/** * Copyright (c) 2020, 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. */ package android.os; /** @hide */ interface IInputConstants { // This should be multiplied by the value of the system property ro.hw_timeout_multiplier before // use. A pre-multiplied constant is available in Java in // android.os.InputConstants.DEFAULT_DISPATCHING_TIMEOUT_MILLIS. const int UNMULTIPLIED_DEFAULT_DISPATCHING_TIMEOUT_MILLIS = 5000; // 5 seconds // Indicate invalid battery capacity const int INVALID_BATTERY_CAPACITY = -1; /** * Every input event has an id. This constant value is used when a valid input event id is not * available. */ const int INVALID_INPUT_EVENT_ID = 0; /** * Every input device has an id. This constant value is used when a valid input device id is not * available. * The virtual keyboard uses -1 as the input device id. Therefore, we use -2 as the value for * an invalid input device. */ const int INVALID_INPUT_DEVICE_ID = -2; /** * The input event was injected from accessibility. Used in policyFlags for input event * injection. */ const int POLICY_FLAG_INJECTED_FROM_ACCESSIBILITY = 0x20000; /** * This flag indicates that the window that received this motion event is partly * or wholly obscured by another visible window above it and the event directly passed through * the obscured area. * * A security sensitive application can check this flag to identify situations in which * a malicious application may have covered up part of its content for the purpose * of misleading the user or hijacking touches. An appropriate response might be * to drop the suspect touches or to take additional precautions to confirm the user's * actual intent. */ const int MOTION_EVENT_FLAG_WINDOW_IS_OBSCURED = 0x1; /** * This flag indicates that the window that received this motion event is partly * or wholly obscured by another visible window above it and the event did not directly pass * through the obscured area. * * A security sensitive application can check this flag to identify situations in which * a malicious application may have covered up part of its content for the purpose * of misleading the user or hijacking touches. An appropriate response might be * to drop the suspect touches or to take additional precautions to confirm the user's * actual intent. * * Unlike FLAG_WINDOW_IS_OBSCURED, this is only true if the window that received this event is * obstructed in areas other than the touched location. */ const int MOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED = 0x2; /** * This private flag is only set on {@link #ACTION_HOVER_MOVE} events and indicates that * this event will be immediately followed by a {@link #ACTION_HOVER_EXIT}. It is used to * prevent generating redundant {@link #ACTION_HOVER_ENTER} events. * @hide */ const int MOTION_EVENT_FLAG_HOVER_EXIT_PENDING = 0x4; /** * This flag indicates that the event has been generated by a gesture generator. It * provides a hint to the GestureDetector to not apply any touch slop. * * @hide */ const int MOTION_EVENT_FLAG_IS_GENERATED_GESTURE = 0x8; /** * This flag is only set for events with {@link #ACTION_POINTER_UP} and {@link #ACTION_CANCEL}. * It indicates that the pointer going up was an unintentional user touch. When FLAG_CANCELED * is set, the typical actions that occur in response for a pointer going up (such as click * handlers, end of drawing) should be aborted. This flag is typically set when the user was * accidentally touching the screen, such as by gripping the device, or placing the palm on the * screen. * * @see #ACTION_POINTER_UP * @see #ACTION_CANCEL */ const int INPUT_EVENT_FLAG_CANCELED = 0x20; /** * This flag indicates that the event will not cause a focus change if it is directed to an * unfocused window, even if it an {@link #ACTION_DOWN}. This is typically used with pointer * gestures to allow the user to direct gestures to an unfocused window without bringing the * window into focus. * @hide */ const int MOTION_EVENT_FLAG_NO_FOCUS_CHANGE = 0x40; /** * This flag indicates that the event has a valid value for AXIS_ORIENTATION. * * This is a private flag that