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-rw-r--r--services/inputflinger/tests/InputDispatcher_test.cpp3519
1 files changed, 663 insertions, 2856 deletions
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 3a9dede89b..86c0503662 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -29,10 +29,6 @@
#include <vector>
using android::base::StringPrintf;
-using android::os::InputEventInjectionResult;
-using android::os::InputEventInjectionSync;
-using android::os::TouchOcclusionMode;
-using namespace android::flag_operators;
namespace android::inputdispatcher {
@@ -49,9 +45,6 @@ static const int32_t DISPLAY_ID = ADISPLAY_ID_DEFAULT;
static const int32_t INJECTOR_PID = 999;
static const int32_t INJECTOR_UID = 1001;
-// An arbitrary pid of the gesture monitor window
-static constexpr int32_t MONITOR_PID = 2001;
-
struct PointF {
float x;
float y;
@@ -128,84 +121,33 @@ public:
// This function must be called soon after the expected ANR timer starts,
// because we are also checking how much time has passed.
- void assertNotifyNoFocusedWindowAnrWasCalled(
- std::chrono::nanoseconds timeout,
- const std::shared_ptr<InputApplicationHandle>& expectedApplication) {
- std::shared_ptr<InputApplicationHandle> application;
- { // acquire lock
- std::unique_lock lock(mLock);
- android::base::ScopedLockAssertion assumeLocked(mLock);
- ASSERT_NO_FATAL_FAILURE(
- application = getAnrTokenLockedInterruptible(timeout, mAnrApplications, lock));
- } // release lock
- ASSERT_EQ(expectedApplication, application);
- }
-
- void assertNotifyWindowUnresponsiveWasCalled(std::chrono::nanoseconds timeout,
- const sp<IBinder>& expectedConnectionToken) {
- sp<IBinder> connectionToken = getUnresponsiveWindowToken(timeout);
- ASSERT_EQ(expectedConnectionToken, connectionToken);
- }
-
- void assertNotifyWindowResponsiveWasCalled(const sp<IBinder>& expectedConnectionToken) {
- sp<IBinder> connectionToken = getResponsiveWindowToken();
- ASSERT_EQ(expectedConnectionToken, connectionToken);
- }
-
- void assertNotifyMonitorUnresponsiveWasCalled(std::chrono::nanoseconds timeout) {
- int32_t pid = getUnresponsiveMonitorPid(timeout);
- ASSERT_EQ(MONITOR_PID, pid);
- }
-
- void assertNotifyMonitorResponsiveWasCalled() {
- int32_t pid = getResponsiveMonitorPid();
- ASSERT_EQ(MONITOR_PID, pid);
- }
-
- sp<IBinder> getUnresponsiveWindowToken(std::chrono::nanoseconds timeout) {
- std::unique_lock lock(mLock);
- android::base::ScopedLockAssertion assumeLocked(mLock);
- return getAnrTokenLockedInterruptible(timeout, mAnrWindowTokens, lock);
- }
-
- sp<IBinder> getResponsiveWindowToken() {
- std::unique_lock lock(mLock);
- android::base::ScopedLockAssertion assumeLocked(mLock);
- return getAnrTokenLockedInterruptible(0s, mResponsiveWindowTokens, lock);
- }
-
- int32_t getUnresponsiveMonitorPid(std::chrono::nanoseconds timeout) {
- std::unique_lock lock(mLock);
- android::base::ScopedLockAssertion assumeLocked(mLock);
- return getAnrTokenLockedInterruptible(timeout, mAnrMonitorPids, lock);
- }
-
- int32_t getResponsiveMonitorPid() {
- std::unique_lock lock(mLock);
- android::base::ScopedLockAssertion assumeLocked(mLock);
- return getAnrTokenLockedInterruptible(0s, mResponsiveMonitorPids, lock);
+ void assertNotifyAnrWasCalled(std::chrono::nanoseconds timeout,
+ const sp<InputApplicationHandle>& expectedApplication,
+ const sp<IBinder>& expectedToken) {
+ std::pair<sp<InputApplicationHandle>, sp<IBinder>> anrData;
+ ASSERT_NO_FATAL_FAILURE(anrData = getNotifyAnrData(timeout));
+ ASSERT_EQ(expectedApplication, anrData.first);
+ ASSERT_EQ(expectedToken, anrData.second);
}
- // All three ANR-related callbacks behave the same way, so we use this generic function to wait
- // for a specific container to become non-empty. When the container is non-empty, return the
- // first entry from the container and erase it.
- template <class T>
- T getAnrTokenLockedInterruptible(std::chrono::nanoseconds timeout, std::queue<T>& storage,
- std::unique_lock<std::mutex>& lock) REQUIRES(mLock) {
+ std::pair<sp<InputApplicationHandle>, sp<IBinder>> getNotifyAnrData(
+ std::chrono::nanoseconds timeout) {
const std::chrono::time_point start = std::chrono::steady_clock::now();
+ std::unique_lock lock(mLock);
std::chrono::duration timeToWait = timeout + 100ms; // provide some slack
+ android::base::ScopedLockAssertion assumeLocked(mLock);
// If there is an ANR, Dispatcher won't be idle because there are still events
// in the waitQueue that we need to check on. So we can't wait for dispatcher to be idle
// before checking if ANR was called.
- // Since dispatcher is not guaranteed to call notifyNoFocusedWindowAnr right away, we need
- // to provide it some time to act. 100ms seems reasonable.
- mNotifyAnr.wait_for(lock, timeToWait,
- [&storage]() REQUIRES(mLock) { return !storage.empty(); });
+ // Since dispatcher is not guaranteed to call notifyAnr right away, we need to provide
+ // it some time to act. 100ms seems reasonable.
+ mNotifyAnr.wait_for(lock, timeToWait, [this]() REQUIRES(mLock) {
+ return !mAnrApplications.empty() && !mAnrWindowTokens.empty();
+ });
const std::chrono::duration waited = std::chrono::steady_clock::now() - start;
- if (storage.empty()) {
- ADD_FAILURE() << "Did not receive the ANR callback";
- return {};
+ if (mAnrApplications.empty() || mAnrWindowTokens.empty()) {
+ ADD_FAILURE() << "Did not receive ANR callback";
}
// Ensure that the ANR didn't get raised too early. We can't be too strict here because
// the dispatcher started counting before this function was called
@@ -216,22 +158,17 @@ public:
<< std::chrono::duration_cast<std::chrono::milliseconds>(waited).count()
<< "ms instead";
}
- T token = storage.front();
- storage.pop();
- return token;
+ std::pair<sp<InputApplicationHandle>, sp<IBinder>> result =
+ std::make_pair(mAnrApplications.front(), mAnrWindowTokens.front());
+ mAnrApplications.pop();
+ mAnrWindowTokens.pop();
+ return result;
}
void assertNotifyAnrWasNotCalled() {
std::scoped_lock lock(mLock);
ASSERT_TRUE(mAnrApplications.empty());
ASSERT_TRUE(mAnrWindowTokens.empty());
- ASSERT_TRUE(mAnrMonitorPids.empty());
- ASSERT_TRUE(mResponsiveWindowTokens.empty())
- << "ANR was not called, but please also consume the 'connection is responsive' "
- "signal";
- ASSERT_TRUE(mResponsiveMonitorPids.empty())
- << "Monitor ANR was not called, but please also consume the 'monitor is responsive'"
- " signal";
}
void setKeyRepeatConfiguration(nsecs_t timeout, nsecs_t delay) {
@@ -239,39 +176,7 @@ public:
mConfig.keyRepeatDelay = delay;
}
- void waitForSetPointerCapture(bool enabled) {
- std::unique_lock lock(mLock);
- base::ScopedLockAssertion assumeLocked(mLock);
-
- if (!mPointerCaptureChangedCondition.wait_for(lock, 100ms,
- [this, enabled]() REQUIRES(mLock) {
- return mPointerCaptureEnabled &&
- *mPointerCaptureEnabled ==
- enabled;
- })) {
- FAIL() << "Timed out waiting for setPointerCapture(" << enabled << ") to be called.";
- }
- mPointerCaptureEnabled.reset();
- }
-
- void assertSetPointerCaptureNotCalled() {
- std::unique_lock lock(mLock);
- base::ScopedLockAssertion assumeLocked(mLock);
-
- if (mPointerCaptureChangedCondition.wait_for(lock, 100ms) != std::cv_status::timeout) {
- FAIL() << "Expected setPointerCapture(enabled) to not be called, but was called. "
- "enabled = "
- << *mPointerCaptureEnabled;
- }
- mPointerCaptureEnabled.reset();
- }
-
- void assertDropTargetEquals(const sp<IBinder>& targetToken) {
- std::scoped_lock lock(mLock);
- ASSERT_TRUE(mNotifyDropWindowWasCalled);
- ASSERT_EQ(targetToken, mDropTargetWindowToken);
- mNotifyDropWindowWasCalled = false;
- }
+ void setAnrTimeout(std::chrono::nanoseconds timeout) { mAnrTimeout = timeout; }
private:
std::mutex mLock;
@@ -280,75 +185,35 @@ private:
sp<IBinder> mOnPointerDownToken GUARDED_BY(mLock);
std::optional<NotifySwitchArgs> mLastNotifySwitch GUARDED_BY(mLock);
- std::condition_variable mPointerCaptureChangedCondition;
- std::optional<bool> mPointerCaptureEnabled GUARDED_BY(mLock);
-
// ANR handling
- std::queue<std::shared_ptr<InputApplicationHandle>> mAnrApplications GUARDED_BY(mLock);
+ std::queue<sp<InputApplicationHandle>> mAnrApplications GUARDED_BY(mLock);
std::queue<sp<IBinder>> mAnrWindowTokens GUARDED_BY(mLock);
- std::queue<sp<IBinder>> mResponsiveWindowTokens GUARDED_BY(mLock);
- std::queue<int32_t> mAnrMonitorPids GUARDED_BY(mLock);
- std::queue<int32_t> mResponsiveMonitorPids GUARDED_BY(mLock);
std::condition_variable mNotifyAnr;
+ std::chrono::nanoseconds mAnrTimeout = 0ms;
- sp<IBinder> mDropTargetWindowToken GUARDED_BY(mLock);
- bool mNotifyDropWindowWasCalled GUARDED_BY(mLock) = false;
-
- void notifyConfigurationChanged(nsecs_t when) override {
+ virtual void notifyConfigurationChanged(nsecs_t when) override {
std::scoped_lock lock(mLock);
mConfigurationChangedTime = when;
}
- void notifyWindowUnresponsive(const sp<IBinder>& connectionToken, const std::string&) override {
- std::scoped_lock lock(mLock);
- mAnrWindowTokens.push(connectionToken);
- mNotifyAnr.notify_all();
- }
-
- void notifyMonitorUnresponsive(int32_t pid, const std::string&) override {
- std::scoped_lock lock(mLock);
- mAnrMonitorPids.push(pid);
- mNotifyAnr.notify_all();
- }
-
- void notifyWindowResponsive(const sp<IBinder>& connectionToken) override {
+ virtual nsecs_t notifyAnr(const sp<InputApplicationHandle>& application,
+ const sp<IBinder>& windowToken, const std::string&) override {
std::scoped_lock lock(mLock);
- mResponsiveWindowTokens.push(connectionToken);
+ mAnrApplications.push(application);
+ mAnrWindowTokens.push(windowToken);
mNotifyAnr.notify_all();
+ return mAnrTimeout.count();
}
- void notifyMonitorResponsive(int32_t pid) override {
- std::scoped_lock lock(mLock);
- mResponsiveMonitorPids.push(pid);
- mNotifyAnr.notify_all();
- }
-
- void notifyNoFocusedWindowAnr(
- const std::shared_ptr<InputApplicationHandle>& applicationHandle) override {
- std::scoped_lock lock(mLock);
- mAnrApplications.push(applicationHandle);
- mNotifyAnr.notify_all();
- }
-
- void notifyInputChannelBroken(const sp<IBinder>&) override {}
+ virtual void notifyInputChannelBroken(const sp<IBinder>&) override {}
- void notifyFocusChanged(const sp<IBinder>&, const sp<IBinder>&) override {}
+ virtual void notifyFocusChanged(const sp<IBinder>&, const sp<IBinder>&) override {}
- void notifyUntrustedTouch(const std::string& obscuringPackage) override {}
- void notifySensorEvent(int32_t deviceId, InputDeviceSensorType sensorType,
- InputDeviceSensorAccuracy accuracy, nsecs_t timestamp,
- const std::vector<float>& values) override {}
-
- void notifySensorAccuracy(int deviceId, InputDeviceSensorType sensorType,
- InputDeviceSensorAccuracy accuracy) override {}
-
- void notifyVibratorState(int32_t deviceId, bool isOn) override {}
-
- void getDispatcherConfiguration(InputDispatcherConfiguration* outConfig) override {
+ virtual void getDispatcherConfiguration(InputDispatcherConfiguration* outConfig) override {
*outConfig = mConfig;
}
- bool filterInputEvent(const InputEvent* inputEvent, uint32_t policyFlags) override {
+ virtual bool filterInputEvent(const InputEvent* inputEvent, uint32_t policyFlags) override {
std::scoped_lock lock(mLock);
switch (inputEvent->getType()) {
case AINPUT_EVENT_TYPE_KEY: {
@@ -366,20 +231,22 @@ private:
return true;
}
- void interceptKeyBeforeQueueing(const KeyEvent*, uint32_t&) override {}
+ virtual void interceptKeyBeforeQueueing(const KeyEvent*, uint32_t&) override {}
- void interceptMotionBeforeQueueing(int32_t, nsecs_t, uint32_t&) override {}
+ virtual void interceptMotionBeforeQueueing(int32_t, nsecs_t, uint32_t&) override {}
- nsecs_t interceptKeyBeforeDispatching(const sp<IBinder>&, const KeyEvent*, uint32_t) override {
+ virtual nsecs_t interceptKeyBeforeDispatching(const sp<IBinder>&, const KeyEvent*,
+ uint32_t) override {
return 0;
}
- bool dispatchUnhandledKey(const sp<IBinder>&, const KeyEvent*, uint32_t, KeyEvent*) override {
+ virtual bool dispatchUnhandledKey(const sp<IBinder>&, const KeyEvent*, uint32_t,
+ KeyEvent*) override {
return false;
}
- void notifySwitch(nsecs_t when, uint32_t switchValues, uint32_t switchMask,
- uint32_t policyFlags) override {
+ virtual void notifySwitch(nsecs_t when, uint32_t switchValues, uint32_t switchMask,
+ uint32_t policyFlags) override {
std::scoped_lock lock(mLock);
/** We simply reconstruct NotifySwitchArgs in policy because InputDispatcher is
* essentially a passthrough for notifySwitch.
@@ -387,29 +254,17 @@ private:
mLastNotifySwitch = NotifySwitchArgs(1 /*id*/, when, policyFlags, switchValues, switchMask);
}
- void pokeUserActivity(nsecs_t, int32_t, int32_t) override {}
+ virtual void pokeUserActivity(nsecs_t, int32_t) override {}
- bool checkInjectEventsPermissionNonReentrant(int32_t pid, int32_t uid) override {
- return pid == INJECTOR_PID && uid == INJECTOR_UID;
+ virtual bool checkInjectEventsPermissionNonReentrant(int32_t, int32_t) override {
+ return false;
}
- void onPointerDownOutsideFocus(const sp<IBinder>& newToken) override {
+ virtual void onPointerDownOutsideFocus(const sp<IBinder>& newToken) override {
std::scoped_lock lock(mLock);
mOnPointerDownToken = newToken;
}
- void setPointerCapture(bool enabled) override {
- std::scoped_lock lock(mLock);
- mPointerCaptureEnabled = {enabled};
- mPointerCaptureChangedCondition.notify_all();
- }
-
- void notifyDropWindow(const sp<IBinder>& token, float x, float y) override {
- std::scoped_lock lock(mLock);
- mNotifyDropWindowWasCalled = true;
- mDropTargetWindowToken = token;
- }
-
void assertFilterInputEventWasCalled(int type, nsecs_t eventTime, int32_t action,
int32_t displayId) {
std::scoped_lock lock(mLock);
@@ -434,6 +289,70 @@ private:
}
};
+// --- HmacKeyManagerTest ---
+
+class HmacKeyManagerTest : public testing::Test {
+protected:
+ HmacKeyManager mHmacKeyManager;
+};
+
+/**
+ * Ensure that separate calls to sign the same data are generating the same key.
+ * We avoid asserting against INVALID_HMAC. Since the key is random, there is a non-zero chance
+ * that a specific key and data combination would produce INVALID_HMAC, which would cause flaky
+ * tests.
+ */
+TEST_F(HmacKeyManagerTest, GeneratedHmac_IsConsistent) {
+ KeyEvent event = getTestKeyEvent();
+ VerifiedKeyEvent verifiedEvent = verifiedKeyEventFromKeyEvent(event);
+
+ std::array<uint8_t, 32> hmac1 = mHmacKeyManager.sign(verifiedEvent);
+ std::array<uint8_t, 32> hmac2 = mHmacKeyManager.sign(verifiedEvent);
+ ASSERT_EQ(hmac1, hmac2);
+}
+
+/**
+ * Ensure that changes in VerifiedKeyEvent produce a different hmac.
+ */
+TEST_F(HmacKeyManagerTest, GeneratedHmac_ChangesWhenFieldsChange) {
+ KeyEvent event = getTestKeyEvent();
+ VerifiedKeyEvent verifiedEvent = verifiedKeyEventFromKeyEvent(event);
+ std::array<uint8_t, 32> initialHmac = mHmacKeyManager.sign(verifiedEvent);
+
+ verifiedEvent.deviceId += 1;
+ ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
+
+ verifiedEvent.source += 1;
+ ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
+
+ verifiedEvent.eventTimeNanos += 1;
+ ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
+
+ verifiedEvent.displayId += 1;
+ ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
+
+ verifiedEvent.action += 1;
+ ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
+
+ verifiedEvent.downTimeNanos += 1;
+ ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
+
+ verifiedEvent.flags += 1;
+ ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
+
+ verifiedEvent.keyCode += 1;
+ ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
+
+ verifiedEvent.scanCode += 1;
+ ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
+
+ verifiedEvent.metaState += 1;
+ ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
+
+ verifiedEvent.repeatCount += 1;
+ ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
+}
+
// --- InputDispatcherTest ---
class InputDispatcherTest : public testing::Test {
@@ -441,7 +360,7 @@ protected:
sp<FakeInputDispatcherPolicy> mFakePolicy;
sp<InputDispatcher> mDispatcher;
- void SetUp() override {
+ virtual void SetUp() override {
mFakePolicy = new FakeInputDispatcherPolicy();
mDispatcher = new InputDispatcher(mFakePolicy);
mDispatcher->setInputDispatchMode(/*enabled*/ true, /*frozen*/ false);
@@ -449,7 +368,7 @@ protected:
ASSERT_EQ(OK, mDispatcher->start());
}
- void TearDown() override {
+ virtual void TearDown() override {
ASSERT_EQ(OK, mDispatcher->stop());
mFakePolicy.clear();
mDispatcher.clear();
@@ -468,19 +387,6 @@ protected:
ALOGE("%s", to.c_str());
}
}
-
- void setFocusedWindow(const sp<InputWindowHandle>& window,
- const sp<InputWindowHandle>& focusedWindow = nullptr) {
- FocusRequest request;
- request.token = window->getToken();
- request.windowName = window->getName();
- if (focusedWindow) {
- request.focusedToken = focusedWindow->getToken();
- }
- request.timestamp = systemTime(SYSTEM_TIME_MONOTONIC);
- request.displayId = window->getInfo()->displayId;
- mDispatcher->setFocusedWindow(request);
- }
};
TEST_F(InputDispatcherTest, InjectInputEvent_ValidatesKeyEvents) {
@@ -491,18 +397,18 @@ TEST_F(InputDispatcherTest, InjectInputEvent_ValidatesKeyEvents) {
INVALID_HMAC,
/*action*/ -1, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0, ARBITRARY_TIME,
ARBITRARY_TIME);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject key events with undefined action.";
// Rejects ACTION_MULTIPLE since it is not supported despite being defined in the API.
event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE,
INVALID_HMAC, AKEY_EVENT_ACTION_MULTIPLE, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0,
ARBITRARY_TIME, ARBITRARY_TIME);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject key events with ACTION_MULTIPLE.";
}
@@ -522,119 +428,113 @@ TEST_F(InputDispatcherTest, InjectInputEvent_ValidatesMotionEvents) {
constexpr int32_t metaState = AMETA_NONE;
constexpr MotionClassification classification = MotionClassification::NONE;
- ui::Transform identityTransform;
// Rejects undefined motion actions.
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
- /*action*/ -1, 0, 0, edgeFlags, metaState, 0, classification,
- identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
- AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_DISPLAY_SIZE,
- AMOTION_EVENT_INVALID_DISPLAY_SIZE, ARBITRARY_TIME, ARBITRARY_TIME,
+ /*action*/ -1, 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */,
+ 1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
+ AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 1, pointerProperties, pointerCoords);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject motion events with undefined action.";
// Rejects pointer down with invalid index.
