Use enum class for injection constants

To improve code completion and error outputs from gtest, use enum class
for injection mode and injection result

Bug: none
Test: presubmit
Change-Id: I579a3da95c0d20375e155fd52d426e2460fdffa0
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 766dc90..535a2b2 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -29,6 +29,8 @@
 #include <vector>
 
 using android::base::StringPrintf;
+using android::os::InputEventInjectionResult;
+using android::os::InputEventInjectionSync;
 using namespace android::flag_operators;
 
 namespace android::inputdispatcher {
@@ -352,18 +354,18 @@
                      INVALID_HMAC,
                      /*action*/ -1, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0, ARBITRARY_TIME,
                      ARBITRARY_TIME);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject key events with undefined action.";
 
     // Rejects ACTION_MULTIPLE since it is not supported despite being defined in the API.
     event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE,
                      INVALID_HMAC, AKEY_EVENT_ACTION_MULTIPLE, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0,
                      ARBITRARY_TIME, ARBITRARY_TIME);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject key events with ACTION_MULTIPLE.";
 }
 
@@ -390,9 +392,9 @@
                      identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
                      /*pointerCount*/ 1, pointerProperties, pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with undefined action.";
 
     // Rejects pointer down with invalid index.
@@ -403,9 +405,9 @@
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
                      pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer down index too large.";
 
     event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
@@ -415,9 +417,9 @@
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
                      pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer down index too small.";
 
     // Rejects pointer up with invalid index.
@@ -428,9 +430,9 @@
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
                      pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer up index too large.";
 
     event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
@@ -440,9 +442,9 @@
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
                      pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer up index too small.";
 
     // Rejects motion events with invalid number of pointers.
@@ -451,9 +453,9 @@
                      identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
                      /*pointerCount*/ 0, pointerProperties, pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with 0 pointers.";
 
     event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
@@ -461,9 +463,9 @@
                      identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
                      /*pointerCount*/ MAX_POINTERS + 1, pointerProperties, pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with more than MAX_POINTERS pointers.";
 
     // Rejects motion events with invalid pointer ids.
@@ -473,9 +475,9 @@
                      identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
                      /*pointerCount*/ 1, pointerProperties, pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer ids less than 0.";
 
     pointerProperties[0].id = MAX_POINTER_ID + 1;
@@ -484,9 +486,9 @@
                      identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
                      /*pointerCount*/ 1, pointerProperties, pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer ids greater than MAX_POINTER_ID.";
 
     // Rejects motion events with duplicate pointer ids.
@@ -497,9 +499,9 @@
                      identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
                      /*pointerCount*/ 2, pointerProperties, pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with duplicate pointer ids.";
 }
 
@@ -866,10 +868,11 @@
 
 std::atomic<int32_t> FakeWindowHandle::sId{1};
 
-static int32_t injectKey(const sp<InputDispatcher>& dispatcher, int32_t action, int32_t repeatCount,
-                         int32_t displayId = ADISPLAY_ID_NONE,
-                         int32_t syncMode = INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT,
-                         std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT) {
+static InputEventInjectionResult injectKey(
+        const sp<InputDispatcher>& dispatcher, int32_t action, int32_t repeatCount,
+        int32_t displayId = ADISPLAY_ID_NONE,
+        InputEventInjectionSync syncMode = InputEventInjectionSync::WAIT_FOR_RESULT,
+        std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT) {
     KeyEvent event;
     nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
 
@@ -884,13 +887,13 @@
                                         POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
 }
 
-static int32_t injectKeyDown(const sp<InputDispatcher>& dispatcher,
-                             int32_t displayId = ADISPLAY_ID_NONE) {
+static InputEventInjectionResult injectKeyDown(const sp<InputDispatcher>& dispatcher,
+                                               int32_t displayId = ADISPLAY_ID_NONE) {
     return injectKey(dispatcher, AKEY_EVENT_ACTION_DOWN, /* repeatCount */ 0, displayId);
 }
 
