For storing pointers, long is used, as native pointers can be 64-bit. In addition, some minor changes have been done to conform with standard JNI practice (e.g. use of jint instead of int in JNI function prototypes) Change-Id: Ib4435f0794740d545c1e640087849215e6844802 Signed-off-by: Ashok Bhat <ashok.bhat@arm.com> Signed-off-by: Marcus Oakland <marcus.oakland@arm.com>
112 lines
3.1 KiB
Java
112 lines
3.1 KiB
Java
/*
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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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package com.android.server.input;
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import android.graphics.Region;
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import android.view.InputChannel;
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/**
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* Functions as a handle for a window that can receive input.
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* Enables the native input dispatcher to refer indirectly to the window manager's window state.
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* @hide
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*/
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public final class InputWindowHandle {
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// Pointer to the native input window handle.
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// This field is lazily initialized via JNI.
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@SuppressWarnings("unused")
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private long ptr;
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// The input application handle.
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public final InputApplicationHandle inputApplicationHandle;
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// The window manager's window state.
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public final Object windowState;
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// The input channel associated with the window.
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public InputChannel inputChannel;
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// The window name.
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public String name;
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// Window layout params attributes. (WindowManager.LayoutParams)
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public int layoutParamsFlags;
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public int layoutParamsPrivateFlags;
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public int layoutParamsType;
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// Dispatching timeout.
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public long dispatchingTimeoutNanos;
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// Window frame.
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public int frameLeft;
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public int frameTop;
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public int frameRight;
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public int frameBottom;
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// Global scaling factor applied to touch events when they are dispatched
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// to the window
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public float scaleFactor;
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// Window touchable region.
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public final Region touchableRegion = new Region();
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// Window is visible.
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public boolean visible;
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// Window can receive keys.
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public boolean canReceiveKeys;
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// Window has focus.
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public boolean hasFocus;
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// Window has wallpaper. (window is the current wallpaper target)
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public boolean hasWallpaper;
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// Input event dispatching is paused.
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public boolean paused;
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// Window layer.
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public int layer;
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// Id of process and user that owns the window.
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public int ownerPid;
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public int ownerUid;
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// Window input features.
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public int inputFeatures;
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// Display this input is on.
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public final int displayId;
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private native void nativeDispose();
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public InputWindowHandle(InputApplicationHandle inputApplicationHandle,
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Object windowState, int displayId) {
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this.inputApplicationHandle = inputApplicationHandle;
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this.windowState = windowState;
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this.displayId = displayId;
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}
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@Override
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protected void finalize() throws Throwable {
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try {
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nativeDispose();
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} finally {
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super.finalize();
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}
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}
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}
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