is not used in Java. * @hide */ const int MOTION_EVENT_PRIVATE_FLAG_SUPPORTS_ORIENTATION = 0x80; /** * This flag indicates that the pointers' AXIS_ORIENTATION can be used to precisely determine * the direction in which the tool is pointing. The value of the orientation axis will be in * the range [-pi, pi], which represents a full circle. This is usually supported by devices * like styluses. * * Conversely, AXIS_ORIENTATION cannot be used to tell which direction the tool is pointing * when this flag is not set. In this case, the axis value will have a range of [-pi/2, pi/2], * which represents half a circle. This is usually the case for devices like touchscreens and * touchpads, for which it is difficult to tell which direction along the major axis of the * touch ellipse the finger is pointing. * * This is a private flag that is not used in Java. * @hide */ const int MOTION_EVENT_PRIVATE_FLAG_SUPPORTS_DIRECTIONAL_ORIENTATION = 0x100; /** * The input event was generated or modified by accessibility service. * Shared by both KeyEvent and MotionEvent flags, so this value should not overlap with either * set of flags, including in input/Input.h and in android/input.h. */ const int INPUT_EVENT_FLAG_IS_ACCESSIBILITY_EVENT = 0x800; /** * Private flag that indicates when the system has detected that this motion event * may be inconsistent with respect to the sequence of previously delivered motion events, * such as when a pointer move event is sent but the pointer is not down. * * @hide * @see #isTainted * @see #setTainted */ const int INPUT_EVENT_FLAG_TAINTED = 0x80000000; /** * Private flag indicating that this event was synthesized by the system and should be delivered * to the accessibility focused view first. When being dispatched such an event is not handled * by predecessors of the accessibility focused view and after the event reaches that view the * flag is cleared and normal event dispatch is performed. This ensures that the platform can * click on any view that has accessibility focus which is semantically equivalent to asking the * view to perform a click accessibility action but more generic as views not implementing click * action correctly can still be activated. * * @hide * @see #isTargetAccessibilityFocus() * @see #setTargetAccessibilityFocus(boolean) */ const int MOTION_EVENT_FLAG_TARGET_ACCESSIBILITY_FOCUS = 0x40000000; /* The default pointer acceleration value. */ const int DEFAULT_POINTER_ACCELERATION = 3; /** * Use the default Velocity Tracker Strategy. Different axes may use different default * strategies. */ const int VELOCITY_TRACKER_STRATEGY_DEFAULT = -1; /** * Velocity Tracker Strategy: Impulse. * Physical model of pushing an object. Quality: VERY GOOD. * Works with duplicate coordinates, unclean finger liftoff. */ const int VELOCITY_TRACKER_STRATEGY_IMPULSE = 0; /** * Velocity Tracker Strategy: LSQ1. * 1st order least squares. Quality: POOR. * Frequently underfits the touch data especially when the finger accelerates * or changes direction. Often underestimates velocity. The direction * is overly influenced by historical touch points. */ const int VELOCITY_TRACKER_STRATEGY_LSQ1 = 1; /** * Velocity Tracker Strategy: LSQ2. * 2nd order least squares. Quality: VERY GOOD. * Pretty much ideal, but can be confused by certain kinds of touch data, * particularly if the panel has a tendency to generate delayed, * duplicate or jittery touch coordinates when the finger is released. */ const int VELOCITY_TRACKER_STRATEGY_LSQ2 = 2; /** * Velocity Tracker Strategy: LSQ3. * 3rd order least squares. Quality: UNUSABLE. * Frequently overfits the touch data yielding wildly divergent estimates * of the velocity when the finger is released. */ const int VELOCITY_TRACKER_STRATEGY_LSQ3 = 3; /** * Velocity Tracker Strategy: WLSQ2_DELTA. * 2nd order weighted least squares, delta weighting. Quality: EXPERIMENTAL */ const int VELOCITY_TRACKER_STRATEGY_WLSQ2_DELTA = 4; /** * Velocity Tracker Strategy: WLSQ2_CENTRAL. * 2nd order weighted least squares, central weighting. Quality: EXPERIMENTALe */ const int VELOCITY_TRACKER_STRATEGY_WLSQ2_CENTRAL = 5; /** * Velocity Tracker Strategy: WLSQ2_RECENT. * 2nd order weighted least squares, recent weighting. Quality: EXPERIMENTAL */ const int VELOCITY_TRACKER_STRATEGY_WLSQ2_RECENT = 6; /** * Velocity Tracker Strategy: INT1. * 1st order integrating filter. Quality: GOOD. * Not as good as 'lsq2' because it cannot estimate acceleration but it is * more tolerant of errors. Like 'lsq1', this strategy tends to underestimate * the velocity of a fling but this strategy tends to respond to changes in * direction more quickly and accurately. */ const int VELOCITY_TRACKER_STRATEGY_INT1 = 7; /** * Velocity Tracker Strategy: INT2. * 2nd order integrating filter. Quality: EXPERIMENTAL. * For comparison purposes only. Unlike 'int1' this strategy can compensate * for acceleration but it typically overestimates the effect. */ const int VELOCITY_TRACKER_STRATEGY_INT2 = 8; /** * Velocity Tracker Strategy: Legacy. * Legacy velocity tracker algorithm. Quality: POOR. * For comparison purposes only. This algorithm is strongly influenced by * old data points, consistently underestimates velocity and takes a very long * time to adjust to changes in direction. */ const int VELOCITY_TRACKER_STRATEGY_LEGACY = 9; /* * Input device class: Keyboard * The input device is a keyboard or has buttons. * * @hide */ const int DEVICE_CLASS_KEYBOARD = 0x00000001; /* * Input device class: Alphakey * The input device is an alpha-numeric keyboard (not just a dial pad). * * @hide */ const int DEVICE_CLASS_ALPHAKEY = 0x00000002; /* * Input device class: Touch * The input device is a touchscreen or a touchpad (either single-touch or multi-touch). * * @hide */ const int DEVICE_CLASS_TOUCH = 0x00000004; /* * Input device class: Cursor * The input device is a cursor device such as a trackball or mouse. * * @hide */ const int DEVICE_CLASS_CURSOR = 0x00000008; /* * Input device class: Multi-touch * The input device is a multi-touch touchscreen or touchpad. * * @hide */ const int DEVICE_CLASS_TOUCH_MT = 0x00000010; /* * Input device class: Dpad * The input device is a directional pad (implies keyboard, has DPAD keys). * * @hide */ const int DEVICE_CLASS_DPAD = 0x00000020; /* * Input device class: Gamepad * The input device is a gamepad (implies keyboard, has BUTTON keys). * * @hide */ const int DEVICE_CLASS_GAMEPAD = 0x00000040; /* * Input device class: Switch * The input device has switches. * * @hide */ const int DEVICE_CLASS_SWITCH = 0x00000080; /* * Input device class: Joystick * The input device is a joystick (implies gamepad, has joystick absolute axes). * * @hide */ const int DEVICE_CLASS_JOYSTICK = 0x00000100; /* * Input device class: Vibrator * The input device has a vibrator (supports FF_RUMBLE). * * @hide */ const int DEVICE_CLASS_VIBRATOR = 0x00000200; /* * Input device class: Mic * The input device has a microphone. * * @hide */ const int DEVICE_CLASS_MIC = 0x00000400; /* * Input device class: External Stylus * The input device is an external stylus (has data we want to fuse with touch data). * * @hide */ const int DEVICE_CLASS_EXTERNAL_STYLUS = 0x00000800; /* * Input device class: Rotary Encoder * The input device has a rotary encoder. * * @hide */ const int DEVICE_CLASS_ROTARY_ENCODER = 0x00001000; /* * Input device class: Sensor * The input device has a sensor like accelerometer, gyro, etc. * * @hide */ const int DEVICE_CLASS_SENSOR = 0x00002000; /* * Input device class: Battery * The input device has a battery. * * @hide */ const int DEVICE_CLASS_BATTERY = 0x00004000; /* * Input device class: Light * The input device has sysfs controllable lights. * * @hide */ const int DEVICE_CLASS_LIGHT = 0x00008000; /* * Input device class: Touchpad * The input device is a touchpad, requiring an on-screen cursor. * * @hide */ const int DEVICE_CLASS_TOUCHPAD = 0x00010000; /* * Input device class: Virtual * The input device is virtual (not a real device, not part of UI configuration). * * @hide */ const int DEVICE_CLASS_VIRTUAL = 0x20000000; /* * Input device class: External * The input device is external (not built-in). * * @hide */ const int DEVICE_CLASS_EXTERNAL = 0x40000000; }