зеркало из https://github.com/mozilla/gecko-dev.git
605 строки
17 KiB
C++
605 строки
17 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "PointerController"
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//#define LOG_NDEBUG 0
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// Log debug messages about pointer updates
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#define DEBUG_POINTER_UPDATES 0
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#include "PointerController.h"
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#include "cutils_log.h"
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#include <SkBitmap.h>
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#include <SkCanvas.h>
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#include <SkColor.h>
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#include <SkPaint.h>
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#include <SkXfermode.h>
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namespace android {
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// --- PointerController ---
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// Time to wait before starting the fade when the pointer is inactive.
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static const nsecs_t INACTIVITY_TIMEOUT_DELAY_TIME_NORMAL = 15 * 1000 * 1000000LL; // 15 seconds
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static const nsecs_t INACTIVITY_TIMEOUT_DELAY_TIME_SHORT = 3 * 1000 * 1000000LL; // 3 seconds
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// Time to wait between animation frames.
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static const nsecs_t ANIMATION_FRAME_INTERVAL = 1000000000LL / 60;
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// Time to spend fading out the spot completely.
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static const nsecs_t SPOT_FADE_DURATION = 200 * 1000000LL; // 200 ms
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// Time to spend fading out the pointer completely.
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static const nsecs_t POINTER_FADE_DURATION = 500 * 1000000LL; // 500 ms
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// --- PointerController ---
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PointerController::PointerController(const sp<PointerControllerPolicyInterface>& policy,
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const sp<Looper>& looper, const sp<SpriteController>& spriteController) :
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mPolicy(policy), mLooper(looper), mSpriteController(spriteController) {
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mHandler = new WeakMessageHandler(this);
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AutoMutex _l(mLock);
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mLocked.animationPending = false;
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mLocked.displayWidth = -1;
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mLocked.displayHeight = -1;
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mLocked.displayOrientation = DISPLAY_ORIENTATION_0;
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mLocked.presentation = PRESENTATION_POINTER;
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mLocked.presentationChanged = false;
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mLocked.inactivityTimeout = INACTIVITY_TIMEOUT_NORMAL;
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mLocked.pointerFadeDirection = 0;
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mLocked.pointerX = 0;
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mLocked.pointerY = 0;
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mLocked.pointerAlpha = 0.0f; // pointer is initially faded
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mLocked.pointerSprite = mSpriteController->createSprite();
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mLocked.pointerIconChanged = false;
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mLocked.buttonState = 0;
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loadResources();
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}
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PointerController::~PointerController() {
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mLooper->removeMessages(mHandler);
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AutoMutex _l(mLock);
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mLocked.pointerSprite.clear();
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for (size_t i = 0; i < mLocked.spots.size(); i++) {
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delete mLocked.spots.itemAt(i);
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}
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mLocked.spots.clear();
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mLocked.recycledSprites.clear();
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}
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bool PointerController::getBounds(float* outMinX, float* outMinY,
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float* outMaxX, float* outMaxY) const {
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AutoMutex _l(mLock);
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return getBoundsLocked(outMinX, outMinY, outMaxX, outMaxY);
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}
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bool PointerController::getBoundsLocked(float* outMinX, float* outMinY,
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float* outMaxX, float* outMaxY) const {
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if (mLocked.displayWidth <= 0 || mLocked.displayHeight <= 0) {
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return false;
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}
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*outMinX = 0;
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*outMinY = 0;
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switch (mLocked.displayOrientation) {
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case DISPLAY_ORIENTATION_90:
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case DISPLAY_ORIENTATION_270:
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*outMaxX = mLocked.displayHeight - 1;
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*outMaxY = mLocked.displayWidth - 1;
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break;
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default:
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*outMaxX = mLocked.displayWidth - 1;
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*outMaxY = mLocked.displayHeight - 1;
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break;
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}
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return true;
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}
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void PointerController::move(float deltaX, float deltaY) {
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#if DEBUG_POINTER_UPDATES
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ALOGD("Move pointer by deltaX=%0.3f, deltaY=%0.3f", deltaX, deltaY);
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#endif
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if (deltaX == 0.0f && deltaY == 0.0f) {
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return;
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}
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AutoMutex _l(mLock);
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setPositionLocked(mLocked.pointerX + deltaX, mLocked.pointerY + deltaY);
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}
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void PointerController::setButtonState(int32_t buttonState) {
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#if DEBUG_POINTER_UPDATES
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ALOGD("Set button state 0x%08x", buttonState);
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#endif
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AutoMutex _l(mLock);
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if (mLocked.buttonState != buttonState) {
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mLocked.buttonState = buttonState;
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}
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}
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int32_t PointerController::getButtonState() const {
