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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 "AnrTracker.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 "InputThread.h"
#include "Monitor.h"
#include "TouchState.h"
#include "TouchedWindow.h"
#include <attestation/HmacKeyManager.h>
#include <input/Input.h>
#include <input/InputApplication.h>
#include <input/InputTransport.h>
#include <input/InputWindow.h>
#include <input/LatencyStatistics.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 <unordered_set>
#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 bool waitForIdle() override;
virtual status_t start() override;
virtual status_t stop() 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,
std::chrono::milliseconds timeout,
uint32_t policyFlags) override;
virtual std::unique_ptr<VerifiedInputEvent> verifyInputEvent(const InputEvent& event) override;
virtual void setInputWindows(
const std::unordered_map<int32_t, std::vector<sp<InputWindowHandle>>>&
handlesPerDisplay) override;
virtual void setFocusedApplication(
int32_t displayId,
const std::shared_ptr<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 void setInTouchMode(bool inTouchMode) override;
virtual bool transferTouchFocus(const sp<IBinder>& fromToken,
const sp<IBinder>& toToken) override;
virtual status_t registerInputChannel(
const std::shared_ptr<InputChannel>& inputChannel) override;
virtual void setFocusedWindow(const FocusRequest&) override;
virtual status_t registerInputMonitor(const std::shared_ptr<InputChannel>& inputChannel,
int32_t displayId, bool isGestureMonitor) override;
virtual status_t unregisterInputChannel(const InputChannel& inputChannel) override;
virtual status_t pilferPointers(const sp<IBinder>& token) override;
std::array<uint8_t, 32> sign(const VerifiedInputEvent& event) const;
private:
enum class DropReason {
NOT_DROPPED,
POLICY,
APP_SWITCH,
DISABLED,
BLOCKED,
STALE,
};
enum class FocusResult {
OK,
NO_WINDOW,
NOT_FOCUSABLE,
NOT_VISIBLE,
};
static const char* typeToString(FocusResult result);
std::unique_ptr<InputThread> mThread;
sp<InputDispatcherPolicyInterface> mPolicy;
android::InputDispatcherConfiguration mConfig;
std::mutex mLock;
std::condition_variable mDispatcherIsAlive;
std::condition_variable mDispatcherEnteredIdle;
sp<Looper> mLooper;
EventEntry* mPendingEvent GUARDED_BY(mLock);
std::deque<EventEntry*> mInboundQueue GUARDED_BY(mLock);
std::deque<EventEntry*> mRecentQueue GUARDED_BY(mLock);
std::deque<std::unique_ptr<CommandEntry>> mCommandQueue GUARDED_BY(mLock);
DropReason mLastDropReason GUARDED_BY(mLock);
const IdGenerator mIdGenerator;
// With each iteration, InputDispatcher nominally processes one queued event,
// a timeout, or a response from an input consumer.
// This method should only be called on the input dispatcher's own thread.
void dispatchOnce();
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(const EventEntry& entry, DropReason dropReason) REQUIRES(mLock);
// Enqueues a focus event.
void enqueueFocusEventLocked(const sp<IBinder>& windowToken, bool hasFocus,
std::string_view reason) 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(const KeyEntry& keyEntry);
bool isAppSwitchPendingLocked() REQUIRES(mLock);
void resetPendingAppSwitchLocked(bool handled) REQUIRES(mLock);
// 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,
TouchState* touchState,
bool addOutsideTargets = false,
bool addPortalWindows = false) REQUIRES(mLock);
// All registered connections mapped by channel file descriptor.