-static int32_t injectKeyUp(const sp<InputDispatcher>& dispatcher,
-                           int32_t displayId = ADISPLAY_ID_NONE) {
+static InputEventInjectionResult injectKeyUp(const sp<InputDispatcher>& dispatcher,
+                                             int32_t displayId = ADISPLAY_ID_NONE) {
     return injectKey(dispatcher, AKEY_EVENT_ACTION_UP, /* repeatCount */ 0, displayId);
 }
 
@@ -1005,22 +1008,22 @@
     std::vector<PointerBuilder> mPointers;
 };
 
-static int32_t injectMotionEvent(
+static InputEventInjectionResult injectMotionEvent(
         const sp<InputDispatcher>& dispatcher, const MotionEvent& event,
         std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT,
-        int32_t injectionMode = INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT) {
+        InputEventInjectionSync injectionMode = InputEventInjectionSync::WAIT_FOR_RESULT) {
     return dispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, injectionMode,
                                         injectionTimeout,
                                         POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
 }
 
-static int32_t injectMotionEvent(
+static InputEventInjectionResult injectMotionEvent(
         const sp<InputDispatcher>& dispatcher, int32_t action, int32_t source, int32_t displayId,
         const PointF& position,
         const PointF& cursorPosition = {AMOTION_EVENT_INVALID_CURSOR_POSITION,
                                         AMOTION_EVENT_INVALID_CURSOR_POSITION},
         std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT,
-        int32_t injectionMode = INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT,
+        InputEventInjectionSync injectionMode = InputEventInjectionSync::WAIT_FOR_RESULT,
         nsecs_t eventTime = systemTime(SYSTEM_TIME_MONOTONIC)) {
     MotionEvent event = MotionEventBuilder(action, source)
                                 .displayId(displayId)
@@ -1036,13 +1039,15 @@
     return injectMotionEvent(dispatcher, event);
 }
 
-static int32_t injectMotionDown(const sp<InputDispatcher>& dispatcher, int32_t source,
-                                int32_t displayId, const PointF& location = {100, 200}) {
+static InputEventInjectionResult injectMotionDown(const sp<InputDispatcher>& dispatcher,
+                                                  int32_t source, int32_t displayId,
+                                                  const PointF& location = {100, 200}) {
     return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_DOWN, source, displayId, location);
 }
 
-static int32_t injectMotionUp(const sp<InputDispatcher>& dispatcher, int32_t source,
-                              int32_t displayId, const PointF& location = {100, 200}) {
+static InputEventInjectionResult injectMotionUp(const sp<InputDispatcher>& dispatcher,
+                                                int32_t source, int32_t displayId,
+                                                const PointF& location = {100, 200}) {
     return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_UP, source, displayId, location);
 }
 
@@ -1099,9 +1104,9 @@
             ADISPLAY_ID_DEFAULT);
 
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
-            AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
 
     // Window should receive motion event.
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1123,10 +1128,10 @@
     window->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
 
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                {50, 50}))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
 
     // Window should receive motion event.
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1147,10 +1152,10 @@
 
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                {50, 50}))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
 
     // Window should receive motion event.
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1165,9 +1170,9 @@
             ADISPLAY_ID_DEFAULT);
 
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
-            AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
 
     // Top window should receive the touch down event. Second window should not receive anything.
     windowTop->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1190,7 +1195,7 @@
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowLeft, windowRight}}});
 
     // Start cursor position in right window so that we can move the cursor to left window.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1204,7 +1209,7 @@
                               ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
     // Move cursor into left window
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1220,7 +1225,7 @@
                              ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
     // Inject a series of mouse events for a mouse click
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE)
                                         .buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
@@ -1230,7 +1235,7 @@
                                         .build()));
     windowLeft->consumeMotionDown(ADISPLAY_ID_DEFAULT);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1243,7 +1248,7 @@
     windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_PRESS,
                              ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_RELEASE,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1256,7 +1261,7 @@
     windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_RELEASE,
                              ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_MOUSE)
                                         .buttonState(0)
@@ -1267,7 +1272,7 @@
     windowLeft->consumeMotionUp(ADISPLAY_ID_DEFAULT);
 
     // Move mouse cursor back to right window
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1296,7 +1301,7 @@
 
