android_frameworks_base /libs/input/PointerController.cpp

Language C++ Lines 608
MD5 Hash 7cecc2d4da9a10d130e00678e6dc3efd Estimated Cost $11,736 (why?)
Repository git://github.com/CyanogenMod/android_frameworks_base.git View Raw File View Project SPDX
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
/*
 * 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.
 */

#define LOG_TAG "PointerController"

//#define LOG_NDEBUG 0

// Log debug messages about pointer updates
#define DEBUG_POINTER_UPDATES 0

#include "PointerController.h"

#include <cutils/log.h>

#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wunused-parameter"
#include <SkBitmap.h>
#include <SkCanvas.h>
#include <SkColor.h>
#include <SkPaint.h>
#include <SkXfermode.h>
#pragma GCC diagnostic pop

namespace android {

// --- PointerController ---

// Time to wait before starting the fade when the pointer is inactive.
static const nsecs_t INACTIVITY_TIMEOUT_DELAY_TIME_NORMAL = 15 * 1000 * 1000000LL; // 15 seconds
static const nsecs_t INACTIVITY_TIMEOUT_DELAY_TIME_SHORT = 3 * 1000 * 1000000LL; // 3 seconds

// Time to wait between animation frames.
static const nsecs_t ANIMATION_FRAME_INTERVAL = 1000000000LL / 60;

// Time to spend fading out the spot completely.
static const nsecs_t SPOT_FADE_DURATION = 200 * 1000000LL; // 200 ms

// Time to spend fading out the pointer completely.
static const nsecs_t POINTER_FADE_DURATION = 500 * 1000000LL; // 500 ms


// --- PointerController ---

PointerController::PointerController(const sp<PointerControllerPolicyInterface>& policy,
        const sp<Looper>& looper, const sp<SpriteController>& spriteController) :
        mPolicy(policy), mLooper(looper), mSpriteController(spriteController) {
    mHandler = new WeakMessageHandler(this);

    AutoMutex _l(mLock);

    mLocked.animationPending = false;

    mLocked.displayWidth = -1;
    mLocked.displayHeight = -1;
    mLocked.displayOrientation = DISPLAY_ORIENTATION_0;

    mLocked.presentation = PRESENTATION_POINTER;
    mLocked.presentationChanged = false;

    mLocked.inactivityTimeout = INACTIVITY_TIMEOUT_NORMAL;

    mLocked.pointerFadeDirection = 0;
    mLocked.pointerX = 0;
    mLocked.pointerY = 0;
    mLocked.pointerAlpha = 0.0f; // pointer is initially faded
    mLocked.pointerSprite = mSpriteController->createSprite();
    mLocked.pointerIconChanged = false;

    mLocked.buttonState = 0;

    loadResources();
}

PointerController::~PointerController() {
    mLooper->removeMessages(mHandler);

    AutoMutex _l(mLock);

    mLocked.pointerSprite.clear();

    for (size_t i = 0; i < mLocked.spots.size(); i++) {
        delete mLocked.spots.itemAt(i);
    }
    mLocked.spots.clear();
    mLocked.recycledSprites.clear();
}

bool PointerController::getBounds(float* outMinX, float* outMinY,
        float* outMaxX, float* outMaxY) const {
    AutoMutex _l(mLock);

    return getBoundsLocked(outMinX, outMinY, outMaxX, outMaxY);
}

bool PointerController::getBoundsLocked(float* outMinX, float* outMinY,
        float* outMaxX, float* outMaxY) const {
    if (mLocked.displayWidth <= 0 || mLocked.displayHeight <= 0) {
        return false;
    }

    *outMinX = 0;
    *outMinY = 0;
    switch (mLocked.displayOrientation) {
    case DISPLAY_ORIENTATION_90:
    case DISPLAY_ORIENTATION_270:
        *outMaxX = mLocked.displayHeight - 1;
        *outMaxY = mLocked.displayWidth - 1;
        break;
    default:
        *outMaxX = mLocked.displayWidth - 1;
        *outMaxY = mLocked.displayHeight - 1;
        break;
    }
    return true;
}

void PointerController::move(float deltaX, float deltaY) {
#if DEBUG_POINTER_UPDATES
    ALOGD("Move pointer by deltaX=%0.3f, deltaY=%0.3f", deltaX, deltaY);
#endif
    if (deltaX == 0.0f && deltaY == 0.0f) {
        return;
    }

