Merge "InputDispatcherSingleWindowAnr: Send events via InputListener instead of injection" into main
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 2e1f1b7..2f26c35 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -7742,12 +7742,15 @@
static constexpr PointF WINDOW_LOCATION = {20, 20};
void tapOnWindow() {
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
- WINDOW_LOCATION));
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
- WINDOW_LOCATION));
+ const auto touchingPointer = PointerBuilder(/*id=*/0, ToolType::FINGER)
+ .x(WINDOW_LOCATION.x)
+ .y(WINDOW_LOCATION.y);
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .pointer(touchingPointer)
+ .build());
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN)
+ .pointer(touchingPointer)
+ .build());
}
sp<FakeWindowHandle> addSpyWindow() {
@@ -8184,11 +8187,10 @@
std::optional<uint32_t> upSequenceNum = mWindow->receiveEvent();
ASSERT_TRUE(upSequenceNum);
// Don't finish the events yet, and send a key
- // Injection is async, so it will succeed
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
- injectKey(*mDispatcher, AKEY_EVENT_ACTION_DOWN, /*repeatCount=*/0,
- ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE, INJECT_EVENT_TIMEOUT,
- /*allowKeyRepeat=*/false));
+ mDispatcher->notifyKey(
+ KeyArgsBuilder(AKEY_EVENT_ACTION_DOWN, AINPUT_SOURCE_KEYBOARD)
+ .policyFlags(DEFAULT_POLICY_FLAGS | POLICY_FLAG_DISABLE_KEY_REPEAT)
+ .build());
// At this point, key is still pending, and should not be sent to the application yet.
// Make sure the `assertNoEvents` check doesn't take too long. It uses
// CONSUME_TIMEOUT_NO_EVENT_EXPECTED under the hood.
@@ -8197,12 +8199,12 @@
// Now tap down again. It should cause the pending key to go to the focused window right away.
tapOnWindow();
- mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT); // it doesn't matter that we haven't ack'd
- // the other events yet. We can finish events in any order.
+ mWindow->consumeKeyEvent(WithKeyAction(AKEY_EVENT_ACTION_DOWN)); // it doesn't matter that we
+ // haven't ack'd the other events yet. We can finish events in any order.
mWindow->finishEvent(*downSequenceNum); // first tap's ACTION_DOWN
mWindow->finishEvent(*upSequenceNum); // first tap's ACTION_UP
- mWindow->consumeMotionDown();
- mWindow->consumeMotionUp();
+ mWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN));
+ mWindow->consumeMotionEvent(WithMotionAction(ACTION_UP));
mWindow->assertNoEvents();
}