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
AMOTION_EVENT_ACTION_POINTER_DOWN |
(1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
- 0, 0, edgeFlags, metaState, 0, classification, identityTransform, 0, 0,
- AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
- AMOTION_EVENT_INVALID_DISPLAY_SIZE, AMOTION_EVENT_INVALID_DISPLAY_SIZE,
- ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
- pointerCoords);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */,
+ 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
+ AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
+ /*pointerCount*/ 1, pointerProperties, pointerCoords);
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject motion events with pointer down index too large.";
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
AMOTION_EVENT_ACTION_POINTER_DOWN |
(~0U << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
- 0, 0, edgeFlags, metaState, 0, classification, identityTransform, 0, 0,
- AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
- AMOTION_EVENT_INVALID_DISPLAY_SIZE, AMOTION_EVENT_INVALID_DISPLAY_SIZE,
- ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
- pointerCoords);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */,
+ 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
+ AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
+ /*pointerCount*/ 1, pointerProperties, pointerCoords);
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject motion events with pointer down index too small.";
// Rejects pointer up with invalid index.
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
AMOTION_EVENT_ACTION_POINTER_UP |
(1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
- 0, 0, edgeFlags, metaState, 0, classification, identityTransform, 0, 0,
- AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
- AMOTION_EVENT_INVALID_DISPLAY_SIZE, AMOTION_EVENT_INVALID_DISPLAY_SIZE,
- ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
- pointerCoords);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */,
+ 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
+ AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
+ /*pointerCount*/ 1, pointerProperties, pointerCoords);
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject motion events with pointer up index too large.";
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
AMOTION_EVENT_ACTION_POINTER_UP |
(~0U << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
- 0, 0, edgeFlags, metaState, 0, classification, identityTransform, 0, 0,
- AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
- AMOTION_EVENT_INVALID_DISPLAY_SIZE, AMOTION_EVENT_INVALID_DISPLAY_SIZE,
- ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
- pointerCoords);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */,
+ 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
+ AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
+ /*pointerCount*/ 1, pointerProperties, pointerCoords);
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject motion events with pointer up index too small.";
// Rejects motion events with invalid number of pointers.
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification,
- identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
- AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_DISPLAY_SIZE,
- AMOTION_EVENT_INVALID_DISPLAY_SIZE, ARBITRARY_TIME, ARBITRARY_TIME,
+ 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0,
+ AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
+ ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 0, pointerProperties, pointerCoords);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject motion events with 0 pointers.";
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification,
- identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
- AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_DISPLAY_SIZE,
- AMOTION_EVENT_INVALID_DISPLAY_SIZE, ARBITRARY_TIME, ARBITRARY_TIME,
+ 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0,
+ AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
+ ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ MAX_POINTERS + 1, pointerProperties, pointerCoords);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject motion events with more than MAX_POINTERS pointers.";
// Rejects motion events with invalid pointer ids.
pointerProperties[0].id = -1;
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification,
- identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
- AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_DISPLAY_SIZE,
- AMOTION_EVENT_INVALID_DISPLAY_SIZE, ARBITRARY_TIME, ARBITRARY_TIME,
+ 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0,
+ AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
+ ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 1, pointerProperties, pointerCoords);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject motion events with pointer ids less than 0.";
pointerProperties[0].id = MAX_POINTER_ID + 1;
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification,
- identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
- AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_DISPLAY_SIZE,
- AMOTION_EVENT_INVALID_DISPLAY_SIZE, ARBITRARY_TIME, ARBITRARY_TIME,
+ 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0,
+ AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
+ ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 1, pointerProperties, pointerCoords);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject motion events with pointer ids greater than MAX_POINTER_ID.";
// Rejects motion events with duplicate pointer ids.
@@ -642,13 +542,13 @@ TEST_F(InputDispatcherTest, InjectInputEvent_ValidatesMotionEvents) {
pointerProperties[1].id = 1;
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification,
- identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
- AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_DISPLAY_SIZE,
- AMOTION_EVENT_INVALID_DISPLAY_SIZE, ARBITRARY_TIME, ARBITRARY_TIME,
+ 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0,
+ AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
+ ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 2, pointerProperties, pointerCoords);
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::NONE, 0ms, 0))
+ INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
<< "Should reject motion events with duplicate pointer ids.";
}
@@ -682,23 +582,22 @@ public:
FakeApplicationHandle() {
mInfo.name = "Fake Application";
mInfo.token = new BBinder();
- mInfo.dispatchingTimeoutMillis =
- std::chrono::duration_cast<std::chrono::milliseconds>(DISPATCHING_TIMEOUT).count();
+ mInfo.dispatchingTimeout = DISPATCHING_TIMEOUT.count();
}
virtual ~FakeApplicationHandle() {}
virtual bool updateInfo() override { return true; }
- void setDispatchingTimeout(std::chrono::milliseconds timeout) {
- mInfo.dispatchingTimeoutMillis = timeout.count();
+ void setDispatchingTimeout(std::chrono::nanoseconds timeout) {
+ mInfo.dispatchingTimeout = timeout.count();
}
};
class FakeInputReceiver {
public:
- explicit FakeInputReceiver(std::unique_ptr<InputChannel> clientChannel, const std::string name)
+ explicit FakeInputReceiver(const sp<InputChannel>& clientChannel, const std::string name)
: mName(name) {
- mConsumer = std::make_unique<InputConsumer>(std::move(clientChannel));
+ mConsumer = std::make_unique<InputConsumer>(clientChannel);
}
InputEvent* consume() {
@@ -757,14 +656,8 @@ public:
ASSERT_EQ(OK, status) << mName.c_str() << ": consumer sendFinishedSignal should return OK.";
}
- void sendTimeline(int32_t inputEventId, std::array<nsecs_t, GraphicsTimeline::SIZE> timeline) {
- const status_t status = mConsumer->sendTimeline(inputEventId, timeline);
- ASSERT_EQ(OK, status);
- }
-
- void consumeEvent(int32_t expectedEventType, int32_t expectedAction,
- std::optional<int32_t> expectedDisplayId,
- std::optional<int32_t> expectedFlags) {
+ void consumeEvent(int32_t expectedEventType, int32_t expectedAction, int32_t expectedDisplayId,
+ int32_t expectedFlags) {
InputEvent* event = consume();
ASSERT_NE(nullptr, event) << mName.c_str()
@@ -773,36 +666,24 @@ public:
<< mName.c_str() << " expected " << inputEventTypeToString(expectedEventType)
<< " event, got " << inputEventTypeToString(event->getType()) << " event";
- if (expectedDisplayId.has_value()) {
- EXPECT_EQ(expectedDisplayId, event->getDisplayId());
- }
+ EXPECT_EQ(expectedDisplayId, event->getDisplayId());
switch (expectedEventType) {
case AINPUT_EVENT_TYPE_KEY: {
const KeyEvent& keyEvent = static_cast<const KeyEvent&>(*event);
EXPECT_EQ(expectedAction, keyEvent.getAction());
- if (expectedFlags.has_value()) {
- EXPECT_EQ(expectedFlags.value(), keyEvent.getFlags());
- }
+ EXPECT_EQ(expectedFlags, keyEvent.getFlags());
break;
}
case AINPUT_EVENT_TYPE_MOTION: {
const MotionEvent& motionEvent = static_cast<const MotionEvent&>(*event);
EXPECT_EQ(expectedAction, motionEvent.getAction());
- if (expectedFlags.has_value()) {
- EXPECT_EQ(expectedFlags.value(), motionEvent.getFlags());
- }
+ EXPECT_EQ(expectedFlags, motionEvent.getFlags());
break;
}
case AINPUT_EVENT_TYPE_FOCUS: {
FAIL() << "Use 'consumeFocusEvent' for FOCUS events";
}
- case AINPUT_EVENT_TYPE_CAPTURE: {
- FAIL() << "Use 'consumeCaptureEvent' for CAPTURE events";
- }
- case AINPUT_EVENT_TYPE_DRAG: {
- FAIL() << "Use 'consumeDragEvent' for DRAG events";
- }
default: {
FAIL() << mName.c_str() << ": invalid event type: " << expectedEventType;
}
@@ -825,38 +706,6 @@ public:
EXPECT_EQ(inTouchMode, focusEvent->getInTouchMode());
}
- void consumeCaptureEvent(bool hasCapture) {
- const InputEvent* event = consume();
- ASSERT_NE(nullptr, event) << mName.c_str()
- << ": consumer should have returned non-NULL event.";
- ASSERT_EQ(AINPUT_EVENT_TYPE_CAPTURE, event->getType())
- << "Got " << inputEventTypeToString(event->getType())
- << " event instead of CAPTURE event";
-
- ASSERT_EQ(ADISPLAY_ID_NONE, event->getDisplayId())
- << mName.c_str() << ": event displayId should always be NONE.";
-
- const auto& captureEvent = static_cast<const CaptureEvent&>(*event);
- EXPECT_EQ(hasCapture, captureEvent.getPointerCaptureEnabled());
- }
-
- void consumeDragEvent(bool isExiting, float x, float y) {
- const InputEvent* event = consume();
- ASSERT_NE(nullptr, event) << mName.c_str()
- << ": consumer should have returned non-NULL event.";
- ASSERT_EQ(AINPUT_EVENT_TYPE_DRAG, event->getType())
- << "Got " << inputEventTypeToString(event->getType())
- << " event instead of DRAG event";
-
- EXPECT_EQ(ADISPLAY_ID_NONE, event->getDisplayId())
- << mName.c_str() << ": event displayId should always be NONE.";
-
- const auto& dragEvent = static_cast<const DragEvent&>(*event);
- EXPECT_EQ(isExiting, dragEvent.isExiting());
- EXPECT_EQ(x, dragEvent.getX());
- EXPECT_EQ(y, dragEvent.getY());
- }
-
void assertNoEvents() {
InputEvent* event = consume();
if (event == nullptr) {
@@ -874,10 +723,6 @@ public:
FocusEvent& focusEvent = static_cast<FocusEvent&>(*event);
ADD_FAILURE() << "Received focus event, hasFocus = "
<< (focusEvent.getHasFocus() ? "true" : "false");
- } else if (event->getType() == AINPUT_EVENT_TYPE_CAPTURE) {
- const auto& captureEvent = static_cast<CaptureEvent&>(*event);
- ADD_FAILURE() << "Received capture event, pointerCaptureEnabled = "
- << (captureEvent.getPointerCaptureEnabled() ? "true" : "false");
}
FAIL() << mName.c_str()
<< ": should not have received any events, so consume() should return NULL";
@@ -897,87 +742,71 @@ public:
static const int32_t WIDTH = 600;
static const int32_t HEIGHT = 800;
- FakeWindowHandle(const std::shared_ptr<InputApplicationHandle>& inputApplicationHandle,
+ FakeWindowHandle(const sp<InputApplicationHandle>& inputApplicationHandle,
const sp<InputDispatcher>& dispatcher, const std::string name,
- int32_t displayId, std::optional<sp<IBinder>> token = std::nullopt)
+ int32_t displayId, sp<IBinder> token = nullptr)
: mName(name) {
- if (token == std::nullopt) {
- base::Result<std::unique_ptr<InputChannel>> channel =
- dispatcher->createInputChannel(name);
- token = (*channel)->getConnectionToken();
- mInputReceiver = std::make_unique<FakeInputReceiver>(std::move(*channel), name);
+ if (token == nullptr) {
+ sp<InputChannel> serverChannel, clientChannel;
+ InputChannel::openInputChannelPair(name, serverChannel, clientChannel);
+ mInputReceiver = std::make_unique<FakeInputReceiver>(clientChannel, name);
+ dispatcher->registerInputChannel(serverChannel);
+ token = serverChannel->getConnectionToken();
}
inputApplicationHandle->updateInfo();
mInfo.applicationInfo = *inputApplicationHandle->getInfo();
- mInfo.token = *token;
+ mInfo.token = token;
mInfo.id = sId++;
mInfo.name = name;
- mInfo.type = InputWindowInfo::Type::APPLICATION;
- mInfo.dispatchingTimeout = DISPATCHING_TIMEOUT;
- mInfo.alpha = 1.0;
+ mInfo.layoutParamsFlags = 0;
+ mInfo.layoutParamsType = InputWindowInfo::TYPE_APPLICATION;
+ mInfo.dispatchingTimeout = DISPATCHING_TIMEOUT.count();
mInfo.frameLeft = 0;
mInfo.frameTop = 0;
mInfo.frameRight = WIDTH;
mInfo.frameBottom = HEIGHT;
- mInfo.transform.set(0, 0);
mInfo.globalScaleFactor = 1.0;
mInfo.touchableRegion.clear();
mInfo.addTouchableRegion(Rect(0, 0, WIDTH, HEIGHT));
mInfo.visible = true;
- mInfo.focusable = false;
+ mInfo.canReceiveKeys = true;
+ mInfo.hasFocus = false;
mInfo.hasWallpaper = false;
mInfo.paused = false;
mInfo.ownerPid = INJECTOR_PID;
mInfo.ownerUid = INJECTOR_UID;
+ mInfo.inputFeatures = 0;
mInfo.displayId = displayId;
}
virtual bool updateInfo() { return true; }
- void setFocusable(bool focusable) { mInfo.focusable = focusable; }
-
- void setVisible(bool visible) { mInfo.visible = visible; }
+ void setFocus(bool hasFocus) { mInfo.hasFocus = hasFocus; }
void setDispatchingTimeout(std::chrono::nanoseconds timeout) {
- mInfo.dispatchingTimeout = timeout;
+ mInfo.dispatchingTimeout = timeout.count();
}
void setPaused(bool paused) { mInfo.paused = paused; }
- void setAlpha(float alpha) { mInfo.alpha = alpha; }
-
- void setTouchOcclusionMode(android::os::TouchOcclusionMode mode) {
- mInfo.touchOcclusionMode = mode;
- }
-
- void setApplicationToken(sp<IBinder> token) { mInfo.applicationInfo.token = token; }
-
void setFrame(const Rect& frame) {
mInfo.frameLeft = frame.left;
mInfo.frameTop = frame.top;
mInfo.frameRight = frame.right;
mInfo.frameBottom = frame.bottom;
- mInfo.transform.set(-frame.left, -frame.top);
mInfo.touchableRegion.clear();
mInfo.addTouchableRegion(frame);
}
- void addFlags(Flags<InputWindowInfo::Flag> flags) { mInfo.flags |= flags; }
-
- void setFlags(Flags<InputWindowInfo::Flag> flags) { mInfo.flags = flags; }
+ void setLayoutParamFlags(int32_t flags) { mInfo.layoutParamsFlags = flags; }
- void setInputFeatures(InputWindowInfo::Feature features) { mInfo.inputFeatures = features; }
-
- void setWindowTransform(float dsdx, float dtdx, float dtdy, float dsdy) {
- mInfo.transform.set(dsdx, dtdx, dtdy, dsdy);
+ void setWindowScale(float xScale, float yScale) {
+ mInfo.windowXScale = xScale;
+ mInfo.windowYScale = yScale;
}
- void setWindowScale(float xScale, float yScale) { setWindowTransform(xScale, 0, 0, yScale); }
-
- void setWindowOffset(float offsetX, float offsetY) { mInfo.transform.set(offsetX, offsetY); }
-
void consumeKeyDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_DOWN, expectedDisplayId,
expectedFlags);
@@ -1001,11 +830,6 @@ public:
void consumeMotionDown(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
int32_t expectedFlags = 0) {
- consumeAnyMotionDown(expectedDisplayId, expectedFlags);
- }
-
- void consumeAnyMotionDown(std::optional<int32_t> expectedDisplayId = std::nullopt,
- std::optional<int32_t> expectedFlags = std::nullopt) {
consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_DOWN, expectedDisplayId,
expectedFlags);
}
@@ -1031,36 +855,19 @@ public:
expectedFlags);
}
- void consumeMotionOutside(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
- int32_t expectedFlags = 0) {
- consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_OUTSIDE, expectedDisplayId,
- expectedFlags);
- }
-
void consumeFocusEvent(bool hasFocus, bool inTouchMode = true) {
ASSERT_NE(mInputReceiver, nullptr)
<< "Cannot consume events from a window with no receiver";
mInputReceiver->consumeFocusEvent(hasFocus, inTouchMode);
}
- void consumeCaptureEvent(bool hasCapture) {
- ASSERT_NE(mInputReceiver, nullptr)
- << "Cannot consume events from a window with no receiver";
- mInputReceiver->consumeCaptureEvent(hasCapture);
- }
-
- void consumeEvent(int32_t expectedEventType, int32_t expectedAction,
- std::optional<int32_t> expectedDisplayId,
- std::optional<int32_t> expectedFlags) {
+ void consumeEvent(int32_t expectedEventType, int32_t expectedAction, int32_t expectedDisplayId,
+ int32_t expectedFlags) {
ASSERT_NE(mInputReceiver, nullptr) << "Invalid consume event on window with no receiver";
mInputReceiver->consumeEvent(expectedEventType, expectedAction, expectedDisplayId,
expectedFlags);
}
- void consumeDragEvent(bool isExiting, float x, float y) {
- mInputReceiver->consumeDragEvent(isExiting, x, y);
- }
-
std::optional<uint32_t> receiveEvent(InputEvent** outEvent = nullptr) {
if (mInputReceiver == nullptr) {
ADD_FAILURE() << "Invalid receive event on window with no receiver";
@@ -1074,11 +881,6 @@ public:
mInputReceiver->finishEvent(sequenceNum);
}
- void sendTimeline(int32_t inputEventId, std::array<nsecs_t, GraphicsTimeline::SIZE> timeline) {
- ASSERT_NE(mInputReceiver, nullptr) << "Invalid receive event on window with no receiver";
- mInputReceiver->sendTimeline(inputEventId, timeline);
- }
-
InputEvent* consume() {
if (mInputReceiver == nullptr) {
return nullptr;
@@ -1086,27 +888,9 @@ public:
return mInputReceiver->consume();
}
- MotionEvent* consumeMotion() {
- InputEvent* event = consume();
- if (event == nullptr) {
- ADD_FAILURE() << "Consume failed : no event";
- return nullptr;
- }
- if (event->getType() != AINPUT_EVENT_TYPE_MOTION) {
- ADD_FAILURE() << "Instead of motion event, got "
- << inputEventTypeToString(event->getType());
- return nullptr;
- }
- return static_cast<MotionEvent*>(event);
- }
-
void assertNoEvents() {
- if (mInputReceiver == nullptr &&
- mInfo.inputFeatures.test(InputWindowInfo::Feature::NO_INPUT_CHANNEL)) {
- return; // Can't receive events if the window does not have input channel
- }
- ASSERT_NE(nullptr, mInputReceiver)
- << "Window without InputReceiver must specify feature NO_INPUT_CHANNEL";
+ ASSERT_NE(mInputReceiver, nullptr)
+ << "Call 'assertNoEvents' on a window with an InputReceiver";
mInputReceiver->assertNoEvents();
}
@@ -1127,12 +911,10 @@ private:
std::atomic<int32_t> FakeWindowHandle::sId{1};
-static InputEventInjectionResult injectKey(
- const sp<InputDispatcher>& dispatcher, int32_t action, int32_t repeatCount,
- int32_t displayId = ADISPLAY_ID_NONE,
- InputEventInjectionSync syncMode = InputEventInjectionSync::WAIT_FOR_RESULT,
- std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT,
- bool allowKeyRepeat = true) {
+static int32_t injectKey(const sp<InputDispatcher>& dispatcher, int32_t action, int32_t repeatCount,
+ int32_t displayId = ADISPLAY_ID_NONE,
+ int32_t syncMode = INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT,
+ std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT) {
KeyEvent event;
nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
@@ -1141,203 +923,74 @@ static InputEventInjectionResult injectKey(
INVALID_HMAC, action, /* flags */ 0, AKEYCODE_A, KEY_A, AMETA_NONE,
repeatCount, currentTime, currentTime);
- int32_t policyFlags = POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER;
- if (!allowKeyRepeat) {
- policyFlags |= POLICY_FLAG_DISABLE_KEY_REPEAT;
- }
// Inject event until dispatch out.
return dispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, syncMode,
- injectionTimeout, policyFlags);
+ injectionTimeout,
+ POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
}
-static InputEventInjectionResult injectKeyDown(const sp<InputDispatcher>& dispatcher,
- int32_t displayId = ADISPLAY_ID_NONE) {
+static int32_t injectKeyDown(const sp<InputDispatcher>& dispatcher,
+ int32_t displayId = ADISPLAY_ID_NONE) {
return injectKey(dispatcher, AKEY_EVENT_ACTION_DOWN, /* repeatCount */ 0, displayId);
}
-// Inject a down event that has key repeat disabled. This allows InputDispatcher to idle without
-// sending a subsequent key up. When key repeat is enabled, the dispatcher cannot idle because it
-// has to be woken up to process the repeating key.
