Use a strongly typed LogicalDisplayId for displayId(1/n)

Currently, we use int32_t for displayId, which is not a safe type, and
it may also lead to misdefinition of types. Here, we introduce
LogicalDisplayId as a strong type for displayId and move all contents
of constants.h into LogicalDisplayId.h.

Bug: 339106983
Test: atest inputflinger_tests
Test: atest InputTests
Test: presubmit

Change-Id: I1c348d7f08524471391b21eaba938501506a7772
Signed-off-by: Linnan Li <lilinnan@xiaomi.corp-partner.google.com>
diff --git a/libs/input/MouseCursorController.cpp b/libs/input/MouseCursorController.cpp
index 6a46544..5cf5a1d 100644
--- a/libs/input/MouseCursorController.cpp
+++ b/libs/input/MouseCursorController.cpp
@@ -117,7 +117,7 @@
     return {mLocked.pointerX, mLocked.pointerY};
 }
 
-int32_t MouseCursorController::getDisplayId() const {
+ui::LogicalDisplayId MouseCursorController::getDisplayId() const {
     std::scoped_lock lock(mLock);
     return mLocked.viewport.displayId;
 }
@@ -467,10 +467,10 @@
 
     std::function<bool(nsecs_t)> func = std::bind(&MouseCursorController::doAnimations, this, _1);
     /*
-     * Using -1 for displayId here to avoid removing the callback
+     * Using ui::ADISPLAY_ID_NONE for displayId here to avoid removing the callback
      * if a TouchSpotController with the same display is removed.
      */
-    mContext.addAnimationCallback(-1, func);
+    mContext.addAnimationCallback(ui::ADISPLAY_ID_NONE, func);
 }
 
 } // namespace android