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Commit d4979dba authored by Prabir Pradhan's avatar Prabir Pradhan
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Add documentation to illustrate some edge cases for input coordinates

Bug: 257118693
Test: None
Change-Id: Ie87d40bec6e7568b180da18caf8b826b41ea2052
parent a0cff095
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# Input Coordinate Processing in InputFlinger

This document aims to illustrate why we need to take care when converting
between the discrete and continuous coordinate spaces, especially when
performing rotations.

The Linux evdev protocol works over **discrete integral** values. The same is
true for displays, which output discrete pixels. WindowManager also tracks
window bounds in pixels in the rotated logical display.

However, our `MotionEvent` APIs
report **floating point** axis values in a **continuous space**. This disparity
is important to note when working in InputFlinger, which has to make sure the
discrete raw coordinates are  converted to the continuous space correctly in all
scenarios.

## Disparity between continuous and discrete coordinates during rotation

Let's consider an example of device that has a 3 x 4 screen.

### Natural orientation:  No rotation

If the user interacts with the highlighted pixel, the touchscreen would report
the discreet coordinates (0, 2).

```
     ┌─────┬─────┬─────┐
     │ 0,0 │ 1,0 │ 2,0 │
     ├─────┼─────┼─────┤
     │ 0,1 │ 1,1 │ 2,1 │
     ├─────┼─────┼─────┤
     │█0,2█│ 1,2 │ 2,2 │
     ├─────┼─────┼─────┤
     │ 0,3 │ 1,3 │ 2,3 │
     └─────┴─────┴─────┘
```

When converted to the continuous space, the point (0, 2) corresponds to the
location shown below.

```
     0     1     2     3
  0  ┌─────┬─────┬─────┐
     │     │     │     │
  1  ├─────┼─────┼─────┤
     │     │     │     │
  2  █─────┼─────┼─────┤
     │     │     │     │
  3  ├─────┼─────┼─────┤
     │     │     │     │
  4  └─────┴─────┴─────┘
```

### Rotated orientation: 90-degree counter-clockwise rotation

When the device is rotated and the same place on the touchscreen is touched, the
input device will still report the same coordinates of (0, 2).

In the rotated display, that now corresponds to the pixel (2, 2).

```
     ┌─────┬─────┬─────┬─────┐
     │ 0,0 │ 1,0 │ 2,0 │ 3,0 │
     ├─────┼─────┼─────┼─────┤
     │ 0,1 │ 1,1 │ 2,1 │ 3,1 │
     ├─────┼─────┼─────┼─────┤
     │ 0,2 │ 1,2 │█2,2█│ 3,2 │
     └─────┴─────┴─────┴─────┘
```

*It is important to note that rotating the device 90 degrees is NOT equivalent
to rotating the continuous coordinate space by 90 degrees.*

The point (2, 2) now corresponds to a different location in the continuous space
than before, even though the user was interacting at the same place on the
touchscreen.

```
     0     1     2     3     4
  0  ┌─────┬─────┬─────┬─────┐
     │     │     │     │     │
  1  ├─────┼─────┼─────┼─────┤
     │     │     │     │     │
  2  ├─────┼─────█─────┼─────┤
     │     │     │     │     │
  3  └─────┴─────┴─────┴─────┘
```

If we were to simply (incorrectly) rotate the continuous space from before by
90 degrees, the touched point would correspond to the location (2, 3), shown
below. This new point is outside the bounds of the display, since it does not
correspond to any pixel at that location.

It should be impossible for a touchscreen to generate points outside the bounds
of the display, because we assume that the area of the touchscreen maps directly
to the area of the display. Therefore, that point is an invalid coordinate that
cannot be generated by an input device.

```
     0     1     2     3     4
  0  ┌─────┬─────┬─────┬─────┐
     │     │     │     │     ╏
  1  ├─────┼─────┼─────┼─────┤
     │     │     │     │     ╏
  2  ├─────┼─────┼─────┼─────┤
     │     │     │     │     ╏
  3  └-----┴-----█-----┴-----┘
```

The same logic applies to windows as well. When performing hit tests to
determine if a point in the continuous space falls inside a window's bounds,
hit test must be performed in the correct orientation, since points on the right
and bottom edges of the window do not fall within the window bounds.