBinder>& b) const {
return std::hash<IBinder*>{}(b.get());
}
};
std::unordered_map<sp<IBinder>, sp<InputChannel>, IBinderHash> mInputChannelsByToken
GUARDED_BY(mLock);
// Finds the display ID of the gesture monitor identified by the provided token.
std::optional<int32_t> findGestureMonitorDisplayByTokenLocked(const sp<IBinder>& token)
REQUIRES(mLock);
ssize_t getConnectionIndexLocked(const sp<InputChannel>& inputChannel) REQUIRES(mLock);
// Input channels that will receive a copy of all input events sent to the provided display.
std::unordered_map<int32_t, std::vector<Monitor>> mGlobalMonitorsByDisplay GUARDED_BY(mLock);
// Input channels that will receive pointer events that start within the corresponding display.
// These are a bit special when compared to global monitors since they'll cause gesture streams
// to continue even when there isn't a touched window,and have the ability to steal the rest of
// the pointer stream in order to claim it for a system gesture.
std::unordered_map<int32_t, std::vector<Monitor>> mGestureMonitorsByDisplay GUARDED_BY(mLock);
// Event injection and synchronization.
std::condition_variable mInjectionResultAvailable;
bool hasInjectionPermission(int32_t injectorPid, int32_t injectorUid);
void setInjectionResult(EventEntry* entry, int32_t injectionResult);
std::condition_variable mInjectionSyncFinished;
void incrementPendingForegroundDispatches(EventEntry* entry);
void decrementPendingForegroundDispatches(EventEntry* entry);
// Key repeat tracking.
struct KeyRepeatState {
KeyEntry* lastKeyEntry; // or null if no repeat
nsecs_t nextRepeatTime;
} mKeyRepeatState GUARDED_BY(mLock);
void resetKeyRepeatLocked() REQUIRES(mLock);
KeyEntry* synthesizeKeyRepeatLocked(nsecs_t currentTime) REQUIRES(mLock);
// Key replacement tracking
struct KeyReplacement {
int32_t keyCode;
int32_t deviceId;
bool operator==(const KeyReplacement& rhs) const {
return keyCode == rhs.keyCode && deviceId == rhs.deviceId;
}
bool operator<(const KeyReplacement& rhs) const {
return keyCode != rhs.keyCode ? keyCode < rhs.keyCode : deviceId < rhs.deviceId;
}
};
// Maps the key code replaced, device id tuple to the key code it was replaced with
KeyedVector<KeyReplacement, int32_t> mReplacedKeys GUARDED_BY(mLock);
// Process certain Meta + Key combinations
void accelerateMetaShortcuts(const int32_t deviceId, const int32_t action, int32_t& keyCode,
int32_t& metaState);
// Deferred command processing.
bool haveCommandsLocked() const REQUIRES(mLock);
bool runCommandsLockedInterruptible() REQUIRES(mLock);
CommandEntry* postCommandLocked(Command command) REQUIRES(mLock);
// Input filter processing.
bool shouldSendKeyToInputFilterLocked(const NotifyKeyArgs* args) REQUIRES(mLock);
bool shouldSendMotionToInputFilterLocked(const NotifyMotionArgs* args) REQUIRES(mLock);
// Inbound event processing.
void drainInboundQueueLocked() REQUIRES(mLock);
void releasePendingEventLocked() REQUIRES(mLock);
void releaseInboundEventLocked(EventEntry* entry) REQUIRES(mLock);
// Dispatch state.
bool mDispatchEnabled GUARDED_BY(mLock);
bool mDispatchFrozen GUARDED_BY(mLock);
bool mInputFilterEnabled GUARDED_BY(mLock);
std::unordered_map<int32_t, std::vector<sp<InputWindowHandle>>> mWindowHandlesByDisplay
GUARDED_BY(mLock);
// Get window handles by display, return an empty vector if not found.