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AutoMutex _l(mLock);
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return mLocked.buttonState;
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}
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void PointerController::setPosition(float x, float y) {
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#if DEBUG_POINTER_UPDATES
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ALOGD("Set pointer position to x=%0.3f, y=%0.3f", x, y);
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#endif
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AutoMutex _l(mLock);
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setPositionLocked(x, y);
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}
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void PointerController::setPositionLocked(float x, float y) {
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float minX, minY, maxX, maxY;
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if (getBoundsLocked(&minX, &minY, &maxX, &maxY)) {
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if (x <= minX) {
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mLocked.pointerX = minX;
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} else if (x >= maxX) {
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mLocked.pointerX = maxX;
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} else {
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mLocked.pointerX = x;
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}
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if (y <= minY) {
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mLocked.pointerY = minY;
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} else if (y >= maxY) {
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mLocked.pointerY = maxY;
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} else {
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mLocked.pointerY = y;
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}
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updatePointerLocked();
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}
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}
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void PointerController::getPosition(float* outX, float* outY) const {
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AutoMutex _l(mLock);
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*outX = mLocked.pointerX;
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*outY = mLocked.pointerY;
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}
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void PointerController::fade(Transition transition) {
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AutoMutex _l(mLock);
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// Remove the inactivity timeout, since we are fading now.
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removeInactivityTimeoutLocked();
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// Start fading.
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if (transition == TRANSITION_IMMEDIATE) {
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mLocked.pointerFadeDirection = 0;
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mLocked.pointerAlpha = 0.0f;
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updatePointerLocked();
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} else {
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mLocked.pointerFadeDirection = -1;
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startAnimationLocked();
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}
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}
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void PointerController::unfade(Transition transition) {
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AutoMutex _l(mLock);
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// Always reset the inactivity timer.
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resetInactivityTimeoutLocked();
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// Start unfading.
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if (transition == TRANSITION_IMMEDIATE) {
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mLocked.pointerFadeDirection = 0;
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mLocked.pointerAlpha = 1.0f;
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updatePointerLocked();
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} else {
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mLocked.pointerFadeDirection = 1;
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startAnimationLocked();
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}
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}
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void PointerController::setPresentation(Presentation presentation) {
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AutoMutex _l(mLock);
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if (mLocked.presentation != presentation) {
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mLocked.presentation = presentation;
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mLocked.presentationChanged = true;
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if (presentation != PRESENTATION_SPOT) {
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fadeOutAndReleaseAllSpotsLocked();
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}
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updatePointerLocked();
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}
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}
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void PointerController::setSpots(const PointerCoords* spotCoords,
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const uint32_t* spotIdToIndex, BitSet32 spotIdBits) {
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#if DEBUG_POINTER_UPDATES
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ALOGD("setSpots: idBits=%08x", spotIdBits.value);
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for (BitSet32 idBits(spotIdBits); !idBits.isEmpty(); ) {
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uint32_t id = idBits.firstMarkedBit();
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idBits.clearBit(id);
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const PointerCoords& c = spotCoords[spotIdToIndex[id]];
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ALOGD(" spot %d: position=(%0.3f, %0.3f), pressure=%0.3f", id,
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c.getAxisValue(AMOTION_EVENT_AXIS_X),
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c.getAxisValue(AMOTION_EVENT_AXIS_Y),
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c.getAxisValue(AMOTION_EVENT_AXIS_PRESSURE));
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}
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#endif
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AutoMutex _l(mLock);
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mSpriteController->openTransaction();
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// Add or move spots for fingers that are down.
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for (BitSet32 idBits(spotIdBits); !idBits.isEmpty(); ) {
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uint32_t id = idBits.clearFirstMarkedBit();
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const PointerCoords& c = spotCoords[spotIdToIndex[id]];
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const SpriteIcon& icon = c.getAxisValue(AMOTION_EVENT_AXIS_PRESSURE) > 0
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? mResources.spotTouch : mResources.spotHover;
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float x = c.getAxisValue(AMOTION_EVENT_AXIS_X);
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float y = c.getAxisValue(AMOTION_EVENT_AXIS_Y);
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Spot* spot = getSpotLocked(id);
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if (!spot) {
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spot = createAndAddSpotLocked(id);
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}
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spot->updateSprite(&icon, x, y);
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}
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// Remove spots for fingers that went up.
