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Commit c54964d3 authored by Arthur Hung's avatar Arthur Hung Committed by Android (Google) Code Review
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Merge "Allow touch split enabled when no window touched" into sc-v2-dev

parents d0896e2d 71625474
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+12 −8
Original line number Diff line number Diff line
@@ -2021,10 +2021,6 @@ InputEventInjectionResult InputDispatcher::findTouchedWindowTargetsLocked(
                findTouchedWindowAtLocked(displayId, x, y, &tempTouchState,
                                          isDown /*addOutsideTargets*/, true /*addPortalWindows*/);

        std::vector<TouchedMonitor> newGestureMonitors = isDown
                ? findTouchedGestureMonitorsLocked(displayId, tempTouchState.portalWindows)
                : std::vector<TouchedMonitor>{};

        // Figure out whether splitting will be allowed for this window.
        if (newTouchedWindowHandle != nullptr &&
            newTouchedWindowHandle->getInfo()->supportsSplitTouch()) {
@@ -2084,8 +2080,10 @@ InputEventInjectionResult InputDispatcher::findTouchedWindowTargetsLocked(
            newTouchedWindowHandle = nullptr;
        }

        // Also don't send the new touch event to unresponsive gesture monitors
        newGestureMonitors = selectResponsiveMonitorsLocked(newGestureMonitors);
        const std::vector<TouchedMonitor> newGestureMonitors = isDown
                ? selectResponsiveMonitorsLocked(
                          findTouchedGestureMonitorsLocked(displayId, tempTouchState.portalWindows))
                : tempTouchState.gestureMonitors;

        if (newTouchedWindowHandle == nullptr && newGestureMonitors.empty()) {
            ALOGI("Dropping event because there is no touchable window or gesture monitor at "
@@ -2121,9 +2119,14 @@ InputEventInjectionResult InputDispatcher::findTouchedWindowTargetsLocked(
                pointerIds.markBit(pointerId);
            }
            tempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
        } else if (tempTouchState.windows.empty()) {
            // If no window is touched, set split to true. This will allow the next pointer down to
            // be delivered to a new window which supports split touch.
            tempTouchState.split = true;
        }

        if (isDown) {
            tempTouchState.addGestureMonitors(newGestureMonitors);
        }
    } else {
        /* Case 2: Pointer move, up, cancel or non-splittable pointer down. */

@@ -5414,6 +5417,7 @@ status_t InputDispatcher::pilferPointers(const sp<IBinder>& token) {
              canceledWindows.c_str());

        // Then clear the current touch state so we stop dispatching to them as well.
        state.split = false;
        state.filterNonMonitors();
    }
    return OK;
+97 −0
Original line number Diff line number Diff line
@@ -2301,6 +2301,18 @@ public:
                                     expectedDisplayId, expectedFlags);
    }

    void consumeMotionCancel(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
        mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL,
                                     expectedDisplayId, expectedFlags);
    }

    void consumeMotionPointerDown(int32_t pointerIdx) {
        int32_t action = AMOTION_EVENT_ACTION_POINTER_DOWN |
                (pointerIdx << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
        mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, action, ADISPLAY_ID_DEFAULT,
                                     0 /*expectedFlags*/);
    }

    MotionEvent* consumeMotion() {
        InputEvent* event = mInputReceiver->consume();
        if (!event) {
@@ -2447,6 +2459,91 @@ TEST_F(InputDispatcherTest, TestMoveEvent) {
                         0 /*expectedFlags*/);
}

TEST_F(InputDispatcherTest, GestureMonitor_SplitIfNoWindowTouched) {
    FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
                                                      true /*isGestureMonitor*/);

    std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
    // Create a non touch modal window that supports split touch
    sp<FakeWindowHandle> window =
            new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
    window->setFrame(Rect(0, 0, 100, 100));
    window->setFlags(WindowInfo::Flag::NOT_TOUCH_MODAL | WindowInfo::Flag::SPLIT_TOUCH);
    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});

    // First finger down, no window touched.
    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                               {100, 200}))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
    monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
    window->assertNoEvents();

    // Second finger down on window, the window should receive touch down.
    const MotionEvent secondFingerDownEvent =
            MotionEventBuilder(AMOTION_EVENT_ACTION_POINTER_DOWN |
                                       (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
                               AINPUT_SOURCE_TOUCHSCREEN)
                    .displayId(ADISPLAY_ID_DEFAULT)
                    .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
                    .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
                                     .x(100)
                                     .y(200))
                    .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
                    .build();
    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
                                InputEventInjectionSync::WAIT_FOR_RESULT))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";

    window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
    monitor.consumeMotionPointerDown(1 /* pointerIndex */);
}

TEST_F(InputDispatcherTest, GestureMonitor_NoSplitAfterPilfer) {
    FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
                                                      true /*isGestureMonitor*/);

    std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
    // Create a non touch modal window that supports split touch
    sp<FakeWindowHandle> window =
            new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
    window->setFrame(Rect(0, 0, 100, 100));
    window->setFlags(WindowInfo::Flag::NOT_TOUCH_MODAL | WindowInfo::Flag::SPLIT_TOUCH);
    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});

    // First finger down, no window touched.
    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                               {100, 200}))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
    monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
    window->assertNoEvents();

    // Gesture monitor pilfer the pointers.
    mDispatcher->pilferPointers(monitor.getToken());

    // Second finger down on window, the window should not receive touch down.
    const MotionEvent secondFingerDownEvent =
            MotionEventBuilder(AMOTION_EVENT_ACTION_POINTER_DOWN |
                                       (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
                               AINPUT_SOURCE_TOUCHSCREEN)
                    .displayId(ADISPLAY_ID_DEFAULT)
                    .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
                    .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
                                     .x(100)
                                     .y(200))
                    .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
                    .build();
    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
                                InputEventInjectionSync::WAIT_FOR_RESULT))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";

    window->assertNoEvents();
    monitor.consumeMotionPointerDown(1 /* pointerIndex */);
}

/**
 * Dispatcher has touch mode enabled by default. Typically, the policy overrides that value to
 * the device default right away. In the test scenario, we check both the default value,