-static InputEventInjectionResult injectKeyDownNoRepeat(const sp<InputDispatcher>& dispatcher,
- int32_t displayId = ADISPLAY_ID_NONE) {
- return injectKey(dispatcher, AKEY_EVENT_ACTION_DOWN, /* repeatCount */ 0, displayId,
- InputEventInjectionSync::WAIT_FOR_RESULT, INJECT_EVENT_TIMEOUT,
- /* allowKeyRepeat */ false);
-}
-
-static InputEventInjectionResult injectKeyUp(const sp<InputDispatcher>& dispatcher,
- int32_t displayId = ADISPLAY_ID_NONE) {
+static int32_t injectKeyUp(const sp<InputDispatcher>& dispatcher,
+ int32_t displayId = ADISPLAY_ID_NONE) {
return injectKey(dispatcher, AKEY_EVENT_ACTION_UP, /* repeatCount */ 0, displayId);
}
-class PointerBuilder {
-public:
- PointerBuilder(int32_t id, int32_t toolType) {
- mProperties.clear();
- mProperties.id = id;
- mProperties.toolType = toolType;
- mCoords.clear();
- }
-
- PointerBuilder& x(float x) { return axis(AMOTION_EVENT_AXIS_X, x); }
-
- PointerBuilder& y(float y) { return axis(AMOTION_EVENT_AXIS_Y, y); }
-
- PointerBuilder& axis(int32_t axis, float value) {
- mCoords.setAxisValue(axis, value);
- return *this;
- }
-
- PointerProperties buildProperties() const { return mProperties; }
-
- PointerCoords buildCoords() const { return mCoords; }
-
-private:
- PointerProperties mProperties;
- PointerCoords mCoords;
-};
-
-class MotionEventBuilder {
-public:
- MotionEventBuilder(int32_t action, int32_t source) {
- mAction = action;
- mSource = source;
- mEventTime = systemTime(SYSTEM_TIME_MONOTONIC);
- }
-
- MotionEventBuilder& eventTime(nsecs_t eventTime) {
- mEventTime = eventTime;
- return *this;
- }
-
- MotionEventBuilder& displayId(int32_t displayId) {
- mDisplayId = displayId;
- return *this;
- }
-
- MotionEventBuilder& actionButton(int32_t actionButton) {
- mActionButton = actionButton;
- return *this;
- }
-
- MotionEventBuilder& buttonState(int32_t buttonState) {
- mButtonState = buttonState;
- return *this;
- }
-
- MotionEventBuilder& rawXCursorPosition(float rawXCursorPosition) {
- mRawXCursorPosition = rawXCursorPosition;
- return *this;
- }
-
- MotionEventBuilder& rawYCursorPosition(float rawYCursorPosition) {
- mRawYCursorPosition = rawYCursorPosition;
- return *this;
- }
-
- MotionEventBuilder& pointer(PointerBuilder pointer) {
- mPointers.push_back(pointer);
- return *this;
- }
-
- MotionEventBuilder& addFlag(uint32_t flags) {
- mFlags |= flags;
- return *this;
- }
-
- MotionEvent build() {
- std::vector<PointerProperties> pointerProperties;
- std::vector<PointerCoords> pointerCoords;
- for (const PointerBuilder& pointer : mPointers) {
- pointerProperties.push_back(pointer.buildProperties());
- pointerCoords.push_back(pointer.buildCoords());
- }
-
- // Set mouse cursor position for the most common cases to avoid boilerplate.
- if (mSource == AINPUT_SOURCE_MOUSE &&
- !MotionEvent::isValidCursorPosition(mRawXCursorPosition, mRawYCursorPosition) &&
- mPointers.size() == 1) {
- mRawXCursorPosition = pointerCoords[0].getX();
- mRawYCursorPosition = pointerCoords[0].getY();
- }
-
- MotionEvent event;
- ui::Transform identityTransform;
- event.initialize(InputEvent::nextId(), DEVICE_ID, mSource, mDisplayId, INVALID_HMAC,
- mAction, mActionButton, mFlags, /* edgeFlags */ 0, AMETA_NONE,
- mButtonState, MotionClassification::NONE, identityTransform,
- /* xPrecision */ 0, /* yPrecision */ 0, mRawXCursorPosition,
- mRawYCursorPosition, mDisplayWidth, mDisplayHeight, mEventTime, mEventTime,
- mPointers.size(), pointerProperties.data(), pointerCoords.data());
-
- return event;
- }
-
-private:
- int32_t mAction;
- int32_t mSource;
- nsecs_t mEventTime;
- int32_t mDisplayId{ADISPLAY_ID_DEFAULT};
- int32_t mActionButton{0};
- int32_t mButtonState{0};
- int32_t mFlags{0};
- float mRawXCursorPosition{AMOTION_EVENT_INVALID_CURSOR_POSITION};
- float mRawYCursorPosition{AMOTION_EVENT_INVALID_CURSOR_POSITION};
- int32_t mDisplayWidth{AMOTION_EVENT_INVALID_DISPLAY_SIZE};
- int32_t mDisplayHeight{AMOTION_EVENT_INVALID_DISPLAY_SIZE};
-
- std::vector<PointerBuilder> mPointers;
-};
-
-static InputEventInjectionResult injectMotionEvent(
- const sp<InputDispatcher>& dispatcher, const MotionEvent& event,
- std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT,
- InputEventInjectionSync injectionMode = InputEventInjectionSync::WAIT_FOR_RESULT) {
- return dispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, injectionMode,
- injectionTimeout,
- POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
-}
-
-static InputEventInjectionResult injectMotionEvent(
+static int32_t injectMotionEvent(
const sp<InputDispatcher>& dispatcher, int32_t action, int32_t source, int32_t displayId,
const PointF& position,
const PointF& cursorPosition = {AMOTION_EVENT_INVALID_CURSOR_POSITION,
AMOTION_EVENT_INVALID_CURSOR_POSITION},
std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT,
- InputEventInjectionSync injectionMode = InputEventInjectionSync::WAIT_FOR_RESULT,
+ int32_t injectionMode = INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT,
nsecs_t eventTime = systemTime(SYSTEM_TIME_MONOTONIC)) {
- MotionEvent event = MotionEventBuilder(action, source)
- .displayId(displayId)
- .eventTime(eventTime)
- .rawXCursorPosition(cursorPosition.x)
- .rawYCursorPosition(cursorPosition.y)
- .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
- .x(position.x)
- .y(position.y))
- .build();
+ MotionEvent event;
+ PointerProperties pointerProperties[1];
+ PointerCoords pointerCoords[1];
+
+ pointerProperties[0].clear();
+ pointerProperties[0].id = 0;
+ pointerProperties[0].toolType = AMOTION_EVENT_TOOL_TYPE_FINGER;
+
+ pointerCoords[0].clear();
+ pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_X, position.x);
+ pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_Y, position.y);
+
+ // Define a valid motion down event.
+ event.initialize(InputEvent::nextId(), DEVICE_ID, source, displayId, INVALID_HMAC, action,
+ /* actionButton */ 0,
+ /* flags */ 0,
+ /* edgeFlags */ 0, AMETA_NONE, /* buttonState */ 0, MotionClassification::NONE,
+ /* xScale */ 1, /* yScale */ 1, /* xOffset */ 0, /* yOffset */ 0,
+ /* xPrecision */ 0, /* yPrecision */ 0, cursorPosition.x, cursorPosition.y,
+ eventTime, eventTime,
+ /*pointerCount*/ 1, pointerProperties, pointerCoords);
// Inject event until dispatch out.
- return injectMotionEvent(dispatcher, event, injectionTimeout, injectionMode);
+ return dispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, injectionMode,
+ injectionTimeout,
+ POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
}
-static InputEventInjectionResult injectMotionDown(const sp<InputDispatcher>& dispatcher,
- int32_t source, int32_t displayId,
- const PointF& location = {100, 200}) {
+static int32_t injectMotionDown(const sp<InputDispatcher>& dispatcher, int32_t source,
+ int32_t displayId, const PointF& location = {100, 200}) {
return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_DOWN, source, displayId, location);
}
-static InputEventInjectionResult injectMotionUp(const sp<InputDispatcher>& dispatcher,
- int32_t source, int32_t displayId,
- const PointF& location = {100, 200}) {
+static int32_t injectMotionUp(const sp<InputDispatcher>& dispatcher, int32_t source,
+ int32_t displayId, const PointF& location = {100, 200}) {
return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_UP, source, displayId, location);
}
static NotifyKeyArgs generateKeyArgs(int32_t action, int32_t displayId = ADISPLAY_ID_NONE) {
nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
// Define a valid key event.
- NotifyKeyArgs args(/* id */ 0, currentTime, 0 /*readTime*/, DEVICE_ID, AINPUT_SOURCE_KEYBOARD,
- displayId, POLICY_FLAG_PASS_TO_USER, action, /* flags */ 0, AKEYCODE_A,
- KEY_A, AMETA_NONE, currentTime);
+ NotifyKeyArgs args(/* id */ 0, currentTime, DEVICE_ID, AINPUT_SOURCE_KEYBOARD, displayId,
+ POLICY_FLAG_PASS_TO_USER, action, /* flags */ 0, AKEYCODE_A, KEY_A,
+ AMETA_NONE, currentTime);
return args;
}
@@ -1364,7 +1017,7 @@ static NotifyMotionArgs generateMotionArgs(int32_t action, int32_t source, int32
nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
// Define a valid motion event.
- NotifyMotionArgs args(/* id */ 0, currentTime, 0 /*readTime*/, DEVICE_ID, source, displayId,
+ NotifyMotionArgs args(/* id */ 0, currentTime, DEVICE_ID, source, displayId,
POLICY_FLAG_PASS_TO_USER, action, /* actionButton */ 0, /* flags */ 0,
AMETA_NONE, /* buttonState */ 0, MotionClassification::NONE,
AMOTION_EVENT_EDGE_FLAG_NONE, pointerCount, pointerProperties,
@@ -1379,19 +1032,15 @@ static NotifyMotionArgs generateMotionArgs(int32_t action, int32_t source, int32
return generateMotionArgs(action, source, displayId, {PointF{100, 200}});
}
-static NotifyPointerCaptureChangedArgs generatePointerCaptureChangedArgs(bool enabled) {
- return NotifyPointerCaptureChangedArgs(/* id */ 0, systemTime(SYSTEM_TIME_MONOTONIC), enabled);
-}
-
TEST_F(InputDispatcherTest, SetInputWindow_SingleWindowTouch) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> window =
- new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
+ sp<FakeWindowHandle> window = new FakeWindowHandle(application, mDispatcher, "Fake Window",
+ ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
+ AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
// Window should receive motion event.
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1406,17 +1055,17 @@ TEST_F(InputDispatcherTest, SetInputWindow_SingleWindowTouch) {
* called twice.
*/
TEST_F(InputDispatcherTest, SetInputWindowOnce_SingleWindowTouch) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
window->setFrame(Rect(0, 0, 100, 100));
- window->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
+ window->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
{50, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
// Window should receive motion event.
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1429,18 +1078,18 @@ TEST_F(InputDispatcherTest, SetInputWindowOnce_SingleWindowTouch) {
* when finding touched windows.
*/
TEST_F(InputDispatcherTest, SetInputWindowTwice_SingleWindowTouch) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
window->setFrame(Rect(0, 0, 100, 100));
- window->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
+ window->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
{50, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
// Window should receive motion event.
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1448,225 +1097,107 @@ TEST_F(InputDispatcherTest, SetInputWindowTwice_SingleWindowTouch) {
// The foreground window should receive the first touch down event.
TEST_F(InputDispatcherTest, SetInputWindow_MultiWindowsTouch) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> windowTop =
- new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
- sp<FakeWindowHandle> windowSecond =
- new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
+ sp<FakeWindowHandle> windowTop = new FakeWindowHandle(application, mDispatcher, "Top",
+ ADISPLAY_ID_DEFAULT);
+ sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
+ ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
+ AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
// Top window should receive the touch down event. Second window should not receive anything.
windowTop->consumeMotionDown(ADISPLAY_ID_DEFAULT);
windowSecond->assertNoEvents();
}
-TEST_F(InputDispatcherTest, HoverMoveEnterMouseClickAndHoverMoveExit) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> windowLeft =
- new FakeWindowHandle(application, mDispatcher, "Left", ADISPLAY_ID_DEFAULT);
- windowLeft->setFrame(Rect(0, 0, 600, 800));
- windowLeft->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
- sp<FakeWindowHandle> windowRight =
- new FakeWindowHandle(application, mDispatcher, "Right", ADISPLAY_ID_DEFAULT);
- windowRight->setFrame(Rect(600, 0, 1200, 800));
- windowRight->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
+TEST_F(InputDispatcherTest, SetInputWindow_FocusedWindow) {
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
+ sp<FakeWindowHandle> windowTop = new FakeWindowHandle(application, mDispatcher, "Top",
+ ADISPLAY_ID_DEFAULT);
+ sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
+ ADISPLAY_ID_DEFAULT);
+ // Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowLeft, windowRight}}});
+ // Display should have only one focused window
+ windowSecond->setFocus(true);
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
- // Start cursor position in right window so that we can move the cursor to left window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
- AINPUT_SOURCE_MOUSE)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(900)
- .y(400))
- .build()));
- windowRight->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_ENTER,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
- windowRight->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_MOVE,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
-
- // Move cursor into left window
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
- AINPUT_SOURCE_MOUSE)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(300)
- .y(400))
- .build()));
- windowRight->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_EXIT,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
- windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_ENTER,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
- windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_MOVE,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
-
- // Inject a series of mouse events for a mouse click
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE)
- .buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(300)
- .y(400))
- .build()));
- windowLeft->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+ windowSecond->consumeFocusEvent(true);
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
+ << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS,
- AINPUT_SOURCE_MOUSE)
- .buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
- .actionButton(AMOTION_EVENT_BUTTON_PRIMARY)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(300)
- .y(400))
- .build()));
- windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_PRESS,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
-
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_RELEASE,
- AINPUT_SOURCE_MOUSE)
- .buttonState(0)
- .actionButton(AMOTION_EVENT_BUTTON_PRIMARY)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(300)
- .y(400))
- .build()));
- windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_RELEASE,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
-
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_MOUSE)
- .buttonState(0)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(300)
- .y(400))
- .build()));
- windowLeft->consumeMotionUp(ADISPLAY_ID_DEFAULT);
-
- // Move mouse cursor back to right window
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
- AINPUT_SOURCE_MOUSE)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(900)
- .y(400))
- .build()));
- windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_EXIT,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
- windowRight->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_ENTER,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
- windowRight->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_MOVE,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
+ // Focused window should receive event.
+ windowTop->assertNoEvents();
+ windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
}
-// This test is different from the test above that HOVER_ENTER and HOVER_EXIT events are injected
-// directly in this test.
-TEST_F(InputDispatcherTest, HoverEnterMouseClickAndHoverExit) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> window =
- new FakeWindowHandle(application, mDispatcher, "Window", ADISPLAY_ID_DEFAULT);
- window->setFrame(Rect(0, 0, 1200, 800));
- window->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
+TEST_F(InputDispatcherTest, SetInputWindow_FocusPriority) {
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
+ sp<FakeWindowHandle> windowTop = new FakeWindowHandle(application, mDispatcher, "Top",
+ ADISPLAY_ID_DEFAULT);
+ sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
+ ADISPLAY_ID_DEFAULT);
+ // Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ // Display has two focused windows. Add them to inputWindowsHandles in z-order (top most first)
+ windowTop->setFocus(true);
+ windowSecond->setFocus(true);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_ENTER,
- AINPUT_SOURCE_MOUSE)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(300)
- .y(400))
- .build()));
- window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_ENTER,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
-
- // Inject a series of mouse events for a mouse click
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE)
- .buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(300)
- .y(400))
- .build()));
- window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
+ windowTop->consumeFocusEvent(true);
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
+ << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS,
- AINPUT_SOURCE_MOUSE)
- .buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
- .actionButton(AMOTION_EVENT_BUTTON_PRIMARY)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(300)
- .y(400))
- .build()));
- window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_PRESS,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
-
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_RELEASE,
- AINPUT_SOURCE_MOUSE)
- .buttonState(0)
- .actionButton(AMOTION_EVENT_BUTTON_PRIMARY)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(300)
- .y(400))
- .build()));
- window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_RELEASE,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
-
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_MOUSE)
- .buttonState(0)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(300)
- .y(400))
- .build()));
- window->consumeMotionUp(ADISPLAY_ID_DEFAULT);
-
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_EXIT,
- AINPUT_SOURCE_MOUSE)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
- .x(300)
- .y(400))
- .build()));
- window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_EXIT,
- ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
+ // Top focused window should receive event.
+ windowTop->consumeKeyDown(ADISPLAY_ID_NONE);
+ windowSecond->assertNoEvents();
+}
+
+TEST_F(InputDispatcherTest, SetInputWindow_InputWindowInfo) {
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
+
+ sp<FakeWindowHandle> windowTop = new FakeWindowHandle(application, mDispatcher, "Top",
+ ADISPLAY_ID_DEFAULT);
+ sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
+ ADISPLAY_ID_DEFAULT);
+
+ // Set focused application.
+ mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
+
+ windowTop->setFocus(true);
+ windowSecond->setFocus(true);
+ // Release channel for window is no longer valid.
+ windowTop->releaseChannel();
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
+ windowSecond->consumeFocusEvent(true);
+
+ // Test inject a key down, should dispatch to a valid window.
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
+ << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+
+ // Top window is invalid, so it should not receive any input event.
+ windowTop->assertNoEvents();
+ windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
}
TEST_F(InputDispatcherTest, DispatchMouseEventsUnderCursor) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> windowLeft =
new FakeWindowHandle(application, mDispatcher, "Left", ADISPLAY_ID_DEFAULT);
windowLeft->setFrame(Rect(0, 0, 600, 800));
- windowLeft->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
+ windowLeft->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
sp<FakeWindowHandle> windowRight =
new FakeWindowHandle(application, mDispatcher, "Right", ADISPLAY_ID_DEFAULT);
windowRight->setFrame(Rect(600, 0, 1200, 800));
- windowRight->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
+ windowRight->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
@@ -1674,7 +1205,7 @@ TEST_F(InputDispatcherTest, DispatchMouseEventsUnderCursor) {
// Inject an event with coordinate in the area of right window, with mouse cursor in the area of
// left window. This event should be dispatched to the left window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE,
ADISPLAY_ID_DEFAULT, {610, 400}, {599, 400}));
windowLeft->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1682,14 +1213,12 @@ TEST_F(InputDispatcherTest, DispatchMouseEventsUnderCursor) {
}
TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsKeyStream) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
- window->setFocusable(true);
+ window->setFocus(true);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- setFocusedWindow(window);
-
window->consumeFocusEvent(true);
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
@@ -1707,7 +1236,7 @@ TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsKeyStream) {
}
TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsMotionStream) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
@@ -1729,14 +1258,8 @@ TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsMotionStream) {
0 /*expectedFlags*/);
}
-using TransferFunction =
- std::function<bool(sp<InputDispatcher> dispatcher, sp<IBinder>, sp<IBinder>)>;
-
-class TransferTouchFixture : public InputDispatcherTest,
- public ::testing::WithParamInterface<TransferFunction> {};
-
-TEST_P(TransferTouchFixture, TransferTouch_OnePointer) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+TEST_F(InputDispatcherTest, TransferTouchFocus_OnePointer) {
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
// Create a couple of windows
sp<FakeWindowHandle> firstWindow =
@@ -1756,10 +1279,8 @@ TEST_P(TransferTouchFixture, TransferTouch_OnePointer) {
firstWindow->consumeMotionDown();
secondWindow->assertNoEvents();
- // Transfer touch to the second window
- TransferFunction f = GetParam();
- const bool success = f(mDispatcher, firstWindow->getToken(), secondWindow->getToken());
- ASSERT_TRUE(success);
+ // Transfer touch focus to the second window
+ mDispatcher->transferTouchFocus(firstWindow->getToken(), secondWindow->getToken());
// The first window gets cancel and the second gets down
firstWindow->consumeMotionCancel();
secondWindow->consumeMotionDown();
@@ -1774,8 +1295,8 @@ TEST_P(TransferTouchFixture, TransferTouch_OnePointer) {
secondWindow->consumeMotionUp();
}
-TEST_P(TransferTouchFixture, TransferTouch_TwoPointersNonSplitTouch) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+TEST_F(InputDispatcherTest, TransferTouchFocus_TwoPointerNoSplitTouch) {
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
PointF touchPoint = {10, 10};
@@ -1809,9 +1330,7 @@ TEST_P(TransferTouchFixture, TransferTouch_TwoPointersNonSplitTouch) {
secondWindow->assertNoEvents();
// Transfer touch focus to the second window
- TransferFunction f = GetParam();
- bool success = f(mDispatcher, firstWindow->getToken(), secondWindow->getToken());
- ASSERT_TRUE(success);
+ mDispatcher->transferTouchFocus(firstWindow->getToken(), secondWindow->getToken());
// The first window gets cancel and the second gets down and pointer down
firstWindow->consumeMotionCancel();
secondWindow->consumeMotionDown();
@@ -1838,37 +1357,22 @@ TEST_P(TransferTouchFixture, TransferTouch_TwoPointersNonSplitTouch) {
secondWindow->consumeMotionUp();
}
-// For the cases of single pointer touch and two pointers non-split touch, the api's
-// 'transferTouch' and 'transferTouchFocus' are equivalent in behaviour. They only differ
-// for the case where there are multiple pointers split across several windows.
