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Commit b9b15358 authored by Siarhei Vishniakou's avatar Siarhei Vishniakou
Browse files

Rename some variables in InputDispatcher_test

Rename variables from mWindowFocused -> mFocusedWindow.
Also, remove some of the vector definitions for brevity.

Bug: none
Test: atest inputflinger_tests
Change-Id: Iac34e9bccef4bbdb03c535f92e090b4438e80d64
parent d99e1b6e
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+24 −48
Original line number Original line Diff line number Diff line
@@ -636,10 +636,7 @@ TEST_F(InputDispatcherTest, SetInputWindow_SingleWindowTouch) {
    sp<FakeWindowHandle> window = new FakeWindowHandle(application, mDispatcher, "Fake Window",
    sp<FakeWindowHandle> window = new FakeWindowHandle(application, mDispatcher, "Fake Window",
            ADISPLAY_ID_DEFAULT);
            ADISPLAY_ID_DEFAULT);


    std::vector<sp<InputWindowHandle>> inputWindowHandles;
    mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
    inputWindowHandles.push_back(window);

    mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
            AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
            AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
@@ -656,11 +653,7 @@ TEST_F(InputDispatcherTest, SetInputWindow_MultiWindowsTouch) {
    sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
    sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
            ADISPLAY_ID_DEFAULT);
            ADISPLAY_ID_DEFAULT);


    std::vector<sp<InputWindowHandle>> inputWindowHandles;
    mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
    inputWindowHandles.push_back(windowTop);
    inputWindowHandles.push_back(windowSecond);

    mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
            AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
            AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
@@ -682,11 +675,8 @@ TEST_F(InputDispatcherTest, SetInputWindow_FocusedWindow) {


    // Expect one focus window exist in display.
    // Expect one focus window exist in display.
    windowSecond->setFocus();
    windowSecond->setFocus();
    std::vector<sp<InputWindowHandle>> inputWindowHandles;
    inputWindowHandles.push_back(windowTop);
    inputWindowHandles.push_back(windowSecond);


    mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
    mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";


@@ -708,11 +698,8 @@ TEST_F(InputDispatcherTest, SetInputWindow_FocusPriority) {
    // Display has two focused windows. Add them to inputWindowsHandles in z-order (top most first)
    // Display has two focused windows. Add them to inputWindowsHandles in z-order (top most first)
    windowTop->setFocus();
    windowTop->setFocus();
    windowSecond->setFocus();
    windowSecond->setFocus();
    std::vector<sp<InputWindowHandle>> inputWindowHandles;
    inputWindowHandles.push_back(windowTop);
    inputWindowHandles.push_back(windowSecond);


    mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
    mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";


@@ -734,12 +721,9 @@ TEST_F(InputDispatcherTest, SetInputWindow_InputWindowInfo) {


    windowTop->setFocus();
    windowTop->setFocus();
    windowSecond->setFocus();
    windowSecond->setFocus();
    std::vector<sp<InputWindowHandle>> inputWindowHandles;
    inputWindowHandles.push_back(windowTop);
    inputWindowHandles.push_back(windowSecond);
    // Release channel for window is no longer valid.
    // Release channel for window is no longer valid.
    windowTop->releaseChannel();
    windowTop->releaseChannel();
    mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
    mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);


    // Test inject a key down, should dispatch to a valid window.
    // Test inject a key down, should dispatch to a valid window.
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
@@ -764,8 +748,7 @@ TEST_F(InputDispatcherTest, DispatchMouseEventsUnderCursor) {


    mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
    mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);


    std::vector<sp<InputWindowHandle>> inputWindowHandles{windowLeft, windowRight};
    mDispatcher->setInputWindows({windowLeft, windowRight}, ADISPLAY_ID_DEFAULT);
    mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);


    // Inject an event with coordinate in the area of right window, with mouse cursor in the area of
    // 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.
    // left window. This event should be dispatched to the left window.
@@ -786,25 +769,22 @@ public:
        application1 = new FakeApplicationHandle();
        application1 = new FakeApplicationHandle();
        windowInPrimary = new FakeWindowHandle(application1, mDispatcher, "D_1",
        windowInPrimary = new FakeWindowHandle(application1, mDispatcher, "D_1",
                ADISPLAY_ID_DEFAULT);
                ADISPLAY_ID_DEFAULT);
        std::vector<sp<InputWindowHandle>> inputWindowHandles;

        inputWindowHandles.push_back(windowInPrimary);
        // Set focus window for primary display, but focused display would be second one.
        // Set focus window for primary display, but focused display would be second one.
        mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application1);
        mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application1);
        windowInPrimary->setFocus();
        windowInPrimary->setFocus();
        mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
        mDispatcher->setInputWindows({windowInPrimary}, ADISPLAY_ID_DEFAULT);