    AutoMutex _l(mLock);

    setPositionLocked(mLocked.pointerX + deltaX, mLocked.pointerY + deltaY);
}

void PointerController::setButtonState(int32_t buttonState) {
#if DEBUG_POINTER_UPDATES
    ALOGD("Set button state 0x%08x", buttonState);
#endif
    AutoMutex _l(mLock);

    if (mLocked.buttonState != buttonState) {
        mLocked.buttonState = buttonState;
    }
}

int32_t PointerController::getButtonState() const {
    AutoMutex _l(mLock);

    return mLocked.buttonState;
}

void PointerController::setPosition(float x, float y) {
#if DEBUG_POINTER_UPDATES
    ALOGD("Set pointer position to x=%0.3f, y=%0.3f", x, y);
#endif
    AutoMutex _l(mLock);

    setPositionLocked(x, y);
}

void PointerController::setPositionLocked(float x, float y) {
    float minX, minY, maxX, maxY;
    if (getBoundsLocked(&minX, &minY, &maxX, &maxY)) {
        if (x <= minX) {
            mLocked.pointerX = minX;
        } else if (x >= maxX) {
            mLocked.pointerX = maxX;
        } else {
            mLocked.pointerX = x;
        }
        if (y <= minY) {
            mLocked.pointerY = minY;
        } else if (y >= maxY) {
            mLocked.pointerY = maxY;
        } else {
            mLocked.pointerY = y;
        }
        updatePointerLocked();
    }
}

void PointerController::getPosition(float* outX, float* outY) const {
    AutoMutex _l(mLock);

    *outX = mLocked.pointerX;
    *outY = mLocked.pointerY;
}

void PointerController::fade(Transition transition) {
    AutoMutex _l(mLock);

    // Remove the inactivity timeout, since we are fading now.
    removeInactivityTimeoutLocked();

    // Start fading.
    if (transition == TRANSITION_IMMEDIATE) {
        mLocked.pointerFadeDirection = 0;
        mLocked.pointerAlpha = 0.0f;
        updatePointerLocked();
    } else {
        mLocked.pointerFadeDirection = -1;
        startAnimationLocked();
    }
}

void PointerController::unfade(Transition transition) {
    AutoMutex _l(mLock);

    // Always reset the inactivity timer.
    resetInactivityTimeoutLocked();

    // Start unfading.
    if (transition == TRANSITION_IMMEDIATE) {
        mLocked.pointerFadeDirection = 0;
        mLocked.pointerAlpha = 1.0f;
        updatePointerLocked();
    } else {
        mLocked.pointerFadeDirection = 1;
        startAnimationLocked();
    }
}

void PointerController::setPresentation(Presentation presentation) {
    AutoMutex _l(mLock);

    if (mLocked.presentation != presentation) {
        mLocked.presentation = presentation;
        mLocked.presentationChanged = true;

        if (presentation != PRESENTATION_SPOT) {
            fadeOutAndReleaseAllSpotsLocked();
        }

        updatePointerLocked();
    }
}

void PointerController::setSpots(const PointerCoords* spotCoords,
        const uint32_t* spotIdToIndex, BitSet32 spotIdBits) {
#if DEBUG_POINTER_UPDATES
    ALOGD("setSpots: idBits=%08x", spotIdBits.value);
    for (BitSet32 idBits(spotIdBits); !idBits.isEmpty(); ) {
        uint32_t id = idBits.firstMarkedBit();
        idBits.clearBit(id);
        const PointerCoords& c = spotCoords[spotIdToIndex[id]];
        ALOGD(" spot %d: position=(%0.3f, %0.3f), pressure=%0.3f", id,
                c.getAxisValue(AMOTION_EVENT_AXIS_X),
                c.getAxisValue(AMOTION_EVENT_AXIS_Y),
                c.getAxisValue(AMOTION_EVENT_AXIS_PRESSURE));
    }
#endif

