Revert "Fix WM input limitations on secondary displays (2/N)"
This reverts commit 09cb30e331f60308fa6c9a08088ccbceaa3d4dc3.
Reason for revert: null pointer dereference
Change-Id: I6091de981d20efccab435c2b50a33c0e2fb899a4
diff --git a/services/inputflinger/InputDispatcher.h b/services/inputflinger/InputDispatcher.h
index 5cb7fe1..31ab339 100644
--- a/services/inputflinger/InputDispatcher.h
+++ b/services/inputflinger/InputDispatcher.h
@@ -31,7 +31,6 @@
#include <stddef.h>
#include <unistd.h>
#include <limits.h>
-#include <unordered_map>
#include "InputWindow.h"
#include "InputApplication.h"
@@ -308,8 +307,7 @@
*
* This method may be called on any thread (usually by the input manager).
*/
- virtual void setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles,
- int displayId) = 0;
+ virtual void setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles) = 0;
/* Sets the focused application.
*
@@ -389,8 +387,7 @@
int32_t injectorPid, int32_t injectorUid, int32_t syncMode, int32_t timeoutMillis,
uint32_t policyFlags);
- virtual void setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles,
- int displayId);
+ virtual void setInputWindows(const Vector<sp<InputWindowHandle> >& inputWindowHandles);
virtual void setFocusedApplication(const sp<InputApplicationHandle>& inputApplicationHandle);
virtual void setInputDispatchMode(bool enabled, bool frozen);
virtual void setInputFilterEnabled(bool enabled);
@@ -959,11 +956,10 @@
bool mDispatchFrozen;
bool mInputFilterEnabled;
- std::unordered_map<int32_t, Vector<sp<InputWindowHandle>>> mWindowHandlesByDisplay;
- // Get window handles by display, return an empty vector if not found.
- Vector<sp<InputWindowHandle>> getWindowHandlesLocked(int32_t displayId) const;
+ Vector<sp<InputWindowHandle> > mWindowHandles;
+
sp<InputWindowHandle> getWindowHandleLocked(const sp<InputChannel>& inputChannel) const;
- bool hasWindowHandleLocked(const sp<InputWindowHandle>& windowHandle, int32_t displayId) const;
+ bool hasWindowHandleLocked(const sp<InputWindowHandle>& windowHandle) const;
// Focus tracking for keys, trackball, etc.
sp<InputWindowHandle> mFocusedWindowHandle;