Move inputservice over to frameworks/native

Remove all of the pieces except the PointerController and SpriteController over
to frameworks/native in preparation for inputflinger. Those two need to stay in
frameworks/base for now because they depend on Skia currently. In the long run
they should be merged into either the InputManager or the WindowManager rather
than as a part of the inputservice / inputflinger.

Try 2.

Change-Id: I84259356d3eb8efc5aefb9d6b311b5fc590ea3ed
diff --git a/libs/input/PointerController.h b/libs/input/PointerController.h
index 790c0bb..b9e4ce7 100644
--- a/libs/input/PointerController.h
+++ b/libs/input/PointerController.h
@@ -21,6 +21,7 @@
 
 #include <ui/DisplayInfo.h>
 #include <input/Input.h>
+#include <inputflinger/PointerControllerInterface.h>
 #include <utils/BitSet.h>
 #include <utils/RefBase.h>
 #include <utils/Looper.h>
@@ -30,84 +31,6 @@
 
 namespace android {
 
-/**
- * Interface for tracking a mouse / touch pad pointer and touch pad spots.
- *
- * The spots are sprites on screen that visually represent the positions of
- * fingers
- *
- * The pointer controller is responsible for providing synchronization and for tracking
- * display orientation changes if needed.
- */
-class PointerControllerInterface : public virtual RefBase {
-protected:
-    PointerControllerInterface() { }
-    virtual ~PointerControllerInterface() { }
-
-public:
-    /* Gets the bounds of the region that the pointer can traverse.
-     * Returns true if the bounds are available. */
-    virtual bool getBounds(float* outMinX, float* outMinY,
-            float* outMaxX, float* outMaxY) const = 0;
-
-    /* Move the pointer. */
-    virtual void move(float deltaX, float deltaY) = 0;
-
-    /* Sets a mask that indicates which buttons are pressed. */
-    virtual void setButtonState(int32_t buttonState) = 0;
-
-    /* Gets a mask that indicates which buttons are pressed. */
-    virtual int32_t getButtonState() const = 0;
-
-    /* Sets the absolute location of the pointer. */
-    virtual void setPosition(float x, float y) = 0;
-
-    /* Gets the absolute location of the pointer. */
-    virtual void getPosition(float* outX, float* outY) const = 0;
-
-    enum Transition {
-        // Fade/unfade immediately.
-        TRANSITION_IMMEDIATE,
-        // Fade/unfade gradually.
-        TRANSITION_GRADUAL,
-    };
-
-    /* Fades the pointer out now. */
-    virtual void fade(Transition transition) = 0;
-
-    /* Makes the pointer visible if it has faded out.
-     * The pointer never unfades itself automatically.  This method must be called
-     * by the client whenever the pointer is moved or a button is pressed and it
-     * wants to ensure that the pointer becomes visible again. */
-    virtual void unfade(Transition transition) = 0;
-
-    enum Presentation {
-        // Show the mouse pointer.
-        PRESENTATION_POINTER,
-        // Show spots and a spot anchor in place of the mouse pointer.
-        PRESENTATION_SPOT,
-    };
-
-    /* Sets the mode of the pointer controller. */
-    virtual void setPresentation(Presentation presentation) = 0;
-
-    /* Sets the spots for the current gesture.
-     * The spots are not subject to the inactivity timeout like the pointer
-     * itself it since they are expected to remain visible for so long as
-     * the fingers are on the touch pad.
-     *
-     * The values of the AMOTION_EVENT_AXIS_PRESSURE axis is significant.
-     * For spotCoords, pressure != 0 indicates that the spot's location is being
-     * pressed (not hovering).
-     */
-    virtual void setSpots(const PointerCoords* spotCoords, const uint32_t* spotIdToIndex,
-            BitSet32 spotIdBits) = 0;
-
-    /* Removes all spots. */
-    virtual void clearSpots() = 0;
-};
-
-
 /*
  * Pointer resources.
  */