    AutoMutex _l(mLock);

    mSpriteController->openTransaction();

    // Add or move spots for fingers that are down.
    for (BitSet32 idBits(spotIdBits); !idBits.isEmpty(); ) {
        uint32_t id = idBits.clearFirstMarkedBit();
        const PointerCoords& c = spotCoords[spotIdToIndex[id]];
        const SpriteIcon& icon = c.getAxisValue(AMOTION_EVENT_AXIS_PRESSURE) > 0
                ? mResources.spotTouch : mResources.spotHover;
        float x = c.getAxisValue(AMOTION_EVENT_AXIS_X);
        float y = c.getAxisValue(AMOTION_EVENT_AXIS_Y);

        Spot* spot = getSpotLocked(id);
        if (!spot) {
            spot = createAndAddSpotLocked(id);
        }

        spot->updateSprite(&icon, x, y);
    }

    // Remove spots for fingers that went up.
    for (size_t i = 0; i < mLocked.spots.size(); i++) {
        Spot* spot = mLocked.spots.itemAt(i);
        if (spot->id != Spot::INVALID_ID
                && !spotIdBits.hasBit(spot->id)) {
            fadeOutAndReleaseSpotLocked(spot);
        }
    }

    mSpriteController->closeTransaction();
}

void PointerController::clearSpots() {
#if DEBUG_POINTER_UPDATES
    ALOGD("clearSpots");
#endif

    AutoMutex _l(mLock);

    fadeOutAndReleaseAllSpotsLocked();
}

void PointerController::setInactivityTimeout(InactivityTimeout inactivityTimeout) {
    AutoMutex _l(mLock);

    if (mLocked.inactivityTimeout != inactivityTimeout) {
        mLocked.inactivityTimeout = inactivityTimeout;
        resetInactivityTimeoutLocked();
    }
}

void PointerController::setDisplayViewport(int32_t width, int32_t height, int32_t orientation) {
    AutoMutex _l(mLock);

    // Adjust to use the display's unrotated coordinate frame.
    if (orientation == DISPLAY_ORIENTATION_90
            || orientation == DISPLAY_ORIENTATION_270) {
        int32_t temp = height;
        height = width;
        width = temp;
    }

    if (mLocked.displayWidth != width || mLocked.displayHeight != height) {
        mLocked.displayWidth = width;
        mLocked.displayHeight = height;

        float minX, minY, maxX, maxY;
        if (getBoundsLocked(&minX, &minY, &maxX, &maxY)) {
            mLocked.pointerX = (minX + maxX) * 0.5f;
            mLocked.pointerY = (minY + maxY) * 0.5f;
        } else {
            mLocked.pointerX = 0;
            mLocked.pointerY = 0;
        }

        fadeOutAndReleaseAllSpotsLocked();
    }

    if (mLocked.displayOrientation != orientation) {
        // Apply offsets to convert from the pixel top-left corner position to the pixel center.
        // This creates an invariant frame of reference that we can easily rotate when
        // taking into account that the pointer may be located at fractional pixel offsets.
        float x = mLocked.pointerX + 0.5f;
        float y = mLocked.pointerY + 0.5f;
        float temp;

        // Undo the previous rotation.
        switch (mLocked.displayOrientation) {
        case DISPLAY_ORIENTATION_90:
            temp = x;
            x = mLocked.displayWidth - y;
            y = temp;
            break;
        case DISPLAY_ORIENTATION_180:
            x = mLocked.displayWidth - x;
            y = mLocked.displayHeight - y;
            break;
        case DISPLAY_ORIENTATION_270:
            temp = x;
            x = y;
            y = mLocked.displayHeight - temp;
            break;
        }

