diff options
Diffstat (limited to 'services/inputflinger/tests/InputDispatcher_test.cpp')
-rw-r--r-- | services/inputflinger/tests/InputDispatcher_test.cpp | 3519 |
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 |