std::vector<sp<InputWindowHandle>> getWindowHandlesLocked(int32_t displayId) const
REQUIRES(mLock);
sp<InputWindowHandle> getWindowHandleLocked(const sp<IBinder>& windowHandleToken) const
REQUIRES(mLock);
sp<InputChannel> getInputChannelLocked(const sp<IBinder>& windowToken) const REQUIRES(mLock);
bool hasWindowHandleLocked(const sp<InputWindowHandle>& windowHandle) const REQUIRES(mLock);
// Focus tracking for keys, trackball, etc.
std::unordered_map<int32_t, sp<InputWindowHandle>> mFocusedWindowHandlesByDisplay
GUARDED_BY(mLock);
KeyedVector<int32_t, TouchState> mTouchStatesByDisplay GUARDED_BY(mLock);
TouchState mTempTouchState GUARDED_BY(mLock);
// Focused applications.
std::unordered_map<int32_t, sp<InputApplicationHandle>> mFocusedApplicationHandlesByDisplay
GUARDED_BY(mLock);
// Top focused display.
int32_t mFocusedDisplayId GUARDED_BY(mLock);
// Dispatcher state at time of last ANR.
std::string mLastANRState GUARDED_BY(mLock);
// Dispatch inbound events.
bool dispatchConfigurationChangedLocked(nsecs_t currentTime, ConfigurationChangedEntry* entry)
REQUIRES(mLock);
bool dispatchDeviceResetLocked(nsecs_t currentTime, DeviceResetEntry* entry) REQUIRES(mLock);
bool dispatchKeyLocked(nsecs_t currentTime, KeyEntry* entry, DropReason* dropReason,
nsecs_t* nextWakeupTime) REQUIRES(mLock);
bool dispatchMotionLocked(nsecs_t currentTime, MotionEntry* entry, DropReason* dropReason,
nsecs_t* nextWakeupTime) REQUIRES(mLock);
void dispatchEventLocked(nsecs_t currentTime, EventEntry* entry,
const std::vector<InputTarget>& inputTargets) REQUIRES(mLock);
void logOutboundKeyDetails(const char* prefix, const KeyEntry* entry);
void logOutboundMotionDetails(const char* prefix, const MotionEntry* entry);
// Keeping track of ANR timeouts.
enum InputTargetWaitCause {
INPUT_TARGET_WAIT_CAUSE_NONE,
INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY,
INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY,
};
InputTargetWaitCause mInputTargetWaitCause GUARDED_BY(mLock);
nsecs_t mInputTargetWaitStartTime GUARDED_BY(mLock);
nsecs_t mInputTargetWaitTimeoutTime GUARDED_BY(mLock);
bool mInputTargetWaitTimeoutExpired GUARDED_BY(mLock);
sp<IBinder> mInputTargetWaitApplicationToken GUARDED_BY(mLock);
// Contains the last window which received a hover event.
sp<InputWindowHandle> mLastHoverWindowHandle GUARDED_BY(mLock);
// Finding targets for input events.