        // Perform the new rotation.
        switch (orientation) {
        case DISPLAY_ORIENTATION_90:
            temp = x;
            x = y;
            y = mLocked.displayWidth - temp;
            break;
        case DISPLAY_ORIENTATION_180:
            x = mLocked.displayWidth - x;
            y = mLocked.displayHeight - y;
            break;
        case DISPLAY_ORIENTATION_270:
            temp = x;
            x = mLocked.displayHeight - y;
            y = temp;
            break;
        }

        // Apply offsets to convert from the pixel center to the pixel top-left corner position
        // and save the results.
        mLocked.pointerX = x - 0.5f;
        mLocked.pointerY = y - 0.5f;
        mLocked.displayOrientation = orientation;
    }

    updatePointerLocked();
}

void PointerController::setPointerIcon(const SpriteIcon& icon) {
    AutoMutex _l(mLock);

    mLocked.pointerIcon = icon.copy();
    mLocked.pointerIconChanged = true;

    updatePointerLocked();
}

void PointerController::handleMessage(const Message& message) {
    switch (message.what) {
    case MSG_ANIMATE:
        doAnimate();
        break;
    case MSG_INACTIVITY_TIMEOUT:
        doInactivityTimeout();
        break;
    }
}

void PointerController::doAnimate() {
    AutoMutex _l(mLock);

    bool keepAnimating = false;
    mLocked.animationPending = false;
    nsecs_t frameDelay = systemTime(SYSTEM_TIME_MONOTONIC) - mLocked.animationTime;

    // Animate pointer fade.
    if (mLocked.pointerFadeDirection < 0) {
        mLocked.pointerAlpha -= float(frameDelay) / POINTER_FADE_DURATION;
        if (mLocked.pointerAlpha <= 0.0f) {
            mLocked.pointerAlpha = 0.0f;
            mLocked.pointerFadeDirection = 0;
        } else {
            keepAnimating = true;
        }
        updatePointerLocked();
    } else if (mLocked.pointerFadeDirection > 0) {
        mLocked.pointerAlpha += float(frameDelay) / POINTER_FADE_DURATION;
        if (mLocked.pointerAlpha >= 1.0f) {
            mLocked.pointerAlpha = 1.0f;
            mLocked.pointerFadeDirection = 0;
        } else {
            keepAnimating = true;
        }
        updatePointerLocked();
    }

    // Animate spots that are fading out and being removed.
    for (size_t i = 0; i < mLocked.spots.size(); i++) {
        Spot* spot = mLocked.spots.itemAt(i);
        if (spot->id == Spot::INVALID_ID) {
            spot->alpha -= float(frameDelay) / SPOT_FADE_DURATION;
            if (spot->alpha <= 0) {
                mLocked.spots.removeAt(i--);
                releaseSpotLocked(spot);
            } else {
                spot->sprite->setAlpha(spot->alpha);
                keepAnimating = true;
            }
        }
    }

    if (keepAnimating) {
        startAnimationLocked();
    }
}

void PointerController::doInactivityTimeout() {
    fade(TRANSITION_GRADUAL);
}

void PointerController::startAnimationLocked() {
    if (!mLocked.animationPending) {
        mLocked.animationPending = true;
        mLocked.animationTime = systemTime(SYSTEM_TIME_MONOTONIC);
        mLooper->sendMessageDelayed(ANIMATION_FRAME_INTERVAL, mHandler, Message(MSG_ANIMATE));
    }
}

void PointerController::resetInactivityTimeoutLocked() {
    mLooper->removeMessages(mHandler, MSG_INACTIVITY_TIMEOUT);

    nsecs_t timeout = mLocked.inactivityTimeout == INACTIVITY_TIMEOUT_SHORT
            ? INACTIVITY_TIMEOUT_DELAY_TIME_SHORT : INACTIVITY_TIMEOUT_DELAY_TIME_NORMAL;
    mLooper->sendMessageDelayed(timeout, mHandler, MSG_INACTIVITY_TIMEOUT);
}

void PointerController::removeInactivityTimeoutLocked() {
    mLooper->removeMessages(mHandler, MSG_INACTIVITY_TIMEOUT);
}

