Files
frameworks_base/services/input/PointerController.cpp
Jeff Brown a6dbfdd3a8 Add a sprite controller. (DO NOT MERGE)
Refactored PointerController to extract the surface management
code to a new component called a SpriteController so that it can
be used to move finger tracking spots around the screen as well.
The SpriteController is designed to fully decouple the client from
any latency introduced by surface transactions and drawing.
All sprite updates are performed asynchronously on the Looper using
a copy of the sprite state.

Added a stub SpotController implementation for touch pad UX.
It will be implemented in a subsequent patch.

Fixed a little bug in pointer orientation changes when entering
DISPLAY_ORIENTATION_90 the x offset was clobbered.

Change-Id: I6d59d80df9af61e93af50290e7776337d10c9d5a
2011-05-25 14:37:16 -07:00

357 lines
9.9 KiB
C++

/*
* 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>
#include <SkBitmap.h>
#include <SkCanvas.h>
#include <SkColor.h>
#include <SkPaint.h>
#include <SkXfermode.h>
namespace android {
// --- PointerController ---
// Time to wait before starting the fade when the pointer is inactive.
static const nsecs_t INACTIVITY_FADE_DELAY_TIME_NORMAL = 15 * 1000 * 1000000LL; // 15 seconds
static const nsecs_t INACTIVITY_FADE_DELAY_TIME_SHORT = 3 * 1000 * 1000000LL; // 3 seconds
// Time to spend fading out the pointer completely.
static const nsecs_t FADE_DURATION = 500 * 1000000LL; // 500 ms
// Time to wait between frames.
static const nsecs_t FADE_FRAME_INTERVAL = 1000000000LL / 60;
// Amount to subtract from alpha per frame.
static const float FADE_DECAY_PER_FRAME = float(FADE_FRAME_INTERVAL) / FADE_DURATION;
PointerController::PointerController(const sp<Looper>& looper,
const sp<SpriteController>& spriteController) :
mLooper(looper), mSpriteController(spriteController) {
mHandler = new WeakMessageHandler(this);
AutoMutex _l(mLock);
mLocked.displayWidth = -1;
mLocked.displayHeight = -1;
mLocked.displayOrientation = DISPLAY_ORIENTATION_0;
mLocked.pointerX = 0;
mLocked.pointerY = 0;
mLocked.buttonState = 0;
mLocked.fadeAlpha = 1;
mLocked.inactivityFadeDelay = INACTIVITY_FADE_DELAY_NORMAL;
mLocked.visible = false;
mLocked.sprite = mSpriteController->createSprite();
}
PointerController::~PointerController() {
mLooper->removeMessages(mHandler);
AutoMutex _l(mLock);
mLocked.sprite.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
LOGD("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(uint32_t buttonState) {
#if DEBUG_POINTER_UPDATES
LOGD("Set button state 0x%08x", buttonState);
#endif
AutoMutex _l(mLock);
if (mLocked.buttonState != buttonState) {
mLocked.buttonState = buttonState;
unfadeBeforeUpdateLocked();
updateLocked();
}
}
uint32_t PointerController::getButtonState() const {
AutoMutex _l(mLock);
return mLocked.buttonState;
}
void PointerController::setPosition(float x, float y) {
#if DEBUG_POINTER_UPDATES
LOGD("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;
}
unfadeBeforeUpdateLocked();
updateLocked();
}
}
void PointerController::getPosition(float* outX, float* outY) const {
AutoMutex _l(mLock);
*outX = mLocked.pointerX;
*outY = mLocked.pointerY;
}
void PointerController::fade() {
AutoMutex _l(mLock);
startFadeLocked();
}
void PointerController::unfade() {
AutoMutex _l(mLock);
if (unfadeBeforeUpdateLocked()) {
updateLocked();
}
}
void PointerController::setInactivityFadeDelay(InactivityFadeDelay inactivityFadeDelay) {
AutoMutex _l(mLock);
if (mLocked.inactivityFadeDelay != inactivityFadeDelay) {
mLocked.inactivityFadeDelay = inactivityFadeDelay;
startInactivityFadeDelayLocked();
}
}
void PointerController::updateLocked() {
mLocked.sprite->openTransaction();
mLocked.sprite->setPosition(mLocked.pointerX, mLocked.pointerY);
mLocked.sprite->setAlpha(mLocked.fadeAlpha);
mLocked.sprite->setVisible(mLocked.visible);
mLocked.sprite->closeTransaction();
}
void PointerController::setDisplaySize(int32_t width, int32_t height) {
AutoMutex _l(mLock);
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;
}
updateLocked();
}
}
void PointerController::setDisplayOrientation(int32_t orientation) {
AutoMutex _l(mLock);
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;
updateLocked();
}
}
void PointerController::setPointerIcon(const SkBitmap* bitmap, float hotSpotX, float hotSpotY) {
AutoMutex _l(mLock);
mLocked.sprite->setBitmap(bitmap, hotSpotX, hotSpotY);
}
void PointerController::handleMessage(const Message& message) {
switch (message.what) {
case MSG_FADE_STEP: {
AutoMutex _l(mLock);
fadeStepLocked();
break;
}
}
}
bool PointerController::unfadeBeforeUpdateLocked() {
sendFadeStepMessageDelayedLocked(getInactivityFadeDelayTimeLocked());
if (isFadingLocked()) {
mLocked.visible = true;
mLocked.fadeAlpha = 1;
return true; // update required to effect the unfade
}
return false; // update not required
}
void PointerController::startFadeLocked() {
if (!isFadingLocked()) {
sendFadeStepMessageDelayedLocked(0);
}
}
void PointerController::startInactivityFadeDelayLocked() {
if (!isFadingLocked()) {
sendFadeStepMessageDelayedLocked(getInactivityFadeDelayTimeLocked());
}
}
void PointerController::fadeStepLocked() {
if (mLocked.visible) {
mLocked.fadeAlpha -= FADE_DECAY_PER_FRAME;
if (mLocked.fadeAlpha < 0) {
mLocked.fadeAlpha = 0;
mLocked.visible = false;
} else {
sendFadeStepMessageDelayedLocked(FADE_FRAME_INTERVAL);
}
updateLocked();
}
}
bool PointerController::isFadingLocked() {
return !mLocked.visible || mLocked.fadeAlpha != 1;
}
nsecs_t PointerController::getInactivityFadeDelayTimeLocked() {
return mLocked.inactivityFadeDelay == INACTIVITY_FADE_DELAY_SHORT
? INACTIVITY_FADE_DELAY_TIME_SHORT : INACTIVITY_FADE_DELAY_TIME_NORMAL;
}
void PointerController::sendFadeStepMessageDelayedLocked(nsecs_t delayTime) {
mLooper->removeMessages(mHandler, MSG_FADE_STEP);
mLooper->sendMessageDelayed(delayTime, mHandler, Message(MSG_FADE_STEP));
}
} // namespace android