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Commit d94206c4 authored by Joe Onorato's avatar Joe Onorato
Browse files

The CHEEK_TOUCH stuff never worked. Remove it.

Bug: 3104906
Change-Id: Ia37236ba1775fc3ec8c111e2e0b85b105e0dea6a
parent 81499912
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+3 −7
Original line number Original line Diff line number Diff line
@@ -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
+1 −18
Original line number Original line Diff line number Diff line
@@ -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
@@ -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;
    }
    }