Home | History | Annotate | Download | only in input

Lines Matching refs:dispatchEntry

1928         DispatchEntry* motionEventDispatchEntry =
2054 DispatchEntry* dispatchEntry = new DispatchEntry(eventEntry, // increments ref
2057 if (dispatchEntry->hasForegroundTarget()) {
2072 dispatchEntry->headMotionSample = appendedMotionSample;
2079 dispatchEntry->resolvedAction = keyEntry->action;
2080 dispatchEntry->resolvedFlags = keyEntry->flags;
2083 dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags)) {
2096 dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_OUTSIDE;
2098 dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_EXIT;
2100 dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_ENTER;
2102 dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_CANCEL;
2104 dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_DOWN;
2106 dispatchEntry->resolvedAction = motionEntry->action;
2108 if (dispatchEntry->resolvedAction == AMOTION_EVENT_ACTION_HOVER_MOVE
2115 dispatchEntry->resolvedAction = AMOTION_EVENT_ACTION_HOVER_ENTER;
2118 dispatchEntry->resolvedFlags = motionEntry->flags;
2119 if (dispatchEntry->targetFlags & InputTarget::FLAG_WINDOW_IS_OBSCURED) {
2120 dispatchEntry->resolvedFlags |= AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED;
2124 dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags)) {
2136 connection->outboundQueue.enqueueAtTail(dispatchEntry);
2149 DispatchEntry* dispatchEntry = connection->outboundQueue.head;
2150 LOG_ASSERT(! dispatchEntry->inProgress);
2153 dispatchEntry->inProgress = true;
2157 EventEntry* eventEntry = dispatchEntry->eventEntry;
2165 dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags,
2186 MotionSample* firstMotionSample = dispatchEntry->headMotionSample;
2197 && !(dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS)) {
2198 scaleFactor = dispatchEntry->scaleFactor;
2199 xOffset = dispatchEntry->xOffset * scaleFactor;
2200 yOffset = dispatchEntry->yOffset * scaleFactor;
2214 if (dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS) {
2225 dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags,
2240 if (dispatchEntry->resolvedAction == AMOTION_EVENT_ACTION_MOVE
2241 || dispatchEntry->resolvedAction == AMOTION_EVENT_ACTION_HOVER_MOVE) {
2246 if (!(dispatchEntry->targetFlags & InputTarget::FLAG_ZERO_COORDS)) {
2276 dispatchEntry->tailMotionSample = nextMotionSample;
2338 DispatchEntry* dispatchEntry = connection->outboundQueue.head;
2339 if (dispatchEntry->inProgress) {
2341 if (dispatchEntry->tailMotionSample) {
2343 // Reuse the same DispatchEntry and start a new cycle.
2344 dispatchEntry->inProgress = false;
2345 dispatchEntry->headMotionSample = dispatchEntry->tailMotionSample;
2346 dispatchEntry->tailMotionSample = NULL;
2352 if (dispatchEntry->hasForegroundTarget()) {
2353 decrementPendingForegroundDispatchesLocked(dispatchEntry->eventEntry);
2355 delete dispatchEntry;
2393 DispatchEntry* dispatchEntry = connection->outboundQueue.dequeueAtHead();
2394 if (dispatchEntry->hasForegroundTarget()) {
2395 decrementPendingForegroundDispatchesLocked(dispatchEntry->eventEntry);
2397 delete dispatchEntry;
2872 DispatchEntry* dispatchEntry = connection->outboundQueue.head;
2873 if (! dispatchEntry->inProgress
2874 || dispatchEntry->eventEntry->type != EventEntry::TYPE_MOTION
2875 || dispatchEntry->isSplit()) {
2882 dispatchEntry->eventEntry);
3865 DispatchEntry* dispatchEntry = connection->outboundQueue.head;
3866 if (dispatchEntry->inProgress) {
3867 if (dispatchEntry->eventEntry->type == EventEntry::TYPE_KEY) {
3868 KeyEntry* keyEntry = static_cast<KeyEntry*>(dispatchEntry->eventEntry);
3870 dispatchEntry, keyEntry, handled);
3871 } else if (dispatchEntry->eventEntry->type == EventEntry::TYPE_MOTION) {
3872 MotionEntry* motionEntry = static_cast<MotionEntry*>(dispatchEntry->eventEntry);
3874 dispatchEntry, motionEntry, handled);
3885 DispatchEntry* dispatchEntry, KeyEntry* keyEntry, bool handled) {
3895 if (handled || !dispatchEntry->hasForegroundTarget()) {
3947 LOG_ASSERT(connection->outboundQueue.head == dispatchEntry);
4027 dispatchEntry->inProgress = false;
4041 DispatchEntry* dispatchEntry, MotionEntry* motionEntry, bool handled) {
4264 // --- InputDispatcher::DispatchEntry ---
4266 InputDispatcher::DispatchEntry::DispatchEntry(EventEntry* eventEntry,
4276 InputDispatcher::DispatchEntry::~DispatchEntry() {
4626 InputDispatcher::DispatchEntry* InputDispatcher::Connection::findQueuedDispatchEntryForEvent(
4628 for (DispatchEntry* dispatchEntry = outboundQueue.tail; dispatchEntry;
4629 dispatchEntry = dispatchEntry->prev) {
4630 if (dispatchEntry->eventEntry == eventEntry) {
4631 return dispatchEntry;