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_ENTER,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1308,7 +1313,7 @@
                          ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
     // Inject a series of mouse events for a mouse click
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE)
                                         .buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
@@ -1318,7 +1323,7 @@
                                         .build()));
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1331,7 +1336,7 @@
     window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_PRESS,
                          ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_RELEASE,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1344,7 +1349,7 @@
     window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_RELEASE,
                          ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_MOUSE)
                                         .buttonState(0)
@@ -1354,7 +1359,7 @@
                                         .build()));
     window->consumeMotionUp(ADISPLAY_ID_DEFAULT);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_EXIT,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1384,7 +1389,7 @@
 
     // Inject an event with coordinate in the area of right window, with mouse cursor in the area of
     // left window. This event should be dispatched to the left window.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE,
                                 ADISPLAY_ID_DEFAULT, {610, 400}, {599, 400}));
     windowLeft->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1694,9 +1699,9 @@
     FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
                                                       true /*isGestureMonitor*/);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
     monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
 }
@@ -1717,8 +1722,8 @@
     FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
                                                       true /*isGestureMonitor*/);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
     monitor.assertNoEvents();
 }
@@ -1732,9 +1737,9 @@
     FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
                                                       true /*isGestureMonitor*/);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
     monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
 
@@ -1742,9 +1747,9 @@
 
     mDispatcher->pilferPointers(monitor.getToken());
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     monitor.consumeMotionUp(ADISPLAY_ID_DEFAULT);
 }
 
@@ -1753,7 +1758,7 @@
             FakeMonitorReceiver(mDispatcher, "Gesture monitor", ADISPLAY_ID_DEFAULT,
                                 true /*isGestureMonitor*/);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT));
     std::optional<uint32_t> consumeSeq = monitor.receiveEvent();
     ASSERT_TRUE(consumeSeq);
@@ -1984,8 +1989,8 @@
     setFocusedWindow(windowSecond);
 
     windowSecond->consumeFocusEvent(true);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
 
     // Focused window should receive event.
     windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
@@ -2005,8 +2010,8 @@
     setFocusedWindow(window);
 
     // Test inject a key down, should timeout.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
 
     // window channel is invalid, so it should not receive any input event.
     window->assertNoEvents();
@@ -2023,8 +2028,8 @@
     setFocusedWindow(window);
 
     // Test inject a key down, should timeout.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
 
     // window is invalid, so it should not receive any input event.
     window->assertNoEvents();
@@ -2048,8 +2053,8 @@
     windowSecond->consumeFocusEvent(true);
     windowTop->consumeFocusEvent(false);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
 
     // Focused window should receive event.
     windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
@@ -2068,8 +2073,8 @@
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
     setFocusedWindow(windowSecond, windowTop);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
 
     // Event should be dropped.
     windowTop->assertNoEvents();
@@ -2097,9 +2102,9 @@
     previousFocusedWindow->consumeFocusEvent(false);
 
     // Injected key goes to pending queue.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
-                        ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_NONE));
+                        ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
 
     // Window does not get focus event or key down.
     window->assertNoEvents();
@@ -2303,43 +2308,43 @@
 
 TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayTouch) {
     // Test touch down on primary display.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
-            AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
     windowInSecondary->assertNoEvents();
 
     // Test touch down on second display.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
-            AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->assertNoEvents();
     windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
 }
 
 TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayFocus) {
     // Test inject a key down with display id specified.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->consumeKeyDown(ADISPLAY_ID_DEFAULT);
     windowInSecondary->assertNoEvents();
 
     // Test inject a key down without display id specified.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->assertNoEvents();
     windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
 
     // Remove all windows in secondary display.
     mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {}}});
 
-    // Expect old focus should receive a cancel event.
+    // Old focus should receive a cancel event.
     windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_NONE,
                                     AKEY_EVENT_FLAG_CANCELED);
 
     // Test inject a key down, should timeout because of no target window.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
     windowInPrimary->assertNoEvents();
     windowInSecondary->consumeFocusEvent(false);
     windowInSecondary->assertNoEvents();
@@ -2353,18 +2358,18 @@
             FakeMonitorReceiver(mDispatcher, "M_2", SECOND_DISPLAY_ID);
 
     // Test touch down on primary display.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
-            AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
     monitorInPrimary.consumeMotionDown(ADISPLAY_ID_DEFAULT);
     windowInSecondary->assertNoEvents();
     monitorInSecondary.assertNoEvents();
 
