Bug: 5156144 Input channels could leak or simply live longer than they should in some cases. 1. Monitor channels (used by the pointer location overlay) are never unregistered, so they would leak. Added code to handle failures in the receive callback by closing the input channel. 2. The DragState held onto its input window and application handles even after the input channel was disposed. Added code to null these handles out when they are no longer needed. 3. Input channels previously used as input event targets would stick around until the targets were cleared (usually on the next event). Added code to detect when the input dispatcher is in an idle state and to proactively clear the targets then to ensure that resources are released promptly. 4. Native input window handles held onto the input channel even after the input window was removed from the input dispatcher. Consequently, the input channel would not be disposed until the input window handle itself was freed. Since the input window handle is held from managed code, this meant that the window's input channel could stick around until the next GC. Refactored the input window handle to separate the properties (info) and identify (handle) state into different objects. Then modified the dispatcher to release the properties (info) when no longer needed, including the input channel. 7. The pointer location overlay does not actually use its standard input channel, only the monitor input channel. Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to request that they not be provided with an input channel at all. Improved some of the error handling logic to emit the status code as part of the exception message. Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
201 lines
6.8 KiB
C++
201 lines
6.8 KiB
C++
/*
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* Copyright (C) 2011 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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#ifndef _UI_INPUT_WINDOW_H
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#define _UI_INPUT_WINDOW_H
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#include <ui/Input.h>
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#include <ui/InputTransport.h>
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#include <utils/RefBase.h>
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#include <utils/Timers.h>
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#include <utils/String8.h>
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#include <SkRegion.h>
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#include "InputApplication.h"
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namespace android {
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/*
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* Describes the properties of a window that can receive input.
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*/
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struct InputWindowInfo {
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// Window flags from WindowManager.LayoutParams
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enum {
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FLAG_ALLOW_LOCK_WHILE_SCREEN_ON = 0x00000001,
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FLAG_DIM_BEHIND = 0x00000002,
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FLAG_BLUR_BEHIND = 0x00000004,
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FLAG_NOT_FOCUSABLE = 0x00000008,
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FLAG_NOT_TOUCHABLE = 0x00000010,
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FLAG_NOT_TOUCH_MODAL = 0x00000020,
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FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040,
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FLAG_KEEP_SCREEN_ON = 0x00000080,
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FLAG_LAYOUT_IN_SCREEN = 0x00000100,
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FLAG_LAYOUT_NO_LIMITS = 0x00000200,
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FLAG_FULLSCREEN = 0x00000400,
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FLAG_FORCE_NOT_FULLSCREEN = 0x00000800,
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FLAG_DITHER = 0x00001000,
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FLAG_SECURE = 0x00002000,
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FLAG_SCALED = 0x00004000,
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FLAG_IGNORE_CHEEK_PRESSES = 0x00008000,
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FLAG_LAYOUT_INSET_DECOR = 0x00010000,
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FLAG_ALT_FOCUSABLE_IM = 0x00020000,
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FLAG_WATCH_OUTSIDE_TOUCH = 0x00040000,
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FLAG_SHOW_WHEN_LOCKED = 0x00080000,
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FLAG_SHOW_WALLPAPER = 0x00100000,
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FLAG_TURN_SCREEN_ON = 0x00200000,
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FLAG_DISMISS_KEYGUARD = 0x00400000,
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FLAG_SPLIT_TOUCH = 0x00800000,
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FLAG_HARDWARE_ACCELERATED = 0x01000000,
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FLAG_HARDWARE_ACCELERATED_SYSTEM = 0x02000000,
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FLAG_SLIPPERY = 0x04000000,
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FLAG_NEEDS_MENU_KEY = 0x08000000,
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FLAG_KEEP_SURFACE_WHILE_ANIMATING = 0x10000000,
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FLAG_COMPATIBLE_WINDOW = 0x20000000,
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FLAG_SYSTEM_ERROR = 0x40000000,
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};
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// Window types from WindowManager.LayoutParams
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enum {
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FIRST_APPLICATION_WINDOW = 1,
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TYPE_BASE_APPLICATION = 1,
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TYPE_APPLICATION = 2,
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TYPE_APPLICATION_STARTING = 3,
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LAST_APPLICATION_WINDOW = 99,
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FIRST_SUB_WINDOW = 1000,
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TYPE_APPLICATION_PANEL = FIRST_SUB_WINDOW,
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TYPE_APPLICATION_MEDIA = FIRST_SUB_WINDOW+1,
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TYPE_APPLICATION_SUB_PANEL = FIRST_SUB_WINDOW+2,
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TYPE_APPLICATION_ATTACHED_DIALOG = FIRST_SUB_WINDOW+3,
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TYPE_APPLICATION_MEDIA_OVERLAY = FIRST_SUB_WINDOW+4,
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LAST_SUB_WINDOW = 1999,
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FIRST_SYSTEM_WINDOW = 2000,
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TYPE_STATUS_BAR = FIRST_SYSTEM_WINDOW,
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TYPE_SEARCH_BAR = FIRST_SYSTEM_WINDOW+1,
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TYPE_PHONE = FIRST_SYSTEM_WINDOW+2,
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TYPE_SYSTEM_ALERT = FIRST_SYSTEM_WINDOW+3,
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TYPE_KEYGUARD = FIRST_SYSTEM_WINDOW+4,
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TYPE_TOAST = FIRST_SYSTEM_WINDOW+5,