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for (size_t i = 0; i < mLocked.spots.size(); i++) {
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Spot* spot = mLocked.spots.itemAt(i);
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if (spot->id != Spot::INVALID_ID
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&& !spotIdBits.hasBit(spot->id)) {
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fadeOutAndReleaseSpotLocked(spot);
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}
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}
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mSpriteController->closeTransaction();
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}
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void PointerController::clearSpots() {
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#if DEBUG_POINTER_UPDATES
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ALOGD("clearSpots");
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#endif
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AutoMutex _l(mLock);
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fadeOutAndReleaseAllSpotsLocked();
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}
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void PointerController::setInactivityTimeout(InactivityTimeout inactivityTimeout) {
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AutoMutex _l(mLock);
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if (mLocked.inactivityTimeout != inactivityTimeout) {
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mLocked.inactivityTimeout = inactivityTimeout;
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resetInactivityTimeoutLocked();
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}
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}
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void PointerController::setDisplayViewport(int32_t width, int32_t height, int32_t orientation) {
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AutoMutex _l(mLock);
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// Adjust to use the display's unrotated coordinate frame.
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if (orientation == DISPLAY_ORIENTATION_90
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|| orientation == DISPLAY_ORIENTATION_270) {
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int32_t temp = height;
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height = width;
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width = temp;
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}
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if (mLocked.displayWidth != width || mLocked.displayHeight != height) {
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mLocked.displayWidth = width;
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mLocked.displayHeight = height;
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float minX, minY, maxX, maxY;
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if (getBoundsLocked(&minX, &minY, &maxX, &maxY)) {
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mLocked.pointerX = (minX + maxX) * 0.5f;
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mLocked.pointerY = (minY + maxY) * 0.5f;
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} else {
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mLocked.pointerX = 0;
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mLocked.pointerY = 0;
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}
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fadeOutAndReleaseAllSpotsLocked();
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}
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if (mLocked.displayOrientation != orientation) {
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// Apply offsets to convert from the pixel top-left corner position to the pixel center.
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// This creates an invariant frame of reference that we can easily rotate when
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// taking into account that the pointer may be located at fractional pixel offsets.
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float x = mLocked.pointerX + 0.5f;
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float y = mLocked.pointerY + 0.5f;
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float temp;
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// Undo the previous rotation.
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switch (mLocked.displayOrientation) {
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case DISPLAY_ORIENTATION_90:
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temp = x;
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x = mLocked.displayWidth - y;
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y = temp;
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break;
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case DISPLAY_ORIENTATION_180:
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x = mLocked.displayWidth - x;
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y = mLocked.displayHeight - y;
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break;
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case DISPLAY_ORIENTATION_270:
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temp = x;
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x = y;
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y = mLocked.displayHeight - temp;
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break;
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}
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// Perform the new rotation.
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switch (orientation) {
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case DISPLAY_ORIENTATION_90:
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temp = x;
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x = y;
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y = mLocked.displayWidth - temp;
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break;
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case DISPLAY_ORIENTATION_180:
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x = mLocked.displayWidth - x;
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y = mLocked.displayHeight - y;
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break;
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case DISPLAY_ORIENTATION_270:
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temp = x;
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x = mLocked.displayHeight - y;
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y = temp;
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break;
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}
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// Apply offsets to convert from the pixel center to the pixel top-left corner position
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// and save the results.
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mLocked.pointerX = x - 0.5f;
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mLocked.pointerY = y - 0.5f;
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mLocked.displayOrientation = orientation;
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}
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updatePointerLocked();
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}
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void PointerController::setPointerIcon(const SpriteIcon& icon) {
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AutoMutex _l(mLock);
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mLocked.pointerIcon = icon.copy();
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mLocked.pointerIconChanged = true;
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updatePointerLocked();
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}
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void PointerController::handleMessage(const Message& message) {
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switch (message.what) {
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case MSG_ANIMATE:
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doAnimate();
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break;
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case MSG_INACTIVITY_TIMEOUT:
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doInactivityTimeout();
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break;
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}
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}
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void PointerController::doAnimate() {
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AutoMutex _l(mLock);
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bool keepAnimating = false;
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mLocked.animationPending = false;
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nsecs_t frameDelay = systemTime(SYSTEM_TIME_MONOTONIC) - mLocked.animationTime;
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// Animate pointer fade.
