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1 /*
2  * Copyright (C) 2019 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #pragma once
18 
19 #include <InputListener.h>
20 #include <android-base/result.h>
21 #include <android/gui/FocusRequest.h>
22 
23 #include <android/os/InputEventInjectionResult.h>
24 #include <android/os/InputEventInjectionSync.h>
25 #include <gui/InputApplication.h>
26 #include <gui/WindowInfo.h>
27 #include <input/InputDevice.h>
28 #include <input/InputTransport.h>
29 #include <unordered_map>
30 
31 namespace android {
32 
33 /* Notifies the system about input events generated by the input reader.
34  * The dispatcher is expected to be mostly asynchronous. */
35 class InputDispatcherInterface : public InputListenerInterface {
36 public:
InputDispatcherInterface()37     InputDispatcherInterface() {}
~InputDispatcherInterface()38     virtual ~InputDispatcherInterface() {}
39     /* Dumps the state of the input dispatcher.
40      *
41      * This method may be called on any thread (usually by the input manager). */
42     virtual void dump(std::string& dump) const = 0;
43 
44     /* Called by the heatbeat to ensures that the dispatcher has not deadlocked. */
45     virtual void monitor() = 0;
46 
47     /**
48      * Wait until dispatcher is idle. That means, there are no further events to be processed,
49      * and all of the policy callbacks have been completed.
50      * Return true if the dispatcher is idle.
51      * Return false if the timeout waiting for the dispatcher to become idle has expired.
52      */
53     virtual bool waitForIdle() const = 0;
54 
55     /* Make the dispatcher start processing events.
56      *
57      * The dispatcher will start consuming events from the InputListenerInterface
58      * in the order that they were received.
59      */
60     virtual status_t start() = 0;
61 
62     /* Makes the dispatcher stop processing events. */
63     virtual status_t stop() = 0;
64 
65     /* Injects an input event and optionally waits for sync.
66      * The synchronization mode determines whether the method blocks while waiting for
67      * input injection to proceed.
68      * Returns one of the INPUT_EVENT_INJECTION_XXX constants.
69      *
70      * If a targetUid is provided, InputDispatcher will only consider injecting the input event into
71      * windows owned by the provided uid. If the input event is targeted at a window that is not
72      * owned by the provided uid, input injection will fail. If no targetUid is provided, the input
73      * event will be dispatched as-is.
74      *
75      * This method may be called on any thread (usually by the input manager). The caller must
76      * perform all necessary permission checks prior to injecting events.
77      */
78     virtual android::os::InputEventInjectionResult injectInputEvent(
79             const InputEvent* event, std::optional<gui::Uid> targetUid,
80             android::os::InputEventInjectionSync syncMode, std::chrono::milliseconds timeout,
81             uint32_t policyFlags) = 0;
82 
83     /*
84      * Check whether InputEvent actually happened by checking the signature of the event.
85      *
86      * Return nullptr if the event cannot be verified.
87      */
88     virtual std::unique_ptr<VerifiedInputEvent> verifyInputEvent(const InputEvent& event) = 0;
89 
90     /* Sets the focused application on the given display.
91      *
92      * This method may be called on any thread (usually by the input manager).
93      */
94     virtual void setFocusedApplication(
95             ui::LogicalDisplayId displayId,
96             const std::shared_ptr<InputApplicationHandle>& inputApplicationHandle) = 0;
97 
98     /* Sets the focused display.
99      *
100      * This method may be called on any thread (usually by the input manager).
101      */
102     virtual void setFocusedDisplay(ui::LogicalDisplayId displayId) = 0;
103 
104     /** Sets the minimum time between user activity pokes. */
105     virtual void setMinTimeBetweenUserActivityPokes(std::chrono::milliseconds interval) = 0;
106 
107     /* Sets the input dispatching mode.
108      *
109      * This method may be called on any thread (usually by the input manager).
110      */
111     virtual void setInputDispatchMode(bool enabled, bool frozen) = 0;
112 
113     /* Sets whether input event filtering is enabled.
114      * When enabled, incoming input events are sent to the policy's filterInputEvent
115      * method instead of being dispatched.  The filter is expected to use
116      * injectInputEvent to inject the events it would like to have dispatched.
117      * It should include POLICY_FLAG_FILTERED in the policy flags during injection.
118      */
119     virtual void setInputFilterEnabled(bool enabled) = 0;
120 
121     /**
122      * Set the touch mode state.
123      * Touch mode is a per display state that apps may enter / exit based on specific user
124      * interactions with input devices. If <code>inTouchMode</code> is set to true, the display
125      * identified by <code>displayId</code> will be changed to touch mode. Performs a permission
126      * check if hasPermission is set to false.
