Add initial support for cursor-based pointing devices.
Some parts stubbed out but you can plug in a mouse and move
a green cursor around to interact with the UI.
Change-Id: I80d597a7f11d3bd92041890f74b3c77326975e6e
diff --git a/libs/ui/InputDispatcher.cpp b/libs/ui/InputDispatcher.cpp
index ed0cb8e..0548e61 100644
--- a/libs/ui/InputDispatcher.cpp
+++ b/libs/ui/InputDispatcher.cpp
@@ -1443,11 +1443,11 @@
#if DEBUG_DISPATCH_CYCLE
LOGD("channel '%s' ~ prepareDispatchCycle - flags=%d, "
"xOffset=%f, yOffset=%f, "
- "windowType=%d, pointerIds=0x%x, "
+ "pointerIds=0x%x, "
"resumeWithAppendedMotionSample=%s",
connection->getInputChannelName(), inputTarget->flags,
inputTarget->xOffset, inputTarget->yOffset,
- inputTarget->windowType, inputTarget->pointerIds.value,
+ inputTarget->pointerIds.value,
toString(resumeWithAppendedMotionSample));
#endif
@@ -1826,8 +1826,8 @@
void InputDispatcher::abortBrokenDispatchCycleLocked(nsecs_t currentTime,
const sp<Connection>& connection) {
#if DEBUG_DISPATCH_CYCLE
- LOGD("channel '%s' ~ abortBrokenDispatchCycle - broken=%s",
- connection->getInputChannelName(), toString(broken));
+ LOGD("channel '%s' ~ abortBrokenDispatchCycle",
+ connection->getInputChannelName());
#endif
// Clear the outbound queue.