int32_t handleTargetsNotReadyLocked(nsecs_t currentTime, const EventEntry* entry,
const sp<InputApplicationHandle>& applicationHandle,
const sp<InputWindowHandle>& windowHandle,
nsecs_t* nextWakeupTime, const char* reason)
REQUIRES(mLock);
void removeWindowByTokenLocked(const sp<IBinder>& token) REQUIRES(mLock);
void resumeAfterTargetsNotReadyTimeoutLocked(nsecs_t newTimeout,
const sp<InputChannel>& inputChannel)
REQUIRES(mLock);
nsecs_t getTimeSpentWaitingForApplicationLocked(nsecs_t currentTime) REQUIRES(mLock);
void resetANRTimeoutsLocked() REQUIRES(mLock);
int32_t getTargetDisplayId(const EventEntry* entry);
int32_t findFocusedWindowTargetsLocked(nsecs_t currentTime, const EventEntry* entry,
std::vector<InputTarget>& inputTargets,
nsecs_t* nextWakeupTime) REQUIRES(mLock);
int32_t findTouchedWindowTargetsLocked(nsecs_t currentTime, const MotionEntry* entry,
std::vector<InputTarget>& inputTargets,
nsecs_t* nextWakeupTime,
bool* outConflictingPointerActions) REQUIRES(mLock);
std::vector<TouchedMonitor> findTouchedGestureMonitorsLocked(
int32_t displayId, const std::vector<sp<InputWindowHandle>>& portalWindows)
REQUIRES(mLock);
void addGestureMonitors(const std::vector<Monitor>& monitors,
std::vector<TouchedMonitor>& outTouchedMonitors, float xOffset = 0,
float yOffset = 0);
void addWindowTargetLocked(const sp<InputWindowHandle>& windowHandle, int32_t targetFlags,
BitSet32 pointerIds, std::vector<InputTarget>& inputTargets)
REQUIRES(mLock);
void addMonitoringTargetLocked(const Monitor& monitor, float xOffset, float yOffset,
std::vector<InputTarget>& inputTargets) REQUIRES(mLock);
void addGlobalMonitoringTargetsLocked(std::vector<InputTarget>& inputTargets, int32_t displayId,
float xOffset = 0, float yOffset = 0) REQUIRES(mLock);
void pokeUserActivityLocked(const EventEntry* eventEntry) REQUIRES(mLock);
bool checkInjectionPermission(const sp<InputWindowHandle>& windowHandle,
const InjectionState* injectionState);
bool isWindowObscuredAtPointLocked(const sp<InputWindowHandle>& windowHandle, int32_t x,
int32_t y) const REQUIRES(mLock);
bool isWindowObscuredLocked(const sp<InputWindowHandle>& windowHandle) const REQUIRES(mLock);
std::string getApplicationWindowLabel(const sp<InputApplicationHandle>& applicationHandle,
const sp<InputWindowHandle>& windowHandle);
std::string checkWindowReadyForMoreInputLocked(nsecs_t currentTime,
const sp<InputWindowHandle>& windowHandle,
const EventEntry* eventEntry,
const char* targetType) REQUIRES(mLock);
// Manage the dispatch cycle for a single connection.
// These methods are deliberately not Interruptible because doing all of the work
// with the mutex held makes it easier to ensure that connection invariants are maintained.
// If needed, the methods post commands to run later once the critical bits are done.
void prepareDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
EventEntry* eventEntry, const InputTarget* inputTarget)
REQUIRES(mLock);
void enqueueDispatchEntriesLocked(nsecs_t currentTime, const sp<Connection>& connection,
EventEntry* eventEntry, const InputTarget* inputTarget)
REQUIRES(mLock);
void enqueueDispatchEntryLocked(const sp<Connection>& connection, EventEntry* eventEntry,
const InputTarget* inputTarget, int32_t dispatchMode)
REQUIRES(mLock);
void startDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection)
REQUIRES(mLock);
void finishDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
uint32_t seq, bool handled) REQUIRES(mLock);
void abortBrokenDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
bool notify) REQUIRES(mLock);
void drainDispatchQueue(Queue<DispatchEntry>* queue);
void releaseDispatchEntry(DispatchEntry* dispatchEntry);
static int handleReceiveCallback(int fd, int events, void* data);
// The action sent should only be of type AMOTION_EVENT_*
void dispatchPointerDownOutsideFocus(uint32_t source, int32_t action,
const sp<IBinder>& newToken) REQUIRES(mLock);
void synthesizeCancelationEventsForAllConnectionsLocked(const CancelationOptions& options)
REQUIRES(mLock);
void synthesizeCancelationEventsForMonitorsLocked(const CancelationOptions& options)
REQUIRES(mLock);
void synthesizeCancelationEventsForMonitorsLocked(
const CancelationOptions& options,
std::unordered_map<int32_t, std::vector<Monitor>>& monitorsByDisplay) REQUIRES(mLock);
void synthesizeCancelationEventsForInputChannelLocked(const sp<InputChannel>& channel,
const CancelationOptions& options)
REQUIRES(mLock);
void synthesizeCancelationEventsForConnectionLocked(const sp<Connection>& connection,
const CancelationOptions& options)
REQUIRES(mLock);
// Splitting motion events across windows.
