Loading include/ui/InputDispatcher.h +9 −2 Original line number Diff line number Diff line Loading @@ -212,8 +212,15 @@ struct InputWindow { int32_t ownerPid; int32_t ownerUid; bool visibleFrameIntersects(const InputWindow* other) const; bool touchableAreaContainsPoint(int32_t x, int32_t y) const; bool frameContainsPoint(int32_t x, int32_t y) const; /* Returns true if the window is of a trusted type that is allowed to silently * overlay other windows for the purpose of implementing the secure views feature. * Trusted overlays, such as IME windows, can partly obscure other windows without causing * motion events to be delivered to them with AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED. */ bool isTrustedOverlay() const; }; Loading Loading @@ -973,7 +980,7 @@ private: bool shouldPokeUserActivityForCurrentInputTargetsLocked(); void pokeUserActivityLocked(nsecs_t eventTime, int32_t eventType); bool checkInjectionPermission(const InputWindow* window, const InjectionState* injectionState); bool isWindowObscuredLocked(const InputWindow* window); bool isWindowObscuredAtPointLocked(const InputWindow* window, int32_t x, int32_t y) const; bool isWindowFinishedWithPreviousInputLocked(const InputWindow* window); String8 getApplicationWindowLabelLocked(const InputApplication* application, const InputWindow* window); Loading libs/ui/InputDispatcher.cpp +30 −27 Original line number Diff line number Diff line Loading @@ -134,18 +134,21 @@ static bool validateMotionEvent(int32_t action, size_t pointerCount, // --- InputWindow --- bool InputWindow::visibleFrameIntersects(const InputWindow* other) const { return visibleFrameRight > other->visibleFrameLeft && visibleFrameLeft < other->visibleFrameRight && visibleFrameBottom > other->visibleFrameTop && visibleFrameTop < other->visibleFrameBottom; } bool InputWindow::touchableAreaContainsPoint(int32_t x, int32_t y) const { return x >= touchableAreaLeft && x <= touchableAreaRight && y >= touchableAreaTop && y <= touchableAreaBottom; } bool InputWindow::frameContainsPoint(int32_t x, int32_t y) const { return x >= frameLeft && x <= frameRight && y >= frameTop && y <= frameBottom; } bool InputWindow::isTrustedOverlay() const { return layoutParamsType == TYPE_INPUT_METHOD || layoutParamsType == TYPE_INPUT_METHOD_DIALOG; } // --- InputDispatcher --- Loading Loading @@ -1053,8 +1056,12 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime, if (maskedAction == AMOTION_EVENT_ACTION_DOWN && (flags & InputWindow::FLAG_WATCH_OUTSIDE_TOUCH)) { mTempTouchState.addOrUpdateWindow(window, InputTarget::FLAG_OUTSIDE, BitSet32(0)); int32_t outsideTargetFlags = InputTarget::FLAG_OUTSIDE; if (isWindowObscuredAtPointLocked(window, x, y)) { outsideTargetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED; } mTempTouchState.addOrUpdateWindow(window, outsideTargetFlags, BitSet32(0)); } } } Loading Loading @@ -1083,10 +1090,6 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime, // (May be NULL which is why we put this code block before the next check.) newTouchedWindow = mTempTouchState.getFirstForegroundWindow(); } int32_t targetFlags = InputTarget::FLAG_FOREGROUND; if (isSplit) { targetFlags |= InputTarget::FLAG_SPLIT; } // If we did not find a touched window then fail. if (! newTouchedWindow) { Loading @@ -1106,6 +1109,15 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime, goto Failed; } // Set target flags. int32_t targetFlags = InputTarget::FLAG_FOREGROUND; if (isSplit) { targetFlags |= InputTarget::FLAG_SPLIT; } if (isWindowObscuredAtPointLocked(newTouchedWindow, x, y)) { targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED; } // Update the temporary touch state. BitSet32 pointerIds; if (isSplit) { Loading Loading @@ -1186,19 +1198,9 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime, for (size_t i = 0; i < mWindows.size(); i++) { const InputWindow* window = & mWindows[i]; if (window->layoutParamsType == InputWindow::TYPE_WALLPAPER) { mTempTouchState.addOrUpdateWindow(window, 0, BitSet32(0)); } } } mTempTouchState.addOrUpdateWindow(window, InputTarget::FLAG_WINDOW_IS_OBSCURED, BitSet32(0)); } // If a touched window has been obscured at any point during the touch gesture, set // the appropriate flag so we remember it for the entire gesture. for (size_t i = 0; i < mTempTouchState.windows.size(); i++) { TouchedWindow& touchedWindow = mTempTouchState.windows.editItemAt(i); if ((touchedWindow.targetFlags & InputTarget::FLAG_WINDOW_IS_OBSCURED) == 0) { if (isWindowObscuredLocked(touchedWindow.window)) { touchedWindow.targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED; } } } Loading Loading @@ -1326,14 +1328,15 @@ bool InputDispatcher::checkInjectionPermission(const InputWindow* window, return true; } bool InputDispatcher::isWindowObscuredLocked(const InputWindow* window) { bool InputDispatcher::isWindowObscuredAtPointLocked( const InputWindow* window, int32_t x, int32_t y) const { size_t numWindows = mWindows.size(); for (size_t i = 0; i < numWindows; i++) { const InputWindow* other = & mWindows.itemAt(i); if (other == window) { break; } if (other->visible && window->visibleFrameIntersects(other)) { if (other->visible && ! other->isTrustedOverlay() && other->frameContainsPoint(x, y)) { return true; } } Loading Loading