std::unordered_map<int, sp<Connection>> mConnectionsByFd GUARDED_BY(mLock);
sp<Connection> getConnectionLocked(const sp<IBinder>& inputConnectionToken) const
REQUIRES(mLock);
void removeConnectionLocked(const sp<Connection>& connection) REQUIRES(mLock);
struct IBinderHash {
std::size_t operator()(const sp<IBinder>& b) const {
return std::hash<IBinder*>{}(b.get());
}
};
std::unordered_map<sp<IBinder>, std::shared_ptr<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);
// 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);
const HmacKeyManager mHmacKeyManager;
const std::array<uint8_t, 32> getSignature(const MotionEntry& motionEntry,
const DispatchEntry& dispatchEntry) const;
const std::array<uint8_t, 32> getSignature(const KeyEntry& keyEntry,
const DispatchEntry& dispatchEntry) const;
// 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;
}
};
struct KeyReplacementHash {
size_t operator()(const KeyReplacement& key) const {
return std::hash<int32_t>()(key.keyCode) ^ (std::hash<int32_t>()(key.deviceId) << 1);
}
};
// Maps the key code replaced, device id tuple to the key code it was replaced with
std::unordered_map<KeyReplacement, int32_t, KeyReplacementHash> 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);
void postCommandLocked(std::unique_ptr<CommandEntry> commandEntry) REQUIRES(mLock);
nsecs_t processAnrsLocked() REQUIRES(mLock);
std::chrono::nanoseconds getDispatchingTimeoutLocked(const sp<IBinder>& token) 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);
bool mInTouchMode GUARDED_BY(mLock);
std::unordered_map<int32_t, std::vector<sp<InputWindowHandle>>> mWindowHandlesByDisplay
GUARDED_BY(mLock);
void setInputWindowsLocked(const std::vector<sp<InputWindowHandle>>& inputWindowHandles,
int32_t displayId) REQUIRES(mLock);
// Get a reference to window handles by display, return an empty vector if not found.
const std::vector<sp<InputWindowHandle>>& getWindowHandlesLocked(int32_t displayId) const
REQUIRES(mLock);
sp<InputWindowHandle> getWindowHandleLocked(const sp<IBinder>& windowHandleToken) const
REQUIRES(mLock);
// Same function as above, but faster. Since displayId is provided, this avoids the need
// to loop through all displays.
sp<InputWindowHandle> getWindowHandleLocked(const sp<IBinder>& windowHandleToken,
int displayId) const REQUIRES(mLock);
std::shared_ptr<InputChannel> getInputChannelLocked(const sp<IBinder>& windowToken) const
REQUIRES(mLock);
sp<InputWindowHandle> getFocusedWindowHandleLocked(int displayId) const REQUIRES(mLock);
bool hasWindowHandleLocked(const sp<InputWindowHandle>& windowHandle) const REQUIRES(mLock);
bool hasResponsiveConnectionLocked(InputWindowHandle& windowHandle) const REQUIRES(mLock);
FocusResult handleFocusRequestLocked(const FocusRequest&) REQUIRES(mLock);
FocusResult checkTokenFocusableLocked(const sp<IBinder>& token, int32_t displayId) const
REQUIRES(mLock);
/*
* Validate and update InputWindowHandles for a given display.
*/
void updateWindowHandlesForDisplayLocked(
const std::vector<sp<InputWindowHandle>>& inputWindowHandles, int32_t displayId)
REQUIRES(mLock);
// Focus tracking for keys, trackball, etc. A window token can be associated with one or more
// InputWindowHandles. If a window is mirrored, the window and its mirror will share the same
// token. Focus is tracked by the token per display and the events are dispatched to the
// channel associated by this token.
std::unordered_map<int32_t, sp<IBinder>> mFocusedWindowTokenByDisplay GUARDED_BY(mLock);
std::unordered_map<int32_t, TouchState> mTouchStatesByDisplay GUARDED_BY(mLock);
// Focused applications.
std::unordered_map<int32_t, std::shared_ptr<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);
// The connection tokens of the channels that the user last interacted, for debugging
std::unordered_set<sp<IBinder>, IBinderHash> mInteractionConnectionTokens GUARDED_BY(mLock);
void updateInteractionTokensLocked(const EventEntry& entry,
const std::vector<InputTarget>& targets) REQUIRES(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 dispatchFocusLocked(nsecs_t currentTime, FocusEntry* entry) 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);
/**
* This field is set if there is no focused window, and we have an event that requires
* a focused window to be dispatched (for example, a KeyEvent).
* When this happens, we will wait until *mNoFocusedWindowTimeoutTime before
* dropping the event and raising an ANR for that application.
* This is useful if an application is slow to add a focused window.
*/
std::optional<nsecs_t> mNoFocusedWindowTimeoutTime GUARDED_BY(mLock);
bool shouldPruneInboundQueueLocked(const MotionEntry& motionEntry) REQUIRES(mLock);
/**
* Time to stop waiting for the events to be processed while trying to dispatch a key.
* When this time expires, we just send the pending key event to the currently focused window,
* without waiting on other events to be processed first.
*/
std::optional<nsecs_t> mKeyIsWaitingForEventsTimeout GUARDED_BY(mLock);
bool shouldWaitToSendKeyLocked(nsecs_t currentTime, const char* focusedWindowName)
REQUIRES(mLock);
/**
* The focused application at the time when no focused window was present.
