Fix ACTION_POINTER_DOWN reports wrong pointers
This fix the second pointer will use the identity transform because the
returned touched windows should be refreshed after updating the new
pointerIds to the temporary touch state.
Bug: 258382964
Test: atest inputflinger_tests
Change-Id: I96a738dcb01bf1c9e2792d3fee547c147dba33b5
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index aaf50ce..daa3afa 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -2400,6 +2400,43 @@
window->assertNoEvents();
}
+TEST_F(InputDispatcherTest, NonSplitTouchableWindowReceivesMultiTouch) {
+ std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeWindowHandle> window = sp<FakeWindowHandle>::make(application, mDispatcher,
+ "Fake Window", ADISPLAY_ID_DEFAULT);
+ // Ensure window is non-split and have some transform.
+ window->setPreventSplitting(true);
+ window->setWindowOffset(20, 40);
+ mDispatcher->onWindowInfosChanged({*window->getInfo()}, {});
+
+ 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);
+
+ 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(-30)
+ .y(-50))
+ .build();
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
+ InputEventInjectionSync::WAIT_FOR_RESULT))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+
+ const MotionEvent* event = window->consumeMotion();
+ EXPECT_EQ(POINTER_1_DOWN, event->getAction());
+ EXPECT_EQ(70, event->getX(0)); // 50 + 20
+ EXPECT_EQ(90, event->getY(0)); // 50 + 40
+ EXPECT_EQ(-10, event->getX(1)); // -30 + 20
+ EXPECT_EQ(-10, event->getY(1)); // -50 + 40
+}
+
/**
* Ensure the correct coordinate spaces are used by InputDispatcher.
*