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Commit b92218b3 authored by Arthur Hung's avatar Arthur Hung
Browse files

Fix WM input limitations on secondary displays (2/4)

- Change setInputWindow of InputManagerService to carry displayId,
  so InputWindowHandle can be updated by each DisplayContent.
- If focus window exist in current display, we need to reset it to nullptr
  in the intermediate state before the new focus set,
  to prevent it will access the released info.
- use INDENT2 for dump window under display, and likewise below.
- Some test cases for setInputWindow

Bug: 111363643
Test: atest WindowManagerSmokeTest ActivityManagerMultiDisplayTests
Test: atest com.android.server.wm.DisplayContentTests
Test: atest libinput_tests inputflinger_tests
Change-Id: I658eacb62433e3e70d6c58b47215291078cc2076
parent 38f38f38
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+140 −65
Original line number Diff line number Diff line
@@ -515,9 +515,10 @@ void InputDispatcher::addRecentEventLocked(EventEntry* entry) {
sp<InputWindowHandle> InputDispatcher::findTouchedWindowAtLocked(int32_t displayId,
        int32_t x, int32_t y) {
    // Traverse windows from front to back to find touched window.
    size_t numWindows = mWindowHandles.size();
    const Vector<sp<InputWindowHandle>> windowHandles = getWindowHandlesLocked(displayId);
    size_t numWindows = windowHandles.size();
    for (size_t i = 0; i < numWindows; i++) {
        sp<InputWindowHandle> windowHandle = mWindowHandles.itemAt(i);
        sp<InputWindowHandle> windowHandle = windowHandles.itemAt(i);
        const InputWindowInfo* windowInfo = windowHandle->getInfo();
        if (windowInfo->displayId == displayId) {
            int32_t flags = windowInfo->layoutParamsFlags;
@@ -1247,9 +1248,10 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
        bool isTouchModal = false;

        // Traverse windows from front to back to find touched window and outside targets.
        size_t numWindows = mWindowHandles.size();
        const Vector<sp<InputWindowHandle>> windowHandles = getWindowHandlesLocked(displayId);
        size_t numWindows = windowHandles.size();
        for (size_t i = 0; i < numWindows; i++) {
            sp<InputWindowHandle> windowHandle = mWindowHandles.itemAt(i);
            sp<InputWindowHandle> windowHandle = windowHandles.itemAt(i);
            const InputWindowInfo* windowInfo = windowHandle->getInfo();
            if (windowInfo->displayId != displayId) {
                continue; // wrong display
@@ -1472,8 +1474,10 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
        sp<InputWindowHandle> foregroundWindowHandle =
                mTempTouchState.getFirstForegroundWindowHandle();
        if (foregroundWindowHandle->getInfo()->hasWallpaper) {
            for (size_t i = 0; i < mWindowHandles.size(); i++) {
                sp<InputWindowHandle> windowHandle = mWindowHandles.itemAt(i);
            const Vector<sp<InputWindowHandle>> windowHandles = getWindowHandlesLocked(displayId);
            size_t numWindows = windowHandles.size();
            for (size_t i = 0; i < numWindows; i++) {
                sp<InputWindowHandle> windowHandle = windowHandles.itemAt(i);
                const InputWindowInfo* info = windowHandle->getInfo();
                if (info->displayId == displayId
                        && windowHandle->getInfo()->layoutParamsType
@@ -1658,9 +1662,10 @@ bool InputDispatcher::checkInjectionPermission(const sp<InputWindowHandle>& wind
bool InputDispatcher::isWindowObscuredAtPointLocked(
        const sp<InputWindowHandle>& windowHandle, int32_t x, int32_t y) const {
    int32_t displayId = windowHandle->getInfo()->displayId;
    size_t numWindows = mWindowHandles.size();
    const Vector<sp<InputWindowHandle>> windowHandles = getWindowHandlesLocked(displayId);
    size_t numWindows = windowHandles.size();
    for (size_t i = 0; i < numWindows; i++) {
        sp<InputWindowHandle> otherHandle = mWindowHandles.itemAt(i);
        sp<InputWindowHandle> otherHandle = windowHandles.itemAt(i);
        if (otherHandle == windowHandle) {
            break;
        }
@@ -1678,10 +1683,11 @@ bool InputDispatcher::isWindowObscuredAtPointLocked(

bool InputDispatcher::isWindowObscuredLocked(const sp<InputWindowHandle>& windowHandle) const {
    int32_t displayId = windowHandle->getInfo()->displayId;
    const Vector<sp<InputWindowHandle>> windowHandles = getWindowHandlesLocked(displayId);
    const InputWindowInfo* windowInfo = windowHandle->getInfo();
    size_t numWindows = mWindowHandles.size();
    size_t numWindows = windowHandles.size();
    for (size_t i = 0; i < numWindows; i++) {
        sp<InputWindowHandle> otherHandle = mWindowHandles.itemAt(i);
        sp<InputWindowHandle> otherHandle = windowHandles.itemAt(i);
        if (otherHandle == windowHandle) {
            break;
        }
@@ -2909,47 +2915,101 @@ void InputDispatcher::decrementPendingForegroundDispatchesLocked(EventEntry* ent
    }
}

