Add display transform to MotionEvent for raw coords

Since input now works in display coordinates, we need to include the
display projection with MotionEvent so that the getRaw API can continue
to report logical display coordinates.

It is also important to highlight the difference in the coordinate
systems used by regular input windows and input monitors. MotionEvents
coming from input monitors will always report values in unrotated
logical display coordinates, because we do not yet have an API to report
unrotated values in MotionEvents.

Bug: 179274888
Test: presubmit
Test: manual, ensure input works
Change-Id: Ief3b2b31c6644beaa2f8c4b90302f441f93ab960
diff --git a/services/inputflinger/dispatcher/InputDispatcher.h b/services/inputflinger/dispatcher/InputDispatcher.h
index 4f6d0d2..e9fe281 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.h
+++ b/services/inputflinger/dispatcher/InputDispatcher.h
@@ -525,7 +525,8 @@
                                int32_t targetFlags, BitSet32 pointerIds,
                                std::vector<InputTarget>& inputTargets) REQUIRES(mLock);
     void addMonitoringTargetLocked(const Monitor& monitor, float xOffset, float yOffset,
-                                   std::vector<InputTarget>& inputTargets) REQUIRES(mLock);
+                                   int32_t displayId, std::vector<InputTarget>& inputTargets)
+            REQUIRES(mLock);
     void addGlobalMonitoringTargetsLocked(std::vector<InputTarget>& inputTargets, int32_t displayId,
                                           float xOffset = 0, float yOffset = 0) REQUIRES(mLock);
     void pokeUserActivityLocked(const EventEntry& eventEntry) REQUIRES(mLock);