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if (mLocked.pointerFadeDirection < 0) {
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mLocked.pointerAlpha -= float(frameDelay) / POINTER_FADE_DURATION;
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if (mLocked.pointerAlpha <= 0.0f) {
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mLocked.pointerAlpha = 0.0f;
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mLocked.pointerFadeDirection = 0;
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} else {
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keepAnimating = true;
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}
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updatePointerLocked();
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} else if (mLocked.pointerFadeDirection > 0) {
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mLocked.pointerAlpha += float(frameDelay) / POINTER_FADE_DURATION;
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if (mLocked.pointerAlpha >= 1.0f) {
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mLocked.pointerAlpha = 1.0f;
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mLocked.pointerFadeDirection = 0;
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} else {
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keepAnimating = true;
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}
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updatePointerLocked();
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}
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// Animate spots that are fading out and being removed.
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for (size_t i = 0; i < mLocked.spots.size(); i++) {
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Spot* spot = mLocked.spots.itemAt(i);
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if (spot->id == Spot::INVALID_ID) {
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spot->alpha -= float(frameDelay) / SPOT_FADE_DURATION;
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if (spot->alpha <= 0) {
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mLocked.spots.removeAt(i--);
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releaseSpotLocked(spot);
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} else {
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spot->sprite->setAlpha(spot->alpha);
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keepAnimating = true;
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}
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}
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}
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if (keepAnimating) {
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startAnimationLocked();
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}
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}
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void PointerController::doInactivityTimeout() {
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fade(TRANSITION_GRADUAL);
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}
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void PointerController::startAnimationLocked() {
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if (!mLocked.animationPending) {
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mLocked.animationPending = true;
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mLocked.animationTime = systemTime(SYSTEM_TIME_MONOTONIC);
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mLooper->sendMessageDelayed(ANIMATION_FRAME_INTERVAL, mHandler, Message(MSG_ANIMATE));
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}
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}
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void PointerController::resetInactivityTimeoutLocked() {
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mLooper->removeMessages(mHandler, MSG_INACTIVITY_TIMEOUT);
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nsecs_t timeout = mLocked.inactivityTimeout == INACTIVITY_TIMEOUT_SHORT
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? INACTIVITY_TIMEOUT_DELAY_TIME_SHORT : INACTIVITY_TIMEOUT_DELAY_TIME_NORMAL;
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mLooper->sendMessageDelayed(timeout, mHandler, MSG_INACTIVITY_TIMEOUT);
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}
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void PointerController::removeInactivityTimeoutLocked() {
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mLooper->removeMessages(mHandler, MSG_INACTIVITY_TIMEOUT);
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}
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void PointerController::updatePointerLocked() {
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mSpriteController->openTransaction();
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mLocked.pointerSprite->setLayer(Sprite::BASE_LAYER_POINTER);
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mLocked.pointerSprite->setPosition(mLocked.pointerX, mLocked.pointerY);
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if (mLocked.pointerAlpha > 0) {
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mLocked.pointerSprite->setAlpha(mLocked.pointerAlpha);
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mLocked.pointerSprite->setVisible(true);
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} else {
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mLocked.pointerSprite->setVisible(false);
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}
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if (mLocked.pointerIconChanged || mLocked.presentationChanged) {
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mLocked.pointerSprite->setIcon(mLocked.presentation == PRESENTATION_POINTER
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? mLocked.pointerIcon : mResources.spotAnchor);
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mLocked.pointerIconChanged = false;
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mLocked.presentationChanged = false;
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}
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mSpriteController->closeTransaction();
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}
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PointerController::Spot* PointerController::getSpotLocked(uint32_t id) {
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for (size_t i = 0; i < mLocked.spots.size(); i++) {
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Spot* spot = mLocked.spots.itemAt(i);
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if (spot->id == id) {
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return spot;
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}
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}
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return NULL;
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}
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PointerController::Spot* PointerController::createAndAddSpotLocked(uint32_t id) {
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// Remove spots until we have fewer than MAX_SPOTS remaining.
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while (mLocked.spots.size() >= MAX_SPOTS) {
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Spot* spot = removeFirstFadingSpotLocked();
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if (!spot) {
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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
|