Fix drag surface may stuck in multi displays
Check the displayId to prevent the drag state could be reset due to
update input windows of another display or event from another display.
Test: atest inputflinger_tests
Bug: 234405420
Change-Id: I75c7e08594f4dd08b6a0103c2c5a54d8f3e3e09e
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 91a666c..df43071 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -6407,6 +6407,58 @@
mSecondWindow->consumeMotionMove();
}
+TEST_F(InputDispatcherDragTests, DragAndDropWhenMultiDisplays) {
+ performDrag();
+
+ // Update window of second display.
+ sp<FakeWindowHandle> windowInSecondary =
+ new FakeWindowHandle(mApp, mDispatcher, "D_2", SECOND_DISPLAY_ID);
+ mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {windowInSecondary}}});
+
+ // Let second display has a touch state.
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(mDispatcher,
+ MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN,
+ AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(SECOND_DISPLAY_ID)
+ .pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_FINGER)
+ .x(100)
+ .y(100))
+ .build()));
+ windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_DOWN,
+ SECOND_DISPLAY_ID, 0 /* expectedFlag */);
+ // Update window again.
+ mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {windowInSecondary}}});
+
+ // Move on window.
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, {50, 50}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
+ mWindow->consumeDragEvent(false, 50, 50);
+ mSecondWindow->assertNoEvents();
+
+ // Move to another window.
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
+ ADISPLAY_ID_DEFAULT, {150, 50}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
+ mWindow->consumeDragEvent(true, 150, 50);
+ mSecondWindow->consumeDragEvent(false, 50, 50);
+
+ // drop to another window.
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+ {150, 50}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
+ mFakePolicy->assertDropTargetEquals(mSecondWindow->getToken());
+ mWindow->assertNoEvents();
+ mSecondWindow->assertNoEvents();
+}
+
class InputDispatcherDropInputFeatureTest : public InputDispatcherTest {};
TEST_F(InputDispatcherDropInputFeatureTest, WindowDropsInput) {