Loading services/inputflinger/InputDispatcher.cpp +4 −2 Original line number Diff line number Diff line Loading @@ -2903,7 +2903,7 @@ void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inpu for (size_t d = 0; d < mTouchStatesByDisplay.size(); d++) { TouchState& state = mTouchStatesByDisplay.editValueAt(d); for (size_t i = 0; i < state.windows.size(); i++) { for (size_t i = 0; i < state.windows.size(); ) { TouchedWindow& touchedWindow = state.windows.editItemAt(i); if (!hasWindowHandleLocked(touchedWindow.windowHandle)) { #if DEBUG_FOCUS Loading @@ -2918,7 +2918,9 @@ void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inpu synthesizeCancelationEventsForInputChannelLocked( touchedInputChannel, options); } state.windows.removeAt(i--); state.windows.removeAt(i); } else { ++i; } } } Loading services/inputflinger/InputReader.cpp +2 −1 Original line number Diff line number Diff line Loading @@ -1174,7 +1174,7 @@ void InputDevice::process(const RawEvent* rawEvents, size_t count) { // gamepad button presses are handled by different mappers but they should be dispatched // in the order received. size_t numMappers = mMappers.size(); for (const RawEvent* rawEvent = rawEvents; count--; rawEvent++) { for (const RawEvent* rawEvent = rawEvents; count != 0; rawEvent++) { #if DEBUG_RAW_EVENTS ALOGD("Input event: device=%d type=0x%04x code=0x%04x value=0x%08x when=%" PRId64, rawEvent->deviceId, rawEvent->type, rawEvent->code, rawEvent->value, Loading Loading @@ -1202,6 +1202,7 @@ void InputDevice::process(const RawEvent* rawEvents, size_t count) { mapper->process(rawEvent); } } --count; } } Loading Loading
services/inputflinger/InputDispatcher.cpp +4 −2 Original line number Diff line number Diff line Loading @@ -2903,7 +2903,7 @@ void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inpu for (size_t d = 0; d < mTouchStatesByDisplay.size(); d++) { TouchState& state = mTouchStatesByDisplay.editValueAt(d); for (size_t i = 0; i < state.windows.size(); i++) { for (size_t i = 0; i < state.windows.size(); ) { TouchedWindow& touchedWindow = state.windows.editItemAt(i); if (!hasWindowHandleLocked(touchedWindow.windowHandle)) { #if DEBUG_FOCUS Loading @@ -2918,7 +2918,9 @@ void InputDispatcher::setInputWindows(const Vector<sp<InputWindowHandle> >& inpu synthesizeCancelationEventsForInputChannelLocked( touchedInputChannel, options); } state.windows.removeAt(i--); state.windows.removeAt(i); } else { ++i; } } } Loading
services/inputflinger/InputReader.cpp +2 −1 Original line number Diff line number Diff line Loading @@ -1174,7 +1174,7 @@ void InputDevice::process(const RawEvent* rawEvents, size_t count) { // gamepad button presses are handled by different mappers but they should be dispatched // in the order received. size_t numMappers = mMappers.size(); for (const RawEvent* rawEvent = rawEvents; count--; rawEvent++) { for (const RawEvent* rawEvent = rawEvents; count != 0; rawEvent++) { #if DEBUG_RAW_EVENTS ALOGD("Input event: device=%d type=0x%04x code=0x%04x value=0x%08x when=%" PRId64, rawEvent->deviceId, rawEvent->type, rawEvent->code, rawEvent->value, Loading Loading @@ -1202,6 +1202,7 @@ void InputDevice::process(const RawEvent* rawEvents, size_t count) { mapper->process(rawEvent); } } --count; } } Loading