Rename some variables in InputDispatcher_test
Rename variables from mWindowFocused -> mFocusedWindow.
Also, remove some of the vector definitions for brevity.
Bug: none
Test: atest inputflinger_tests
Change-Id: Iac34e9bccef4bbdb03c535f92e090b4438e80d64
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 4739779..ebce47f 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -636,10 +636,7 @@
sp<FakeWindowHandle> window = new FakeWindowHandle(application, mDispatcher, "Fake Window",
ADISPLAY_ID_DEFAULT);
- std::vector<sp<InputWindowHandle>> inputWindowHandles;
- inputWindowHandles.push_back(window);
-
- mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
@@ -656,11 +653,7 @@
sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
ADISPLAY_ID_DEFAULT);
- std::vector<sp<InputWindowHandle>> inputWindowHandles;
- inputWindowHandles.push_back(windowTop);
- inputWindowHandles.push_back(windowSecond);
-
- mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
+ mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
@@ -682,11 +675,8 @@
// Expect one focus window exist in display.
windowSecond->setFocus();
- std::vector<sp<InputWindowHandle>> inputWindowHandles;
- inputWindowHandles.push_back(windowTop);
- inputWindowHandles.push_back(windowSecond);
- mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
+ mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
<< "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
@@ -708,11 +698,8 @@
// Display has two focused windows. Add them to inputWindowsHandles in z-order (top most first)
windowTop->setFocus();
windowSecond->setFocus();
- std::vector<sp<InputWindowHandle>> inputWindowHandles;
- inputWindowHandles.push_back(windowTop);
- inputWindowHandles.push_back(windowSecond);
- mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
+ mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
<< "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
@@ -734,12 +721,9 @@
windowTop->setFocus();
windowSecond->setFocus();
- std::vector<sp<InputWindowHandle>> inputWindowHandles;
- inputWindowHandles.push_back(windowTop);
- inputWindowHandles.push_back(windowSecond);
// Release channel for window is no longer valid.
windowTop->releaseChannel();
- mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
+ mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
// Test inject a key down, should dispatch to a valid window.
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
@@ -764,8 +748,7 @@
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- std::vector<sp<InputWindowHandle>> inputWindowHandles{windowLeft, windowRight};
- mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
+ mDispatcher->setInputWindows({windowLeft, windowRight}, ADISPLAY_ID_DEFAULT);
// 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.
@@ -786,25 +769,22 @@
application1 = new FakeApplicationHandle();
windowInPrimary = new FakeWindowHandle(application1, mDispatcher, "D_1",
ADISPLAY_ID_DEFAULT);
- std::vector<sp<InputWindowHandle>> inputWindowHandles;
- inputWindowHandles.push_back(windowInPrimary);
+
// Set focus window for primary display, but focused display would be second one.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application1);
windowInPrimary->setFocus();
- mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
+ mDispatcher->setInputWindows({windowInPrimary}, ADISPLAY_ID_DEFAULT);
application2 = new FakeApplicationHandle();
windowInSecondary = new FakeWindowHandle(application2, mDispatcher, "D_2",
SECOND_DISPLAY_ID);
// Set focus to second display window.
- std::vector<sp<InputWindowHandle>> inputWindowHandles_Second;
- inputWindowHandles_Second.push_back(windowInSecondary);
// Set focus display to second one.
mDispatcher->setFocusedDisplay(SECOND_DISPLAY_ID);
// Set focus window for second display.
mDispatcher->setFocusedApplication(SECOND_DISPLAY_ID, application2);
windowInSecondary->setFocus();
- mDispatcher->setInputWindows(inputWindowHandles_Second, SECOND_DISPLAY_ID);
+ mDispatcher->setInputWindows({windowInSecondary}, SECOND_DISPLAY_ID);
}
virtual void TearDown() {
@@ -852,9 +832,8 @@
windowInPrimary->assertNoEvents();
windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
- // Remove secondary display.
- std::vector<sp<InputWindowHandle>> noWindows;
- mDispatcher->setInputWindows(noWindows, SECOND_DISPLAY_ID);
+ // Remove all windows in secondary display.
+ mDispatcher->setInputWindows({}, SECOND_DISPLAY_ID);
// Expect old focus should receive a cancel event.
windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_NONE,
@@ -1014,34 +993,31 @@
// window.
mUnfocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
- mWindowFocused = new FakeWindowHandle(application, mDispatcher, "Second",
- ADISPLAY_ID_DEFAULT);
- mWindowFocused->setFrame(Rect(50, 50, 100, 100));
- mWindowFocused->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
- mWindowFocusedTouchPoint = 60;
+ mFocusedWindow =
+ new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
+ mFocusedWindow->setFrame(Rect(50, 50, 100, 100));
+ mFocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
+ mFocusedWindowTouchPoint = 60;
// Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- mWindowFocused->setFocus();
+ mFocusedWindow->setFocus();
// Expect one focus window exist in display.
- std::vector<sp<InputWindowHandle>> inputWindowHandles;
- inputWindowHandles.push_back(mUnfocusedWindow);
- inputWindowHandles.push_back(mWindowFocused);
- mDispatcher->setInputWindows(inputWindowHandles, ADISPLAY_ID_DEFAULT);
+ mDispatcher->setInputWindows({mUnfocusedWindow, mFocusedWindow}, ADISPLAY_ID_DEFAULT);
}
virtual void TearDown() {
InputDispatcherTest::TearDown();
mUnfocusedWindow.clear();
- mWindowFocused.clear();
+ mFocusedWindow.clear();
}
protected:
sp<FakeWindowHandle> mUnfocusedWindow;
- sp<FakeWindowHandle> mWindowFocused;
- int32_t mWindowFocusedTouchPoint;
+ sp<FakeWindowHandle> mFocusedWindow;
+ int32_t mFocusedWindowTouchPoint;
};
// Have two windows, one with focus. Inject MotionEvent with source TOUCHSCREEN and action
@@ -1086,9 +1062,9 @@
// onPointerDownOutsideFocus callback.
TEST_F(InputDispatcherOnPointerDownOutsideFocus,
OnPointerDownOutsideFocus_OnAlreadyFocusedWindow) {
- ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
- AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, mWindowFocusedTouchPoint,
- mWindowFocusedTouchPoint))
+ ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+ injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+ mFocusedWindowTouchPoint, mFocusedWindowTouchPoint))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
// Call monitor to wait for the command queue to get flushed.
mDispatcher->monitor();