Vector<sp<InputWindowHandle>> InputDispatcher::getWindowHandlesLocked(int32_t displayId) const {
    std::unordered_map<int32_t, Vector<sp<InputWindowHandle>>>::const_iterator it =
        mWindowHandlesByDisplay.find(displayId);
    if(it != mWindowHandlesByDisplay.end()) {
        return it->second;
    }

    // Return an empty one if nothing found.
    return Vector<sp<InputWindowHandle>>();
}

sp<InputWindowHandle> InputDispatcher::getWindowHandleLocked(
        const sp<InputChannel>& inputChannel) const {
    size_t numWindows = mWindowHandles.size();
    for (auto& it : mWindowHandlesByDisplay) {
        const Vector<sp<InputWindowHandle>> windowHandles = it.second;
        size_t numWindows = windowHandles.size();
        for (size_t i = 0; i < numWindows; i++) {
        const sp<InputWindowHandle>& windowHandle = mWindowHandles.itemAt(i);
            const sp<InputWindowHandle>& windowHandle = windowHandles.itemAt(i);
            if (windowHandle->getInputChannel() == inputChannel) {
                return windowHandle;
            }
        }
    }
    return nullptr;
}

bool InputDispatcher::hasWindowHandleLocked(
        const sp<InputWindowHandle>& windowHandle) const {
    size_t numWindows = mWindowHandles.size();
    for (auto& it : mWindowHandlesByDisplay) {
        const Vector<sp<InputWindowHandle>> windowHandles = it.second;
        size_t numWindows = windowHandles.size();
        for (size_t i = 0; i < numWindows; i++) {
        if (mWindowHandles.itemAt(i) == windowHandle) {
            if (windowHandles.itemAt(i) == windowHandle) {
                if (windowHandle->getInfo()->displayId != it.first) {
                    ALOGE("Found window %s in display %d, but it should belong to display %d",
                        windowHandle->getName().c_str(), it.first,
                        windowHandle->getInfo()->displayId);
                }
                return true;
            }
        }
    }
    return false;
}

void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles) {
/**
 * Called from InputManagerService, update window handle list by displayId that can receive input.
 * A window handle contains information about InputChannel, Touch Region, Types, Focused,...
 * If set an empty list, remove all handles from the specific display.
 * For focused handle, check if need to change and send a cancel event to previous one.
 * For removed handle, check if need to send a cancel event if already in touch.
 */
void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle>>& inputWindowHandles,
        int32_t displayId) {
#if DEBUG_FOCUS
    ALOGD("setInputWindows");
#endif
    { // acquire lock
        AutoMutex _l(mLock);

        Vector<sp<InputWindowHandle> > oldWindowHandles = mWindowHandles;
        mWindowHandles = inputWindowHandles;
        // Copy old handles for release if they are no longer present.
        const Vector<sp<InputWindowHandle>> oldWindowHandles = getWindowHandlesLocked(displayId);

        // TODO(b/111361570): multi-display focus, one focus window per display.
        sp<InputWindowHandle> newFocusedWindowHandle = mFocusedWindowHandle;
        // Reset newFocusedWindowHandle to nullptr if current display own the focus window,
        // that will be updated below when going through all window handles in current display.
        // And if list of window handles becomes empty then it will be updated by other display.
        if (mFocusedWindowHandle != nullptr) {
            const InputWindowInfo* info = mFocusedWindowHandle->getInfo();
            if (info == nullptr || info->displayId == displayId) {
                newFocusedWindowHandle = nullptr;
            }
        }

        sp<InputWindowHandle> newFocusedWindowHandle;
        bool foundHoveredWindow = false;
        for (size_t i = 0; i < mWindowHandles.size(); i++) {
            const sp<InputWindowHandle>& windowHandle = mWindowHandles.itemAt(i);

        if (inputWindowHandles.isEmpty()) {
            // Remove all handles on a display if there are no windows left.
            mWindowHandlesByDisplay.erase(displayId);
        } else {
            size_t numWindows = inputWindowHandles.size();
            for (size_t i = 0; i < numWindows; i++) {
                const sp<InputWindowHandle>& windowHandle = inputWindowHandles.itemAt(i);
                if (!windowHandle->updateInfo() || windowHandle->getInputChannel() == nullptr) {
                mWindowHandles.removeAt(i--);
                    continue;
                }

                if (windowHandle->getInfo()->displayId != displayId) {
                    ALOGE("Window %s updated by wrong display %d, should belong to display %d",
                        windowHandle->getName().c_str(), displayId,
                        windowHandle->getInfo()->displayId);
                    continue;
                }

                if (windowHandle->getInfo()->hasFocus) {
                    newFocusedWindowHandle = windowHandle;
                }
@@ -2958,10 +3018,15 @@ void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inpu
                }
            }

            // Insert or replace
            mWindowHandlesByDisplay[displayId] = inputWindowHandles;
        }

        if (!foundHoveredWindow) {
            mLastHoverWindowHandle = nullptr;
        }

