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Searched refs:uinputAction (Results 1 – 2 of 2) sorted by relevance

/frameworks/native/libs/input/
DVirtualInputDevice.cpp298 bool VirtualTouchscreen::isValidPointerId(int32_t pointerId, UinputAction uinputAction) { in isValidPointerId() argument
305 if (uinputAction == UinputAction::PRESS && mActivePointers.test(pointerId)) { in isValidPointerId()
310 if (uinputAction == UinputAction::RELEASE && !mActivePointers.test(pointerId)) { in isValidPointerId()
325 UinputAction uinputAction = actionIterator->second; in writeTouchEvent() local
326 if (!isValidPointerId(pointerId, uinputAction)) { in writeTouchEvent()
340 if (uinputAction == UinputAction::PRESS && !handleTouchDown(pointerId, eventTime)) { in writeTouchEvent()
343 if (uinputAction == UinputAction::RELEASE && !handleTouchUp(pointerId, eventTime)) { in writeTouchEvent()
431 UinputAction uinputAction = actionIterator->second; in writeMotionEvent() local
438 if (uinputAction == UinputAction::PRESS && !handleStylusDown(tool, eventTime)) { in writeMotionEvent()
445 if (uinputAction == UinputAction::RELEASE && !handleStylusUp(tool, eventTime)) { in writeMotionEvent()
/frameworks/native/include/input/
DVirtualInputDevice.h101 bool isValidPointerId(int32_t pointerId, UinputAction uinputAction);