Loading include/ui/PowerManager.h +3 −7 Original line number Original line Diff line number Diff line Loading @@ -22,14 +22,10 @@ namespace android { enum { enum { POWER_MANAGER_OTHER_EVENT = 0, POWER_MANAGER_OTHER_EVENT = 0, POWER_MANAGER_CHEEK_EVENT = 1, POWER_MANAGER_BUTTON_EVENT = 1, POWER_MANAGER_TOUCH_EVENT = 2, // touch events are TOUCH for 300ms, and then either POWER_MANAGER_TOUCH_EVENT = 2, // up events or LONG_TOUCH events. POWER_MANAGER_LONG_TOUCH_EVENT = 3, POWER_MANAGER_TOUCH_UP_EVENT = 4, POWER_MANAGER_BUTTON_EVENT = 5, // Button and trackball events. POWER_MANAGER_LAST_EVENT = POWER_MANAGER_BUTTON_EVENT, // Last valid event code. POWER_MANAGER_LAST_EVENT = POWER_MANAGER_TOUCH_EVENT, // Last valid event code. }; }; } // namespace android } // namespace android Loading libs/ui/InputDispatcher.cpp +1 −18 Original line number Original line Diff line number Diff line Loading @@ -51,9 +51,6 @@ namespace android { namespace android { // Delay before reporting long touch events to the power manager. const nsecs_t LONG_TOUCH_DELAY = 300 * 1000000LL; // 300 ms // Default input dispatching timeout if there is no focused application or paused window // Default input dispatching timeout if there is no focused application or paused window // from which to determine an appropriate dispatching timeout. // from which to determine an appropriate dispatching timeout. const nsecs_t DEFAULT_INPUT_DISPATCHING_TIMEOUT = 5000 * 1000000LL; // 5 sec const nsecs_t DEFAULT_INPUT_DISPATCHING_TIMEOUT = 5000 * 1000000LL; // 5 sec Loading Loading @@ -1416,21 +1413,7 @@ void InputDispatcher::pokeUserActivityLocked(const EventEntry* eventEntry) { } } if (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER) { if (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER) { switch (motionEntry->action) { case AMOTION_EVENT_ACTION_DOWN: eventType = POWER_MANAGER_TOUCH_EVENT; eventType = POWER_MANAGER_TOUCH_EVENT; break; case AMOTION_EVENT_ACTION_UP: eventType = POWER_MANAGER_TOUCH_UP_EVENT; break; default: if (motionEntry->eventTime - motionEntry->downTime < LONG_TOUCH_DELAY) { eventType = POWER_MANAGER_TOUCH_EVENT; } else { eventType = POWER_MANAGER_LONG_TOUCH_EVENT; } break; } } } break; break; } } Loading Loading
include/ui/PowerManager.h +3 −7 Original line number Original line Diff line number Diff line Loading @@ -22,14 +22,10 @@ namespace android { enum { enum { POWER_MANAGER_OTHER_EVENT = 0, POWER_MANAGER_OTHER_EVENT = 0, POWER_MANAGER_CHEEK_EVENT = 1, POWER_MANAGER_BUTTON_EVENT = 1, POWER_MANAGER_TOUCH_EVENT = 2, // touch events are TOUCH for 300ms, and then either POWER_MANAGER_TOUCH_EVENT = 2, // up events or LONG_TOUCH events. POWER_MANAGER_LONG_TOUCH_EVENT = 3, POWER_MANAGER_TOUCH_UP_EVENT = 4, POWER_MANAGER_BUTTON_EVENT = 5, // Button and trackball events. POWER_MANAGER_LAST_EVENT = POWER_MANAGER_BUTTON_EVENT, // Last valid event code. POWER_MANAGER_LAST_EVENT = POWER_MANAGER_TOUCH_EVENT, // Last valid event code. }; }; } // namespace android } // namespace android Loading
libs/ui/InputDispatcher.cpp +1 −18 Original line number Original line Diff line number Diff line Loading @@ -51,9 +51,6 @@ namespace android { namespace android { // Delay before reporting long touch events to the power manager. const nsecs_t LONG_TOUCH_DELAY = 300 * 1000000LL; // 300 ms // Default input dispatching timeout if there is no focused application or paused window // Default input dispatching timeout if there is no focused application or paused window // from which to determine an appropriate dispatching timeout. // from which to determine an appropriate dispatching timeout. const nsecs_t DEFAULT_INPUT_DISPATCHING_TIMEOUT = 5000 * 1000000LL; // 5 sec const nsecs_t DEFAULT_INPUT_DISPATCHING_TIMEOUT = 5000 * 1000000LL; // 5 sec Loading Loading @@ -1416,21 +1413,7 @@ void InputDispatcher::pokeUserActivityLocked(const EventEntry* eventEntry) { } } if (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER) { if (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER) { switch (motionEntry->action) { case AMOTION_EVENT_ACTION_DOWN: eventType = POWER_MANAGER_TOUCH_EVENT; eventType = POWER_MANAGER_TOUCH_EVENT; break; case AMOTION_EVENT_ACTION_UP: eventType = POWER_MANAGER_TOUCH_UP_EVENT; break; default: if (motionEntry->eventTime - motionEntry->downTime < LONG_TOUCH_DELAY) { eventType = POWER_MANAGER_TOUCH_EVENT; } else { eventType = POWER_MANAGER_LONG_TOUCH_EVENT; } break; } } } break; break; } } Loading