MotionEntry* splitMotionEvent(const MotionEntry* originalMotionEntry, BitSet32 pointerIds);
// Reset and drop everything the dispatcher is doing.
void resetAndDropEverythingLocked(const char* reason) REQUIRES(mLock);
// Dump state.
void dumpDispatchStateLocked(std::string& dump) REQUIRES(mLock);
void dumpMonitors(std::string& dump, const std::vector<Monitor>& monitors);
void logDispatchStateLocked() REQUIRES(mLock);
// Registration.
void removeMonitorChannelLocked(const sp<InputChannel>& inputChannel) REQUIRES(mLock);
void removeMonitorChannelLocked(
const sp<InputChannel>& inputChannel,
std::unordered_map<int32_t, std::vector<Monitor>>& monitorsByDisplay) REQUIRES(mLock);
status_t unregisterInputChannelLocked(const sp<InputChannel>& inputChannel, bool notify)
REQUIRES(mLock);
// Interesting events that we might like to log or tell the framework about.
void onDispatchCycleFinishedLocked(nsecs_t currentTime, const sp<Connection>& connection,
uint32_t seq, bool handled) REQUIRES(mLock);
void onDispatchCycleBrokenLocked(nsecs_t currentTime, const sp<Connection>& connection)
REQUIRES(mLock);
void onFocusChangedLocked(const sp<InputWindowHandle>& oldFocus,
const sp<InputWindowHandle>& newFocus) REQUIRES(mLock);
void onANRLocked(nsecs_t currentTime, const sp<InputApplicationHandle>& applicationHandle,
const sp<InputWindowHandle>& windowHandle, nsecs_t eventTime,
nsecs_t waitStartTime, const char* reason) REQUIRES(mLock);
// Outbound policy interactions.
void doNotifyConfigurationChangedLockedInterruptible(CommandEntry* commandEntry)
REQUIRES(mLock);
void doNotifyInputChannelBrokenLockedInterruptible(CommandEntry* commandEntry) REQUIRES(mLock);
void doNotifyFocusChangedLockedInterruptible(CommandEntry* commandEntry) REQUIRES(mLock);
void doNotifyANRLockedInterruptible(CommandEntry* commandEntry) REQUIRES(mLock);
void doInterceptKeyBeforeDispatchingLockedInterruptible(CommandEntry* commandEntry)
REQUIRES(mLock);
void doDispatchCycleFinishedLockedInterruptible(CommandEntry* commandEntry) REQUIRES(mLock);
bool afterKeyEventLockedInterruptible(const sp<Connection>& connection,
DispatchEntry* dispatchEntry, KeyEntry* keyEntry,
bool handled) REQUIRES(mLock);
bool afterMotionEventLockedInterruptible(const sp<Connection>& connection,
DispatchEntry* dispatchEntry, MotionEntry* motionEntry,
bool handled) REQUIRES(mLock);
void doPokeUserActivityLockedInterruptible(CommandEntry* commandEntry) REQUIRES(mLock);
void initializeKeyEvent(KeyEvent* event, const KeyEntry* entry);
void doOnPointerDownOutsideFocusLockedInterruptible(CommandEntry* commandEntry) REQUIRES(mLock);
// Statistics gathering.
void updateDispatchStatistics(nsecs_t currentTime, const EventEntry* entry,
int32_t injectionResult, nsecs_t timeSpentWaitingForApplication);
void traceInboundQueueLengthLocked() REQUIRES(mLock);
void traceOutboundQueueLength(const sp<Connection>& connection);
void traceWaitQueueLength(const sp<Connection>& connection);
sp<InputReporterInterface> mReporter;
};
} // namespace android::inputdispatcher
#endif // _UI_INPUT_DISPATCHER_H