Allow touch split enabled when no window touched
If no window can be touched by first touch down, it would still deliver
the event to the gesture monitor. So before gesture monitor pilfer the
touch, if a new window supports split touch, it can't recevied the new
point down event cause device looks unresponsive.
Test: atest inputflinger_test
Bug: 201647070
Change-Id: Ib0734ef7082bf673afb11eef9ec7bdb0b3f103ec
(cherry picked from commit fbfa572245e430392f779edbb01b3b18e1b2ed82)
Merged-In: Ib0734ef7082bf673afb11eef9ec7bdb0b3f103ec
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 5505726..464236d 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -2021,10 +2021,6 @@
findTouchedWindowAtLocked(displayId, x, y, &tempTouchState,
isDown /*addOutsideTargets*/, true /*addPortalWindows*/);
- std::vector<TouchedMonitor> newGestureMonitors = isDown
- ? findTouchedGestureMonitorsLocked(displayId, tempTouchState.portalWindows)
- : std::vector<TouchedMonitor>{};
-
// Figure out whether splitting will be allowed for this window.
if (newTouchedWindowHandle != nullptr &&
newTouchedWindowHandle->getInfo()->supportsSplitTouch()) {
@@ -2084,8 +2080,10 @@
newTouchedWindowHandle = nullptr;
}
- // Also don't send the new touch event to unresponsive gesture monitors
- newGestureMonitors = selectResponsiveMonitorsLocked(newGestureMonitors);
+ const std::vector<TouchedMonitor> newGestureMonitors = isDown
+ ? selectResponsiveMonitorsLocked(
+ findTouchedGestureMonitorsLocked(displayId, tempTouchState.portalWindows))
+ : tempTouchState.gestureMonitors;
if (newTouchedWindowHandle == nullptr && newGestureMonitors.empty()) {
ALOGI("Dropping event because there is no touchable window or gesture monitor at "
@@ -2121,9 +2119,14 @@
pointerIds.markBit(pointerId);
}
tempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
+ } else if (tempTouchState.windows.empty()) {
+ // If no window is touched, set split to true. This will allow the next pointer down to
+ // be delivered to a new window which supports split touch.
+ tempTouchState.split = true;
}
-
- tempTouchState.addGestureMonitors(newGestureMonitors);
+ if (isDown) {
+ tempTouchState.addGestureMonitors(newGestureMonitors);
+ }
} else {
/* Case 2: Pointer move, up, cancel or non-splittable pointer down. */
@@ -5414,6 +5417,7 @@
canceledWindows.c_str());
// Then clear the current touch state so we stop dispatching to them as well.
+ state.split = false;
state.filterNonMonitors();
}
return OK;
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 83e74ba..00b00e3 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -2301,6 +2301,18 @@
expectedDisplayId, expectedFlags);
}
+ void consumeMotionCancel(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
+ mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL,
+ expectedDisplayId, expectedFlags);
+ }
+
+ void consumeMotionPointerDown(int32_t pointerIdx) {
+ int32_t action = AMOTION_EVENT_ACTION_POINTER_DOWN |
+ (pointerIdx << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
+ mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, action, ADISPLAY_ID_DEFAULT,
+ 0 /*expectedFlags*/);
+ }
+
MotionEvent* consumeMotion() {
InputEvent* event = mInputReceiver->consume();
if (!event) {
@@ -2447,6 +2459,91 @@
0 /*expectedFlags*/);
}
+TEST_F(InputDispatcherTest, GestureMonitor_SplitIfNoWindowTouched) {
+ FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
+ true /*isGestureMonitor*/);
+
+ std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ // Create a non touch modal window that supports split touch
+ sp<FakeWindowHandle> window =
+ new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
+ window->setFrame(Rect(0, 0, 100, 100));
+ window->setFlags(WindowInfo::Flag::NOT_TOUCH_MODAL | WindowInfo::Flag::SPLIT_TOUCH);
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+
+ // First finger down, no window touched.
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+ {100, 200}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
+ window->assertNoEvents();
+
+ // Second finger down on window, the window should receive touch down.
+ const MotionEvent secondFingerDownEvent =
+ MotionEventBuilder(AMOTION_EVENT_ACTION_POINTER_DOWN |
+ (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
+ AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+ .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
+ .x(100)
+ .y(200))
+ .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+ .build();
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
+ InputEventInjectionSync::WAIT_FOR_RESULT))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+
+ window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+ monitor.consumeMotionPointerDown(1 /* pointerIndex */);
+}
+
+TEST_F(InputDispatcherTest, GestureMonitor_NoSplitAfterPilfer) {
+ FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
+ true /*isGestureMonitor*/);
+
+ std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ // Create a non touch modal window that supports split touch
+ sp<FakeWindowHandle> window =
+ new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
+ window->setFrame(Rect(0, 0, 100, 100));
+ window->setFlags(WindowInfo::Flag::NOT_TOUCH_MODAL | WindowInfo::Flag::SPLIT_TOUCH);
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+
+ // First finger down, no window touched.
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+ {100, 200}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
+ window->assertNoEvents();
+
+ // Gesture monitor pilfer the pointers.
+ mDispatcher->pilferPointers(monitor.getToken());
+
+ // Second finger down on window, the window should not receive touch down.
+ const MotionEvent secondFingerDownEvent =
+ MotionEventBuilder(AMOTION_EVENT_ACTION_POINTER_DOWN |
+ (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
+ AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+ .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
+ .x(100)
+ .y(200))
+ .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+ .build();
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
+ InputEventInjectionSync::WAIT_FOR_RESULT))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+
+ window->assertNoEvents();
+ monitor.consumeMotionPointerDown(1 /* pointerIndex */);
+}
+
/**
* Dispatcher has touch mode enabled by default. Typically, the policy overrides that value to
* the device default right away. In the test scenario, we check both the default value,