Native input event dispatching.
Target identification is now fully native.
Fixed a couple of minor issues related to input injection.
Native input enabled by default, can be disabled by setting
WindowManagerPolicy.ENABLE_NATIVE_INPUT_DISPATCH to false.
Change-Id: I7edf66ed3e987cc9306ad4743ac57a116af452ff
diff --git a/libs/ui/InputTransport.cpp b/libs/ui/InputTransport.cpp
index b2842d0..f56537a 100644
--- a/libs/ui/InputTransport.cpp
+++ b/libs/ui/InputTransport.cpp
@@ -430,10 +430,12 @@
reinterpret_cast<char*>(mSharedMessage);
if (newBytesUsed > mAshmemSize) {
+#if DEBUG_TRANSPORT_ACTIONS
LOGD("channel '%s' publisher ~ Cannot append motion sample because the shared memory "
"buffer is full. Buffer size: %d bytes, pointers: %d, samples: %d",
mChannel->getName().string(),
mAshmemSize, mMotionEventPointerCount, mSharedMessage->motion.sampleCount);
+#endif
return NO_MEMORY;
}
@@ -444,8 +446,10 @@
if (errno == EAGAIN) {
// Only possible source of contention is the consumer having consumed (or being in the
// process of consuming) the message and left the semaphore count at 0.
+#if DEBUG_TRANSPORT_ACTIONS
LOGD("channel '%s' publisher ~ Cannot append motion sample because the message has "
"already been consumed.", mChannel->getName().string());
+#endif
return FAILED_TRANSACTION;
} else {
LOGE("channel '%s' publisher ~ Error %d in sem_trywait.",