Add support for throttling motion events.
Change-Id: I24b3a17753e91ecda60a60fe5cd2e6b3260e033d
diff --git a/include/ui/InputDispatcher.h b/include/ui/InputDispatcher.h
index 2505cb0..aed4fa1 100644
--- a/include/ui/InputDispatcher.h
+++ b/include/ui/InputDispatcher.h
@@ -159,6 +159,12 @@
virtual int32_t waitForMotionEventTargets(MotionEvent* motionEvent, uint32_t policyFlags,
int32_t injectorPid, int32_t injectorUid,
Vector<InputTarget>& outTargets) = 0;
+
+ /* Gets the maximum suggested event delivery rate per second.
+ * This value is used to throttle motion event movement actions on a per-device
+ * basis. It is not intended to be a hard limit.
+ */
+ virtual int32_t getMaxEventsPerSecond() = 0;
};
@@ -332,6 +338,8 @@
// Linked list of motion samples associated with this motion event.
MotionSample firstSample;
MotionSample* lastSample;
+
+ uint32_t countSamples() const;
};
// Tracks the progress of dispatching a particular event to a particular connection.
@@ -587,6 +595,17 @@
Condition mInjectionSyncFinishedCondition;
void decrementPendingSyncDispatchesLocked(EventEntry* entry);
+ // Throttling state.
+ struct ThrottleState {
+ nsecs_t minTimeBetweenEvents;
+
+ nsecs_t lastEventTime;
+ int32_t lastDeviceId;
+ uint32_t lastSource;
+
+ uint32_t originalSampleCount; // only collected during debugging
+ } mThrottleState;
+
// Key repeat tracking.
// XXX Move this up to the input reader instead.
struct KeyRepeatState {