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Commit b5e5e128 authored by Treehugger Robot's avatar Treehugger Robot Committed by Gerrit Code Review
Browse files

Merge "Merge TQ1A.230205.002"

parents 90765fd0 6fe6ebf9
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+17 −12
Original line number Diff line number Diff line
@@ -2276,6 +2276,20 @@ InputEventInjectionResult InputDispatcher::findTouchedWindowTargetsLocked(
                tempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
            }
        }

        // Update the pointerIds for non-splittable when it received pointer down.
        if (!isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN) {
            // If no split, we suppose all touched windows should receive pointer down.
            const int32_t pointerIndex = getMotionEventActionPointerIndex(action);
            for (size_t i = 0; i < tempTouchState.windows.size(); i++) {
                TouchedWindow& touchedWindow = tempTouchState.windows[i];
                // Ignore drag window for it should just track one pointer.
                if (mDragState && mDragState->dragWindow == touchedWindow.windowHandle) {
                    continue;
                }
                touchedWindow.pointerIds.markBit(entry.pointerProperties[pointerIndex].id);
            }
        }
    }

    // Update dispatching for hover enter and exit.
@@ -2384,13 +2398,15 @@ InputEventInjectionResult InputDispatcher::findTouchedWindowTargetsLocked(
                if (info->displayId == displayId &&
                    windowHandle->getInfo()->inputConfig.test(
                            WindowInfo::InputConfig::IS_WALLPAPER)) {
                    BitSet32 pointerIds;
                    pointerIds.markBit(entry.pointerProperties[0].id);
                    tempTouchState
                            .addOrUpdateWindow(windowHandle,
                                               InputTarget::FLAG_WINDOW_IS_OBSCURED |
                                                       InputTarget::
                                                               FLAG_WINDOW_IS_PARTIALLY_OBSCURED |
                                                       InputTarget::FLAG_DISPATCH_AS_IS,
                                               BitSet32(0));
                                               pointerIds);
                }
            }
        }
@@ -2460,17 +2476,6 @@ Failed:
                }
                i += 1;
            }
        } else if (!isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN) {
            // If no split, we suppose all touched windows should receive pointer down.
            const int32_t pointerIndex = getMotionEventActionPointerIndex(action);
            for (size_t i = 0; i < tempTouchState.windows.size(); i++) {
                TouchedWindow& touchedWindow = tempTouchState.windows[i];
                // Ignore drag window for it should just track one pointer.
                if (mDragState && mDragState->dragWindow == touchedWindow.windowHandle) {
                    continue;
                }
                touchedWindow.pointerIds.markBit(entry.pointerProperties[pointerIndex].id);
            }
        }

        // Save changes unless the action was scroll in which case the temporary touch
+95 −0
Original line number Diff line number Diff line
@@ -1887,6 +1887,64 @@ TEST_F(InputDispatcherTest, TwoWindows_SplitWallpaperTouch) {
    wallpaperWindow->assertNoEvents();
}

TEST_F(InputDispatcherTest, WallpaperWindowReceivesMultiTouch) {
    std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
    sp<FakeWindowHandle> window =
            sp<FakeWindowHandle>::make(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
    window->setDupTouchToWallpaper(true);

    sp<FakeWindowHandle> wallpaperWindow =
            sp<FakeWindowHandle>::make(application, mDispatcher, "Wallpaper", ADISPLAY_ID_DEFAULT);
    wallpaperWindow->setIsWallpaper(true);
    constexpr int expectedWallpaperFlags =
            AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED | AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED;
    wallpaperWindow->setPreventSplitting(true);

    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window, wallpaperWindow}}});

    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                               {50, 50}))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
    window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
    wallpaperWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);

    const MotionEvent secondFingerDownEvent =
            MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
                    .displayId(ADISPLAY_ID_DEFAULT)
                    .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
                    .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
                    .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(10).y(10))
                    .build();
    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
                                InputEventInjectionSync::WAIT_FOR_RESULT))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";

    window->consumeMotionPointerDown(1);
    wallpaperWindow->consumeMotionPointerDown(1, ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);

    const MotionEvent secondFingerUpEvent =
            MotionEventBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN)
                    .displayId(ADISPLAY_ID_DEFAULT)
                    .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
                    .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
                    .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(10).y(10))
                    .build();
    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionEvent(mDispatcher, secondFingerUpEvent, INJECT_EVENT_TIMEOUT,
                                InputEventInjectionSync::WAIT_FOR_RESULT))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
    window->consumeMotionPointerUp(1);
    wallpaperWindow->consumeMotionPointerUp(1, ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);

    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {50, 50}))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
    window->consumeMotionUp(ADISPLAY_ID_DEFAULT);
    wallpaperWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
}

/**
 * On the display, have a single window, and also an area where there's no window.
 * First pointer touches the "no window" area of the screen. Second pointer touches the window.
@@ -2375,6 +2433,43 @@ TEST_F(InputDispatcherTest, OnWindowInfosChanged_RemoveAllWindowsOnDisplay) {
    window->assertNoEvents();
}

TEST_F(InputDispatcherTest, NonSplitTouchableWindowReceivesMultiTouch) {
    std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
    sp<FakeWindowHandle> window = sp<FakeWindowHandle>::make(application, mDispatcher,
                                                             "Fake Window", ADISPLAY_ID_DEFAULT);
    // Ensure window is non-split and have some transform.
    window->setPreventSplitting(true);
    window->setWindowOffset(20, 40);
    mDispatcher->onWindowInfosChanged({*window->getInfo()}, {});

    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                               {50, 50}))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
    window->consumeMotionDown(ADISPLAY_ID_DEFAULT);

    const MotionEvent secondFingerDownEvent =
            MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
                    .displayId(ADISPLAY_ID_DEFAULT)
                    .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
                    .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
                    .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER)
                                     .x(-30)
                                     .y(-50))
                    .build();
    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
                                InputEventInjectionSync::WAIT_FOR_RESULT))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";

    const MotionEvent* event = window->consumeMotion();
    EXPECT_EQ(POINTER_1_DOWN, event->getAction());
    EXPECT_EQ(70, event->getX(0));  // 50 + 20
    EXPECT_EQ(90, event->getY(0));  // 50 + 40
    EXPECT_EQ(-10, event->getX(1)); // -30 + 20
    EXPECT_EQ(-10, event->getY(1)); // -50 + 40
}

/**
 * Ensure the correct coordinate spaces are used by InputDispatcher.
 *