* Used to raise an ANR when we have no focused window.
*/
std::shared_ptr<InputApplicationHandle> mAwaitedFocusedApplication GUARDED_BY(mLock);
/**
* This map will store the pending focus requests that cannot be currently processed. This can
* happen if the window requested to be focused is not currently visible. Such a window might
* become visible later, and these requests would be processed at that time.
*/
std::unordered_map<int32_t /* displayId */, FocusRequest> mPendingFocusRequests
GUARDED_BY(mLock);
// Optimization: AnrTracker is used to quickly find which connection is due for a timeout next.
// AnrTracker must be kept in-sync with all responsive connection.waitQueues.
// If a connection is not responsive, then the entries should not be added to the AnrTracker.
// Once a connection becomes unresponsive, its entries are removed from AnrTracker to
// prevent unneeded wakeups.
AnrTracker mAnrTracker GUARDED_BY(mLock);
void extendAnrTimeoutsLocked(const std::shared_ptr<InputApplicationHandle>& application,
const sp<IBinder>& connectionToken,
std::chrono::nanoseconds timeoutExtension) REQUIRES(mLock);
// Contains the last window which received a hover event.
sp<InputWindowHandle> mLastHoverWindowHandle GUARDED_BY(mLock);
void cancelEventsForAnrLocked(const sp<Connection>& connection) REQUIRES(mLock);
nsecs_t getTimeSpentWaitingForApplicationLocked(nsecs_t currentTime) REQUIRES(mLock);
// If a focused application changes, we should stop counting down the "no focused window" time,
// because we will have no way of knowing when the previous application actually added a window.
// This also means that we will miss cases like pulling down notification shade when the
// focused application does not have a focused window (no ANR will be raised if notification
// shade is pulled down while we are counting down the timeout).
void resetNoFocusedWindowTimeoutLocked() 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) const
REQUIRES(mLock);
std::vector<TouchedMonitor> selectResponsiveMonitorsLocked(
const std::vector<TouchedMonitor>& gestureMonitors) const REQUIRES(mLock);
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 std::shared_ptr<InputApplicationHandle>& applicationHandle,
const sp<InputWindowHandle>& windowHandle);
// 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(std::deque<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 std::shared_ptr<InputChannel>& channel, const CancelationOptions& options)
REQUIRES(mLock);
void synthesizeCancelationEventsForConnectionLocked(const sp<Connection>& connection,
const CancelationOptions& options)
REQUIRES(mLock);
void synthesizePointerDownEventsForConnectionLocked(const sp<Connection>& connection)
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);
std::string dumpFocusedWindowsLocked() REQUIRES(mLock);
// Registration.
void removeMonitorChannelLocked(const InputChannel& inputChannel) REQUIRES(mLock);
void removeMonitorChannelLocked(
const InputChannel& inputChannel,
std::unordered_map<int32_t, std::vector<Monitor>>& monitorsByDisplay) REQUIRES(mLock);
status_t unregisterInputChannelLocked(const 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<IBinder>& oldFocus, const sp<IBinder>& newFocus,
int32_t displayId, std::string_view reason) REQUIRES(mLock);
void notifyFocusChangedLocked(const sp<IBinder>& oldFocus, const sp<IBinder>& newFocus)
REQUIRES(mLock);
void onAnrLocked(const sp<Connection>& connection) REQUIRES(mLock);
void onAnrLocked(const std::shared_ptr<InputApplicationHandle>& application) REQUIRES(mLock);
void updateLastAnrStateLocked(const sp<InputWindowHandle>& window, const std::string& reason)
REQUIRES(mLock);
void updateLastAnrStateLocked(const std::shared_ptr<InputApplicationHandle>& application,
const std::string& reason) REQUIRES(mLock);
void updateLastAnrStateLocked(const std::string& windowLabel, const std::string& 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);
KeyEvent createKeyEvent(const KeyEntry& entry);
void doOnPointerDownOutsideFocusLockedInterruptible(CommandEntry* commandEntry) REQUIRES(mLock);
// Statistics gathering.
static constexpr std::chrono::duration TOUCH_STATS_REPORT_PERIOD = 5min;
LatencyStatistics mTouchStatistics{TOUCH_STATS_REPORT_PERIOD};
void reportTouchEventForStatistics(const MotionEntry& entry);
void reportDispatchStatistics(std::chrono::nanoseconds eventDuration,
const Connection& connection, bool handled);
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