-INSTANTIATE_TEST_SUITE_P(TransferFunctionTests, TransferTouchFixture,
- ::testing::Values(
- [&](sp<InputDispatcher> dispatcher, sp<IBinder> /*ignored*/,
- sp<IBinder> destChannelToken) {
- return dispatcher->transferTouch(destChannelToken);
- },
- [&](sp<InputDispatcher> dispatcher, sp<IBinder> from,
- sp<IBinder> to) {
- return dispatcher->transferTouchFocus(from, to,
- false /*isDragAndDrop*/);
- }));
-
TEST_F(InputDispatcherTest, TransferTouchFocus_TwoPointersSplitTouch) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
// Create a non touch modal window that supports split touch
sp<FakeWindowHandle> firstWindow =
new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT);
firstWindow->setFrame(Rect(0, 0, 600, 400));
- firstWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL |
- InputWindowInfo::Flag::SPLIT_TOUCH);
+ firstWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL
+ | InputWindowInfo::FLAG_SPLIT_TOUCH);
// Create a non touch modal window that supports split touch
sp<FakeWindowHandle> secondWindow =
new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT);
secondWindow->setFrame(Rect(0, 400, 600, 800));
- secondWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL |
- InputWindowInfo::Flag::SPLIT_TOUCH);
+ secondWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL
+ | InputWindowInfo::FLAG_SPLIT_TOUCH);
// Add the windows to the dispatcher
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}});
@@ -1923,90 +1427,13 @@ TEST_F(InputDispatcherTest, TransferTouchFocus_TwoPointersSplitTouch) {
secondWindow->consumeMotionUp();
}
-// Same as TransferTouchFocus_TwoPointersSplitTouch, but using 'transferTouch' api.
-// Unlike 'transferTouchFocus', calling 'transferTouch' when there are two windows receiving
-// touch is not supported, so the touch should continue on those windows and the transferred-to
-// window should get nothing.
-TEST_F(InputDispatcherTest, TransferTouch_TwoPointersSplitTouch) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
-
- // Create a non touch modal window that supports split touch
- sp<FakeWindowHandle> firstWindow =
- new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT);
- firstWindow->setFrame(Rect(0, 0, 600, 400));
- firstWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL |
- InputWindowInfo::Flag::SPLIT_TOUCH);
-
- // Create a non touch modal window that supports split touch
- sp<FakeWindowHandle> secondWindow =
- new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT);
- secondWindow->setFrame(Rect(0, 400, 600, 800));
- secondWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL |
- InputWindowInfo::Flag::SPLIT_TOUCH);
-
- // Add the windows to the dispatcher
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}});
-
- PointF pointInFirst = {300, 200};
- PointF pointInSecond = {300, 600};
-
- // Send down to the first window
- NotifyMotionArgs firstDownMotionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {pointInFirst});
- mDispatcher->notifyMotion(&firstDownMotionArgs);
- // Only the first window should get the down event
- firstWindow->consumeMotionDown();
- secondWindow->assertNoEvents();
-
- // Send down to the second window
- NotifyMotionArgs secondDownMotionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_DOWN |
- (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
- AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
- {pointInFirst, pointInSecond});
- mDispatcher->notifyMotion(&secondDownMotionArgs);
- // The first window gets a move and the second a down
- firstWindow->consumeMotionMove();
- secondWindow->consumeMotionDown();
-
- // Transfer touch focus to the second window
- const bool transferred = mDispatcher->transferTouch(secondWindow->getToken());
- // The 'transferTouch' call should not succeed, because there are 2 touched windows
- ASSERT_FALSE(transferred);
- firstWindow->assertNoEvents();
- secondWindow->assertNoEvents();
-
- // The rest of the dispatch should proceed as normal
- // Send pointer up to the second window
- NotifyMotionArgs pointerUpMotionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_UP |
- (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
- AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
- {pointInFirst, pointInSecond});
- mDispatcher->notifyMotion(&pointerUpMotionArgs);
- // The first window gets MOVE and the second gets pointer up
- firstWindow->consumeMotionMove();
- secondWindow->consumeMotionUp();
-
- // Send up event to the first window
- NotifyMotionArgs upMotionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT);
- mDispatcher->notifyMotion(&upMotionArgs);
- // The first window gets nothing and the second gets up
- firstWindow->consumeMotionUp();
- secondWindow->assertNoEvents();
-}
-
TEST_F(InputDispatcherTest, FocusedWindow_ReceivesFocusEventAndKeyEvent) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
- window->setFocusable(true);
+ window->setFocus(true);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- setFocusedWindow(window);
window->consumeFocusEvent(true);
@@ -2018,7 +1445,7 @@ TEST_F(InputDispatcherTest, FocusedWindow_ReceivesFocusEventAndKeyEvent) {
}
TEST_F(InputDispatcherTest, UnfocusedWindow_DoesNotReceiveFocusEventOrKeyEvent) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
@@ -2033,7 +1460,7 @@ TEST_F(InputDispatcherTest, UnfocusedWindow_DoesNotReceiveFocusEventOrKeyEvent)
// If a window is touchable, but does not have focus, it should receive motion events, but not keys
TEST_F(InputDispatcherTest, UnfocusedWindow_ReceivesMotionsButNotKeys) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
@@ -2053,93 +1480,14 @@ TEST_F(InputDispatcherTest, UnfocusedWindow_ReceivesMotionsButNotKeys) {
window->assertNoEvents(); // Key event or focus event will not be received
}
-TEST_F(InputDispatcherTest, PointerCancel_SendCancelWhenSplitTouch) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
-
- // Create first non touch modal window that supports split touch
- sp<FakeWindowHandle> firstWindow =
- new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT);
- firstWindow->setFrame(Rect(0, 0, 600, 400));
- firstWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL |
- InputWindowInfo::Flag::SPLIT_TOUCH);
-
- // Create second non touch modal window that supports split touch
- sp<FakeWindowHandle> secondWindow =
- new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT);
- secondWindow->setFrame(Rect(0, 400, 600, 800));
- secondWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL |
- InputWindowInfo::Flag::SPLIT_TOUCH);
-
- // Add the windows to the dispatcher
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}});
-
- PointF pointInFirst = {300, 200};
- PointF pointInSecond = {300, 600};
-
- // Send down to the first window
- NotifyMotionArgs firstDownMotionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {pointInFirst});
- mDispatcher->notifyMotion(&firstDownMotionArgs);
- // Only the first window should get the down event
- firstWindow->consumeMotionDown();
- secondWindow->assertNoEvents();
-
- // Send down to the second window
- NotifyMotionArgs secondDownMotionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_DOWN |
- (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
- AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
- {pointInFirst, pointInSecond});
- mDispatcher->notifyMotion(&secondDownMotionArgs);
- // The first window gets a move and the second a down
- firstWindow->consumeMotionMove();
- secondWindow->consumeMotionDown();
-
- // Send pointer cancel to the second window
- NotifyMotionArgs pointerUpMotionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_UP |
- (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
- AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
- {pointInFirst, pointInSecond});
- pointerUpMotionArgs.flags |= AMOTION_EVENT_FLAG_CANCELED;
- mDispatcher->notifyMotion(&pointerUpMotionArgs);
- // The first window gets move and the second gets cancel.
- firstWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT, AMOTION_EVENT_FLAG_CANCELED);
- secondWindow->consumeMotionCancel(ADISPLAY_ID_DEFAULT, AMOTION_EVENT_FLAG_CANCELED);
-
- // Send up event.
- NotifyMotionArgs upMotionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT);
- mDispatcher->notifyMotion(&upMotionArgs);
- // The first window gets up and the second gets nothing.
- firstWindow->consumeMotionUp();
- secondWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherTest, SendTimeline_DoesNotCrashDispatcher) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
-
- sp<FakeWindowHandle> window =
- new FakeWindowHandle(application, mDispatcher, "Window", ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- std::array<nsecs_t, GraphicsTimeline::SIZE> graphicsTimeline;
- graphicsTimeline[GraphicsTimeline::GPU_COMPLETED_TIME] = 2;
- graphicsTimeline[GraphicsTimeline::PRESENT_TIME] = 3;
-
- window->sendTimeline(1 /*inputEventId*/, graphicsTimeline);
- window->assertNoEvents();
- mDispatcher->waitForIdle();
-}
-
class FakeMonitorReceiver {
public:
FakeMonitorReceiver(const sp<InputDispatcher>& dispatcher, const std::string name,
int32_t displayId, bool isGestureMonitor = false) {
- base::Result<std::unique_ptr<InputChannel>> channel =
- dispatcher->createInputMonitor(displayId, isGestureMonitor, name, MONITOR_PID);
- mInputReceiver = std::make_unique<FakeInputReceiver>(std::move(*channel), name);
+ sp<InputChannel> serverChannel, clientChannel;
+ InputChannel::openInputChannelPair(name, serverChannel, clientChannel);
+ mInputReceiver = std::make_unique<FakeInputReceiver>(clientChannel, name);
+ dispatcher->registerInputMonitor(serverChannel, displayId, isGestureMonitor);
}
sp<IBinder> getToken() { return mInputReceiver->getToken(); }
@@ -2163,19 +1511,6 @@ public:
expectedDisplayId, expectedFlags);
}
- MotionEvent* consumeMotion() {
- InputEvent* event = mInputReceiver->consume();
- if (!event) {
- ADD_FAILURE() << "No event was produced";
- return nullptr;
- }
- if (event->getType() != AINPUT_EVENT_TYPE_MOTION) {
- ADD_FAILURE() << "Received event of type " << event->getType() << " instead of motion";
- return nullptr;
- }
- return static_cast<MotionEvent*>(event);
- }
-
void assertNoEvents() { mInputReceiver->assertNoEvents(); }
private:
@@ -2184,7 +1519,7 @@ private:
// Tests for gesture monitors
TEST_F(InputDispatcherTest, GestureMonitor_ReceivesMotionEvents) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
@@ -2192,37 +1527,35 @@ TEST_F(InputDispatcherTest, GestureMonitor_ReceivesMotionEvents) {
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
true /*isGestureMonitor*/);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
}
TEST_F(InputDispatcherTest, GestureMonitor_DoesNotReceiveKeyEvents) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- window->setFocusable(true);
+ window->setFocus(true);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- setFocusedWindow(window);
-
window->consumeFocusEvent(true);
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
true /*isGestureMonitor*/);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
+ << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
monitor.assertNoEvents();
}
TEST_F(InputDispatcherTest, GestureMonitor_CanPilferAfterWindowIsRemovedMidStream) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
@@ -2230,9 +1563,9 @@ TEST_F(InputDispatcherTest, GestureMonitor_CanPilferAfterWindowIsRemovedMidStrea
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
true /*isGestureMonitor*/);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -2240,9 +1573,9 @@ TEST_F(InputDispatcherTest, GestureMonitor_CanPilferAfterWindowIsRemovedMidStrea
mDispatcher->pilferPointers(monitor.getToken());
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
monitor.consumeMotionUp(ADISPLAY_ID_DEFAULT);
}
@@ -2251,40 +1584,18 @@ TEST_F(InputDispatcherTest, UnresponsiveGestureMonitor_GetsAnr) {
FakeMonitorReceiver(mDispatcher, "Gesture monitor", ADISPLAY_ID_DEFAULT,
true /*isGestureMonitor*/);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT));
std::optional<uint32_t> consumeSeq = monitor.receiveEvent();
ASSERT_TRUE(consumeSeq);
- mFakePolicy->assertNotifyMonitorUnresponsiveWasCalled(DISPATCHING_TIMEOUT);
+ mFakePolicy->assertNotifyAnrWasCalled(DISPATCHING_TIMEOUT, nullptr, monitor.getToken());
monitor.finishEvent(*consumeSeq);
ASSERT_TRUE(mDispatcher->waitForIdle());
- mFakePolicy->assertNotifyMonitorResponsiveWasCalled();
-}
-
-// Tests for gesture monitors
-TEST_F(InputDispatcherTest, GestureMonitor_NoWindowTransform) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> window =
- new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- window->setWindowOffset(20, 40);
- window->setWindowTransform(0, 1, -1, 0);
-
- FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
- true /*isGestureMonitor*/);
-
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
- MotionEvent* event = monitor.consumeMotion();
- // Even though window has transform, gesture monitor must not.
- ASSERT_EQ(ui::Transform(), event->getTransform());
}
TEST_F(InputDispatcherTest, TestMoveEvent) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
@@ -2315,58 +1626,52 @@ TEST_F(InputDispatcherTest, TestMoveEvent) {
* and the action of enabling / disabling.
*/
TEST_F(InputDispatcherTest, TouchModeState_IsSentToApps) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
// Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- window->setFocusable(true);
+ window->setFocus(true);
SCOPED_TRACE("Check default value of touch mode");
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- setFocusedWindow(window);
-
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
SCOPED_TRACE("Remove the window to trigger focus loss");
- window->setFocusable(false);
+ window->setFocus(false);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
window->consumeFocusEvent(false /*hasFocus*/, true /*inTouchMode*/);
SCOPED_TRACE("Disable touch mode");
mDispatcher->setInTouchMode(false);
- window->setFocusable(true);
+ window->setFocus(true);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- setFocusedWindow(window);
window->consumeFocusEvent(true /*hasFocus*/, false /*inTouchMode*/);
SCOPED_TRACE("Remove the window to trigger focus loss");
- window->setFocusable(false);
+ window->setFocus(false);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
window->consumeFocusEvent(false /*hasFocus*/, false /*inTouchMode*/);
SCOPED_TRACE("Enable touch mode again");
mDispatcher->setInTouchMode(true);
- window->setFocusable(true);
+ window->setFocus(true);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- setFocusedWindow(window);
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
window->assertNoEvents();
}
TEST_F(InputDispatcherTest, VerifyInputEvent_KeyEvent) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- window->setFocusable(true);
+ window->setFocus(true);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- setFocusedWindow(window);
-
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN);
@@ -2396,7 +1701,7 @@ TEST_F(InputDispatcherTest, VerifyInputEvent_KeyEvent) {
}
TEST_F(InputDispatcherTest, VerifyInputEvent_MotionEvent) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
@@ -2432,279 +1737,6 @@ TEST_F(InputDispatcherTest, VerifyInputEvent_MotionEvent) {
EXPECT_EQ(motionArgs.buttonState, verifiedMotion.buttonState);
}
-TEST_F(InputDispatcherTest, NonPointerMotionEvent_NotTransformed) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> window =
- new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
- const std::string name = window->getName();
-
- // Window gets transformed by offset values.
- window->setWindowOffset(500.0f, 500.0f);
-
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- window->setFocusable(true);
-
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
-
- // First, we set focused window so that focusedWindowHandle is not null.
- setFocusedWindow(window);
-
- // Second, we consume focus event if it is right or wrong according to onFocusChangedLocked.
- window->consumeFocusEvent(true);
-
- constexpr const std::array nonPointerSources = {AINPUT_SOURCE_TRACKBALL,
- AINPUT_SOURCE_MOUSE_RELATIVE,
- AINPUT_SOURCE_JOYSTICK};
- for (const int source : nonPointerSources) {
- // Notify motion with a non-pointer source.
- NotifyMotionArgs motionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_MOVE, source, ADISPLAY_ID_DEFAULT);
- mDispatcher->notifyMotion(&motionArgs);
-
- MotionEvent* event = window->consumeMotion();
- ASSERT_NE(event, nullptr);
-
- const MotionEvent& motionEvent = *event;
- EXPECT_EQ(AMOTION_EVENT_ACTION_MOVE, motionEvent.getAction());
- EXPECT_EQ(motionArgs.pointerCount, motionEvent.getPointerCount());
-
- float expectedX = motionArgs.pointerCoords[0].getX();
- float expectedY = motionArgs.pointerCoords[0].getY();
-
- // Ensure the axis values from the final motion event are not transformed.
- EXPECT_EQ(expectedX, motionEvent.getX(0))
- << "expected " << expectedX << " for x coord of " << name.c_str() << ", got "
- << motionEvent.getX(0);
- EXPECT_EQ(expectedY, motionEvent.getY(0))
- << "expected " << expectedY << " for y coord of " << name.c_str() << ", got "
- << motionEvent.getY(0);
- // Ensure the raw and transformed axis values for the motion event are the same.
- EXPECT_EQ(motionEvent.getRawX(0), motionEvent.getX(0))
- << "expected raw and transformed X-axis values to be equal";
- EXPECT_EQ(motionEvent.getRawY(0), motionEvent.getY(0))
- << "expected raw and transformed Y-axis values to be equal";
- }
-}
-
-/**
- * Ensure that separate calls to sign the same data are generating the same key.
- * We avoid asserting against INVALID_HMAC. Since the key is random, there is a non-zero chance
- * that a specific key and data combination would produce INVALID_HMAC, which would cause flaky
- * tests.
- */
-TEST_F(InputDispatcherTest, GeneratedHmac_IsConsistent) {
- KeyEvent event = getTestKeyEvent();
- VerifiedKeyEvent verifiedEvent = verifiedKeyEventFromKeyEvent(event);
-
- std::array<uint8_t, 32> hmac1 = mDispatcher->sign(verifiedEvent);
- std::array<uint8_t, 32> hmac2 = mDispatcher->sign(verifiedEvent);
- ASSERT_EQ(hmac1, hmac2);
-}
-
-/**
- * Ensure that changes in VerifiedKeyEvent produce a different hmac.
- */
-TEST_F(InputDispatcherTest, GeneratedHmac_ChangesWhenFieldsChange) {
- KeyEvent event = getTestKeyEvent();
- VerifiedKeyEvent verifiedEvent = verifiedKeyEventFromKeyEvent(event);
- std::array<uint8_t, 32> initialHmac = mDispatcher->sign(verifiedEvent);
-
- verifiedEvent.deviceId += 1;
- ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
-
- verifiedEvent.source += 1;
- ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
-
- verifiedEvent.eventTimeNanos += 1;
- ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
-
- verifiedEvent.displayId += 1;
- ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
-
- verifiedEvent.action += 1;
- ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
-
- verifiedEvent.downTimeNanos += 1;
- ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
-
- verifiedEvent.flags += 1;
- ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
-
- verifiedEvent.keyCode += 1;
- ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
-
- verifiedEvent.scanCode += 1;
- ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
-
- verifiedEvent.metaState += 1;
- ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
-
- verifiedEvent.repeatCount += 1;
- ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
-}
-
-TEST_F(InputDispatcherTest, SetFocusedWindow) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> windowTop =
- new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
- sp<FakeWindowHandle> windowSecond =
- new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
-
- // Top window is also focusable but is not granted focus.
- windowTop->setFocusable(true);
- windowSecond->setFocusable(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
- setFocusedWindow(windowSecond);
-
- windowSecond->consumeFocusEvent(true);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
-
- // Focused window should receive event.
- windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
- windowTop->assertNoEvents();
-}
-
-TEST_F(InputDispatcherTest, SetFocusedWindow_DropRequestInvalidChannel) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> window =
- new FakeWindowHandle(application, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
-
- window->setFocusable(true);
- // Release channel for window is no longer valid.
- window->releaseChannel();
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- setFocusedWindow(window);
-
- // Test inject a key down, should timeout.
- ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
-
- // window channel is invalid, so it should not receive any input event.
- window->assertNoEvents();
-}
-
-TEST_F(InputDispatcherTest, SetFocusedWindow_DropRequestNoFocusableWindow) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> window =
- new FakeWindowHandle(application, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
-
- // Window is not focusable.
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- setFocusedWindow(window);
-
- // Test inject a key down, should timeout.
- ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
-
- // window is invalid, so it should not receive any input event.
- window->assertNoEvents();
-}
-
-TEST_F(InputDispatcherTest, SetFocusedWindow_CheckFocusedToken) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> windowTop =
- new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
- sp<FakeWindowHandle> windowSecond =
- new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
-
- windowTop->setFocusable(true);
- windowSecond->setFocusable(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
- setFocusedWindow(windowTop);
- windowTop->consumeFocusEvent(true);
-
- setFocusedWindow(windowSecond, windowTop);
- windowSecond->consumeFocusEvent(true);
- windowTop->consumeFocusEvent(false);
-
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
-
- // Focused window should receive event.
- windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
-}
-
-TEST_F(InputDispatcherTest, SetFocusedWindow_DropRequestFocusTokenNotFocused) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> windowTop =
- new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
- sp<FakeWindowHandle> windowSecond =
- new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
-
- windowTop->setFocusable(true);
- windowSecond->setFocusable(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
- setFocusedWindow(windowSecond, windowTop);
-
- ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
-
- // Event should be dropped.
- windowTop->assertNoEvents();
- windowSecond->assertNoEvents();
-}
-
-TEST_F(InputDispatcherTest, SetFocusedWindow_DeferInvisibleWindow) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> window =
- new FakeWindowHandle(application, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
- sp<FakeWindowHandle> previousFocusedWindow =
- new FakeWindowHandle(application, mDispatcher, "previousFocusedWindow",
- ADISPLAY_ID_DEFAULT);
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
-
- window->setFocusable(true);
- previousFocusedWindow->setFocusable(true);
- window->setVisible(false);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window, previousFocusedWindow}}});
- setFocusedWindow(previousFocusedWindow);
- previousFocusedWindow->consumeFocusEvent(true);
-
- // Requesting focus on invisible window takes focus from currently focused window.
- setFocusedWindow(window);
- previousFocusedWindow->consumeFocusEvent(false);
-
- // Injected key goes to pending queue.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
- ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
-
- // Window does not get focus event or key down.
- window->assertNoEvents();
-
- // Window becomes visible.
- window->setVisible(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
-
- // Window receives focus event.
- window->consumeFocusEvent(true);
- // Focused window receives key down.
- window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
-}
-
-TEST_F(InputDispatcherTest, DisplayRemoved) {
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> window =
- new FakeWindowHandle(application, mDispatcher, "window", ADISPLAY_ID_DEFAULT);
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
-
- // window is granted focus.
- window->setFocusable(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
- setFocusedWindow(window);
- window->consumeFocusEvent(true);
-
- // When a display is removed window loses focus.
