Merge "Process focus events first"
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 6d8f036..d632cd7 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -632,6 +632,34 @@
}
}
+/**
+ * Return true if the events preceding this incoming motion event should be dropped
+ * Return false otherwise (the default behaviour)
+ */
+bool InputDispatcher::shouldPruneInboundQueueLocked(const MotionEntry& motionEntry) {
+ bool isPointerDownEvent = motionEntry.action == AMOTION_EVENT_ACTION_DOWN &&
+ (motionEntry.source & AINPUT_SOURCE_CLASS_POINTER);
+ if (isPointerDownEvent &&
+ mInputTargetWaitCause == INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY &&
+ mInputTargetWaitApplicationToken != nullptr) {
+ int32_t displayId = motionEntry.displayId;
+ int32_t x = static_cast<int32_t>(
+ motionEntry.pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_X));
+ int32_t y = static_cast<int32_t>(
+ motionEntry.pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_Y));
+ sp<InputWindowHandle> touchedWindowHandle =
+ findTouchedWindowAtLocked(displayId, x, y, nullptr);
+ if (touchedWindowHandle != nullptr &&
+ touchedWindowHandle->getApplicationToken() != mInputTargetWaitApplicationToken) {
+ // User touched a different application than the one we are waiting on.
+ // Flag the event, and start pruning the input queue.
+ ALOGI("Pruning input queue because user touched a different application");
+ return true;
+ }
+ }
+ return false;
+}
+
bool InputDispatcher::enqueueInboundEventLocked(EventEntry* entry) {
bool needWake = mInboundQueue.empty();
mInboundQueue.push_back(entry);
@@ -665,32 +693,18 @@
// decides to touch a window in a different application.
// If the application takes too long to catch up then we drop all events preceding
// the touch into the other window.
- MotionEntry* motionEntry = static_cast<MotionEntry*>(entry);
- if (motionEntry->action == AMOTION_EVENT_ACTION_DOWN &&
- (motionEntry->source & AINPUT_SOURCE_CLASS_POINTER) &&
- mInputTargetWaitCause == INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY &&
- mInputTargetWaitApplicationToken != nullptr) {
- int32_t displayId = motionEntry->displayId;
- int32_t x =
- int32_t(motionEntry->pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_X));
- int32_t y =
- int32_t(motionEntry->pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_Y));
- sp<InputWindowHandle> touchedWindowHandle =
- findTouchedWindowAtLocked(displayId, x, y, nullptr);
- if (touchedWindowHandle != nullptr &&
- touchedWindowHandle->getApplicationToken() !=
- mInputTargetWaitApplicationToken) {
- // User touched a different application than the one we are waiting on.
- // Flag the event, and start pruning the input queue.
- mNextUnblockedEvent = motionEntry;
- needWake = true;
- }
+ if (shouldPruneInboundQueueLocked(static_cast<MotionEntry&>(*entry))) {
+ mNextUnblockedEvent = entry;
+ needWake = true;
}
break;
}
- case EventEntry::Type::CONFIGURATION_CHANGED:
- case EventEntry::Type::DEVICE_RESET:
case EventEntry::Type::FOCUS: {
+ LOG_ALWAYS_FATAL("Focus events should be inserted using enqueueFocusEventLocked");
+ break;
+ }
+ case EventEntry::Type::CONFIGURATION_CHANGED:
+ case EventEntry::Type::DEVICE_RESET: {
// nothing to do
break;
}
@@ -985,9 +999,24 @@
}
void InputDispatcher::enqueueFocusEventLocked(const InputWindowHandle& window, bool hasFocus) {
+ if (mPendingEvent != nullptr) {
+ // Move the pending event to the front of the queue. This will give the chance
+ // for the pending event to get dispatched to the newly focused window
+ mInboundQueue.push_front(mPendingEvent);
+ mPendingEvent = nullptr;
+ }
+
FocusEntry* focusEntry =
new FocusEntry(mIdGenerator.nextId(), now(), window.getToken(), hasFocus);
- enqueueInboundEventLocked(focusEntry);
+
+ // This event should go to the front of the queue, but behind all other focus events
+ // Find the last focus event, and insert right after it
+ std::deque<EventEntry*>::reverse_iterator it =
+ std::find_if(mInboundQueue.rbegin(), mInboundQueue.rend(),
+ [](EventEntry* event) { return event->type == EventEntry::Type::FOCUS; });
+
+ // Maintain the order of focus events. Insert the entry after all other focus events.
+ mInboundQueue.insert(it.base(), focusEntry);
}
void InputDispatcher::dispatchFocusLocked(nsecs_t currentTime, FocusEntry* entry) {
@@ -2102,15 +2131,12 @@
const sp<InputWindowHandle>& windowHandle) {
if (applicationHandle != nullptr) {
if (windowHandle != nullptr) {
- std::string label(applicationHandle->getName());
- label += " - ";
- label += windowHandle->getName();
- return label;
+ return applicationHandle->getName() + " - " + windowHandle->getName();
} else {
return applicationHandle->getName();
}
} else if (windowHandle != nullptr) {
- return windowHandle->getName();
+ return windowHandle->getInfo()->applicationInfo.name + " - " + windowHandle->getName();
} else {
return "<unknown application or window>";
}
@@ -4619,7 +4645,7 @@
}
DispatchEntry* dispatchEntry = *dispatchEntryIt;
- nsecs_t eventDuration = finishTime - dispatchEntry->deliveryTime;
+ const nsecs_t eventDuration = finishTime - dispatchEntry->deliveryTime;
if (eventDuration > SLOW_EVENT_PROCESSING_WARNING_TIMEOUT) {
std::string msg =
StringPrintf("Window '%s' spent %0.1fms processing the last input event: ",
@@ -4643,7 +4669,7 @@
}
// Dequeue the event and start the next cycle.
- // Note that because the lock might have been released, it is possible that the
+ // Because the lock might have been released, it is possible that the
// contents of the wait queue to have been drained, so we need to double-check
// a few things.
dispatchEntryIt = connection->findWaitQueueEntry(seq);
diff --git a/services/inputflinger/dispatcher/InputDispatcher.h b/services/inputflinger/dispatcher/InputDispatcher.h
index e87a306..113e368 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.h
+++ b/services/inputflinger/dispatcher/InputDispatcher.h
@@ -347,6 +347,8 @@
bool mInputTargetWaitTimeoutExpired GUARDED_BY(mLock);
sp<IBinder> mInputTargetWaitApplicationToken GUARDED_BY(mLock);
+ bool shouldPruneInboundQueueLocked(const MotionEntry& motionEntry) REQUIRES(mLock);
+
// Contains the last window which received a hover event.
sp<InputWindowHandle> mLastHoverWindowHandle GUARDED_BY(mLock);