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Commit 5af92f97 authored by Linnan Li's avatar Linnan Li Committed by Prabir Pradhan
Browse files

Cancel drag and drop when pointers are canceled for the drag window



When a cancel event is synthesized for any reason for the drag window
when drag and drop is active, we should cancel the ongoing drag and drop
operation. Otherwise, the system may end up in an unexpected state
resulting in unwanted behavior.

Bug: 291181957
Test: atest inputflinger_tests

Change-Id: Ic5e328f0e445e3271cb1797725c4c00589a6b5e1
Signed-off-by: default avatarLinnan Li <lilinnan@xiaomi.corp-partner.google.com>
parent 1c29a09b
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+10 −0
Original line number Diff line number Diff line
@@ -3921,6 +3921,16 @@ void InputDispatcher::synthesizeCancelationEventsForInputChannelLocked(

void InputDispatcher::synthesizeCancelationEventsForConnectionLocked(
        const std::shared_ptr<Connection>& connection, const CancelationOptions& options) {
    if ((options.mode == CancelationOptions::Mode::CANCEL_POINTER_EVENTS ||
         options.mode == CancelationOptions::Mode::CANCEL_ALL_EVENTS) &&
        mDragState && mDragState->dragWindow->getToken() == connection->inputChannel->getToken()) {
        LOG(INFO) << __func__
                  << ": Canceling drag and drop because the pointers for the drag window are being "
                     "canceled.";
        sendDropWindowCommandLocked(nullptr, /*x=*/0, /*y=*/0);
        mDragState.reset();
    }

    if (connection->status == Connection::Status::BROKEN) {
        return;
    }
+70 −0
Original line number Diff line number Diff line
@@ -9367,6 +9367,76 @@ TEST_F(InputDispatcherDragTests, MouseDragAndDrop) {
    mSecondWindow->assertNoEvents();
}

/**
 * Start drag and drop with a pointer whose id is not 0, cancel the current touch, and ensure drag
 * and drop is also canceled. Then inject a simple gesture, and ensure dispatcher does not crash.
 */
TEST_F(InputDispatcherDragTests, DragAndDropFinishedWhenCancelCurrentTouch) {
    // Down on second window
    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                               {150, 50}))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";

    ASSERT_NO_FATAL_FAILURE(mSecondWindow->consumeMotionDown());
    ASSERT_NO_FATAL_FAILURE(mSpyWindow->consumeMotionDown());

    // Down on first window
    const MotionEvent secondFingerDownEvent =
            MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
                    .displayId(ADISPLAY_ID_DEFAULT)
                    .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(150).y(50))
                    .pointer(PointerBuilder(/*id=*/1, ToolType::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";
    ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionDown());
    ASSERT_NO_FATAL_FAILURE(mSecondWindow->consumeMotionMove());
    ASSERT_NO_FATAL_FAILURE(mSpyWindow->consumeMotionPointerDown(1));

    // Start drag on first window
    ASSERT_TRUE(startDrag(/*sendDown=*/false, AINPUT_SOURCE_TOUCHSCREEN));

    // Trigger cancel
    mDispatcher->cancelCurrentTouch();
    ASSERT_NO_FATAL_FAILURE(mSecondWindow->consumeMotionCancel());
    ASSERT_NO_FATAL_FAILURE(mDragWindow->consumeMotionCancel());
    ASSERT_NO_FATAL_FAILURE(mSpyWindow->consumeMotionCancel());

    ASSERT_TRUE(mDispatcher->waitForIdle());
    // The D&D finished with nullptr
    mFakePolicy->assertDropTargetEquals(*mDispatcher, nullptr);

    // Remove drag window
    mDispatcher->onWindowInfosChanged({{*mWindow->getInfo(), *mSecondWindow->getInfo()}, {}, 0, 0});

    // Inject a simple gesture, ensure dispatcher not crashed
    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                               PointF{50, 50}))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
    ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionDown());

    const MotionEvent moveEvent =
            MotionEventBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN)
                    .displayId(ADISPLAY_ID_DEFAULT)
                    .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50))
                    .build();
    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionEvent(*mDispatcher, moveEvent, INJECT_EVENT_TIMEOUT,
                                InputEventInjectionSync::WAIT_FOR_RESULT))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
    ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionMove());

    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
              injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                             {50, 50}))
            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
    ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionUp());
}

class InputDispatcherDropInputFeatureTest : public InputDispatcherTest {};

TEST_F(InputDispatcherDropInputFeatureTest, WindowDropsInput) {