InputFlinger: Support amplitude control for InputDeviceVibrator

Add support for sending multi-channel rumble amplitudes to input
devices supporting FF_RUMBLE.

Bug: 38511270
Bug: 136215622
Test: Connect a gamepad whose driver supports FF_RUMBLE, find it
      with the android input framework, and do something like this:

      // waveform where rumble magnitude doubles every 2 seconds
      VibrationEffect effect = VibrationEffect.createWaveform(
              new long[] { 2000L, 2000L, 2000L, 2000L, 2000L },
              new int[] { 16, 32, 64, 128, 255 },
              -1);
      inputDevice.getVibrator().vibrate(effect);

Change-Id: I2f059e085c106cbca2372c72d09a9f579d35e4c7
diff --git a/services/inputflinger/reader/include/InputDevice.h b/services/inputflinger/reader/include/InputDevice.h
index 71313fc..6cb86bd 100644
--- a/services/inputflinger/reader/include/InputDevice.h
+++ b/services/inputflinger/reader/include/InputDevice.h
@@ -81,7 +81,7 @@
     int32_t getSwitchState(uint32_t sourceMask, int32_t switchCode);
     bool markSupportedKeyCodes(uint32_t sourceMask, size_t numCodes, const int32_t* keyCodes,
                                uint8_t* outFlags);
-    void vibrate(const nsecs_t* pattern, size_t patternSize, ssize_t repeat, int32_t token);
+    void vibrate(const std::vector<VibrationElement>& pattern, ssize_t repeat, int32_t token);
     void cancelVibrate(int32_t token);
     void cancelTouch(nsecs_t when);
 
@@ -262,7 +262,9 @@
     inline bool setKeyboardLayoutOverlay(const sp<KeyCharacterMap>& map) {
         return mEventHub->setKeyboardLayoutOverlay(mId, map);
     }
-    inline void vibrate(nsecs_t duration) { return mEventHub->vibrate(mId, duration); }
+    inline void vibrate(const VibrationElement& element) {
+        return mEventHub->vibrate(mId, element);
+    }
     inline void cancelVibrate() { return mEventHub->cancelVibrate(mId); }
 
     inline bool hasAbsoluteAxis(int32_t code) const {