- mDispatcher->displayRemoved(ADISPLAY_ID_DEFAULT);
- window->consumeFocusEvent(false);
-}
-
/**
* Launch two windows, with different owners. One window (slipperyExitWindow) has Flag::SLIPPERY,
* and overlaps the other window, slipperyEnterWindow. The window 'slipperyExitWindow' is on top
@@ -2732,13 +1764,13 @@ TEST_F(InputDispatcherTest, SlipperyWindow_SetsFlagPartiallyObscured) {
constexpr int32_t SLIPPERY_PID = INJECTOR_PID + 1;
constexpr int32_t SLIPPERY_UID = INJECTOR_UID + 1;
- std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
sp<FakeWindowHandle> slipperyExitWindow =
new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
- slipperyExitWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL |
- InputWindowInfo::Flag::SLIPPERY);
+ slipperyExitWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL |
+ InputWindowInfo::FLAG_SLIPPERY);
// Make sure this one overlaps the bottom window
slipperyExitWindow->setFrame(Rect(25, 25, 75, 75));
// Change the owner uid/pid of the window so that it is considered to be occluding the bottom
@@ -2776,7 +1808,7 @@ protected:
static constexpr nsecs_t KEY_REPEAT_TIMEOUT = 40 * 1000000; // 40 ms
static constexpr nsecs_t KEY_REPEAT_DELAY = 40 * 1000000; // 40 ms
- std::shared_ptr<FakeApplicationHandle> mApp;
+ sp<FakeApplicationHandle> mApp;
sp<FakeWindowHandle> mWindow;
virtual void SetUp() override {
@@ -2790,18 +1822,17 @@ protected:
}
void setUpWindow() {
- mApp = std::make_shared<FakeApplicationHandle>();
+ mApp = new FakeApplicationHandle();
mWindow = new FakeWindowHandle(mApp, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
- mWindow->setFocusable(true);
+ mWindow->setFocus(true);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
- setFocusedWindow(mWindow);
+
mWindow->consumeFocusEvent(true);
}
- void sendAndConsumeKeyDown(int32_t deviceId) {
+ void sendAndConsumeKeyDown() {
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
- keyArgs.deviceId = deviceId;
keyArgs.policyFlags |= POLICY_FLAG_TRUSTED; // Otherwise it won't generate repeat event
mDispatcher->notifyKey(&keyArgs);
@@ -2823,9 +1854,8 @@ protected:
EXPECT_EQ(repeatCount, repeatKeyEvent->getRepeatCount());
}
- void sendAndConsumeKeyUp(int32_t deviceId) {
+ void sendAndConsumeKeyUp() {
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT);
- keyArgs.deviceId = deviceId;
keyArgs.policyFlags |= POLICY_FLAG_TRUSTED; // Unless it won't generate repeat event
mDispatcher->notifyKey(&keyArgs);
@@ -2836,59 +1866,21 @@ protected:
};
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_ReceivesKeyRepeat) {
- sendAndConsumeKeyDown(1 /* deviceId */);
- for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
- expectKeyRepeatOnce(repeatCount);
- }
-}
-
-TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_ReceivesKeyRepeatFromTwoDevices) {
- sendAndConsumeKeyDown(1 /* deviceId */);
- for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
- expectKeyRepeatOnce(repeatCount);
- }
- sendAndConsumeKeyDown(2 /* deviceId */);
- /* repeatCount will start from 1 for deviceId 2 */
+ sendAndConsumeKeyDown();
for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
expectKeyRepeatOnce(repeatCount);
}
}
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_StopsKeyRepeatAfterUp) {
- sendAndConsumeKeyDown(1 /* deviceId */);
- expectKeyRepeatOnce(1 /*repeatCount*/);
- sendAndConsumeKeyUp(1 /* deviceId */);
- mWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_KeyRepeatAfterStaleDeviceKeyUp) {
- sendAndConsumeKeyDown(1 /* deviceId */);
- expectKeyRepeatOnce(1 /*repeatCount*/);
- sendAndConsumeKeyDown(2 /* deviceId */);
- expectKeyRepeatOnce(1 /*repeatCount*/);
- // Stale key up from device 1.
- sendAndConsumeKeyUp(1 /* deviceId */);
- // Device 2 is still down, keep repeating
- expectKeyRepeatOnce(2 /*repeatCount*/);
- expectKeyRepeatOnce(3 /*repeatCount*/);
- // Device 2 key up
- sendAndConsumeKeyUp(2 /* deviceId */);
- mWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_KeyRepeatStopsAfterRepeatingKeyUp) {
- sendAndConsumeKeyDown(1 /* deviceId */);
- expectKeyRepeatOnce(1 /*repeatCount*/);
- sendAndConsumeKeyDown(2 /* deviceId */);
+ sendAndConsumeKeyDown();
expectKeyRepeatOnce(1 /*repeatCount*/);
- // Device 2 which holds the key repeating goes up, expect the repeating to stop.
- sendAndConsumeKeyUp(2 /* deviceId */);
- // Device 1 still holds key down, but the repeating was already stopped
+ sendAndConsumeKeyUp();
mWindow->assertNoEvents();
}
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_RepeatKeyEventsUseEventIdFromInputDispatcher) {
- sendAndConsumeKeyDown(1 /* deviceId */);
+ sendAndConsumeKeyDown();
for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
InputEvent* repeatEvent = mWindow->consume();
ASSERT_NE(nullptr, repeatEvent) << "Didn't receive event with repeat count " << repeatCount;
@@ -2898,7 +1890,7 @@ TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_RepeatKeyEventsUseEventIdFrom
}
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_RepeatKeyEventsUseUniqueEventId) {
- sendAndConsumeKeyDown(1 /* deviceId */);
+ sendAndConsumeKeyDown();
std::unordered_set<int32_t> idSet;
for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
@@ -2917,87 +1909,84 @@ public:
virtual void SetUp() override {
InputDispatcherTest::SetUp();
- application1 = std::make_shared<FakeApplicationHandle>();
- windowInPrimary =
- new FakeWindowHandle(application1, mDispatcher, "D_1", ADISPLAY_ID_DEFAULT);
+ application1 = new FakeApplicationHandle();
+ windowInPrimary = new FakeWindowHandle(application1, mDispatcher, "D_1",
+ ADISPLAY_ID_DEFAULT);
// Set focus window for primary display, but focused display would be second one.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application1);
- windowInPrimary->setFocusable(true);
+ windowInPrimary->setFocus(true);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowInPrimary}}});
- setFocusedWindow(windowInPrimary);
windowInPrimary->consumeFocusEvent(true);
- application2 = std::make_shared<FakeApplicationHandle>();
- windowInSecondary =
- new FakeWindowHandle(application2, mDispatcher, "D_2", SECOND_DISPLAY_ID);
+ application2 = new FakeApplicationHandle();
+ windowInSecondary = new FakeWindowHandle(application2, mDispatcher, "D_2",
+ SECOND_DISPLAY_ID);
// Set focus to second display window.
// Set focus display to second one.
mDispatcher->setFocusedDisplay(SECOND_DISPLAY_ID);
// Set focus window for second display.
mDispatcher->setFocusedApplication(SECOND_DISPLAY_ID, application2);
- windowInSecondary->setFocusable(true);
+ windowInSecondary->setFocus(true);
mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {windowInSecondary}}});
- setFocusedWindow(windowInSecondary);
windowInSecondary->consumeFocusEvent(true);
}
virtual void TearDown() override {
InputDispatcherTest::TearDown();
- application1.reset();
+ application1.clear();
windowInPrimary.clear();
- application2.reset();
+ application2.clear();
windowInSecondary.clear();
}
protected:
- std::shared_ptr<FakeApplicationHandle> application1;
+ sp<FakeApplicationHandle> application1;
sp<FakeWindowHandle> windowInPrimary;
- std::shared_ptr<FakeApplicationHandle> application2;
+ sp<FakeApplicationHandle> application2;
sp<FakeWindowHandle> windowInSecondary;
};
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayTouch) {
// Test touch down on primary display.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
+ AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
windowInSecondary->assertNoEvents();
// Test touch down on second display.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
+ AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->assertNoEvents();
windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
}
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayFocus) {
// Test inject a key down with display id specified.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectKeyDownNoRepeat(mDispatcher, ADISPLAY_ID_DEFAULT))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
+ << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->consumeKeyDown(ADISPLAY_ID_DEFAULT);
windowInSecondary->assertNoEvents();
// Test inject a key down without display id specified.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDownNoRepeat(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
+ << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->assertNoEvents();
windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
// Remove all windows in secondary display.
mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {}}});
- // Old focus should receive a cancel event.
+ // Expect old focus should receive a cancel event.
windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_NONE,
AKEY_EVENT_FLAG_CANCELED);
// Test inject a key down, should timeout because of no target window.
- ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDownNoRepeat(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
+ << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
windowInPrimary->assertNoEvents();
windowInSecondary->consumeFocusEvent(false);
windowInSecondary->assertNoEvents();
@@ -3011,18 +2000,18 @@ TEST_F(InputDispatcherFocusOnTwoDisplaysTest, MonitorMotionEvent_MultiDisplay) {
FakeMonitorReceiver(mDispatcher, "M_2", SECOND_DISPLAY_ID);
// Test touch down on primary display.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
+ AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
monitorInPrimary.consumeMotionDown(ADISPLAY_ID_DEFAULT);
windowInSecondary->assertNoEvents();
monitorInSecondary.assertNoEvents();
// Test touch down on second display.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
+ AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->assertNoEvents();
monitorInPrimary.assertNoEvents();
windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
@@ -3031,9 +2020,9 @@ TEST_F(InputDispatcherFocusOnTwoDisplaysTest, MonitorMotionEvent_MultiDisplay) {
// Test inject a non-pointer motion event.
// If specific a display, it will dispatch to the focused window of particular display,
// or it will dispatch to the focused window of focused display.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionDown(mDispatcher, AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_NONE))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
+ AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_NONE))
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->assertNoEvents();
monitorInPrimary.assertNoEvents();
windowInSecondary->consumeMotionDown(ADISPLAY_ID_NONE);
@@ -3049,31 +2038,14 @@ TEST_F(InputDispatcherFocusOnTwoDisplaysTest, MonitorKeyEvent_MultiDisplay) {
FakeMonitorReceiver(mDispatcher, "M_2", SECOND_DISPLAY_ID);
// Test inject a key down.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
+ << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->assertNoEvents();
monitorInPrimary.assertNoEvents();
windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
monitorInSecondary.consumeKeyDown(ADISPLAY_ID_NONE);
}
-TEST_F(InputDispatcherFocusOnTwoDisplaysTest, CanFocusWindowOnUnfocusedDisplay) {
- sp<FakeWindowHandle> secondWindowInPrimary =
- new FakeWindowHandle(application1, mDispatcher, "D_1_W2", ADISPLAY_ID_DEFAULT);
- secondWindowInPrimary->setFocusable(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowInPrimary, secondWindowInPrimary}}});
- setFocusedWindow(secondWindowInPrimary);
- windowInPrimary->consumeFocusEvent(false);
- secondWindowInPrimary->consumeFocusEvent(true);
-
- // Test inject a key down.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- windowInPrimary->assertNoEvents();
- windowInSecondary->assertNoEvents();
- secondWindowInPrimary->consumeKeyDown(ADISPLAY_ID_DEFAULT);
-}
-
class InputFilterTest : public InputDispatcherTest {
protected:
static constexpr int32_t SECOND_DISPLAY_ID = 1;
@@ -3147,144 +2119,29 @@ TEST_F(InputFilterTest, KeyEvent_InputFilter) {
testNotifyKey(/*expectToBeFiltered*/ false);
}
-class InputFilterInjectionPolicyTest : public InputDispatcherTest {
-protected:
- virtual void SetUp() override {
- InputDispatcherTest::SetUp();
-
- /**
- * We don't need to enable input filter to test the injected event policy, but we enabled it
- * here to make the tests more realistic, since this policy only matters when inputfilter is
- * on.
- */
- mDispatcher->setInputFilterEnabled(true);
-
- std::shared_ptr<InputApplicationHandle> application =
- std::make_shared<FakeApplicationHandle>();
- mWindow =
- new FakeWindowHandle(application, mDispatcher, "Test Window", ADISPLAY_ID_DEFAULT);
-
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- mWindow->setFocusable(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
- setFocusedWindow(mWindow);
- mWindow->consumeFocusEvent(true);
- }
-
- void testInjectedKey(int32_t policyFlags, int32_t injectedDeviceId, int32_t resolvedDeviceId,
- int32_t flags) {
- KeyEvent event;
-
- const nsecs_t eventTime = systemTime(SYSTEM_TIME_MONOTONIC);
- event.initialize(InputEvent::nextId(), injectedDeviceId, AINPUT_SOURCE_KEYBOARD,
- ADISPLAY_ID_NONE, INVALID_HMAC, AKEY_EVENT_ACTION_DOWN, 0, AKEYCODE_A,
- KEY_A, AMETA_NONE, 0 /*repeatCount*/, eventTime, eventTime);
- const int32_t additionalPolicyFlags =
- POLICY_FLAG_PASS_TO_USER | POLICY_FLAG_DISABLE_KEY_REPEAT;
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::WAIT_FOR_RESULT, 10ms,
- policyFlags | additionalPolicyFlags));
-
- InputEvent* received = mWindow->consume();
- ASSERT_NE(nullptr, received);
- ASSERT_EQ(resolvedDeviceId, received->getDeviceId());
- ASSERT_EQ(received->getType(), AINPUT_EVENT_TYPE_KEY);
- KeyEvent& keyEvent = static_cast<KeyEvent&>(*received);
- ASSERT_EQ(flags, keyEvent.getFlags());
- }
-
- void testInjectedMotion(int32_t policyFlags, int32_t injectedDeviceId, int32_t resolvedDeviceId,
- int32_t flags) {
- MotionEvent event;
- PointerProperties pointerProperties[1];
- PointerCoords pointerCoords[1];
- pointerProperties[0].clear();
- pointerProperties[0].id = 0;
- pointerCoords[0].clear();
- pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_X, 300);
- pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_Y, 400);
-
- ui::Transform identityTransform;
- const nsecs_t eventTime = systemTime(SYSTEM_TIME_MONOTONIC);
- event.initialize(InputEvent::nextId(), injectedDeviceId, AINPUT_SOURCE_TOUCHSCREEN,
- DISPLAY_ID, INVALID_HMAC, AMOTION_EVENT_ACTION_DOWN, 0, 0,
- AMOTION_EVENT_EDGE_FLAG_NONE, AMETA_NONE, 0, MotionClassification::NONE,
- identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
- AMOTION_EVENT_INVALID_CURSOR_POSITION,
- 0 /*AMOTION_EVENT_INVALID_DISPLAY_SIZE*/,
- 0 /*AMOTION_EVENT_INVALID_DISPLAY_SIZE*/, eventTime, eventTime,
- /*pointerCount*/ 1, pointerProperties, pointerCoords);
-
- const int32_t additionalPolicyFlags = POLICY_FLAG_PASS_TO_USER;
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
- InputEventInjectionSync::WAIT_FOR_RESULT, 10ms,
- policyFlags | additionalPolicyFlags));
-
- InputEvent* received = mWindow->consume();
- ASSERT_NE(nullptr, received);
- ASSERT_EQ(resolvedDeviceId, received->getDeviceId());
- ASSERT_EQ(received->getType(), AINPUT_EVENT_TYPE_MOTION);
- MotionEvent& motionEvent = static_cast<MotionEvent&>(*received);
- ASSERT_EQ(flags, motionEvent.getFlags());
- }
-
-private:
- sp<FakeWindowHandle> mWindow;
-};
-
-TEST_F(InputFilterInjectionPolicyTest, TrustedFilteredEvents_KeepOriginalDeviceId) {
- // Must have POLICY_FLAG_FILTERED here to indicate that the event has gone through the input
- // filter. Without it, the event will no different from a regularly injected event, and the
- // injected device id will be overwritten.
- testInjectedKey(POLICY_FLAG_FILTERED, 3 /*injectedDeviceId*/, 3 /*resolvedDeviceId*/,
- 0 /*flags*/);
-}
-
-TEST_F(InputFilterInjectionPolicyTest, KeyEventsInjectedFromAccessibility_HaveAccessibilityFlag) {
- testInjectedKey(POLICY_FLAG_FILTERED | POLICY_FLAG_INJECTED_FROM_ACCESSIBILITY,
- 3 /*injectedDeviceId*/, 3 /*resolvedDeviceId*/,
- AKEY_EVENT_FLAG_IS_ACCESSIBILITY_EVENT);
-}
-
-TEST_F(InputFilterInjectionPolicyTest,
- MotionEventsInjectedFromAccessibility_HaveAccessibilityFlag) {
- testInjectedMotion(POLICY_FLAG_FILTERED | POLICY_FLAG_INJECTED_FROM_ACCESSIBILITY,
- 3 /*injectedDeviceId*/, 3 /*resolvedDeviceId*/,
- AMOTION_EVENT_FLAG_IS_ACCESSIBILITY_EVENT);
-}
-
-TEST_F(InputFilterInjectionPolicyTest, RegularInjectedEvents_ReceiveVirtualDeviceId) {
- testInjectedKey(0 /*policyFlags*/, 3 /*injectedDeviceId*/,
- VIRTUAL_KEYBOARD_ID /*resolvedDeviceId*/, 0 /*flags*/);
-}
-
class InputDispatcherOnPointerDownOutsideFocus : public InputDispatcherTest {
virtual void SetUp() override {
InputDispatcherTest::SetUp();
- std::shared_ptr<FakeApplicationHandle> application =
- std::make_shared<FakeApplicationHandle>();
- mUnfocusedWindow =
- new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
+ mUnfocusedWindow = new FakeWindowHandle(application, mDispatcher, "Top",
+ ADISPLAY_ID_DEFAULT);
mUnfocusedWindow->setFrame(Rect(0, 0, 30, 30));
// Adding FLAG_NOT_TOUCH_MODAL to ensure taps outside this window are not sent to this
// window.
- mUnfocusedWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
+ mUnfocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
mFocusedWindow =
new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
mFocusedWindow->setFrame(Rect(50, 50, 100, 100));
- mFocusedWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
+ mFocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
// Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- mFocusedWindow->setFocusable(true);
+ mFocusedWindow->setFocus(true);
// Expect one focus window exist in display.
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}});
- setFocusedWindow(mFocusedWindow);
mFocusedWindow->consumeFocusEvent(true);
}
@@ -3305,10 +2162,10 @@ protected:
// DOWN on the window that doesn't have focus. Ensure the window that didn't have focus received
// the onPointerDownOutsideFocus callback.
TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_Success) {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
{20, 20}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
mUnfocusedWindow->consumeMotionDown();
ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -3319,9 +2176,9 @@ TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_Succe
// DOWN on the window that doesn't have focus. Ensure no window received the
// onPointerDownOutsideFocus callback.
TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_NonPointerSource) {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_DEFAULT, {20, 20}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
mFocusedWindow->consumeMotionDown();
ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -3331,9 +2188,8 @@ TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_NonPo
// Have two windows, one with focus. Inject KeyEvent with action DOWN on the window that doesn't
// have focus. Ensure no window received the onPointerDownOutsideFocus callback.
TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_NonMotionFailure) {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectKeyDownNoRepeat(mDispatcher, ADISPLAY_ID_DEFAULT))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
+ << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
mFocusedWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -3343,56 +2199,37 @@ TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_NonMo
// Have two windows, one with focus. Inject MotionEvent with source TOUCHSCREEN and action
// DOWN on the window that already has focus. Ensure no window received the
// onPointerDownOutsideFocus callback.
-TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_OnAlreadyFocusedWindow) {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+TEST_F(InputDispatcherOnPointerDownOutsideFocus,
+ OnPointerDownOutsideFocus_OnAlreadyFocusedWindow) {
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
FOCUSED_WINDOW_TOUCH_POINT))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
mFocusedWindow->consumeMotionDown();
ASSERT_TRUE(mDispatcher->waitForIdle());
mFakePolicy->assertOnPointerDownWasNotCalled();
}
-// Have two windows, one with focus. Injecting a trusted DOWN MotionEvent with the flag
-// NO_FOCUS_CHANGE on the unfocused window should not call the onPointerDownOutsideFocus callback.
-TEST_F(InputDispatcherOnPointerDownOutsideFocus, NoFocusChangeFlag) {
- const MotionEvent event =
- MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE)
- .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
- .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(20).y(20))
- .addFlag(AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE)
- .build();
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(mDispatcher, event))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mUnfocusedWindow->consumeAnyMotionDown(ADISPLAY_ID_DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE);
-
- ASSERT_TRUE(mDispatcher->waitForIdle());
- mFakePolicy->assertOnPointerDownWasNotCalled();
- // Ensure that the unfocused window did not receive any FOCUS events.
- mUnfocusedWindow->assertNoEvents();
-}
-
// These tests ensures we can send touch events to a single client when there are multiple input
// windows that point to the same client token.
class InputDispatcherMultiWindowSameTokenTests : public InputDispatcherTest {
virtual void SetUp() override {
InputDispatcherTest::SetUp();
- std::shared_ptr<FakeApplicationHandle> application =
- std::make_shared<FakeApplicationHandle>();
+ sp<FakeApplicationHandle> application = new FakeApplicationHandle();
mWindow1 = new FakeWindowHandle(application, mDispatcher, "Fake Window 1",
ADISPLAY_ID_DEFAULT);
// Adding FLAG_NOT_TOUCH_MODAL otherwise all taps will go to the top most window.
