Fix wallpaper window can't receive up event
If the wallpaper window is touchable and the above touched window has
`DUPLICATE_TOUCH_TO_WALLPAPER` flag, it would also deliver the same
touch event to the wallpaper window, and it have to set the
corresponding pointer ids to prevent it being erased in next pointer up.
Bug: 240308355
Test: atest inputflinger_tests
Change-Id: Ibf82b494e45e35babe9ba9f3dd1236fee8bcea6d
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 6d30090..01aa221 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -2429,12 +2429,14 @@
if (info->displayId == displayId &&
windowHandle->getInfo()->inputConfig.test(
WindowInfo::InputConfig::IS_WALLPAPER)) {
+ BitSet32 pointerIds;
+ pointerIds.markBit(entry.pointerProperties[0].id);
tempTouchState.addOrUpdateWindow(windowHandle,
InputTarget::Flags::WINDOW_IS_OBSCURED |
InputTarget::Flags::
WINDOW_IS_PARTIALLY_OBSCURED |
InputTarget::Flags::DISPATCH_AS_IS,
- BitSet32(0), entry.eventTime);
+ pointerIds, entry.eventTime);
}
}
}
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 7817eca..9848950 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -1922,6 +1922,64 @@
wallpaperWindow->assertNoEvents();
}
+TEST_F(InputDispatcherTest, WallpaperWindowReceivesMultiTouch) {
+ std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeWindowHandle> window =
+ sp<FakeWindowHandle>::make(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
+ window->setDupTouchToWallpaper(true);
+
+ sp<FakeWindowHandle> wallpaperWindow =
+ sp<FakeWindowHandle>::make(application, mDispatcher, "Wallpaper", ADISPLAY_ID_DEFAULT);
+ wallpaperWindow->setIsWallpaper(true);
+ constexpr int expectedWallpaperFlags =
+ AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED | AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED;
+ wallpaperWindow->setPreventSplitting(true);
+
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window, wallpaperWindow}}});
+
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+ {50, 50}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+ wallpaperWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+ const MotionEvent secondFingerDownEvent =
+ MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+ .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+ .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(10).y(10))
+ .build();
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
+ InputEventInjectionSync::WAIT_FOR_RESULT))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+
+ window->consumeMotionPointerDown(1);
+ wallpaperWindow->consumeMotionPointerDown(1, ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+ const MotionEvent secondFingerUpEvent =
+ MotionEventBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+ .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+ .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(10).y(10))
+ .build();
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(mDispatcher, secondFingerUpEvent, INJECT_EVENT_TIMEOUT,
+ InputEventInjectionSync::WAIT_FOR_RESULT))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ window->consumeMotionPointerUp(1);
+ wallpaperWindow->consumeMotionPointerUp(1, ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {50, 50}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ window->consumeMotionUp(ADISPLAY_ID_DEFAULT);
+ wallpaperWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+}
+
/**
* On the display, have a single window, and also an area where there's no window.
* First pointer touches the "no window" area of the screen. Second pointer touches the window.