Input: Let WM compute touchable region 1/2
- For modal windows let WM define the touchable region. This fixes a regression introduced by
ag/5700485 where input was sent to background windows.
- When calculating input surface position, ignore the transparent region so that we do not
incorrectly offset the input. This fixes and issue with input offset in AutoDesk drawing app.
Bug: 120615996, 120612739, 120585467, 120604247
Test: Manual testing with apps listed in bugs. Automated tests to follow
Change-Id: I906f1396ccc0c76f602a9903e696eedfc026f7c2
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index d628995..91be71e 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -293,8 +293,10 @@
return Region(Rect{win}).subtract(exclude).getBounds().toFloatRect();
}
-Rect Layer::computeScreenBounds() const {
- FloatRect bounds = computeBounds();
+Rect Layer::computeScreenBounds(bool reduceTransparentRegion) const {
+ const State& s(getDrawingState());
+ Region transparentRegion = reduceTransparentRegion ? getActiveTransparentRegion(s) : Region();
+ FloatRect bounds = computeBounds(transparentRegion);
ui::Transform t = getTransform();
// Transform to screen space.
bounds = t.transform(bounds);
@@ -2155,7 +2157,6 @@
// Position the touchable region relative to frame screen location and restrict it to frame
// bounds.
info.touchableRegion = info.touchableRegion.translate(info.frameLeft, info.frameTop);
- info.touchableRegion = info.touchableRegion.intersect(frame);
info.visible = isVisible();
return info;
}
diff --git a/services/surfaceflinger/Layer.h b/services/surfaceflinger/Layer.h
index 9e910a8..7b6709e 100644
--- a/services/surfaceflinger/Layer.h
+++ b/services/surfaceflinger/Layer.h
@@ -617,7 +617,7 @@
ssize_t removeChild(const sp<Layer>& layer);
sp<Layer> getParent() const { return mCurrentParent.promote(); }
bool hasParent() const { return getParent() != nullptr; }
- Rect computeScreenBounds() const;
+ Rect computeScreenBounds(bool reduceTransparentRegion = true) const;
bool setChildLayer(const sp<Layer>& childLayer, int32_t z);
bool setChildRelativeLayer(const sp<Layer>& childLayer,
const sp<IBinder>& relativeToHandle, int32_t relativeZ);
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index cd00a8a..43932e0 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -2754,7 +2754,10 @@
mDrawingState.traverseInReverseZOrder([&](Layer* layer) {
if (layer->hasInput()) {
- inputHandles.add(layer->fillInputInfo(layer->computeScreenBounds()));
+ // When calculating the screen bounds we ignore the transparent region since it may
+ // result in an unwanted offset.
+ inputHandles.add(layer->fillInputInfo(
+ layer->computeScreenBounds(false /* reduceTransparentRegion */)));
}
});
mInputFlinger->setInputWindows(inputHandles);