// We also need FLAG_SPLIT_TOUCH or we won't be able to get touches for both windows.
- mWindow1->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL |
- InputWindowInfo::Flag::SPLIT_TOUCH);
+ mWindow1->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL |
+ InputWindowInfo::FLAG_SPLIT_TOUCH);
mWindow1->setFrame(Rect(0, 0, 100, 100));
mWindow2 = new FakeWindowHandle(application, mDispatcher, "Fake Window 2",
ADISPLAY_ID_DEFAULT, mWindow1->getToken());
- mWindow2->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL |
- InputWindowInfo::Flag::SPLIT_TOUCH);
+ mWindow2->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL |
+ InputWindowInfo::FLAG_SPLIT_TOUCH);
mWindow2->setFrame(Rect(100, 100, 200, 200));
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow1, mWindow2}}});
@@ -3404,8 +2241,9 @@ protected:
// Helper function to convert the point from screen coordinates into the window's space
static PointF getPointInWindow(const InputWindowInfo* windowInfo, const PointF& point) {
- vec2 vals = windowInfo->transform.transform(point.x, point.y);
- return {vals.x, vals.y};
+ float x = windowInfo->windowXScale * (point.x - windowInfo->frameLeft);
+ float y = windowInfo->windowYScale * (point.y - windowInfo->frameTop);
+ return {x, y};
}
void consumeMotionEvent(const sp<FakeWindowHandle>& window, int32_t expectedAction,
@@ -3435,123 +2273,133 @@ protected:
<< ", got " << motionEvent.getY(i);
}
}
-
- void touchAndAssertPositions(int32_t action, std::vector<PointF> touchedPoints,
- std::vector<PointF> expectedPoints) {
- NotifyMotionArgs motionArgs = generateMotionArgs(action, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, touchedPoints);
- mDispatcher->notifyMotion(&motionArgs);
-
- // Always consume from window1 since it's the window that has the InputReceiver
- consumeMotionEvent(mWindow1, action, expectedPoints);
- }
};
TEST_F(InputDispatcherMultiWindowSameTokenTests, SingleTouchSameScale) {
// Touch Window 1
PointF touchedPoint = {10, 10};
PointF expectedPoint = getPointInWindow(mWindow1->getInfo(), touchedPoint);
- touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint});
+
+ NotifyMotionArgs motionArgs =
+ generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, {touchedPoint});
+ mDispatcher->notifyMotion(&motionArgs);
+ consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint});
// Release touch on Window 1
- touchAndAssertPositions(AMOTION_EVENT_ACTION_UP, {touchedPoint}, {expectedPoint});
+ motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, {touchedPoint});
+ mDispatcher->notifyMotion(&motionArgs);
+ // consume the UP event
+ consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_UP, {expectedPoint});
// Touch Window 2
touchedPoint = {150, 150};
expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint);
- touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint});
+
+ motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, {touchedPoint});
+ mDispatcher->notifyMotion(&motionArgs);
+
+ // Consuming from window1 since it's the window that has the InputReceiver
+ consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint});
}
-TEST_F(InputDispatcherMultiWindowSameTokenTests, SingleTouchDifferentTransform) {
- // Set scale value for window2
+TEST_F(InputDispatcherMultiWindowSameTokenTests, SingleTouchDifferentScale) {
mWindow2->setWindowScale(0.5f, 0.5f);
// Touch Window 1
PointF touchedPoint = {10, 10};
PointF expectedPoint = getPointInWindow(mWindow1->getInfo(), touchedPoint);
- touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint});
+
+ NotifyMotionArgs motionArgs =
+ generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, {touchedPoint});
+ mDispatcher->notifyMotion(&motionArgs);
+ consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint});
+
// Release touch on Window 1
- touchAndAssertPositions(AMOTION_EVENT_ACTION_UP, {touchedPoint}, {expectedPoint});
+ motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, {touchedPoint});
+ mDispatcher->notifyMotion(&motionArgs);
+ // consume the UP event
+ consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_UP, {expectedPoint});
// Touch Window 2
touchedPoint = {150, 150};
expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint);
- touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint});
- touchAndAssertPositions(AMOTION_EVENT_ACTION_UP, {touchedPoint}, {expectedPoint});
- // Update the transform so rotation is set
- mWindow2->setWindowTransform(0, -1, 1, 0);
- expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint);
- touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint});
+ motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, {touchedPoint});
+ mDispatcher->notifyMotion(&motionArgs);
+
+ // Consuming from window1 since it's the window that has the InputReceiver
+ consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint});
}
-TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchDifferentTransform) {
+TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchDifferentScale) {
mWindow2->setWindowScale(0.5f, 0.5f);
// Touch Window 1
std::vector<PointF> touchedPoints = {PointF{10, 10}};
std::vector<PointF> expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])};
- touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, touchedPoints, expectedPoints);
+
+ NotifyMotionArgs motionArgs =
+ generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, touchedPoints);
+ mDispatcher->notifyMotion(&motionArgs);
+ consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, expectedPoints);
// Touch Window 2
int32_t actionPointerDown =
AMOTION_EVENT_ACTION_POINTER_DOWN + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
- touchedPoints.push_back(PointF{150, 150});
- expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
- touchAndAssertPositions(actionPointerDown, touchedPoints, expectedPoints);
-
- // Release Window 2
- int32_t actionPointerUp =
- AMOTION_EVENT_ACTION_POINTER_UP + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
- touchAndAssertPositions(actionPointerUp, touchedPoints, expectedPoints);
- expectedPoints.pop_back();
-
- // Update the transform so rotation is set for Window 2
- mWindow2->setWindowTransform(0, -1, 1, 0);
- expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
- touchAndAssertPositions(actionPointerDown, touchedPoints, expectedPoints);
+ touchedPoints.emplace_back(PointF{150, 150});
+ expectedPoints.emplace_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
+
+ motionArgs = generateMotionArgs(actionPointerDown, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, touchedPoints);
+ mDispatcher->notifyMotion(&motionArgs);
+
+ // Consuming from window1 since it's the window that has the InputReceiver
+ consumeMotionEvent(mWindow1, actionPointerDown, expectedPoints);
}
-TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchMoveDifferentTransform) {
+TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchMoveDifferentScale) {
mWindow2->setWindowScale(0.5f, 0.5f);
// Touch Window 1
std::vector<PointF> touchedPoints = {PointF{10, 10}};
std::vector<PointF> expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])};
- touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, touchedPoints, expectedPoints);
+
+ NotifyMotionArgs motionArgs =
+ generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, touchedPoints);
+ mDispatcher->notifyMotion(&motionArgs);
+ consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, expectedPoints);
// Touch Window 2
int32_t actionPointerDown =
AMOTION_EVENT_ACTION_POINTER_DOWN + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
- touchedPoints.push_back(PointF{150, 150});
- expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
-
- touchAndAssertPositions(actionPointerDown, touchedPoints, expectedPoints);
-
- // Move both windows
- touchedPoints = {{20, 20}, {175, 175}};
- expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0]),
- getPointInWindow(mWindow2->getInfo(), touchedPoints[1])};
+ touchedPoints.emplace_back(PointF{150, 150});
+ expectedPoints.emplace_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
- touchAndAssertPositions(AMOTION_EVENT_ACTION_MOVE, touchedPoints, expectedPoints);
-
- // Release Window 2
- int32_t actionPointerUp =
- AMOTION_EVENT_ACTION_POINTER_UP + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
- touchAndAssertPositions(actionPointerUp, touchedPoints, expectedPoints);
- expectedPoints.pop_back();
+ motionArgs = generateMotionArgs(actionPointerDown, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, touchedPoints);
+ mDispatcher->notifyMotion(&motionArgs);
- // Touch Window 2
- mWindow2->setWindowTransform(0, -1, 1, 0);
- expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
- touchAndAssertPositions(actionPointerDown, touchedPoints, expectedPoints);
+ // Consuming from window1 since it's the window that has the InputReceiver
+ consumeMotionEvent(mWindow1, actionPointerDown, expectedPoints);
// Move both windows
touchedPoints = {{20, 20}, {175, 175}};
expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0]),
getPointInWindow(mWindow2->getInfo(), touchedPoints[1])};
- touchAndAssertPositions(AMOTION_EVENT_ACTION_MOVE, touchedPoints, expectedPoints);
+ motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, touchedPoints);
+ mDispatcher->notifyMotion(&motionArgs);
+
+ consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_MOVE, expectedPoints);
}
TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleWindowsFirstTouchWithScale) {
@@ -3560,44 +2408,57 @@ TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleWindowsFirstTouchWithSc
// Touch Window 1
std::vector<PointF> touchedPoints = {PointF{10, 10}};
std::vector<PointF> expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])};
- touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, touchedPoints, expectedPoints);
+
+ NotifyMotionArgs motionArgs =
+ generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, touchedPoints);
+ mDispatcher->notifyMotion(&motionArgs);
+ consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, expectedPoints);
// Touch Window 2
int32_t actionPointerDown =
AMOTION_EVENT_ACTION_POINTER_DOWN + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
- touchedPoints.push_back(PointF{150, 150});
- expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
+ touchedPoints.emplace_back(PointF{150, 150});
+ expectedPoints.emplace_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
+
+ motionArgs = generateMotionArgs(actionPointerDown, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, touchedPoints);
+ mDispatcher->notifyMotion(&motionArgs);
- touchAndAssertPositions(actionPointerDown, touchedPoints, expectedPoints);
+ // Consuming from window1 since it's the window that has the InputReceiver
+ consumeMotionEvent(mWindow1, actionPointerDown, expectedPoints);
// Move both windows
touchedPoints = {{20, 20}, {175, 175}};
expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0]),
getPointInWindow(mWindow2->getInfo(), touchedPoints[1])};
- touchAndAssertPositions(AMOTION_EVENT_ACTION_MOVE, touchedPoints, expectedPoints);
+ motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, touchedPoints);
+ mDispatcher->notifyMotion(&motionArgs);
+
+ consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_MOVE, expectedPoints);
}
class InputDispatcherSingleWindowAnr : public InputDispatcherTest {
virtual void SetUp() override {
InputDispatcherTest::SetUp();
- mApplication = std::make_shared<FakeApplicationHandle>();
+ mApplication = new FakeApplicationHandle();
mApplication->setDispatchingTimeout(20ms);
mWindow =
new FakeWindowHandle(mApplication, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
mWindow->setFrame(Rect(0, 0, 30, 30));
- mWindow->setDispatchingTimeout(30ms);
- mWindow->setFocusable(true);
+ mWindow->setDispatchingTimeout(10ms);
+ mWindow->setFocus(true);
// Adding FLAG_NOT_TOUCH_MODAL to ensure taps outside this window are not sent to this
// window.
- mWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
+ mWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
// Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApplication);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
- setFocusedWindow(mWindow);
mWindow->consumeFocusEvent(true);
}
@@ -3607,15 +2468,15 @@ class InputDispatcherSingleWindowAnr : public InputDispatcherTest {
}
protected:
- std::shared_ptr<FakeApplicationHandle> mApplication;
+ sp<FakeApplicationHandle> mApplication;
sp<FakeWindowHandle> mWindow;
static constexpr PointF WINDOW_LOCATION = {20, 20};
void tapOnWindow() {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
WINDOW_LOCATION));
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
WINDOW_LOCATION));
}
@@ -3632,72 +2493,51 @@ TEST_F(InputDispatcherSingleWindowAnr, WhenTouchIsConsumed_NoAnr) {
// Send a regular key and respond, which should not cause an ANR.
TEST_F(InputDispatcherSingleWindowAnr, WhenKeyIsConsumed_NoAnr) {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDownNoRepeat(mDispatcher));
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher));
mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
ASSERT_TRUE(mDispatcher->waitForIdle());
mFakePolicy->assertNotifyAnrWasNotCalled();
}
-TEST_F(InputDispatcherSingleWindowAnr, WhenFocusedApplicationChanges_NoAnr) {
- mWindow->setFocusable(false);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
- mWindow->consumeFocusEvent(false);
-
- InputEventInjectionResult result =
- injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
- InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/,
- false /* allowKeyRepeat */);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
- // Key will not go to window because we have no focused window.
- // The 'no focused window' ANR timer should start instead.
-
- // Now, the focused application goes away.
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, nullptr);
- // The key should get dropped and there should be no ANR.
-
- ASSERT_TRUE(mDispatcher->waitForIdle());
- mFakePolicy->assertNotifyAnrWasNotCalled();
-}
-
// Send an event to the app and have the app not respond right away.
// When ANR is raised, policy will tell the dispatcher to cancel the events for that window.
// So InputDispatcher will enqueue ACTION_CANCEL event as well.
TEST_F(InputDispatcherSingleWindowAnr, OnPointerDown_BasicAnr) {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
WINDOW_LOCATION));
std::optional<uint32_t> sequenceNum = mWindow->receiveEvent(); // ACTION_DOWN
ASSERT_TRUE(sequenceNum);
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow->getToken());
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken());
+ // The remaining lines are not really needed for the test, but kept as a sanity check
mWindow->finishEvent(*sequenceNum);
mWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL,
ADISPLAY_ID_DEFAULT, 0 /*flags*/);
ASSERT_TRUE(mDispatcher->waitForIdle());
- mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken());
}
// Send a key to the app and have the app not respond right away.
TEST_F(InputDispatcherSingleWindowAnr, OnKeyDown_BasicAnr) {
// Inject a key, and don't respond - expect that ANR is called.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDownNoRepeat(mDispatcher));
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher));
std::optional<uint32_t> sequenceNum = mWindow->receiveEvent();
ASSERT_TRUE(sequenceNum);
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow->getToken());
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken());
ASSERT_TRUE(mDispatcher->waitForIdle());
}
// We have a focused application, but no focused window
TEST_F(InputDispatcherSingleWindowAnr, FocusedApplication_NoFocusedWindow) {
- mWindow->setFocusable(false);
+ mWindow->setFocus(false);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
mWindow->consumeFocusEvent(false);
// taps on the window work as normal
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
WINDOW_LOCATION));
ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionDown());
@@ -3707,59 +2547,62 @@ TEST_F(InputDispatcherSingleWindowAnr, FocusedApplication_NoFocusedWindow) {
// Once a focused event arrives, we get an ANR for this application
// We specify the injection timeout to be smaller than the application timeout, to ensure that
// injection times out (instead of failing).
- const InputEventInjectionResult result =
+ const int32_t result =
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
- InputEventInjectionSync::WAIT_FOR_RESULT, 10ms, false /* allowKeyRepeat */);
- ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
+ INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
+ ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
const std::chrono::duration timeout = mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyNoFocusedWindowAnrWasCalled(timeout, mApplication);
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, mApplication, nullptr /*windowToken*/);
ASSERT_TRUE(mDispatcher->waitForIdle());
}
// We have a focused application, but no focused window
-// Make sure that we don't notify policy twice about the same ANR.
-TEST_F(InputDispatcherSingleWindowAnr, NoFocusedWindow_DoesNotSendDuplicateAnr) {
- mWindow->setFocusable(false);
+// If the policy wants to keep waiting on the focused window to be added, make sure
+// that this timeout extension is honored and ANR is raised again.
+TEST_F(InputDispatcherSingleWindowAnr, NoFocusedWindow_ExtendsAnr) {
+ mWindow->setFocus(false);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
mWindow->consumeFocusEvent(false);
+ const std::chrono::duration timeout = 5ms;
+ mFakePolicy->setAnrTimeout(timeout);
// Once a focused event arrives, we get an ANR for this application
// We specify the injection timeout to be smaller than the application timeout, to ensure that
// injection times out (instead of failing).
- const InputEventInjectionResult result =
+ const int32_t result =
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
- InputEventInjectionSync::WAIT_FOR_RESULT, 10ms, false /* allowKeyRepeat */);
- ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
+ INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
+ ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
const std::chrono::duration appTimeout =
mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyNoFocusedWindowAnrWasCalled(appTimeout, mApplication);
+ mFakePolicy->assertNotifyAnrWasCalled(appTimeout, mApplication, nullptr /*windowToken*/);
- std::this_thread::sleep_for(appTimeout);
- // ANR should not be raised again. It is up to policy to do that if it desires.
- mFakePolicy->assertNotifyAnrWasNotCalled();
+ // After the extended time has passed, ANR should be raised again
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, mApplication, nullptr /*windowToken*/);
- // If we now get a focused window, the ANR should stop, but the policy handles that via
- // 'notifyFocusChanged' callback. This is implemented in the policy so we can't test it here.
+ // If we stop extending the timeout, dispatcher should go to idle.
+ // Another ANR may be raised during this time
+ mFakePolicy->setAnrTimeout(0ms);
ASSERT_TRUE(mDispatcher->waitForIdle());
}
// We have a focused application, but no focused window
TEST_F(InputDispatcherSingleWindowAnr, NoFocusedWindow_DropsFocusedEvents) {
- mWindow->setFocusable(false);
+ mWindow->setFocus(false);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
mWindow->consumeFocusEvent(false);
// Once a focused event arrives, we get an ANR for this application
- const InputEventInjectionResult result =
+ const int32_t result =
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
- InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
- ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
+ INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
+ ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
const std::chrono::duration timeout = mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyNoFocusedWindowAnrWasCalled(timeout, mApplication);
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, mApplication, nullptr /*windowToken*/);
// Future focused events get dropped right away
- ASSERT_EQ(InputEventInjectionResult::FAILED, injectKeyDown(mDispatcher));
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, injectKeyDown(mDispatcher));
ASSERT_TRUE(mDispatcher->waitForIdle());
mWindow->assertNoEvents();
}
@@ -3779,19 +2622,19 @@ TEST_F(InputDispatcherSingleWindowAnr, Anr_HandlesEventsWithIdenticalTimestamps)
ADISPLAY_ID_DEFAULT, WINDOW_LOCATION,
{AMOTION_EVENT_INVALID_CURSOR_POSITION,
AMOTION_EVENT_INVALID_CURSOR_POSITION},
- 500ms, InputEventInjectionSync::WAIT_FOR_RESULT, currentTime);
+ 500ms, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, currentTime);
// Now send ACTION_UP, with identical timestamp
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, WINDOW_LOCATION,
{AMOTION_EVENT_INVALID_CURSOR_POSITION,
AMOTION_EVENT_INVALID_CURSOR_POSITION},
- 500ms, InputEventInjectionSync::WAIT_FOR_RESULT, currentTime);
+ 500ms, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, currentTime);
// We have now sent down and up. Let's consume first event and then ANR on the second.
mWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow->getToken());
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken());
}
// If an app is not responding to a key event, gesture monitors should continue to receive
@@ -3801,14 +2644,13 @@ TEST_F(InputDispatcherSingleWindowAnr, GestureMonitors_ReceiveEventsDuringAppAnr
FakeMonitorReceiver(mDispatcher, "Gesture monitor", ADISPLAY_ID_DEFAULT,
true /*isGestureMonitor*/);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT));
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT));
mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher, ADISPLAY_ID_DEFAULT));
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher, ADISPLAY_ID_DEFAULT));
// Stuck on the ACTION_UP
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow->getToken());
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr, mWindow->getToken());
// New tap will go to the gesture monitor, but not to the window
tapOnWindow();
@@ -3817,7 +2659,6 @@ TEST_F(InputDispatcherSingleWindowAnr, GestureMonitors_ReceiveEventsDuringAppAnr
mWindow->consumeKeyUp(ADISPLAY_ID_DEFAULT); // still the previous motion
mDispatcher->waitForIdle();
- mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken());
mWindow->assertNoEvents();
monitor.assertNoEvents();
}
@@ -3836,7 +2677,7 @@ TEST_F(InputDispatcherSingleWindowAnr, GestureMonitors_ReceiveEventsDuringAppAnr
mWindow->consumeMotionDown();
// Stuck on the ACTION_UP
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow->getToken());
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr, mWindow->getToken());
// New tap will go to the gesture monitor, but not to the window
tapOnWindow();
@@ -3845,7 +2686,6 @@ TEST_F(InputDispatcherSingleWindowAnr, GestureMonitors_ReceiveEventsDuringAppAnr
mWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT); // still the previous motion
mDispatcher->waitForIdle();
- mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken());
mWindow->assertNoEvents();
monitor.assertNoEvents();
}
@@ -3862,43 +2702,46 @@ TEST_F(InputDispatcherSingleWindowAnr, SameWindow_CanReceiveAnrTwice) {
mWindow->consumeMotionDown();
// Block on ACTION_UP
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow->getToken());
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken());
mWindow->consumeMotionUp(); // Now the connection should be healthy again
mDispatcher->waitForIdle();
- mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken());
mWindow->assertNoEvents();
tapOnWindow();
mWindow->consumeMotionDown();
- mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow->getToken());
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken());
mWindow->consumeMotionUp();
mDispatcher->waitForIdle();
- mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken());
- mFakePolicy->assertNotifyAnrWasNotCalled();
mWindow->assertNoEvents();
}
-// If a connection remains unresponsive for a while, make sure policy is only notified once about
-// it.