        // TODO(b/111361570): multi-display focus, one focus in all display in current.
        if (mFocusedWindowHandle != newFocusedWindowHandle) {
            if (mFocusedWindowHandle != nullptr) {
#if DEBUG_FOCUS
@@ -2985,8 +3050,9 @@ void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inpu
            mFocusedWindowHandle = newFocusedWindowHandle;
        }

        for (size_t d = 0; d < mTouchStatesByDisplay.size(); d++) {
            TouchState& state = mTouchStatesByDisplay.editValueAt(d);
        ssize_t stateIndex = mTouchStatesByDisplay.indexOfKey(displayId);
        if (stateIndex >= 0) {
            TouchState& state = mTouchStatesByDisplay.editValueAt(stateIndex);
            for (size_t i = 0; i < state.windows.size(); ) {
                TouchedWindow& touchedWindow = state.windows.editItemAt(i);
                if (!hasWindowHandleLocked(touchedWindow.windowHandle)) {
@@ -3013,7 +3079,8 @@ void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inpu
        // This ensures that unused input channels are released promptly.
        // Otherwise, they might stick around until the window handle is destroyed
        // which might not happen until the next GC.
        for (size_t i = 0; i < oldWindowHandles.size(); i++) {
        size_t numWindows = oldWindowHandles.size();
        for (size_t i = 0; i < numWindows; i++) {
            const sp<InputWindowHandle>& oldWindowHandle = oldWindowHandles.itemAt(i);
            if (!hasWindowHandleLocked(oldWindowHandle)) {
#if DEBUG_FOCUS
@@ -3266,13 +3333,17 @@ void InputDispatcher::dumpDispatchStateLocked(std::string& dump) {
        dump += INDENT "TouchStates: <no displays touched>\n";
    }

    if (!mWindowHandles.isEmpty()) {
        dump += INDENT "Windows:\n";
        for (size_t i = 0; i < mWindowHandles.size(); i++) {
            const sp<InputWindowHandle>& windowHandle = mWindowHandles.itemAt(i);
    if (!mWindowHandlesByDisplay.empty()) {
       for (auto& it : mWindowHandlesByDisplay) {
            const Vector<sp<InputWindowHandle>> windowHandles = it.second;
            dump += StringPrintf(INDENT "Display: %d\n", it.first);
            if (!windowHandles.isEmpty()) {
                dump += INDENT2 "Windows:\n";
                for (size_t i = 0; i < windowHandles.size(); i++) {
                    const sp<InputWindowHandle>& windowHandle = windowHandles.itemAt(i);
                    const InputWindowInfo* windowInfo = windowHandle->getInfo();

            dump += StringPrintf(INDENT2 "%zu: name='%s', displayId=%d, "
                    dump += StringPrintf(INDENT3 "%zu: name='%s', displayId=%d, "
                            "paused=%s, hasFocus=%s, hasWallpaper=%s, "
                            "visible=%s, canReceiveKeys=%s, flags=0x%08x, type=0x%08x, layer=%d, "
                            "frame=[%d,%d][%d,%d], scale=%f, "
@@ -3295,7 +3366,11 @@ void InputDispatcher::dumpDispatchStateLocked(std::string& dump) {
                            windowInfo->dispatchingTimeout / 1000000.0);
                }
            } else {
        dump += INDENT "Windows: <none>\n";
                dump += INDENT2 "Windows: <none>\n";
            }
        }
    } else {
        dump += INDENT "Displays: <none>\n";
    }

    if (!mMonitoringChannels.isEmpty()) {
+8 −4
Original line number Diff line number Diff line
@@ -31,6 +31,7 @@
#include <stddef.h>
#include <unistd.h>
#include <limits.h>
#include <unordered_map>

#include "InputWindow.h"
#include "InputApplication.h"
@@ -307,7 +308,8 @@ public:
     *
     * This method may be called on any thread (usually by the input manager).
     */
    virtual void setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles) = 0;
    virtual void setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles,
            int32_t displayId) = 0;

    /* Sets the focused application.
     *
@@ -387,7 +389,8 @@ public:
            int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis,
            uint32_t policyFlags);

    virtual void setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles);
    virtual void setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles,
            int32_t displayId);
    virtual void setFocusedApplication(const sp<InputApplicationHandle>& inputApplicationHandle);
    virtual void setInputDispatchMode(bool enabled, bool frozen);
    virtual void setInputFilterEnabled(bool enabled);
@@ -956,8 +959,9 @@ private:
    bool mDispatchFrozen;
    bool mInputFilterEnabled;

    Vector<sp<InputWindowHandle> > mWindowHandles;

    std::unordered_map<int32_t, Vector<sp<InputWindowHandle>>> mWindowHandlesByDisplay;
    // Get window handles by display, return an empty vector if not found.
    Vector<sp<InputWindowHandle>> getWindowHandlesLocked(int32_t displayId) const;
    sp<InputWindowHandle> getWindowHandleLocked(const sp<InputChannel>& inputChannel) const;
    bool hasWindowHandleLocked(const sp<InputWindowHandle>& windowHandle) const;

+300 −0

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