127      *
128      * This method also enqueues a a TouchModeEntry message for dispatching.
129      *
130      * Returns true when changing touch mode state.
131      */
132     virtual bool setInTouchMode(bool inTouchMode, gui::Pid pid, gui::Uid uid, bool hasPermission,
133                                 ui::LogicalDisplayId displayId) = 0;
134 
135     /**
136      * Sets the maximum allowed obscuring opacity by UID to propagate touches.
137      * For certain window types (eg. SAWs), the decision of honoring
138      * FLAG_NOT_TOUCHABLE or not depends on the combined obscuring opacity of
139      * the windows above the touch-consuming window.
140      */
141     virtual void setMaximumObscuringOpacityForTouch(float opacity) = 0;
142 
143     /**
144      * Transfers a touch gesture from one window to another window. Transferring touch will not
145      * have any effect on the focused window.
146      *
147      * Returns true on success.  False if the window did not actually have an active touch gesture.
148      */
149     virtual bool transferTouchGesture(const sp<IBinder>& fromToken, const sp<IBinder>& toToken,
150                                       bool isDragDrop) = 0;
151 
152     /**
153      * Transfer a touch gesture to the provided channel, no matter where the current touch is.
154      * Transferring touch will not have any effect on the focused window.
155      *
156      * Returns true on success, false if there was no on-going touch on the display.
157      * @deprecated
158      */
159     virtual bool transferTouchOnDisplay(const sp<IBinder>& destChannelToken,
160                                         ui::LogicalDisplayId displayId) = 0;
161 
162     /**
163      * Sets focus on the specified window.
164      */
165     virtual void setFocusedWindow(const gui::FocusRequest&) = 0;
166 
167     /**
168      * Creates an input channel that may be used as targets for input events.
169      *
170      * This method may be called on any thread (usually by the input manager).
171      */
172     virtual base::Result<std::unique_ptr<InputChannel>> createInputChannel(
173             const std::string& name) = 0;
174 
175     /**
176      * Creates an input channel to be used to monitor all input events on a display.
177      *
178      * Each monitor must target a specific display and will only receive input events sent to that
179      * display.
180      *
181      * This method may be called on any thread (usually by the input manager).
182      */
183     virtual base::Result<std::unique_ptr<InputChannel>> createInputMonitor(
184             ui::LogicalDisplayId displayId, const std::string& name, gui::Pid pid) = 0;
185 
186     /* Removes input channels that will no longer receive input events.
187      *
188      * This method may be called on any thread (usually by the input manager).
189      */
190     virtual status_t removeInputChannel(const sp<IBinder>& connectionToken) = 0;
191 
192     /* Allows an input monitor steal the current pointer stream away from normal input windows.
193      *
194      * This method may be called on any thread (usually by the input manager).
195      */
196     virtual status_t pilferPointers(const sp<IBinder>& token) = 0;
197 
198     /**
199      * Enables Pointer Capture on the specified window if the window has focus.
200      *
201      * InputDispatcher is the source of truth of Pointer Capture.
202      */
203     virtual void requestPointerCapture(const sp<IBinder>& windowToken, bool enabled) = 0;
204 
205     /**
206      * Sets the eligibility of a given display to enable pointer capture. If a display is marked
207      * ineligible, all attempts to request pointer capture for windows on that display will fail.
208      *  TODO(b/214621487): Remove or move to a display flag.
209      */
210     virtual void setDisplayEligibilityForPointerCapture(ui::LogicalDisplayId displayId,
211                                                         bool isEligible) = 0;
212 
213     /* Flush input device motion sensor.
214      *
215      * Returns true on success.
216      */
217     virtual bool flushSensor(int deviceId, InputDeviceSensorType sensorType) = 0;
218 
219     /**
220      * Called when a display has been removed from the system.
221      */
222     virtual void displayRemoved(ui::LogicalDisplayId displayId) = 0;
223 
224     /*
225      * Abort the current touch stream.
226      */
227     virtual void cancelCurrentTouch() = 0;
228 
229     /*
230      * Updates key repeat configuration timeout and delay.
231      */
232     virtual void setKeyRepeatConfiguration(std::chrono::nanoseconds timeout,
233                                            std::chrono::nanoseconds delay) = 0;
234 
235     /*
236      * Determine if a pointer from a device is being dispatched to the given window.
237      */
238     virtual bool isPointerInWindow(const sp<IBinder>& token, ui::LogicalDisplayId displayId,
239                                    DeviceId deviceId, int32_t pointerId) = 0;
240 
241     /*
242      * Notify the dispatcher that the state of the input method connection changed.
243      */
244     virtual void setInputMethodConnectionIsActive(bool isActive) = 0;
245 };
246 
247 } // namespace android
248