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/*
* 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.
*/
#ifndef _UI_INPUT_INPUTDISPATCHER_INPUTDISPATCHERINTERFACE_H
#define _UI_INPUT_INPUTDISPATCHER_INPUTDISPATCHERINTERFACE_H
#include <InputListener.h>
#include <android-base/result.h>
#include <android/FocusRequest.h>
#include <android/os/BlockUntrustedTouchesMode.h>
#include <android/os/ISetInputWindowsListener.h>
#include <android/os/InputEventInjectionResult.h>
#include <android/os/InputEventInjectionSync.h>
#include <input/InputApplication.h>
#include <input/InputDevice.h>
#include <input/InputTransport.h>
#include <input/InputWindow.h>
#include <unordered_map>
namespace android {
/* Notifies the system about input events generated by the input reader.
* The dispatcher is expected to be mostly asynchronous. */
class InputDispatcherInterface : public virtual RefBase, public InputListenerInterface {
protected:
InputDispatcherInterface() {}
virtual ~InputDispatcherInterface() {}
public:
/* Dumps the state of the input dispatcher.
*
* This method may be called on any thread (usually by the input manager). */
virtual void dump(std::string& dump) = 0;
/* Called by the heatbeat to ensures that the dispatcher has not deadlocked. */
virtual void monitor() = 0;
/**
* Wait until dispatcher is idle. That means, there are no further events to be processed,
* and all of the policy callbacks have been completed.
* Return true if the dispatcher is idle.
* Return false if the timeout waiting for the dispatcher to become idle has expired.
*/
virtual bool waitForIdle() = 0;
/* Make the dispatcher start processing events.
*
* The dispatcher will start consuming events from the InputListenerInterface
* in the order that they were received.
*/
virtual status_t start() = 0;
/* Makes the dispatcher stop processing events. */
virtual status_t stop() = 0;
/* Injects an input event and optionally waits for sync.
* The synchronization mode determines whether the method blocks while waiting for
* input injection to proceed.
* Returns one of the INPUT_EVENT_INJECTION_XXX constants.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual android::os::InputEventInjectionResult injectInputEvent(
const InputEvent* event, int32_t injectorPid, int32_t injectorUid,
android::os::InputEventInjectionSync syncMode, std::chrono::milliseconds timeout,
uint32_t policyFlags) = 0;
/*
* Check whether InputEvent actually happened by checking the signature of the event.
*
* Return nullptr if the event cannot be verified.
*/
virtual std::unique_ptr<VerifiedInputEvent> verifyInputEvent(const InputEvent& event) = 0;
/* Sets the list of input windows per display.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual void setInputWindows(
const std::unordered_map<int32_t, std::vector<sp<InputWindowHandle>>>&
handlesPerDisplay) = 0;
/* Sets the focused application on the given display.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual void setFocusedApplication(
int32_t displayId,
const std::shared_ptr<InputApplicationHandle>& inputApplicationHandle) = 0;
/* Sets the focused display.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual void setFocusedDisplay(int32_t displayId) = 0;
/* Sets the input dispatching mode.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual void setInputDispatchMode(bool enabled, bool frozen) = 0;
/* Sets whether input event filtering is enabled.
* When enabled, incoming input events are sent to the policy's filterInputEvent
* method instead of being dispatched. The filter is expected to use
* injectInputEvent to inject the events it would like to have dispatched.
* It should include POLICY_FLAG_FILTERED in the policy flags during injection.
*/
virtual void setInputFilterEnabled(bool enabled) = 0;
/**
* Set the touch mode state.
* Touch mode is a global state that apps may enter / exit based on specific
* user interactions with input devices.
* If true, the device is in touch mode.
*/
virtual void setInTouchMode(bool inTouchMode) = 0;
/**
* Sets the maximum allowed obscuring opacity by UID to propagate touches.
* For certain window types (eg. SAWs), the decision of honoring
* FLAG_NOT_TOUCHABLE or not depends on the combined obscuring opacity of
* the windows above the touch-consuming window.
*/
virtual void setMaximumObscuringOpacityForTouch(float opacity) = 0;
/**
* Sets the mode of the block untrusted touches feature.
*
* TODO(b/169067926): Clean-up feature modes.
*/
virtual void setBlockUntrustedTouchesMode(android::os::BlockUntrustedTouchesMode mode) = 0;
/* Transfers touch focus from one window to another window.
*
* Returns true on success. False if the window did not actually have touch focus.
*/
virtual bool transferTouchFocus(const sp<IBinder>& fromToken, const sp<IBinder>& toToken,
bool isDragDrop) = 0;
/**
* Transfer touch focus to the provided channel, no matter where the current touch is.
*
* Return true on success, false if there was no on-going touch.
*/
virtual bool transferTouch(const sp<IBinder>& destChannelToken) = 0;
/**
* Sets focus on the specified window.
*/
virtual void setFocusedWindow(const FocusRequest&) = 0;
/**
* Creates an input channel that may be used as targets for input events.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual base::Result<std::unique_ptr<InputChannel>> createInputChannel(
const std::string& name) = 0;
/**
* Creates an input channel to be used to monitor input events.
*
* Each monitor must target a specific display and will only receive input events sent to that
* display. If the monitor is a gesture monitor, it will only receive pointer events on the
* targeted display.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual base::Result<std::unique_ptr<InputChannel>> createInputMonitor(int32_t displayId,
bool gestureMonitor,
const std::string& name,
int32_t pid) = 0;
/* Removes input channels that will no longer receive input events.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual status_t removeInputChannel(const sp<IBinder>& connectionToken) = 0;
/* Allows an input monitor steal the current pointer stream away from normal input windows.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual status_t pilferPointers(const sp<IBinder>& token) = 0;
/**
* Enables Pointer Capture on the specified window if the window has focus.
*
* InputDispatcher is the source of truth of Pointer Capture.
*/
virtual void requestPointerCapture(const sp<IBinder>& windowToken, bool enabled) = 0;
/* Flush input device motion sensor.
*
* Returns true on success.
*/
virtual bool flushSensor(int deviceId, InputDeviceSensorType sensorType) = 0;
/**
* Called when a display has been removed from the system.
*/
virtual void displayRemoved(int32_t displayId) = 0;
};
} // namespace android
#endif // _UI_INPUT_INPUTDISPATCHER_INPUTDISPATCHERINTERFACE_H