include/ui/InputDispatcher.h +9 −2 Original line number Diff line number Diff line Loading @@ -212,8 +212,15 @@ struct InputWindow { int32_t ownerPid; int32_t ownerUid; bool visibleFrameIntersects(const InputWindow* other) const; bool touchableAreaContainsPoint(int32_t x, int32_t y) const; bool frameContainsPoint(int32_t x, int32_t y) const; /* Returns true if the window is of a trusted type that is allowed to silently * overlay other windows for the purpose of implementing the secure views feature. * Trusted overlays, such as IME windows, can partly obscure other windows without causing * motion events to be delivered to them with AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED. */ bool isTrustedOverlay() const; }; Loading Loading @@ -973,7 +980,7 @@ private: bool shouldPokeUserActivityForCurrentInputTargetsLocked(); void pokeUserActivityLocked(nsecs_t eventTime, int32_t eventType); bool checkInjectionPermission(const InputWindow* window, const InjectionState* injectionState); bool isWindowObscuredLocked(const InputWindow* window); bool isWindowObscuredAtPointLocked(const InputWindow* window, int32_t x, int32_t y) const; bool isWindowFinishedWithPreviousInputLocked(const InputWindow* window); String8 getApplicationWindowLabelLocked(const InputApplication* application, const InputWindow* window); Loading
libs/ui/InputDispatcher.cpp +30 −27 Original line number Diff line number Diff line Loading @@ -134,18 +134,21 @@ static bool validateMotionEvent(int32_t action, size_t pointerCount, // --- InputWindow --- bool InputWindow::visibleFrameIntersects(const InputWindow* other) const { return visibleFrameRight > other->visibleFrameLeft && visibleFrameLeft < other->visibleFrameRight && visibleFrameBottom > other->visibleFrameTop && visibleFrameTop < other->visibleFrameBottom; } bool InputWindow::touchableAreaContainsPoint(int32_t x, int32_t y) const { return x >= touchableAreaLeft && x <= touchableAreaRight && y >= touchableAreaTop && y <= touchableAreaBottom; } bool InputWindow::frameContainsPoint(int32_t x, int32_t y) const { return x >= frameLeft && x <= frameRight && y >= frameTop && y <= frameBottom; } bool InputWindow::isTrustedOverlay() const { return layoutParamsType == TYPE_INPUT_METHOD || layoutParamsType == TYPE_INPUT_METHOD_DIALOG; } // --- InputDispatcher --- Loading Loading @@ -1053,8 +1056,12 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime, if (maskedAction == AMOTION_EVENT_ACTION_DOWN && (flags & InputWindow::FLAG_WATCH_OUTSIDE_TOUCH)) { mTempTouchState.addOrUpdateWindow(window, InputTarget::FLAG_OUTSIDE, BitSet32(0)); int32_t outsideTargetFlags = InputTarget::FLAG_OUTSIDE; if (isWindowObscuredAtPointLocked(window, x, y)) { outsideTargetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED; } mTempTouchState.addOrUpdateWindow(window, outsideTargetFlags, BitSet32(0)); } } } Loading Loading @@ -1083,10 +1090,6 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime, // (May be NULL which is why we put this code block before the next check.) newTouchedWindow = mTempTouchState.getFirstForegroundWindow(); } int32_t targetFlags = InputTarget::FLAG_FOREGROUND; if (isSplit) { targetFlags |= InputTarget::FLAG_SPLIT; } // If we did not find a touched window then fail. if (! newTouchedWindow) { Loading @@ -1106,6 +1109,15 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime, goto Failed; } // Set target flags. int32_t targetFlags = InputTarget::FLAG_FOREGROUND; if (isSplit) { targetFlags |= InputTarget::FLAG_SPLIT; } if (isWindowObscuredAtPointLocked(newTouchedWindow, x, y)) { targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED; } // Update the temporary touch state. BitSet32 pointerIds; if (isSplit) { Loading Loading @@ -1186,19 +1198,9 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime, for (size_t i = 0; i < mWindows.size(); i++) { const InputWindow* window = & mWindows[i]; if (window->layoutParamsType == InputWindow::TYPE_WALLPAPER) { mTempTouchState.addOrUpdateWindow(window, 0, BitSet32(0)); } } } mTempTouchState.addOrUpdateWindow(window, InputTarget::FLAG_WINDOW_IS_OBSCURED, BitSet32(0)); } // If a touched window has been obscured at any point during the touch gesture, set // the appropriate flag so we remember it for the entire gesture. for (size_t i = 0; i < mTempTouchState.windows.size(); i++) { TouchedWindow& touchedWindow = mTempTouchState.windows.editItemAt(i); if ((touchedWindow.targetFlags & InputTarget::FLAG_WINDOW_IS_OBSCURED) == 0) { if (isWindowObscuredLocked(touchedWindow.window)) { touchedWindow.targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED; } } } Loading Loading @@ -1326,14 +1328,15 @@ bool InputDispatcher::checkInjectionPermission(const InputWindow* window, return true; } bool InputDispatcher::isWindowObscuredLocked(const InputWindow* window) { bool InputDispatcher::isWindowObscuredAtPointLocked( const InputWindow* window, int32_t x, int32_t y) const { size_t numWindows = mWindows.size(); for (size_t i = 0; i < numWindows; i++) { const InputWindow* other = & mWindows.itemAt(i); if (other == window) { break; } if (other->visible && window->visibleFrameIntersects(other)) { if (other->visible && ! other->isTrustedOverlay() && other->frameContainsPoint(x, y)) { return true; } } Loading