-TEST_F(InputDispatcherSingleWindowAnr, Policy_DoesNotGetDuplicateAnr) {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+// If the policy tells us to raise ANR again after some time, ensure that the timeout extension
+// is honored
+TEST_F(InputDispatcherSingleWindowAnr, Policy_CanExtendTimeout) {
+ const std::chrono::duration timeout = 5ms;
+ mFakePolicy->setAnrTimeout(timeout);
+
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
WINDOW_LOCATION));
const std::chrono::duration windowTimeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(windowTimeout, mWindow->getToken());
+ mFakePolicy->assertNotifyAnrWasCalled(windowTimeout, nullptr /*application*/,
+ mWindow->getToken());
+
+ // Since the policy wanted to extend ANR, make sure it is called again after the extension
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken());
+ mFakePolicy->setAnrTimeout(0ms);
std::this_thread::sleep_for(windowTimeout);
- // 'notifyConnectionUnresponsive' should only be called once per connection
- mFakePolicy->assertNotifyAnrWasNotCalled();
- // When the ANR happened, dispatcher should abort the current event stream via ACTION_CANCEL
+ // We are not checking if ANR has been called, because it may have been called again by the
+ // time we set the timeout to 0
+
+ // When the policy finally says stop, we should get ACTION_CANCEL
mWindow->consumeMotionDown();
mWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL,
ADISPLAY_ID_DEFAULT, 0 /*flags*/);
mWindow->assertNoEvents();
- mDispatcher->waitForIdle();
- mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken());
- mFakePolicy->assertNotifyAnrWasNotCalled();
}
/**
@@ -3927,10 +2770,10 @@ TEST_F(InputDispatcherSingleWindowAnr, Key_StaysPendingWhileMotionIsProcessed) {
// window even if motions are still being processed. But because the injection timeout is short,
// we will receive INJECTION_TIMED_OUT as the result.
- InputEventInjectionResult result =
+ int32_t result =
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
- InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
- ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
+ INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
+ ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
// Key will not be sent to the window, yet, because the window is still processing events
// and the key remains pending, waiting for the touch events to be processed
std::optional<uint32_t> keySequenceNum = mWindow->receiveEvent();
@@ -3962,9 +2805,9 @@ TEST_F(InputDispatcherSingleWindowAnr,
ASSERT_TRUE(upSequenceNum);
// Don't finish the events yet, and send a key
// Injection is async, so it will succeed
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
- ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
+ ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_NONE));
// At this point, key is still pending, and should not be sent to the application yet.
std::optional<uint32_t> keySequenceNum = mWindow->receiveEvent();
ASSERT_FALSE(keySequenceNum);
@@ -3984,7 +2827,7 @@ class InputDispatcherMultiWindowAnr : public InputDispatcherTest {
virtual void SetUp() override {
InputDispatcherTest::SetUp();
- mApplication = std::make_shared<FakeApplicationHandle>();
+ mApplication = new FakeApplicationHandle();
mApplication->setDispatchingTimeout(10ms);
mUnfocusedWindow =
new FakeWindowHandle(mApplication, mDispatcher, "Unfocused", ADISPLAY_ID_DEFAULT);
@@ -3992,24 +2835,23 @@ class InputDispatcherMultiWindowAnr : public InputDispatcherTest {
// Adding FLAG_NOT_TOUCH_MODAL to ensure taps outside this window are not sent to this
// window.
// Adding FLAG_WATCH_OUTSIDE_TOUCH to receive ACTION_OUTSIDE when another window is tapped
- mUnfocusedWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL |
- InputWindowInfo::Flag::WATCH_OUTSIDE_TOUCH |
- InputWindowInfo::Flag::SPLIT_TOUCH);
+ mUnfocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL |
+ InputWindowInfo::FLAG_WATCH_OUTSIDE_TOUCH |
+ InputWindowInfo::FLAG_SPLIT_TOUCH);
mFocusedWindow =
new FakeWindowHandle(mApplication, mDispatcher, "Focused", ADISPLAY_ID_DEFAULT);
- mFocusedWindow->setDispatchingTimeout(30ms);
+ mFocusedWindow->setDispatchingTimeout(10ms);
mFocusedWindow->setFrame(Rect(50, 50, 100, 100));
- mFocusedWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL |
- InputWindowInfo::Flag::SPLIT_TOUCH);
+ mFocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL |
+ InputWindowInfo::FLAG_SPLIT_TOUCH);
// Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApplication);
- mFocusedWindow->setFocusable(true);
+ mFocusedWindow->setFocus(true);
// Expect one focus window exist in display.
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}});
- setFocusedWindow(mFocusedWindow);
mFocusedWindow->consumeFocusEvent(true);
}
@@ -4021,7 +2863,7 @@ class InputDispatcherMultiWindowAnr : public InputDispatcherTest {
}
protected:
- std::shared_ptr<FakeApplicationHandle> mApplication;
+ sp<FakeApplicationHandle> mApplication;
sp<FakeWindowHandle> mUnfocusedWindow;
sp<FakeWindowHandle> mFocusedWindow;
static constexpr PointF UNFOCUSED_WINDOW_LOCATION = {20, 20};
@@ -4034,10 +2876,10 @@ protected:
private:
void tap(const PointF& location) {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
location));
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
location));
}
@@ -4046,10 +2888,10 @@ private:
// If we have 2 windows that are both unresponsive, the one with the shortest timeout
// should be ANR'd first.
TEST_F(InputDispatcherMultiWindowAnr, TwoWindows_BothUnresponsive) {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
FOCUSED_WINDOW_LOCATION))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
mFocusedWindow->consumeMotionDown();
mUnfocusedWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_OUTSIDE,
ADISPLAY_ID_DEFAULT, 0 /*flags*/);
@@ -4057,27 +2899,22 @@ TEST_F(InputDispatcherMultiWindowAnr, TwoWindows_BothUnresponsive) {
ASSERT_TRUE(mDispatcher->waitForIdle());
mFakePolicy->assertNotifyAnrWasNotCalled();
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
FOCUSED_WINDOW_LOCATION));
std::optional<uint32_t> unfocusedSequenceNum = mUnfocusedWindow->receiveEvent();
ASSERT_TRUE(unfocusedSequenceNum);
+ std::optional<uint32_t> focusedSequenceNum = mFocusedWindow->receiveEvent();
+ ASSERT_TRUE(focusedSequenceNum);
const std::chrono::duration timeout =
mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mFocusedWindow->getToken());
- // Because we injected two DOWN events in a row, CANCEL is enqueued for the first event
- // sequence to make it consistent
- mFocusedWindow->consumeMotionCancel();
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/,
+ mFocusedWindow->getToken());
+
+ mFocusedWindow->finishEvent(*focusedSequenceNum);
mUnfocusedWindow->finishEvent(*unfocusedSequenceNum);
- mFocusedWindow->consumeMotionDown();
- // This cancel is generated because the connection was unresponsive
- mFocusedWindow->consumeMotionCancel();
- mFocusedWindow->assertNoEvents();
- mUnfocusedWindow->assertNoEvents();
ASSERT_TRUE(mDispatcher->waitForIdle());
- mFakePolicy->assertNotifyWindowResponsiveWasCalled(mFocusedWindow->getToken());
- mFakePolicy->assertNotifyAnrWasNotCalled();
}
// If we have 2 windows with identical timeouts that are both unresponsive,
@@ -4090,31 +2927,19 @@ TEST_F(InputDispatcherMultiWindowAnr, TwoWindows_BothUnresponsiveWithSameTimeout
tapOnFocusedWindow();
// we should have ACTION_DOWN/ACTION_UP on focused window and ACTION_OUTSIDE on unfocused window
- sp<IBinder> anrConnectionToken1 = mFakePolicy->getUnresponsiveWindowToken(10ms);
- sp<IBinder> anrConnectionToken2 = mFakePolicy->getUnresponsiveWindowToken(0ms);
+ std::pair<sp<InputApplicationHandle>, sp<IBinder>> anrData1 =
+ mFakePolicy->getNotifyAnrData(10ms);
+ std::pair<sp<InputApplicationHandle>, sp<IBinder>> anrData2 =
+ mFakePolicy->getNotifyAnrData(0ms);
// We don't know which window will ANR first. But both of them should happen eventually.
- ASSERT_TRUE(mFocusedWindow->getToken() == anrConnectionToken1 ||
- mFocusedWindow->getToken() == anrConnectionToken2);
- ASSERT_TRUE(mUnfocusedWindow->getToken() == anrConnectionToken1 ||
- mUnfocusedWindow->getToken() == anrConnectionToken2);
+ ASSERT_TRUE(mFocusedWindow->getToken() == anrData1.second ||
+ mFocusedWindow->getToken() == anrData2.second);
+ ASSERT_TRUE(mUnfocusedWindow->getToken() == anrData1.second ||
+ mUnfocusedWindow->getToken() == anrData2.second);
ASSERT_TRUE(mDispatcher->waitForIdle());
mFakePolicy->assertNotifyAnrWasNotCalled();
-
- mFocusedWindow->consumeMotionDown();
- mFocusedWindow->consumeMotionUp();
- mUnfocusedWindow->consumeMotionOutside();
-
- sp<IBinder> responsiveToken1 = mFakePolicy->getResponsiveWindowToken();
- sp<IBinder> responsiveToken2 = mFakePolicy->getResponsiveWindowToken();
-
- // Both applications should be marked as responsive, in any order
- ASSERT_TRUE(mFocusedWindow->getToken() == responsiveToken1 ||
- mFocusedWindow->getToken() == responsiveToken2);
- ASSERT_TRUE(mUnfocusedWindow->getToken() == responsiveToken1 ||
- mUnfocusedWindow->getToken() == responsiveToken2);
- mFakePolicy->assertNotifyAnrWasNotCalled();
}
// If a window is already not responding, the second tap on the same window should be ignored.
@@ -4131,14 +2956,15 @@ TEST_F(InputDispatcherMultiWindowAnr, DuringAnr_SecondTapIsIgnored) {
ASSERT_TRUE(upEventSequenceNum);
const std::chrono::duration timeout =
mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mFocusedWindow->getToken());
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/,
+ mFocusedWindow->getToken());
// Tap once again
// We cannot use "tapOnFocusedWindow" because it asserts the injection result to be success
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
FOCUSED_WINDOW_LOCATION));
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
FOCUSED_WINDOW_LOCATION));
// Unfocused window does not receive ACTION_OUTSIDE because the tapped window is not a
@@ -4151,14 +2977,13 @@ TEST_F(InputDispatcherMultiWindowAnr, DuringAnr_SecondTapIsIgnored) {
ASSERT_TRUE(mDispatcher->waitForIdle());
// The second tap did not go to the focused window
mFocusedWindow->assertNoEvents();
- // Since all events are finished, connection should be deemed healthy again
- mFakePolicy->assertNotifyWindowResponsiveWasCalled(mFocusedWindow->getToken());
+ // should not have another ANR after the window just became healthy again
mFakePolicy->assertNotifyAnrWasNotCalled();
}
// If you tap outside of all windows, there will not be ANR
TEST_F(InputDispatcherMultiWindowAnr, TapOutsideAllWindows_DoesNotAnr) {
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
LOCATION_OUTSIDE_ALL_WINDOWS));
ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -4170,7 +2995,7 @@ TEST_F(InputDispatcherMultiWindowAnr, Window_CanBePaused) {
mFocusedWindow->setPaused(true);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}});
- ASSERT_EQ(InputEventInjectionResult::FAILED,
+ ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
FOCUSED_WINDOW_LOCATION));
@@ -4210,20 +3035,19 @@ TEST_F(InputDispatcherMultiWindowAnr, PendingKey_GoesToNewlyFocusedWindow) {
// Injection will succeed because we will eventually give up and send the key to the focused
// window even if motions are still being processed.
- InputEventInjectionResult result =
+ int32_t result =
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
- InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
+ INPUT_EVENT_INJECTION_SYNC_NONE, 10ms /*injectionTimeout*/);
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, result);
// Key will not be sent to the window, yet, because the window is still processing events
// and the key remains pending, waiting for the touch events to be processed
std::optional<uint32_t> keySequenceNum = mFocusedWindow->receiveEvent();
ASSERT_FALSE(keySequenceNum);
// Switch the focus to the "unfocused" window that we tapped. Expect the key to go there
- mFocusedWindow->setFocusable(false);
- mUnfocusedWindow->setFocusable(true);
+ mFocusedWindow->setFocus(false);
+ mUnfocusedWindow->setFocus(true);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mFocusedWindow, mUnfocusedWindow}}});
- setFocusedWindow(mUnfocusedWindow);
// Focus events should precede the key events
mUnfocusedWindow->consumeFocusEvent(true);
@@ -4238,7 +3062,6 @@ TEST_F(InputDispatcherMultiWindowAnr, PendingKey_GoesToNewlyFocusedWindow) {
mUnfocusedWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
mFocusedWindow->assertNoEvents();
mUnfocusedWindow->assertNoEvents();
- mFakePolicy->assertNotifyAnrWasNotCalled();
}
// When the touch stream is split across 2 windows, and one of them does not respond,
@@ -4264,7 +3087,8 @@ TEST_F(InputDispatcherMultiWindowAnr, SplitTouch_SingleWindowAnr) {
const std::chrono::duration timeout =
mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
- mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mFocusedWindow->getToken());
+ mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/,
+ mFocusedWindow->getToken());
mUnfocusedWindow->consumeMotionDown();
mFocusedWindow->consumeMotionDown();
@@ -4282,1027 +3106,10 @@ TEST_F(InputDispatcherMultiWindowAnr, SplitTouch_SingleWindowAnr) {
} else {
ASSERT_EQ(AMOTION_EVENT_ACTION_CANCEL, motionEvent.getAction());
}
- ASSERT_TRUE(mDispatcher->waitForIdle());
- mFakePolicy->assertNotifyWindowResponsiveWasCalled(mFocusedWindow->getToken());
+ ASSERT_TRUE(mDispatcher->waitForIdle());
mUnfocusedWindow->assertNoEvents();
mFocusedWindow->assertNoEvents();
- mFakePolicy->assertNotifyAnrWasNotCalled();
-}
-
-/**
- * If we have no focused window, and a key comes in, we start the ANR timer.
- * The focused application should add a focused window before the timer runs out to prevent ANR.
- *
- * If the user touches another application during this time, the key should be dropped.
- * Next, if a new focused window comes in, without toggling the focused application,
- * then no ANR should occur.
- *
- * Normally, we would expect the new focused window to be accompanied by 'setFocusedApplication',
- * but in some cases the policy may not update the focused application.
- */
-TEST_F(InputDispatcherMultiWindowAnr, FocusedWindowWithoutSetFocusedApplication_NoAnr) {
- std::shared_ptr<FakeApplicationHandle> focusedApplication =
- std::make_shared<FakeApplicationHandle>();
- focusedApplication->setDispatchingTimeout(60ms);
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, focusedApplication);
- // The application that owns 'mFocusedWindow' and 'mUnfocusedWindow' is not focused.
- mFocusedWindow->setFocusable(false);
-
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mFocusedWindow, mUnfocusedWindow}}});
- mFocusedWindow->consumeFocusEvent(false);
-
- // Send a key. The ANR timer should start because there is no focused window.
- // 'focusedApplication' will get blamed if this timer completes.
- // Key will not be sent anywhere because we have no focused window. It will remain pending.
- InputEventInjectionResult result =
- injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
- InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/,
- false /* allowKeyRepeat */);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
-
- // Wait until dispatcher starts the "no focused window" timer. If we don't wait here,
- // then the injected touches won't cause the focused event to get dropped.
- // The dispatcher only checks for whether the queue should be pruned upon queueing.
- // If we inject the touch right away and the ANR timer hasn't started, the touch event would
- // simply be added to the queue without 'shouldPruneInboundQueueLocked' returning 'true'.
- // For this test, it means that the key would get delivered to the window once it becomes
- // focused.
- std::this_thread::sleep_for(10ms);
-
- // Touch unfocused window. This should force the pending key to get dropped.
- NotifyMotionArgs motionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {UNFOCUSED_WINDOW_LOCATION});
- mDispatcher->notifyMotion(&motionArgs);
-
- // We do not consume the motion right away, because that would require dispatcher to first
- // process (== drop) the key event, and by that time, ANR will be raised.
- // Set the focused window first.
- mFocusedWindow->setFocusable(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mFocusedWindow, mUnfocusedWindow}}});
- setFocusedWindow(mFocusedWindow);
- mFocusedWindow->consumeFocusEvent(true);
- // We do not call "setFocusedApplication" here, even though the newly focused window belongs
- // to another application. This could be a bug / behaviour in the policy.
-
- mUnfocusedWindow->consumeMotionDown();
-
- ASSERT_TRUE(mDispatcher->waitForIdle());
- // Should not ANR because we actually have a focused window. It was just added too slowly.
- ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertNotifyAnrWasNotCalled());
-}
-
-// These tests ensure we cannot send touch events to a window that's positioned behind a window
-// that has feature NO_INPUT_CHANNEL.
-// Layout:
-// Top (closest to user)
-// mNoInputWindow (above all windows)
-// mBottomWindow
-// Bottom (furthest from user)
-class InputDispatcherMultiWindowOcclusionTests : public InputDispatcherTest {
- virtual void SetUp() override {
- InputDispatcherTest::SetUp();
-
- mApplication = std::make_shared<FakeApplicationHandle>();
- mNoInputWindow = new FakeWindowHandle(mApplication, mDispatcher,
- "Window without input channel", ADISPLAY_ID_DEFAULT,
- std::make_optional<sp<IBinder>>(nullptr) /*token*/);
-
- mNoInputWindow->setInputFeatures(InputWindowInfo::Feature::NO_INPUT_CHANNEL);
- mNoInputWindow->setFrame(Rect(0, 0, 100, 100));
- // It's perfectly valid for this window to not have an associated input channel
-
- mBottomWindow = new FakeWindowHandle(mApplication, mDispatcher, "Bottom window",
- ADISPLAY_ID_DEFAULT);
- mBottomWindow->setFrame(Rect(0, 0, 100, 100));
-
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mNoInputWindow, mBottomWindow}}});
- }
-
-protected:
- std::shared_ptr<FakeApplicationHandle> mApplication;
- sp<FakeWindowHandle> mNoInputWindow;
- sp<FakeWindowHandle> mBottomWindow;
-};
-
-TEST_F(InputDispatcherMultiWindowOcclusionTests, NoInputChannelFeature_DropsTouches) {
- PointF touchedPoint = {10, 10};
-
- NotifyMotionArgs motionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {touchedPoint});
- mDispatcher->notifyMotion(&motionArgs);
-
- mNoInputWindow->assertNoEvents();
- // Even though the window 'mNoInputWindow' positioned above 'mBottomWindow' does not have
- // an input channel, it is not marked as FLAG_NOT_TOUCHABLE,
- // and therefore should prevent mBottomWindow from receiving touches
- mBottomWindow->assertNoEvents();
-}
-
-/**
- * If a window has feature NO_INPUT_CHANNEL, and somehow (by mistake) still has an input channel,
- * ensure that this window does not receive any touches, and blocks touches to windows underneath.
- */
-TEST_F(InputDispatcherMultiWindowOcclusionTests,
- NoInputChannelFeature_DropsTouchesWithValidChannel) {
- mNoInputWindow = new FakeWindowHandle(mApplication, mDispatcher,
- "Window with input channel and NO_INPUT_CHANNEL",
- ADISPLAY_ID_DEFAULT);
-
- mNoInputWindow->setInputFeatures(InputWindowInfo::Feature::NO_INPUT_CHANNEL);
- mNoInputWindow->setFrame(Rect(0, 0, 100, 100));
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mNoInputWindow, mBottomWindow}}});
-
- PointF touchedPoint = {10, 10};
-
- NotifyMotionArgs motionArgs =
- generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {touchedPoint});
- mDispatcher->notifyMotion(&motionArgs);
-
- mNoInputWindow->assertNoEvents();
- mBottomWindow->assertNoEvents();
-}
-
-class InputDispatcherMirrorWindowFocusTests : public InputDispatcherTest {
-protected:
- std::shared_ptr<FakeApplicationHandle> mApp;
- sp<FakeWindowHandle> mWindow;
- sp<FakeWindowHandle> mMirror;
-
- virtual void SetUp() override {
- InputDispatcherTest::SetUp();
- mApp = std::make_shared<FakeApplicationHandle>();
- mWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
- mMirror = new FakeWindowHandle(mApp, mDispatcher, "TestWindowMirror", ADISPLAY_ID_DEFAULT,
- mWindow->getToken());
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApp);
- mWindow->setFocusable(true);
- mMirror->setFocusable(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
- }
-};
-
-TEST_F(InputDispatcherMirrorWindowFocusTests, CanGetFocus) {
- // Request focus on a mirrored window
- setFocusedWindow(mMirror);
-
- // window gets focused
- mWindow->consumeFocusEvent(true);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
-}
-
-// A focused & mirrored window remains focused only if the window and its mirror are both
-// focusable.
-TEST_F(InputDispatcherMirrorWindowFocusTests, FocusedIfAllWindowsFocusable) {
- setFocusedWindow(mMirror);
-
- // window gets focused
- mWindow->consumeFocusEvent(true);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
-
- mMirror->setFocusable(false);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
-
- // window loses focus since one of the windows associated with the token in not focusable
- mWindow->consumeFocusEvent(false);
-
- ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
- mWindow->assertNoEvents();
-}
-
-// A focused & mirrored window remains focused until the window and its mirror both become
-// invisible.
