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Created July 5, 2014 00:07
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status_t InputConsumer::consume(InputEventFactoryInterface* factory, bool consumeBatches, nsecs_t frameTime, uint32_t* outSeq, InputEvent** outEvent)
status_t InputConsumer::consume(InputEventFactoryInterface* factory,
bool consumeBatches, nsecs_t frameTime, uint32_t* outSeq, InputEvent** outEvent) {
...
*outSeq = 0;
*outEvent = NULL;
// Fetch the next input message.
// Loop until an event can be returned or no additional events are received.
while (!*outEvent) {
if (mMsgDeferred) {
...
} else {
// Receive a fresh message.
status_t result = mChannel->receiveMessage(&mMsg);
if (result) {
// Consume the next batched event unless batches are being held for later.
if (consumeBatches || result != WOULD_BLOCK) {
result = consumeBatch(factory, frameTime, outSeq, outEvent);
if (*outEvent) {
...
break;
}
}
return result;
}
}
switch (mMsg.header.type) {
case InputMessage::TYPE_KEY: {
KeyEvent* keyEvent = factory->createKeyEvent();
...
*outSeq = mMsg.body.key.seq;
*outEvent = keyEvent;
...
break;
}
case AINPUT_EVENT_TYPE_MOTION: {
ssize_t batchIndex = findBatch(mMsg.body.motion.deviceId, mMsg.body.motion.source);
if (batchIndex >= 0) {
Batch& batch = mBatches.editItemAt(batchIndex);
if (canAddSample(batch, &mMsg)) {
batch.samples.push(mMsg);
...
break;
} else {
// We cannot append to the batch in progress, so we need to consume
// the previous batch right now and defer the new message until later.
mMsgDeferred = true;
status_t result = consumeSamples(factory,
batch, batch.samples.size(), outSeq, outEvent);
mBatches.removeAt(batchIndex);
...
break;
}
}
// Start a new batch if needed.
if (mMsg.body.motion.action == AMOTION_EVENT_ACTION_MOVE
|| mMsg.body.motion.action == AMOTION_EVENT_ACTION_HOVER_MOVE) {
mBatches.push();
Batch& batch = mBatches.editTop();
batch.samples.push(mMsg);
...
break;
}
MotionEvent* motionEvent = factory->createMotionEvent();
if (! motionEvent) return NO_MEMORY;
updateTouchState(&mMsg);
initializeMotionEvent(motionEvent, &mMsg);
*outSeq = mMsg.body.motion.seq;
*outEvent = motionEvent;
...
break;
}
default:
...
return UNKNOWN_ERROR;
}
}
return OK;
}
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