Lines Matching refs:events

43 // Log debug messages about hover events.
69 // Amount of time to allow for all pending events to be processed when an app switch
70 // key is on the way. This is used to preempt input dispatch and drop input events
78 // Amount of time to allow touch events to be streamed out to a connection before requiring
81 // queue of waiting unfinished events, then ANRs will similarly be delayed by one second.
87 // Number of recent events to keep for debugging purposes.
251 // Reset the key repeat timer whenever we disallow key events, even if the next event
258 // If dispatching is frozen, do not process timeouts or try to deliver any new events.
268 // been pressed. When it expires, we preempt dispatch and drop all other pending events.
316 // All events are eventually dequeued and processed this way, even if we intend to drop them.
408 // If the application takes too long to catch up then we drop all events preceding
431 // If the application takes too long to catch up then we drop all events preceding
861 // TODO: support sending secondary display events to input monitors
1089 // If the currently focused window is still working on previous events then keep waiting.
1094 "processing the input events that were previously delivered to it.");
1135 // EV_KEY, EV_REL and EV_ABS events. As it happens, the touch event was
1137 // events upon which no preprocessing took place. So policyFlags was always 0.
1270 // New window does not support splitting but we have already split events.
1447 // If the touched window is still working on previous events then keep waiting.
1452 "processing the input events that were previously delivered to it.");
1462 // engine only supports touch events. We would need to add a mechanism similar
1463 // to View.onGenericMotionEvent to enable wallpapers to handle these events.
1672 // If the event is a key event, then we must wait for all previous events to
1673 // complete before delivering it because previous events may have the
1681 // To obtain this behavior, we must serialize key events with respect to all
1682 // prior input events.
1686 // Touch events can always be sent to a window immediately because the user intended
1691 // Generic motion events, such as trackball or joystick events are a little trickier.
1692 // Like key events, generic motion events are delivered to the focused window.
1693 // Unlike key events, generic motion events don't tend to transfer focus to other
1695 // generic motion events as soon as possible to improve efficiency and reduce lag
1699 // up with lots of events because the application is not responding.
1781 // We don't want to enqueue additional outbound events if the connection is broken.
2019 // Pipe is full and we are waiting for the app to finish process some events
2020 // before sending more events to it.
2101 int InputDispatcher::handleReceiveCallback(int fd, int events, void* data) {
2110 "fd=%d, events=0x%x", fd, events);
2116 if (!(events & (ALOOPER_EVENT_ERROR | ALOOPER_EVENT_HANGUP))) {
2117 if (!(events & ALOOPER_EVENT_INPUT)) {
2119 "events=0x%x", connection->getInputChannelName(), events);
2155 "events=0x%x", connection->getInputChannelName(), events);
2196 ALOGD("channel '%s' ~ Synthesized %d cancelation events to bring channel back in sync "
2266 // Most likely this indicates that we received an ACTION_MOVE events that has
2268 // or ACTION_POINTER_DOWN events that caused us to decide to split the pointers
2503 // TODO: support sending secondary display events to input filter
3055 ALOGD("Resetting and dropping all events (%s).", reason);
3163 // Dump recently dispatched or dropped events from oldest to newest.
3187 // Dump inbound events from oldest to newest.
4012 * So for now, allow inconsistent key up events to be dispatched.
4078 // Joysticks and trackballs can send MOVE events without corresponding DOWN or UP.