     // Test touch down on second display.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
-            AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->assertNoEvents();
     monitorInPrimary.assertNoEvents();
     windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
@@ -2373,9 +2378,9 @@
     // Test inject a non-pointer motion event.
     // If specific a display, it will dispatch to the focused window of particular display,
     // or it will dispatch to the focused window of focused display.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
-        AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_NONE))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_NONE))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->assertNoEvents();
     monitorInPrimary.assertNoEvents();
     windowInSecondary->consumeMotionDown(ADISPLAY_ID_NONE);
@@ -2391,8 +2396,8 @@
             FakeMonitorReceiver(mDispatcher, "M_2", SECOND_DISPLAY_ID);
 
     // Test inject a key down.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->assertNoEvents();
     monitorInPrimary.assertNoEvents();
     windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
@@ -2409,8 +2414,8 @@
     secondWindowInPrimary->consumeFocusEvent(true);
 
     // Test inject a key down.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->assertNoEvents();
     windowInSecondary->assertNoEvents();
     secondWindowInPrimary->consumeKeyDown(ADISPLAY_ID_DEFAULT);
@@ -2534,10 +2539,10 @@
 // DOWN on the window that doesn't have focus. Ensure the window that didn't have focus received
 // the onPointerDownOutsideFocus callback.
 TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_Success) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                {20, 20}))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     mUnfocusedWindow->consumeMotionDown();
 
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -2548,9 +2553,9 @@
 // DOWN on the window that doesn't have focus. Ensure no window received the
 // onPointerDownOutsideFocus callback.
 TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_NonPointerSource) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_DEFAULT, {20, 20}))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     mFocusedWindow->consumeMotionDown();
 
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -2560,8 +2565,8 @@
 // Have two windows, one with focus. Inject KeyEvent with action DOWN on the window that doesn't
 // have focus. Ensure no window received the onPointerDownOutsideFocus callback.
 TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_NonMotionFailure) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mFocusedWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
 
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -2573,10 +2578,10 @@
 // onPointerDownOutsideFocus callback.
 TEST_F(InputDispatcherOnPointerDownOutsideFocus,
         OnPointerDownOutsideFocus_OnAlreadyFocusedWindow) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                FOCUSED_WINDOW_TOUCH_POINT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     mFocusedWindow->consumeMotionDown();
 
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -2822,10 +2827,10 @@
     static constexpr PointF WINDOW_LOCATION = {20, 20};
 
     void tapOnWindow() {
-        ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+        ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
                   injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                    WINDOW_LOCATION));
-        ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+        ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
                   injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                  WINDOW_LOCATION));
     }
@@ -2842,7 +2847,7 @@
 
 // Send a regular key and respond, which should not cause an ANR.
 TEST_F(InputDispatcherSingleWindowAnr, WhenKeyIsConsumed_NoAnr) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher));
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher));
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
     ASSERT_TRUE(mDispatcher->waitForIdle());
     mFakePolicy->assertNotifyAnrWasNotCalled();
@@ -2853,10 +2858,10 @@
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
     mWindow->consumeFocusEvent(false);
 
-    int32_t result =
+    InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_NONE, 10ms /*injectionTimeout*/);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, result);
+                      InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/);
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
     // Key will not go to window because we have no focused window.
     // The 'no focused window' ANR timer should start instead.
 
@@ -2872,7 +2877,7 @@
 // When ANR is raised, policy will tell the dispatcher to cancel the events for that window.
 // So InputDispatcher will enqueue ACTION_CANCEL event as well.
 TEST_F(InputDispatcherSingleWindowAnr, OnPointerDown_BasicAnr) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                WINDOW_LOCATION));
 
@@ -2891,7 +2896,7 @@
 // Send a key to the app and have the app not respond right away.
 TEST_F(InputDispatcherSingleWindowAnr, OnKeyDown_BasicAnr) {
     // Inject a key, and don't respond - expect that ANR is called.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher));
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher));
     std::optional<uint32_t> sequenceNum = mWindow->receiveEvent();
     ASSERT_TRUE(sequenceNum);
     const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
@@ -2906,7 +2911,7 @@
     mWindow->consumeFocusEvent(false);
 
