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Commit 8aedbf30 authored by Treehugger Robot's avatar Treehugger Robot Committed by Android (Google) Code Review
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Merge "Do not slip touch into window with same input channel" into udc-dev

parents 73fb43b6 0f6558d6
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+6 −7
Original line number Diff line number Diff line
@@ -2402,6 +2402,7 @@ std::vector<InputTarget> InputDispatcher::findTouchedWindowTargetsLocked(
            const bool isStylus = isPointerFromStylus(entry, /*pointerIndex=*/0);
            sp<WindowInfoHandle> oldTouchedWindowHandle =
                    tempTouchState.getFirstForegroundWindowHandle();
            LOG_ALWAYS_FATAL_IF(oldTouchedWindowHandle == nullptr);
            auto [newTouchedWindowHandle, _] = findTouchedWindowAtLocked(displayId, x, y, isStylus);

            // Verify targeted injection.
@@ -2417,13 +2418,11 @@ std::vector<InputTarget> InputDispatcher::findTouchedWindowTargetsLocked(
                newTouchedWindowHandle = nullptr;
            }

            if (oldTouchedWindowHandle != newTouchedWindowHandle &&
                oldTouchedWindowHandle != nullptr && newTouchedWindowHandle != nullptr) {
                if (DEBUG_FOCUS) {
            if (!haveSameToken(oldTouchedWindowHandle, newTouchedWindowHandle)) {
                ALOGD("Touch is slipping out of window %s into window %s in display %" PRId32,
                      oldTouchedWindowHandle->getName().c_str(),
                      newTouchedWindowHandle->getName().c_str(), displayId);
                }

                // Make a slippery exit from the old window.
                std::bitset<MAX_POINTER_ID + 1> pointerIds;
                const int32_t pointerId = entry.pointerProperties[0].id;
+22 −0
Original line number Diff line number Diff line
@@ -6140,6 +6140,28 @@ TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleWindowsFirstTouchWithSc
    touchAndAssertPositions(AMOTION_EVENT_ACTION_MOVE, touchedPoints, expectedPoints);
}

/**
 * When one of the windows is slippery, the touch should not slip into the other window with the
 * same input channel.
 */
TEST_F(InputDispatcherMultiWindowSameTokenTests, TouchDoesNotSlipEvenIfSlippery) {
    mWindow1->setSlippery(true);
    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow1, mWindow2}}});

    // Touch down in window 1
    mDispatcher->notifyMotion(generateMotionArgs(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
                                                 ADISPLAY_ID_DEFAULT, {{50, 50}}));
    consumeMotionEvent(mWindow1, ACTION_DOWN, {{50, 50}});

    // Move touch to be above window 2. Even though window 1 is slippery, touch should not slip.
    // That means the gesture should continue normally, without any ACTION_CANCEL or ACTION_DOWN
    // getting generated.
    mDispatcher->notifyMotion(generateMotionArgs(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
                                                 ADISPLAY_ID_DEFAULT, {{150, 150}}));

    consumeMotionEvent(mWindow1, ACTION_MOVE, {{150, 150}});
}

class InputDispatcherSingleWindowAnr : public InputDispatcherTest {
    virtual void SetUp() override {
        InputDispatcherTest::SetUp();