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TYPE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+6,
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TYPE_PRIORITY_PHONE = FIRST_SYSTEM_WINDOW+7,
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TYPE_SYSTEM_DIALOG = FIRST_SYSTEM_WINDOW+8,
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TYPE_KEYGUARD_DIALOG = FIRST_SYSTEM_WINDOW+9,
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TYPE_SYSTEM_ERROR = FIRST_SYSTEM_WINDOW+10,
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TYPE_INPUT_METHOD = FIRST_SYSTEM_WINDOW+11,
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TYPE_INPUT_METHOD_DIALOG= FIRST_SYSTEM_WINDOW+12,
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TYPE_WALLPAPER = FIRST_SYSTEM_WINDOW+13,
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TYPE_STATUS_BAR_PANEL = FIRST_SYSTEM_WINDOW+14,
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TYPE_SECURE_SYSTEM_OVERLAY = FIRST_SYSTEM_WINDOW+15,
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TYPE_DRAG = FIRST_SYSTEM_WINDOW+16,
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TYPE_STATUS_BAR_SUB_PANEL = FIRST_SYSTEM_WINDOW+17,
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TYPE_POINTER = FIRST_SYSTEM_WINDOW+18,
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TYPE_NAVIGATION_BAR = FIRST_SYSTEM_WINDOW+19,
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LAST_SYSTEM_WINDOW = 2999,
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};
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enum {
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INPUT_FEATURE_DISABLE_TOUCH_PAD_GESTURES = 0x00000001,
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};
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sp<InputChannel> inputChannel;
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String8 name;
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int32_t layoutParamsFlags;
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int32_t layoutParamsType;
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nsecs_t dispatchingTimeout;
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int32_t frameLeft;
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int32_t frameTop;
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int32_t frameRight;
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int32_t frameBottom;
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float scaleFactor;
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SkRegion touchableRegion;
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bool visible;
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bool canReceiveKeys;
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bool hasFocus;
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bool hasWallpaper;
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bool paused;
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int32_t layer;
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int32_t ownerPid;
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int32_t ownerUid;
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int32_t inputFeatures;
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bool touchableRegionContainsPoint(int32_t x, int32_t y) const;
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bool frameContainsPoint(int32_t x, int32_t y) const;
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/* Returns true if the window is of a trusted type that is allowed to silently
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* overlay other windows for the purpose of implementing the secure views feature.
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* Trusted overlays, such as IME windows, can partly obscure other windows without causing
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* motion events to be delivered to them with AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED.
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*/
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bool isTrustedOverlay() const;
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bool supportsSplitTouch() const;
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};
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/*
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* Handle for a window that can receive input.
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*
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* Used by the native input dispatcher to indirectly refer to the window manager objects
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* that describe a window.
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*/
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class InputWindowHandle : public RefBase {
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public:
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const sp<InputApplicationHandle> inputApplicationHandle;
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inline const InputWindowInfo* getInfo() const {
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return mInfo;
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}
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inline sp<InputChannel> getInputChannel() const {
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return mInfo ? mInfo->inputChannel : NULL;
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}
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inline String8 getName() const {
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return mInfo ? mInfo->name : String8("<invalid>");
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}
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inline nsecs_t getDispatchingTimeout(nsecs_t defaultValue) const {
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return mInfo ? mInfo->dispatchingTimeout : defaultValue;
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}
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/**
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* Requests that the state of this object be updated to reflect
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* the most current available information about the application.
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*
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* This method should only be called from within the input dispatcher's
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* critical section.
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*
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* Returns true on success, or false if the handle is no longer valid.
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*/
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virtual bool updateInfo() = 0;
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/**
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* Releases the storage used by the associated information when it is
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* no longer needed.
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*/
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void releaseInfo();
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protected:
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InputWindowHandle(const sp<InputApplicationHandle>& inputApplicationHandle);
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virtual ~InputWindowHandle();
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InputWindowInfo* mInfo;
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};
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} // namespace android
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#endif // _UI_INPUT_WINDOW_H
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