     // taps on the window work as normal
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                WINDOW_LOCATION));
     ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionDown());
@@ -2916,10 +2921,10 @@
     // Once a focused event arrives, we get an ANR for this application
     // We specify the injection timeout to be smaller than the application timeout, to ensure that
     // injection times out (instead of failing).
-    const int32_t result =
+    const InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
+                      InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
     const std::chrono::duration timeout = mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
     mFakePolicy->assertNotifyAnrWasCalled(timeout, mApplication, nullptr /*windowToken*/);
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -2938,10 +2943,10 @@
     // Once a focused event arrives, we get an ANR for this application
     // We specify the injection timeout to be smaller than the application timeout, to ensure that
     // injection times out (instead of failing).
-    const int32_t result =
+    const InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
+                      InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
     const std::chrono::duration appTimeout =
             mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
     mFakePolicy->assertNotifyAnrWasCalled(appTimeout, mApplication, nullptr /*windowToken*/);
@@ -2962,16 +2967,16 @@
     mWindow->consumeFocusEvent(false);
 
     // Once a focused event arrives, we get an ANR for this application
-    const int32_t result =
+    const InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
+                      InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
 
     const std::chrono::duration timeout = mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
     mFakePolicy->assertNotifyAnrWasCalled(timeout, mApplication, nullptr /*windowToken*/);
 
     // Future focused events get dropped right away
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, injectKeyDown(mDispatcher));
+    ASSERT_EQ(InputEventInjectionResult::FAILED, injectKeyDown(mDispatcher));
     ASSERT_TRUE(mDispatcher->waitForIdle());
     mWindow->assertNoEvents();
 }
@@ -2991,14 +2996,14 @@
                       ADISPLAY_ID_DEFAULT, WINDOW_LOCATION,
                       {AMOTION_EVENT_INVALID_CURSOR_POSITION,
                        AMOTION_EVENT_INVALID_CURSOR_POSITION},
-                      500ms, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, currentTime);
+                      500ms, InputEventInjectionSync::WAIT_FOR_RESULT, currentTime);
 
     // Now send ACTION_UP, with identical timestamp
     injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
                       ADISPLAY_ID_DEFAULT, WINDOW_LOCATION,
                       {AMOTION_EVENT_INVALID_CURSOR_POSITION,
                        AMOTION_EVENT_INVALID_CURSOR_POSITION},
-                      500ms, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, currentTime);
+                      500ms, InputEventInjectionSync::WAIT_FOR_RESULT, currentTime);
 
     // We have now sent down and up. Let's consume first event and then ANR on the second.
     mWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -3013,9 +3018,10 @@
             FakeMonitorReceiver(mDispatcher, "Gesture monitor", ADISPLAY_ID_DEFAULT,
                                 true /*isGestureMonitor*/);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT));
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT));
     mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher, ADISPLAY_ID_DEFAULT));
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher, ADISPLAY_ID_DEFAULT));
 
     // Stuck on the ACTION_UP
     const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
@@ -3091,7 +3097,7 @@
     const std::chrono::duration timeout = 5ms;
     mFakePolicy->setAnrTimeout(timeout);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                WINDOW_LOCATION));
 
@@ -3139,10 +3145,10 @@
     // window even if motions are still being processed. But because the injection timeout is short,
     // we will receive INJECTION_TIMED_OUT as the result.
 
-    int32_t result =
+    InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
+                      InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
     // Key will not be sent to the window, yet, because the window is still processing events
     // and the key remains pending, waiting for the touch events to be processed
     std::optional<uint32_t> keySequenceNum = mWindow->receiveEvent();
@@ -3174,9 +3180,9 @@
     ASSERT_TRUE(upSequenceNum);
     // Don't finish the events yet, and send a key
     // Injection is async, so it will succeed
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
-                        ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_NONE));
+                        ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
     // At this point, key is still pending, and should not be sent to the application yet.
     std::optional<uint32_t> keySequenceNum = mWindow->receiveEvent();
     ASSERT_FALSE(keySequenceNum);
@@ -3246,10 +3252,10 @@
 
