TouchEvent (1/n): Adding TouchModeEvent to InputChannel
This CL detaches the touch mode state update from focus update. It does
that by introducing a new internal event (TouchModeEvent). This CL also
adds this event to InputChannel and related processing logic to
InputPublisher and InputConsumer. InputDispatcher will process two
different events now: FocusEvent when gaining/losing focus and
TouchModeEvent when entering/leaving touch mode.
Test: atest libinput_tests
Bug: 193718270
Change-Id: Ie4e5b6e8e798f12d7203127b4559fa40d38788de
diff --git a/libs/input/Input.cpp b/libs/input/Input.cpp
index 9390467..30d82b6 100644
--- a/libs/input/Input.cpp
+++ b/libs/input/Input.cpp
@@ -163,6 +163,9 @@
case AINPUT_EVENT_TYPE_DRAG: {
return "DRAG";
}
+ case AINPUT_EVENT_TYPE_TOUCH_MODE: {
+ return "TOUCH_MODE";
+ }
}
return "UNKNOWN";
}
@@ -882,6 +885,19 @@
mY = from.mY;
}
+// --- TouchModeEvent ---
+
+void TouchModeEvent::initialize(int32_t id, bool isInTouchMode) {
+ InputEvent::initialize(id, ReservedInputDeviceId::VIRTUAL_KEYBOARD_ID, AINPUT_SOURCE_UNKNOWN,
+ ADISPLAY_ID_NONE, INVALID_HMAC);
+ mIsInTouchMode = isInTouchMode;
+}
+
+void TouchModeEvent::initialize(const TouchModeEvent& from) {
+ InputEvent::initialize(from);
+ mIsInTouchMode = from.mIsInTouchMode;
+}
+
// --- PooledInputEventFactory ---
PooledInputEventFactory::PooledInputEventFactory(size_t maxPoolSize) :
@@ -936,6 +952,15 @@
return event;
}
+TouchModeEvent* PooledInputEventFactory::createTouchModeEvent() {
+ if (mTouchModeEventPool.empty()) {
+ return new TouchModeEvent();
+ }
+ TouchModeEvent* event = mTouchModeEventPool.front().release();
+ mTouchModeEventPool.pop();
+ return event;
+}
+
void PooledInputEventFactory::recycle(InputEvent* event) {
switch (event->getType()) {
case AINPUT_EVENT_TYPE_KEY: