Merge "InputFlinger: Add DROP_INPUT and DROP_INPUT_IF_OBSCURED feature flags" into sc-v2-dev
diff --git a/libs/gui/include/gui/WindowInfo.h b/libs/gui/include/gui/WindowInfo.h
index f090c63..4727740 100644
--- a/libs/gui/include/gui/WindowInfo.h
+++ b/libs/gui/include/gui/WindowInfo.h
@@ -121,9 +121,11 @@
     };
 
     enum class Feature {
-        DISABLE_TOUCH_PAD_GESTURES = 0x00000001,
-        NO_INPUT_CHANNEL = 0x00000002,
-        DISABLE_USER_ACTIVITY = 0x00000004,
+        DISABLE_TOUCH_PAD_GESTURES = 1u << 0,
+        NO_INPUT_CHANNEL = 1u << 1,
+        DISABLE_USER_ACTIVITY = 1u << 2,
+        DROP_INPUT = 1u << 3,
+        DROP_INPUT_IF_OBSCURED = 1u << 4,
     };
 
     /* These values are filled in by the WM and passed through SurfaceFlinger
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 65fec7d..5505726 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -1828,6 +1828,11 @@
         return InputEventInjectionResult::FAILED;
     }
 
+    // Drop key events if requested by input feature
+    if (focusedWindowHandle != nullptr && shouldDropInput(entry, focusedWindowHandle)) {
+        return InputEventInjectionResult::FAILED;
+    }
+
     // Compatibility behavior: raise ANR if there is a focused application, but no focused window.
     // Only start counting when we have a focused event to dispatch. The ANR is canceled if we
     // start interacting with another application via touch (app switch). This code can be removed
@@ -2074,6 +2079,11 @@
             }
         }
 
+        // Drop touch events if requested by input feature
+        if (newTouchedWindowHandle != nullptr && shouldDropInput(entry, newTouchedWindowHandle)) {
+            newTouchedWindowHandle = nullptr;
+        }
+
         // Also don't send the new touch event to unresponsive gesture monitors
         newGestureMonitors = selectResponsiveMonitorsLocked(newGestureMonitors);
 
@@ -2139,6 +2149,13 @@
             sp<WindowInfoHandle> oldTouchedWindowHandle =
                     tempTouchState.getFirstForegroundWindowHandle();
             newTouchedWindowHandle = findTouchedWindowAtLocked(displayId, x, y, &tempTouchState);
+
+            // Drop touch events if requested by input feature
+            if (newTouchedWindowHandle != nullptr &&
+                shouldDropInput(entry, newTouchedWindowHandle)) {
+                newTouchedWindowHandle = nullptr;
+            }
+
             if (oldTouchedWindowHandle != newTouchedWindowHandle &&
                 oldTouchedWindowHandle != nullptr && newTouchedWindowHandle != nullptr) {
                 if (DEBUG_FOCUS) {
@@ -6256,4 +6273,19 @@
     setInputWindows(handlesPerDisplay);
 }
 
+bool InputDispatcher::shouldDropInput(
+        const EventEntry& entry, const sp<android::gui::WindowInfoHandle>& windowHandle) const {
+    if (windowHandle->getInfo()->inputFeatures.test(WindowInfo::Feature::DROP_INPUT) ||
+        (windowHandle->getInfo()->inputFeatures.test(WindowInfo::Feature::DROP_INPUT_IF_OBSCURED) &&
+         isWindowObscuredLocked(windowHandle))) {
+        ALOGW("Dropping %s event targeting %s as requested by input feature %s on display "
+              "%" PRId32 ".",
+              NamedEnum::string(entry.type).c_str(), windowHandle->getName().c_str(),
+              windowHandle->getInfo()->inputFeatures.string().c_str(),
+              windowHandle->getInfo()->displayId);
+        return true;
+    }
+    return false;
+}
+
 } // namespace android::inputdispatcher
diff --git a/services/inputflinger/dispatcher/InputDispatcher.h b/services/inputflinger/dispatcher/InputDispatcher.h
index db559df..04913d4 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.h
+++ b/services/inputflinger/dispatcher/InputDispatcher.h
@@ -542,6 +542,10 @@
     std::string getApplicationWindowLabel(const InputApplicationHandle* applicationHandle,
                                           const sp<android::gui::WindowInfoHandle>& windowHandle);
 
+    bool shouldDropInput(const EventEntry& entry,
+                         const sp<android::gui::WindowInfoHandle>& windowHandle) const
+            REQUIRES(mLock);
+
     // Manage the dispatch cycle for a single connection.
     // These methods are deliberately not Interruptible because doing all of the work
     // with the mutex held makes it easier to ensure that connection invariants are maintained.
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index f028349..83e74ba 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -5456,4 +5456,134 @@
     mSecondWindow->assertNoEvents();
 }
 
+class InputDispatcherDropInputFeatureTest : public InputDispatcherTest {};
+
+TEST_F(InputDispatcherDropInputFeatureTest, WindowDropsInput) {
+    std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+    sp<FakeWindowHandle> window =
+            new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
+    window->setInputFeatures(WindowInfo::Feature::DROP_INPUT);
+    mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
+    window->setFocusable(true);
+    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+    setFocusedWindow(window);
+    window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
+
+    // With the flag set, window should not get any input
+    NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyKey(&keyArgs);
+    window->assertNoEvents();
+
+    NotifyMotionArgs motionArgs =
+            generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+                               ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyMotion(&motionArgs);
+    window->assertNoEvents();
+
+    // With the flag cleared, the window should get input
+    window->setInputFeatures({});
+    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+
+    keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyKey(&keyArgs);
+    window->consumeKeyUp(ADISPLAY_ID_DEFAULT);
+
+    motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+                                    ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyMotion(&motionArgs);
+    window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+    window->assertNoEvents();
+}
+
+TEST_F(InputDispatcherDropInputFeatureTest, ObscuredWindowDropsInput) {
+    std::shared_ptr<FakeApplicationHandle> obscuringApplication =
+            std::make_shared<FakeApplicationHandle>();
+    sp<FakeWindowHandle> obscuringWindow =
+            new FakeWindowHandle(obscuringApplication, mDispatcher, "obscuringWindow",
+                                 ADISPLAY_ID_DEFAULT);
+    obscuringWindow->setFrame(Rect(0, 0, 50, 50));
+    obscuringWindow->setOwnerInfo(111, 111);
+    obscuringWindow->setFlags(WindowInfo::Flag::NOT_TOUCHABLE);
+    std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+    sp<FakeWindowHandle> window =
+            new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
+    window->setInputFeatures(WindowInfo::Feature::DROP_INPUT_IF_OBSCURED);
+    window->setOwnerInfo(222, 222);
+    mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
+    window->setFocusable(true);
+    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {obscuringWindow, window}}});
+    setFocusedWindow(window);
+    window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
+
+    // With the flag set, window should not get any input
+    NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyKey(&keyArgs);
+    window->assertNoEvents();
+
+    NotifyMotionArgs motionArgs =
+            generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+                               ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyMotion(&motionArgs);
+    window->assertNoEvents();
+
+    // With the flag cleared, the window should get input
+    window->setInputFeatures({});
+    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {obscuringWindow, window}}});
+
+    keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyKey(&keyArgs);
+    window->consumeKeyUp(ADISPLAY_ID_DEFAULT);
+
+    motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+                                    ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyMotion(&motionArgs);
+    window->consumeMotionDown(ADISPLAY_ID_DEFAULT, AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED);
+    window->assertNoEvents();
+}
+
+TEST_F(InputDispatcherDropInputFeatureTest, UnobscuredWindowGetsInput) {
+    std::shared_ptr<FakeApplicationHandle> obscuringApplication =
+            std::make_shared<FakeApplicationHandle>();
+    sp<FakeWindowHandle> obscuringWindow =
+            new FakeWindowHandle(obscuringApplication, mDispatcher, "obscuringWindow",
+                                 ADISPLAY_ID_DEFAULT);
+    obscuringWindow->setFrame(Rect(0, 0, 50, 50));
+    obscuringWindow->setOwnerInfo(111, 111);
+    obscuringWindow->setFlags(WindowInfo::Flag::NOT_TOUCHABLE);
+    std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+    sp<FakeWindowHandle> window =
+            new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
+    window->setInputFeatures(WindowInfo::Feature::DROP_INPUT_IF_OBSCURED);
+    window->setOwnerInfo(222, 222);
+    mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
+    window->setFocusable(true);
+    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {obscuringWindow, window}}});
+    setFocusedWindow(window);
+    window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
+
+    // With the flag set, window should not get any input
+    NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyKey(&keyArgs);
+    window->assertNoEvents();
+
+    NotifyMotionArgs motionArgs =
+            generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+                               ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyMotion(&motionArgs);
+    window->assertNoEvents();
+
+    // When the window is no longer obscured because it went on top, it should get input
+    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window, obscuringWindow}}});
+
+    keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyKey(&keyArgs);
+    window->consumeKeyUp(ADISPLAY_ID_DEFAULT);
+
+    motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+                                    ADISPLAY_ID_DEFAULT);
+    mDispatcher->notifyMotion(&motionArgs);
+    window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+    window->assertNoEvents();
+}
+
 } // namespace android::inputdispatcher