        application2 = new FakeApplicationHandle();
        application2 = new FakeApplicationHandle();
        windowInSecondary = new FakeWindowHandle(application2, mDispatcher, "D_2",
        windowInSecondary = new FakeWindowHandle(application2, mDispatcher, "D_2",
                SECOND_DISPLAY_ID);
                SECOND_DISPLAY_ID);
        // Set focus to second display window.
        // Set focus to second display window.
        std::vector<sp<InputWindowHandle>> inputWindowHandles_Second;
        inputWindowHandles_Second.push_back(windowInSecondary);
        // Set focus display to second one.
        // Set focus display to second one.
        mDispatcher->setFocusedDisplay(SECOND_DISPLAY_ID);
        mDispatcher->setFocusedDisplay(SECOND_DISPLAY_ID);
        // Set focus window for second display.
        // Set focus window for second display.
        mDispatcher->setFocusedApplication(SECOND_DISPLAY_ID, application2);
        mDispatcher->setFocusedApplication(SECOND_DISPLAY_ID, application2);
        windowInSecondary->setFocus();
        windowInSecondary->setFocus();
        mDispatcher->setInputWindows(inputWindowHandles_Second, SECOND_DISPLAY_ID);
        mDispatcher->setInputWindows({windowInSecondary}, SECOND_DISPLAY_ID);
    }
    }


    virtual void TearDown() {
    virtual void TearDown() {
@@ -852,9 +832,8 @@ TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayFocus)
    windowInPrimary->assertNoEvents();
    windowInPrimary->assertNoEvents();
    windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
    windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);


    // Remove secondary display.
    // Remove all windows in secondary display.
    std::vector<sp<InputWindowHandle>> noWindows;
    mDispatcher->setInputWindows({}, SECOND_DISPLAY_ID);
    mDispatcher->setInputWindows(noWindows, SECOND_DISPLAY_ID);


    // Expect 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,
    windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_NONE,
@@ -1014,34 +993,31 @@ class InputDispatcherOnPointerDownOutsideFocus : public InputDispatcherTest {
        // window.
        // window.
        mUnfocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
        mUnfocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);


        mWindowFocused = new FakeWindowHandle(application, mDispatcher, "Second",
        mFocusedWindow =
                ADISPLAY_ID_DEFAULT);
                new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
        mWindowFocused->setFrame(Rect(50, 50, 100, 100));
        mFocusedWindow->setFrame(Rect(50, 50, 100, 100));
        mWindowFocused->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
        mFocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
        mWindowFocusedTouchPoint = 60;
        mFocusedWindowTouchPoint = 60;


        // Set focused application.
        // Set focused application.
        mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
        mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
        mWindowFocused->setFocus();
        mFocusedWindow->setFocus();


        // Expect one focus window exist in display.
        // Expect one focus window exist in display.
        std::vector<sp<InputWindowHandle>> inputWindowHandles;
        mDispatcher->setInputWindows({mUnfocusedWindow, mFocusedWindow}, ADISPLAY_ID_DEFAULT);
        inputWindowHandles.push_back(mUnfocusedWindow);
        inputWindowHandles.push_back(mWindowFocused);
        mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
    }
    }


    virtual void TearDown() {
    virtual void TearDown() {
        InputDispatcherTest::TearDown();
        InputDispatcherTest::TearDown();


        mUnfocusedWindow.clear();
        mUnfocusedWindow.clear();
        mWindowFocused.clear();
        mFocusedWindow.clear();
    }
    }


protected:
protected:
    sp<FakeWindowHandle> mUnfocusedWindow;
    sp<FakeWindowHandle> mUnfocusedWindow;
    sp<FakeWindowHandle> mWindowFocused;
    sp<FakeWindowHandle> mFocusedWindow;
    int32_t mWindowFocusedTouchPoint;
    int32_t mFocusedWindowTouchPoint;
};
};


// Have two windows, one with focus. Inject MotionEvent with source TOUCHSCREEN and action
// Have two windows, one with focus. Inject MotionEvent with source TOUCHSCREEN and action
@@ -1086,9 +1062,9 @@ TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_NonMo
// onPointerDownOutsideFocus callback.
// onPointerDownOutsideFocus callback.
TEST_F(InputDispatcherOnPointerDownOutsideFocus,
TEST_F(InputDispatcherOnPointerDownOutsideFocus,
        OnPointerDownOutsideFocus_OnAlreadyFocusedWindow) {
        OnPointerDownOutsideFocus_OnAlreadyFocusedWindow) {
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
            AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, mWindowFocusedTouchPoint,
              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
            mWindowFocusedTouchPoint))
                               mFocusedWindowTouchPoint, mFocusedWindowTouchPoint))
            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
    // Call monitor to wait for the command queue to get flushed.
    // Call monitor to wait for the command queue to get flushed.
    mDispatcher->monitor();
    mDispatcher->monitor();