Forward input windows from SurfaceFlinger to InputDispatcher.
We re-use values from visible region computation to fill in
the frames, ensuring input always reflects the most recent
state of the scene.
Test: Extensive manual testing. Existing tests pass.
Bug: 80101428
Bug: 113136004
Bug: 111440400
Change-Id: I9908a1bd6cba6abf16f2f6a43b6fe63f07a124a6
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index af73346..e9dd6bc 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -37,6 +37,8 @@
#include <dvr/vr_flinger.h>
+#include <input/IInputFlinger.h>
+
#include <ui/ColorSpace.h>
#include <ui/DebugUtils.h>
#include <ui/DisplayInfo.h>
@@ -554,6 +556,13 @@
if (window != 0) {
window->linkToDeath(static_cast<IBinder::DeathRecipient*>(this));
}
+ sp<IBinder> input(defaultServiceManager()->getService(
+ String16("inputflinger")));
+ if (input == nullptr) {
+ ALOGE("Failed to link to input service");
+ } else {
+ mInputFlinger = interface_cast<IInputFlinger>(input);
+ }
if (mVrFlinger) {
mVrFlinger->OnBootFinished();
@@ -2569,6 +2578,7 @@
* (perform the transaction for each of them if needed)
*/
+ bool inputChanged = false;
if (transactionFlags & eTraversalNeeded) {
mCurrentState.traverseInZOrder([&](Layer* layer) {
uint32_t trFlags = layer->getTransactionFlags(eTransactionNeeded);
@@ -2577,6 +2587,10 @@
const uint32_t flags = layer->doTransaction(0);
if (flags & Layer::eVisibleRegion)
mVisibleRegionsDirty = true;
+
+ if (flags & Layer::eInputInfoChanged) {
+ inputChanged = true;
+ }
});
}
@@ -2686,9 +2700,26 @@
commitTransaction();
+ if ((inputChanged || mVisibleRegionsDirty) && mInputFlinger) {
+ updateInputWindows();
+ }
+
updateCursorAsync();
}
+void SurfaceFlinger::updateInputWindows() {
+ ATRACE_CALL();
+
+ Vector<InputWindowInfo> inputHandles;
+
+ mDrawingState.traverseInReverseZOrder([&](Layer* layer) {
+ if (layer->hasInput()) {
+ inputHandles.add(layer->fillInputInfo(layer->computeScreenBounds()));
+ }
+ });
+ mInputFlinger->setInputWindows(inputHandles);
+}
+
void SurfaceFlinger::updateCursorAsync()
{
for (const auto& [token, display] : mDisplays) {
@@ -2796,6 +2827,7 @@
if (CC_LIKELY(layer->isVisible())) {
const bool translucent = !layer->isOpaque(s);
Rect bounds(layer->computeScreenBounds());
+
visibleRegion.set(bounds);
ui::Transform tr = layer->getTransform();
if (!visibleRegion.isEmpty()) {
@@ -3611,7 +3643,10 @@
if (what & layer_state_t::eSidebandStreamChanged) {
if (layer->setSidebandStream(s.sidebandStream)) flags |= eTraversalNeeded;
}
-
+ if (what & layer_state_t::eInputInfoChanged) {
+ layer->setInputInfo(s.inputInfo);
+ flags |= eTraversalNeeded;
+ }
std::vector<sp<CallbackHandle>> callbackHandles;
if ((what & layer_state_t::eListenerCallbacksChanged) && (!s.listenerCallbacks.empty())) {
mTransactionCompletedThread.run();