void PointerController::updatePointerLocked() {
    mSpriteController->openTransaction();

    mLocked.pointerSprite->setLayer(Sprite::BASE_LAYER_POINTER);
    mLocked.pointerSprite->setPosition(mLocked.pointerX, mLocked.pointerY);

    if (mLocked.pointerAlpha > 0) {
        mLocked.pointerSprite->setAlpha(mLocked.pointerAlpha);
        mLocked.pointerSprite->setVisible(true);
    } else {
        mLocked.pointerSprite->setVisible(false);
    }

    if (mLocked.pointerIconChanged || mLocked.presentationChanged) {
        mLocked.pointerSprite->setIcon(mLocked.presentation == PRESENTATION_POINTER
                ? mLocked.pointerIcon : mResources.spotAnchor);
        mLocked.pointerIconChanged = false;
        mLocked.presentationChanged = false;
    }

    mSpriteController->closeTransaction();
}

PointerController::Spot* PointerController::getSpotLocked(uint32_t id) {
    for (size_t i = 0; i < mLocked.spots.size(); i++) {
        Spot* spot = mLocked.spots.itemAt(i);
        if (spot->id == id) {
            return spot;
        }
    }
    return NULL;
}

PointerController::Spot* PointerController::createAndAddSpotLocked(uint32_t id) {
    // Remove spots until we have fewer than MAX_SPOTS remaining.
    while (mLocked.spots.size() >= MAX_SPOTS) {
        Spot* spot = removeFirstFadingSpotLocked();
        if (!spot) {
            spot = mLocked.spots.itemAt(0);
            mLocked.spots.removeAt(0);
        }
        releaseSpotLocked(spot);
    }

    // Obtain a sprite from the recycled pool.
    sp<Sprite> sprite;
    if (! mLocked.recycledSprites.isEmpty()) {
        sprite = mLocked.recycledSprites.top();
        mLocked.recycledSprites.pop();
    } else {
        sprite = mSpriteController->createSprite();
    }

    // Return the new spot.
    Spot* spot = new Spot(id, sprite);
    mLocked.spots.push(spot);
    return spot;
}

PointerController::Spot* PointerController::removeFirstFadingSpotLocked() {
    for (size_t i = 0; i < mLocked.spots.size(); i++) {
        Spot* spot = mLocked.spots.itemAt(i);
        if (spot->id == Spot::INVALID_ID) {
            mLocked.spots.removeAt(i);
            return spot;
        }
    }
    return NULL;
}

void PointerController::releaseSpotLocked(Spot* spot) {
    spot->sprite->clearIcon();

    if (mLocked.recycledSprites.size() < MAX_RECYCLED_SPRITES) {
        mLocked.recycledSprites.push(spot->sprite);
    }

    delete spot;
}

void PointerController::fadeOutAndReleaseSpotLocked(Spot* spot) {
    if (spot->id != Spot::INVALID_ID) {
        spot->id = Spot::INVALID_ID;
        startAnimationLocked();
    }
}

void PointerController::fadeOutAndReleaseAllSpotsLocked() {
    for (size_t i = 0; i < mLocked.spots.size(); i++) {
        Spot* spot = mLocked.spots.itemAt(i);
        fadeOutAndReleaseSpotLocked(spot);
    }
}

void PointerController::loadResources() {
    mPolicy->loadPointerResources(&mResources);
}


// --- PointerController::Spot ---

void PointerController::Spot::updateSprite(const SpriteIcon* icon, float x, float y) {
    sprite->setLayer(Sprite::BASE_LAYER_SPOT + id);
    sprite->setAlpha(alpha);
    sprite->setTransformationMatrix(SpriteTransformationMatrix(scale, 0.0f, 0.0f, scale));
    sprite->setPosition(x, y);

    this->x = x;
    this->y = y;

    if (icon != lastIcon) {
        lastIcon = icon;
        if (icon) {
            sprite->setIcon(*icon);
            sprite->setVisible(true);
        } else {
            sprite->setVisible(false);
        }
    }
}

} // namespace android
Back to Top