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authorAndroid Build Coastguard Worker <android-build-coastguard-worker@google.com>2022-12-14 02:28:27 +0000
committerAndroid Build Coastguard Worker <android-build-coastguard-worker@google.com>2022-12-14 02:28:27 +0000
commit22e08d27a0f593a1a4920cd90cca935ed1cc7abb (patch)
tree886dc6936c4c5f2a93d6f8ab053adf7c460d9300
parent26ff024b142760e6ce306e3076931f9d0430460e (diff)
parent45f243437bd453fe6d6a8f41845302375fe163ee (diff)
downloadnative-android13-qpr1-s8-release.tar.gz
Change-Id: I32937018b0d9e451e246a85e5161d386d6e3bb56
-rw-r--r--services/inputflinger/dispatcher/InputDispatcher.cpp29
-rw-r--r--services/inputflinger/tests/InputDispatcher_test.cpp95
2 files changed, 112 insertions, 12 deletions
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index d8120fcb5e..5c47be9be0 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -2276,6 +2276,20 @@ InputEventInjectionResult InputDispatcher::findTouchedWindowTargetsLocked(
tempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
}
}
+
+ // Update the pointerIds for non-splittable when it received pointer down.
+ if (!isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN) {
+ // If no split, we suppose all touched windows should receive pointer down.
+ const int32_t pointerIndex = getMotionEventActionPointerIndex(action);
+ for (size_t i = 0; i < tempTouchState.windows.size(); i++) {
+ TouchedWindow& touchedWindow = tempTouchState.windows[i];
+ // Ignore drag window for it should just track one pointer.
+ if (mDragState && mDragState->dragWindow == touchedWindow.windowHandle) {
+ continue;
+ }
+ touchedWindow.pointerIds.markBit(entry.pointerProperties[pointerIndex].id);
+ }
+ }
}
// Update dispatching for hover enter and exit.
@@ -2384,13 +2398,15 @@ InputEventInjectionResult InputDispatcher::findTouchedWindowTargetsLocked(
if (info->displayId == displayId &&
windowHandle->getInfo()->inputConfig.test(
WindowInfo::InputConfig::IS_WALLPAPER)) {
+ BitSet32 pointerIds;
+ pointerIds.markBit(entry.pointerProperties[0].id);
tempTouchState
.addOrUpdateWindow(windowHandle,
InputTarget::FLAG_WINDOW_IS_OBSCURED |
InputTarget::
FLAG_WINDOW_IS_PARTIALLY_OBSCURED |
InputTarget::FLAG_DISPATCH_AS_IS,
- BitSet32(0));
+ pointerIds);
}
}
}
@@ -2460,17 +2476,6 @@ Failed:
}
i += 1;
}
- } else if (!isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN) {
- // If no split, we suppose all touched windows should receive pointer down.
- const int32_t pointerIndex = getMotionEventActionPointerIndex(action);
- for (size_t i = 0; i < tempTouchState.windows.size(); i++) {
- TouchedWindow& touchedWindow = tempTouchState.windows[i];
- // Ignore drag window for it should just track one pointer.
- if (mDragState && mDragState->dragWindow == touchedWindow.windowHandle) {
- continue;
- }
- touchedWindow.pointerIds.markBit(entry.pointerProperties[pointerIndex].id);
- }
}
// Save changes unless the action was scroll in which case the temporary touch
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index df1a230002..58617f7383 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -1887,6 +1887,64 @@ TEST_F(InputDispatcherTest, TwoWindows_SplitWallpaperTouch) {
wallpaperWindow->assertNoEvents();
}
+TEST_F(InputDispatcherTest, WallpaperWindowReceivesMultiTouch) {
+ std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeWindowHandle> window =
+ sp<FakeWindowHandle>::make(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
+ window->setDupTouchToWallpaper(true);
+
+ sp<FakeWindowHandle> wallpaperWindow =
+ sp<FakeWindowHandle>::make(application, mDispatcher, "Wallpaper", ADISPLAY_ID_DEFAULT);
+ wallpaperWindow->setIsWallpaper(true);
+ constexpr int expectedWallpaperFlags =
+ AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED | AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED;
+ wallpaperWindow->setPreventSplitting(true);
+
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window, wallpaperWindow}}});
+
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+ {50, 50}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+ wallpaperWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+ const MotionEvent secondFingerDownEvent =
+ MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+ .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+ .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(10).y(10))
+ .build();
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
+ InputEventInjectionSync::WAIT_FOR_RESULT))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+
+ window->consumeMotionPointerDown(1);
+ wallpaperWindow->consumeMotionPointerDown(1, ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+ const MotionEvent secondFingerUpEvent =
+ MotionEventBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+ .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+ .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(10).y(10))
+ .build();
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(mDispatcher, secondFingerUpEvent, INJECT_EVENT_TIMEOUT,
+ InputEventInjectionSync::WAIT_FOR_RESULT))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ window->consumeMotionPointerUp(1);
+ wallpaperWindow->consumeMotionPointerUp(1, ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {50, 50}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ window->consumeMotionUp(ADISPLAY_ID_DEFAULT);
+ wallpaperWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+}
+
/**
* On the display, have a single window, and also an area where there's no window.
* First pointer touches the "no window" area of the screen. Second pointer touches the window.
@@ -2322,6 +2380,43 @@ TEST_F(InputDispatcherTest, OnWindowInfosChanged_RemoveAllWindowsOnDisplay) {
window->assertNoEvents();
}
+TEST_F(InputDispatcherTest, NonSplitTouchableWindowReceivesMultiTouch) {
+ std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeWindowHandle> window = sp<FakeWindowHandle>::make(application, mDispatcher,
+ "Fake Window", ADISPLAY_ID_DEFAULT);
+ // Ensure window is non-split and have some transform.
+ window->setPreventSplitting(true);
+ window->setWindowOffset(20, 40);
+ mDispatcher->onWindowInfosChanged({*window->getInfo()}, {});
+
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+ {50, 50}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+
+ const MotionEvent secondFingerDownEvent =
+ MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+ .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+ .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER)
+ .x(-30)
+ .y(-50))
+ .build();
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
+ InputEventInjectionSync::WAIT_FOR_RESULT))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+
+ const MotionEvent* event = window->consumeMotion();
+ EXPECT_EQ(POINTER_1_DOWN, event->getAction());
+ EXPECT_EQ(70, event->getX(0)); // 50 + 20
+ EXPECT_EQ(90, event->getY(0)); // 50 + 40
+ EXPECT_EQ(-10, event->getX(1)); // -30 + 20
+ EXPECT_EQ(-10, event->getY(1)); // -50 + 40
+}
+
/**
* Ensure the correct coordinate spaces are used by InputDispatcher.
*