 private:
     void tap(const PointF& location) {
-        ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+        ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
                   injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                    location));
-        ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+        ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
                   injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                  location));
     }
@@ -3258,10 +3264,10 @@
 // If we have 2 windows that are both unresponsive, the one with the shortest timeout
 // should be ANR'd first.
 TEST_F(InputDispatcherMultiWindowAnr, TwoWindows_BothUnresponsive) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                FOCUSED_WINDOW_LOCATION))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     mFocusedWindow->consumeMotionDown();
     mUnfocusedWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_OUTSIDE,
                                    ADISPLAY_ID_DEFAULT, 0 /*flags*/);
@@ -3269,7 +3275,7 @@
     ASSERT_TRUE(mDispatcher->waitForIdle());
     mFakePolicy->assertNotifyAnrWasNotCalled();
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                FOCUSED_WINDOW_LOCATION));
     std::optional<uint32_t> unfocusedSequenceNum = mUnfocusedWindow->receiveEvent();
@@ -3331,10 +3337,10 @@
 
     // Tap once again
     // We cannot use "tapOnFocusedWindow" because it asserts the injection result to be success
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                FOCUSED_WINDOW_LOCATION));
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                              FOCUSED_WINDOW_LOCATION));
     // Unfocused window does not receive ACTION_OUTSIDE because the tapped window is not a
@@ -3353,7 +3359,7 @@
 
 // If you tap outside of all windows, there will not be ANR
 TEST_F(InputDispatcherMultiWindowAnr, TapOutsideAllWindows_DoesNotAnr) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                LOCATION_OUTSIDE_ALL_WINDOWS));
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -3365,7 +3371,7 @@
     mFocusedWindow->setPaused(true);
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}});
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                FOCUSED_WINDOW_LOCATION));
 
@@ -3405,10 +3411,10 @@
     // Injection will succeed because we will eventually give up and send the key to the focused
     // window even if motions are still being processed.
 
-    int32_t result =
+    InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_NONE, 10ms /*injectionTimeout*/);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, result);
+                      InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/);
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
     // Key will not be sent to the window, yet, because the window is still processing events
     // and the key remains pending, waiting for the touch events to be processed
     std::optional<uint32_t> keySequenceNum = mFocusedWindow->receiveEvent();
@@ -3508,10 +3514,10 @@
     // Send a key. The ANR timer should start because there is no focused window.
     // 'focusedApplication' will get blamed if this timer completes.
     // Key will not be sent anywhere because we have no focused window. It will remain pending.
-    int32_t result =
+    InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_NONE, 10ms /*injectionTimeout*/);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, result);
+                      InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/);
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
 
     // Wait until dispatcher starts the "no focused window" timer. If we don't wait here,
     // then the injected touches won't cause the focused event to get dropped.
@@ -3643,8 +3649,8 @@
 
     // window gets focused
     mWindow->consumeFocusEvent(true);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
 }
 
@@ -3655,11 +3661,11 @@
 
     // window gets focused
     mWindow->consumeFocusEvent(true);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
 
     mMirror->setFocusable(false);
@@ -3668,8 +3674,8 @@
     // window loses focus since one of the windows associated with the token in not focusable
     mWindow->consumeFocusEvent(false);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
     mWindow->assertNoEvents();
 }
 
@@ -3680,21 +3686,21 @@
 
     // window gets focused
     mWindow->consumeFocusEvent(true);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
 
     mMirror->setVisible(false);
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
 
     mWindow->setVisible(false);
@@ -3703,8 +3709,8 @@
     // window loses focus only after all windows associated with the token become invisible.
     mWindow->consumeFocusEvent(false);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
     mWindow->assertNoEvents();
 }
 
@@ -3714,29 +3720,29 @@
 
     // window gets focused
     mWindow->consumeFocusEvent(true);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
 
     // single window is removed but the window token remains focused
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mMirror}}});
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
 
     // Both windows are removed
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {}}});
     mWindow->consumeFocusEvent(false);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
     mWindow->assertNoEvents();
 }
 
@@ -3749,9 +3755,9 @@
     setFocusedWindow(mMirror);
 
     // Injected key goes to pending queue.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
-                        ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_NONE));
+                        ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
 
     mMirror->setVisible(true);
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});