-TEST_F(InputDispatcherMirrorWindowFocusTests, FocusedIfAnyWindowVisible) {
- setFocusedWindow(mMirror);
-
- // window gets focused
- mWindow->consumeFocusEvent(true);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
-
- mMirror->setVisible(false);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
-
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
-
- mWindow->setVisible(false);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
-
- // window loses focus only after all windows associated with the token become invisible.
- mWindow->consumeFocusEvent(false);
-
- ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
- mWindow->assertNoEvents();
-}
-
-// A focused & mirrored window remains focused until both windows are removed.
-TEST_F(InputDispatcherMirrorWindowFocusTests, FocusedWhileWindowsAlive) {
- setFocusedWindow(mMirror);
-
- // window gets focused
- mWindow->consumeFocusEvent(true);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
-
- // single window is removed but the window token remains focused
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mMirror}}});
-
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
- mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
-
- // Both windows are removed
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {}}});
- mWindow->consumeFocusEvent(false);
-
- ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
- << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
- mWindow->assertNoEvents();
-}
-
-// Focus request can be pending until one window becomes visible.
-TEST_F(InputDispatcherMirrorWindowFocusTests, DeferFocusWhenInvisible) {
- // Request focus on an invisible mirror.
- mWindow->setVisible(false);
- mMirror->setVisible(false);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
- setFocusedWindow(mMirror);
-
- // Injected key goes to pending queue.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
- ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
-
- mMirror->setVisible(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
-
- // window gets focused
- mWindow->consumeFocusEvent(true);
- // window gets the pending key event
- mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
-}
-
-class InputDispatcherPointerCaptureTests : public InputDispatcherTest {
-protected:
- std::shared_ptr<FakeApplicationHandle> mApp;
- sp<FakeWindowHandle> mWindow;
- sp<FakeWindowHandle> mSecondWindow;
-
- void SetUp() override {
- InputDispatcherTest::SetUp();
- mApp = std::make_shared<FakeApplicationHandle>();
- mWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
- mWindow->setFocusable(true);
- mSecondWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow2", ADISPLAY_ID_DEFAULT);
- mSecondWindow->setFocusable(true);
-
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApp);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mSecondWindow}}});
-
- setFocusedWindow(mWindow);
- mWindow->consumeFocusEvent(true);
- }
-
- void notifyPointerCaptureChanged(bool enabled) {
- const NotifyPointerCaptureChangedArgs args = generatePointerCaptureChangedArgs(enabled);
- mDispatcher->notifyPointerCaptureChanged(&args);
- }
-
- void requestAndVerifyPointerCapture(const sp<FakeWindowHandle>& window, bool enabled) {
- mDispatcher->requestPointerCapture(window->getToken(), enabled);
- mFakePolicy->waitForSetPointerCapture(enabled);
- notifyPointerCaptureChanged(enabled);
- window->consumeCaptureEvent(enabled);
- }
-};
-
-TEST_F(InputDispatcherPointerCaptureTests, EnablePointerCaptureWhenFocused) {
- // Ensure that capture cannot be obtained for unfocused windows.
- mDispatcher->requestPointerCapture(mSecondWindow->getToken(), true);
- mFakePolicy->assertSetPointerCaptureNotCalled();
- mSecondWindow->assertNoEvents();
-
- // Ensure that capture can be enabled from the focus window.
- requestAndVerifyPointerCapture(mWindow, true);
-
- // Ensure that capture cannot be disabled from a window that does not have capture.
- mDispatcher->requestPointerCapture(mSecondWindow->getToken(), false);
- mFakePolicy->assertSetPointerCaptureNotCalled();
-
- // Ensure that capture can be disabled from the window with capture.
- requestAndVerifyPointerCapture(mWindow, false);
-}
-
-TEST_F(InputDispatcherPointerCaptureTests, DisablesPointerCaptureAfterWindowLosesFocus) {
- requestAndVerifyPointerCapture(mWindow, true);
-
- setFocusedWindow(mSecondWindow);
-
- // Ensure that the capture disabled event was sent first.
- mWindow->consumeCaptureEvent(false);
- mWindow->consumeFocusEvent(false);
- mSecondWindow->consumeFocusEvent(true);
- mFakePolicy->waitForSetPointerCapture(false);
-
- // Ensure that additional state changes from InputReader are not sent to the window.
- notifyPointerCaptureChanged(false);
- notifyPointerCaptureChanged(true);
- notifyPointerCaptureChanged(false);
- mWindow->assertNoEvents();
- mSecondWindow->assertNoEvents();
- mFakePolicy->assertSetPointerCaptureNotCalled();
-}
-
-TEST_F(InputDispatcherPointerCaptureTests, UnexpectedStateChangeDisablesPointerCapture) {
- requestAndVerifyPointerCapture(mWindow, true);
-
- // InputReader unexpectedly disables and enables pointer capture.
- notifyPointerCaptureChanged(false);
- notifyPointerCaptureChanged(true);
-
- // Ensure that Pointer Capture is disabled.
- mFakePolicy->waitForSetPointerCapture(false);
- mWindow->consumeCaptureEvent(false);
- mWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherPointerCaptureTests, OutOfOrderRequests) {
- requestAndVerifyPointerCapture(mWindow, true);
-
- // The first window loses focus.
- setFocusedWindow(mSecondWindow);
- mFakePolicy->waitForSetPointerCapture(false);
- mWindow->consumeCaptureEvent(false);
-
- // Request Pointer Capture from the second window before the notification from InputReader
- // arrives.
- mDispatcher->requestPointerCapture(mSecondWindow->getToken(), true);
- mFakePolicy->waitForSetPointerCapture(true);
-
- // InputReader notifies Pointer Capture was disabled (because of the focus change).
- notifyPointerCaptureChanged(false);
-
- // InputReader notifies Pointer Capture was enabled (because of mSecondWindow's request).
- notifyPointerCaptureChanged(true);
-
- mSecondWindow->consumeFocusEvent(true);
- mSecondWindow->consumeCaptureEvent(true);
-}
-
-class InputDispatcherUntrustedTouchesTest : public InputDispatcherTest {
-protected:
- constexpr static const float MAXIMUM_OBSCURING_OPACITY = 0.8;
-
- constexpr static const float OPACITY_ABOVE_THRESHOLD = 0.9;
- static_assert(OPACITY_ABOVE_THRESHOLD > MAXIMUM_OBSCURING_OPACITY);
-
- constexpr static const float OPACITY_BELOW_THRESHOLD = 0.7;
- static_assert(OPACITY_BELOW_THRESHOLD < MAXIMUM_OBSCURING_OPACITY);
-
- // When combined twice, ie 1 - (1 - 0.5)*(1 - 0.5) = 0.75 < 8, is still below the threshold
- constexpr static const float OPACITY_FAR_BELOW_THRESHOLD = 0.5;
- static_assert(OPACITY_FAR_BELOW_THRESHOLD < MAXIMUM_OBSCURING_OPACITY);
- static_assert(1 - (1 - OPACITY_FAR_BELOW_THRESHOLD) * (1 - OPACITY_FAR_BELOW_THRESHOLD) <
- MAXIMUM_OBSCURING_OPACITY);
-
- static const int32_t TOUCHED_APP_UID = 10001;
- static const int32_t APP_B_UID = 10002;
- static const int32_t APP_C_UID = 10003;
-
- sp<FakeWindowHandle> mTouchWindow;
-
- virtual void SetUp() override {
- InputDispatcherTest::SetUp();
- mTouchWindow = getWindow(TOUCHED_APP_UID, "Touched");
- mDispatcher->setBlockUntrustedTouchesMode(android::os::BlockUntrustedTouchesMode::BLOCK);
- mDispatcher->setMaximumObscuringOpacityForTouch(MAXIMUM_OBSCURING_OPACITY);
- }
-
- virtual void TearDown() override {
- InputDispatcherTest::TearDown();
- mTouchWindow.clear();
- }
-
- sp<FakeWindowHandle> getOccludingWindow(int32_t uid, std::string name,
- os::TouchOcclusionMode mode, float alpha = 1.0f) {
- sp<FakeWindowHandle> window = getWindow(uid, name);
- window->setFlags(InputWindowInfo::Flag::NOT_TOUCHABLE);
- window->setTouchOcclusionMode(mode);
- window->setAlpha(alpha);
- return window;
- }
-
- sp<FakeWindowHandle> getWindow(int32_t uid, std::string name) {
- std::shared_ptr<FakeApplicationHandle> app = std::make_shared<FakeApplicationHandle>();
- sp<FakeWindowHandle> window =
- new FakeWindowHandle(app, mDispatcher, name, ADISPLAY_ID_DEFAULT);
- // Generate an arbitrary PID based on the UID
- window->setOwnerInfo(1777 + (uid % 10000), uid);
- return window;
- }
-
- void touch(const std::vector<PointF>& points = {PointF{100, 200}}) {
- NotifyMotionArgs args =
- generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, points);
- mDispatcher->notifyMotion(&args);
- }
-};
-
-TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithBlockUntrustedOcclusionMode_BlocksTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest,
- WindowWithBlockUntrustedOcclusionModeWithOpacityBelowThreshold_BlocksTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.7f);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest,
- WindowWithBlockUntrustedOcclusionMode_DoesNotReceiveTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- w->assertNoEvents();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithAllowOcclusionMode_AllowsTouch) {
- const sp<FakeWindowHandle>& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::ALLOW);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, TouchOutsideOccludingWindow_AllowsTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED);
- w->setFrame(Rect(0, 0, 50, 50));
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch({PointF{100, 100}});
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, WindowFromSameUid_AllowsTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(TOUCHED_APP_UID, "A", TouchOcclusionMode::BLOCK_UNTRUSTED);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithZeroOpacity_AllowsTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithZeroOpacity_DoesNotReceiveTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- w->assertNoEvents();
-}
-
-/**
- * This is important to make sure apps can't indirectly learn the position of touches (outside vs
- * inside) while letting them pass-through. Note that even though touch passes through the occluding
- * window, the occluding window will still receive ACTION_OUTSIDE event.
- */
-TEST_F(InputDispatcherUntrustedTouchesTest,
- WindowWithZeroOpacityAndWatchOutside_ReceivesOutsideEvent) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f);
- w->addFlags(InputWindowInfo::Flag::WATCH_OUTSIDE_TOUCH);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- w->consumeMotionOutside();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, OutsideEvent_HasZeroCoordinates) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f);
- w->addFlags(InputWindowInfo::Flag::WATCH_OUTSIDE_TOUCH);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- InputEvent* event = w->consume();
- ASSERT_EQ(AINPUT_EVENT_TYPE_MOTION, event->getType());
- MotionEvent& motionEvent = static_cast<MotionEvent&>(*event);
- EXPECT_EQ(0.0f, motionEvent.getRawPointerCoords(0)->getX());
- EXPECT_EQ(0.0f, motionEvent.getRawPointerCoords(0)->getY());
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityBelowThreshold_AllowsTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
- OPACITY_BELOW_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityAtThreshold_AllowsTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
- MAXIMUM_OBSCURING_OPACITY);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityAboveThreshold_BlocksTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
- OPACITY_ABOVE_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, WindowsWithCombinedOpacityAboveThreshold_BlocksTouch) {
- // Resulting opacity = 1 - (1 - 0.7)*(1 - 0.7) = .91
- const sp<FakeWindowHandle>& w1 =
- getOccludingWindow(APP_B_UID, "B1", TouchOcclusionMode::USE_OPACITY,
- OPACITY_BELOW_THRESHOLD);
- const sp<FakeWindowHandle>& w2 =
- getOccludingWindow(APP_B_UID, "B2", TouchOcclusionMode::USE_OPACITY,
- OPACITY_BELOW_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w1, w2, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, WindowsWithCombinedOpacityBelowThreshold_AllowsTouch) {
- // Resulting opacity = 1 - (1 - 0.5)*(1 - 0.5) = .75
- const sp<FakeWindowHandle>& w1 =
- getOccludingWindow(APP_B_UID, "B1", TouchOcclusionMode::USE_OPACITY,
- OPACITY_FAR_BELOW_THRESHOLD);
- const sp<FakeWindowHandle>& w2 =
- getOccludingWindow(APP_B_UID, "B2", TouchOcclusionMode::USE_OPACITY,
- OPACITY_FAR_BELOW_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w1, w2, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest,
- WindowsFromDifferentAppsEachBelowThreshold_AllowsTouch) {
- const sp<FakeWindowHandle>& wB =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
- OPACITY_BELOW_THRESHOLD);
- const sp<FakeWindowHandle>& wC =
- getOccludingWindow(APP_C_UID, "C", TouchOcclusionMode::USE_OPACITY,
- OPACITY_BELOW_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wB, wC, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, WindowsFromDifferentAppsOneAboveThreshold_BlocksTouch) {
- const sp<FakeWindowHandle>& wB =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
- OPACITY_BELOW_THRESHOLD);
- const sp<FakeWindowHandle>& wC =
- getOccludingWindow(APP_C_UID, "C", TouchOcclusionMode::USE_OPACITY,
- OPACITY_ABOVE_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wB, wC, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest,
- WindowWithOpacityAboveThresholdAndSelfWindow_BlocksTouch) {
- const sp<FakeWindowHandle>& wA =
- getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::USE_OPACITY,
- OPACITY_BELOW_THRESHOLD);
- const sp<FakeWindowHandle>& wB =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
- OPACITY_ABOVE_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wA, wB, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest,
- WindowWithOpacityBelowThresholdAndSelfWindow_AllowsTouch) {
- const sp<FakeWindowHandle>& wA =
- getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::USE_OPACITY,
- OPACITY_ABOVE_THRESHOLD);
- const sp<FakeWindowHandle>& wB =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
- OPACITY_BELOW_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wA, wB, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, SelfWindowWithOpacityAboveThreshold_AllowsTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::USE_OPACITY,
- OPACITY_ABOVE_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, SelfWindowWithBlockUntrustedMode_AllowsTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::BLOCK_UNTRUSTED);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest,
- OpacityThresholdIs0AndWindowAboveThreshold_BlocksTouch) {
- mDispatcher->setMaximumObscuringOpacityForTouch(0.0f);
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, 0.1f);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest, OpacityThresholdIs0AndWindowAtThreshold_AllowsTouch) {
- mDispatcher->setMaximumObscuringOpacityForTouch(0.0f);
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, 0.0f);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest,
- OpacityThresholdIs1AndWindowBelowThreshold_AllowsTouch) {
- mDispatcher->setMaximumObscuringOpacityForTouch(1.0f);
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
- OPACITY_ABOVE_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-TEST_F(InputDispatcherUntrustedTouchesTest,
- WindowWithBlockUntrustedModeAndWindowWithOpacityBelowFromSameApp_BlocksTouch) {
- const sp<FakeWindowHandle>& w1 =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED,
- OPACITY_BELOW_THRESHOLD);
- const sp<FakeWindowHandle>& w2 =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
- OPACITY_BELOW_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w1, w2, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->assertNoEvents();
-}
-
-/**
- * Window B of BLOCK_UNTRUSTED occlusion mode is enough to block the touch, we're testing that the
- * addition of another window (C) of USE_OPACITY occlusion mode and opacity below the threshold
- * (which alone would result in allowing touches) does not affect the blocking behavior.
- */
-TEST_F(InputDispatcherUntrustedTouchesTest,
- WindowWithBlockUntrustedModeAndWindowWithOpacityBelowFromDifferentApps_BlocksTouch) {
- const sp<FakeWindowHandle>& wB =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED,
- OPACITY_BELOW_THRESHOLD);
- const sp<FakeWindowHandle>& wC =
- getOccludingWindow(APP_C_UID, "C", TouchOcclusionMode::USE_OPACITY,
- OPACITY_BELOW_THRESHOLD);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wB, wC, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->assertNoEvents();
-}
-
-/**
- * This test is testing that a window from a different UID but with same application token doesn't
- * block the touch. Apps can share the application token for close UI collaboration for example.
- */
-TEST_F(InputDispatcherUntrustedTouchesTest,
- WindowWithSameApplicationTokenFromDifferentApp_AllowsTouch) {
- const sp<FakeWindowHandle>& w =
- getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED);
- w->setApplicationToken(mTouchWindow->getApplicationToken());
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
-
- touch();
-
- mTouchWindow->consumeAnyMotionDown();
-}
-
-class InputDispatcherDragTests : public InputDispatcherTest {
-protected:
- std::shared_ptr<FakeApplicationHandle> mApp;
- sp<FakeWindowHandle> mWindow;
- sp<FakeWindowHandle> mSecondWindow;
- sp<FakeWindowHandle> mDragWindow;
-
- void SetUp() override {
- InputDispatcherTest::SetUp();
- mApp = std::make_shared<FakeApplicationHandle>();
- mWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
- mWindow->setFrame(Rect(0, 0, 100, 100));
- mWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
-
- mSecondWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow2", ADISPLAY_ID_DEFAULT);
- mSecondWindow->setFrame(Rect(100, 0, 200, 100));
- mSecondWindow->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
-
- mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApp);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mSecondWindow}}});
- }
-
- // Start performing drag, we will create a drag window and transfer touch to it.
- void performDrag() {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
- {50, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
-
- // Window should receive motion event.
- mWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
-
- // The drag window covers the entire display
- mDragWindow = new FakeWindowHandle(mApp, mDispatcher, "DragWindow", ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows(
- {{ADISPLAY_ID_DEFAULT, {mDragWindow, mWindow, mSecondWindow}}});
-
- // Transfer touch focus to the drag window
- mDispatcher->transferTouchFocus(mWindow->getToken(), mDragWindow->getToken(),
- true /* isDragDrop */);
- mWindow->consumeMotionCancel();
- mDragWindow->consumeMotionDown();
- }
-
- // Start performing drag, we will create a drag window and transfer touch to it.
- void performStylusDrag() {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN,
- AINPUT_SOURCE_STYLUS)
- .buttonState(AMOTION_EVENT_BUTTON_STYLUS_PRIMARY)
- .pointer(PointerBuilder(0,
- AMOTION_EVENT_TOOL_TYPE_STYLUS)
- .x(50)
- .y(50))
- .build()));
- mWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
-
- // The drag window covers the entire display
- mDragWindow = new FakeWindowHandle(mApp, mDispatcher, "DragWindow", ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows(
- {{ADISPLAY_ID_DEFAULT, {mDragWindow, mWindow, mSecondWindow}}});
-
- // Transfer touch focus to the drag window
- mDispatcher->transferTouchFocus(mWindow->getToken(), mDragWindow->getToken(),
- true /* isDragDrop */);
- mWindow->consumeMotionCancel();
- mDragWindow->consumeMotionDown();
- }
-};
-
-TEST_F(InputDispatcherDragTests, DragEnterAndDragExit) {
- performDrag();
-
- // Move on window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {50, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
- mWindow->consumeDragEvent(false, 50, 50);
- mSecondWindow->assertNoEvents();
-
- // Move to another window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {150, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
- mWindow->consumeDragEvent(true, 150, 50);
- mSecondWindow->consumeDragEvent(false, 50, 50);
-
- // Move back to original window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {50, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
- mWindow->consumeDragEvent(false, 50, 50);
- mSecondWindow->consumeDragEvent(true, -50, 50);
-
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {50, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
- mWindow->assertNoEvents();
- mSecondWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherDragTests, DragAndDrop) {
- performDrag();
-
- // Move on window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {50, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
- mWindow->consumeDragEvent(false, 50, 50);
- mSecondWindow->assertNoEvents();
-
- // Move to another window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {150, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
- mWindow->consumeDragEvent(true, 150, 50);
- mSecondWindow->consumeDragEvent(false, 50, 50);
-
- // drop to another window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
- {150, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
- mFakePolicy->assertDropTargetEquals(mSecondWindow->getToken());
- mWindow->assertNoEvents();
- mSecondWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherDragTests, StylusDragAndDrop) {
- performStylusDrag();
-
- // Move on window and keep button pressed.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_STYLUS)
- .buttonState(AMOTION_EVENT_BUTTON_STYLUS_PRIMARY)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_STYLUS)
- .x(50)
- .y(50))
- .build()))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
- mWindow->consumeDragEvent(false, 50, 50);
- mSecondWindow->assertNoEvents();
-
- // Move to another window and release button, expect to drop item.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_STYLUS)
- .buttonState(0)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_STYLUS)
- .x(150)
- .y(50))
- .build()))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
- mWindow->assertNoEvents();
- mSecondWindow->assertNoEvents();
- mFakePolicy->assertDropTargetEquals(mSecondWindow->getToken());
-
- // nothing to the window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher,
- MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_STYLUS)
- .buttonState(0)
- .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_STYLUS)
- .x(150)
- .y(50))
- .build()))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
- mWindow->assertNoEvents();
- mSecondWindow->assertNoEvents();
-}
-
-TEST_F(InputDispatcherDragTests, DragAndDrop_InvalidWindow) {
- performDrag();
-
- // Set second window invisible.
- mSecondWindow->setVisible(false);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mDragWindow, mWindow, mSecondWindow}}});
-
- // Move on window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {50, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
- mWindow->consumeDragEvent(false, 50, 50);
- mSecondWindow->assertNoEvents();
-
- // Move to another window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
- ADISPLAY_ID_DEFAULT, {150, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
- mWindow->consumeDragEvent(true, 150, 50);
- mSecondWindow->assertNoEvents();
-
- // drop to another window.
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
- {150, 50}))
- << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
- mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
- mFakePolicy->assertDropTargetEquals(nullptr);
- mWindow->assertNoEvents();
- mSecondWindow->assertNoEvents();
}
} // namespace android::inputdispatcher