Add check for action in consumeEvent

We would like to check that the action received by input tests is
correct. Therefore, we should pass the action to the consumeEvent
method. But that would make the existing usage of this method
cumbersome (too many arguments).

Add convenience methods consumeKeyDown and consumeMotionDown to simplify
the existing usage.

Bug: none
Test: atest inputflinger_tests
Change-Id: Ie33d952a9025063b4901e32a3d92e1a19c330b72
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 8c1991e..2a29e0d 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -365,8 +365,8 @@
 
 class FakeInputReceiver {
 public:
-    void consumeEvent(int32_t expectedEventType, int32_t expectedDisplayId,
-            int32_t expectedFlags = 0) {
+    void consumeEvent(int32_t expectedEventType, int32_t expectedAction, int32_t expectedDisplayId,
+                      int32_t expectedFlags) {
         uint32_t consumeSeq;
         InputEvent* event;
         status_t status = mConsumer->consume(&mEventFactory, false /*consumeBatches*/, -1,
@@ -379,33 +379,41 @@
         ASSERT_EQ(expectedEventType, event->getType())
                 << mName.c_str() << ": event type should match.";
 
-        ASSERT_EQ(expectedDisplayId, event->getDisplayId())
-                << mName.c_str() << ": event displayId should be the same as expected.";
+        EXPECT_EQ(expectedDisplayId, event->getDisplayId());
 
-        int32_t flags;
         switch (expectedEventType) {
             case AINPUT_EVENT_TYPE_KEY: {
-                KeyEvent* typedEvent = static_cast<KeyEvent*>(event);
-                flags = typedEvent->getFlags();
+                const KeyEvent& keyEvent = static_cast<const KeyEvent&>(*event);
+                EXPECT_EQ(expectedAction, keyEvent.getAction());
+                EXPECT_EQ(expectedFlags, keyEvent.getFlags());
                 break;
             }
             case AINPUT_EVENT_TYPE_MOTION: {
-                MotionEvent* typedEvent = static_cast<MotionEvent*>(event);
-                flags = typedEvent->getFlags();
+                const MotionEvent& motionEvent = static_cast<const MotionEvent&>(*event);
+                EXPECT_EQ(expectedAction, motionEvent.getAction());
+                EXPECT_EQ(expectedFlags, motionEvent.getFlags());
                 break;
             }
             default: {
                 FAIL() << mName.c_str() << ": invalid event type: " << expectedEventType;
             }
         }
-        ASSERT_EQ(expectedFlags, flags)
-                << mName.c_str() << ": event flags should be the same as expected.";
 
         status = mConsumer->sendFinishedSignal(consumeSeq, handled());
         ASSERT_EQ(OK, status)
                 << mName.c_str() << ": consumer sendFinishedSignal should return OK.";
     }
 
+    void consumeKeyDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
+        consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_DOWN, expectedDisplayId,
+                     expectedFlags);
+    }
+
+    void consumeMotionDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
+        consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_DOWN, expectedDisplayId,
+                     expectedFlags);
+    }
+
     void assertNoEvents() {
         uint32_t consumeSeq;
         InputEvent* event;
@@ -611,7 +619,7 @@
             << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
 
     // Window should receive motion event.
-    window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, ADISPLAY_ID_DEFAULT);
+    window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
 }
 
 // The foreground window should receive the first touch down event.
@@ -632,7 +640,7 @@
             << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
 
     // Top window should receive the touch down event. Second window should not receive anything.
-    windowTop->consumeEvent(AINPUT_EVENT_TYPE_MOTION, ADISPLAY_ID_DEFAULT);
+    windowTop->consumeMotionDown(ADISPLAY_ID_DEFAULT);
     windowSecond->assertNoEvents();
 }
 
@@ -658,7 +666,7 @@
 
     // Focused window should receive event.
     windowTop->assertNoEvents();
-    windowSecond->consumeEvent(AINPUT_EVENT_TYPE_KEY, ADISPLAY_ID_NONE);
+    windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
 }
 
 TEST_F(InputDispatcherTest, SetInputWindow_FocusPriority) {
@@ -683,7 +691,7 @@
             << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
 
     // Top focused window should receive event.
-    windowTop->consumeEvent(AINPUT_EVENT_TYPE_KEY, ADISPLAY_ID_NONE);
+    windowTop->consumeKeyDown(ADISPLAY_ID_NONE);
     windowSecond->assertNoEvents();
 }
 
@@ -713,7 +721,7 @@
 
     // Top window is invalid, so it should not receive any input event.
     windowTop->assertNoEvents();
-    windowSecond->consumeEvent(AINPUT_EVENT_TYPE_KEY, ADISPLAY_ID_NONE);
+    windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
 }
 
 TEST_F(InputDispatcherTest, DispatchMouseEventsUnderCursor) {
@@ -738,7 +746,7 @@
     ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
               injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE,
                                 ADISPLAY_ID_DEFAULT, 610, 400, 599, 400));
-    windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, ADISPLAY_ID_DEFAULT);
+    windowLeft->consumeMotionDown(ADISPLAY_ID_DEFAULT);
     windowRight->assertNoEvents();
 }
 
@@ -794,7 +802,7 @@
     ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
             AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
             << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
-    windowInPrimary->consumeEvent(AINPUT_EVENT_TYPE_MOTION, ADISPLAY_ID_DEFAULT);
+    windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
     windowInSecondary->assertNoEvents();
 
     // Test touch down on second display.
@@ -802,29 +810,29 @@
             AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
             << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
     windowInPrimary->assertNoEvents();
-    windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_MOTION, SECOND_DISPLAY_ID);
+    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";
-    windowInPrimary->consumeEvent(AINPUT_EVENT_TYPE_KEY, ADISPLAY_ID_DEFAULT);
+    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";
     windowInPrimary->assertNoEvents();
-    windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_KEY, ADISPLAY_ID_NONE);
+    windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
 
     // Remove secondary display.
     std::vector<sp<InputWindowHandle>> noWindows;
     mDispatcher->setInputWindows(noWindows, SECOND_DISPLAY_ID);
 
     // Expect old focus should receive a cancel event.
-    windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_KEY, ADISPLAY_ID_NONE,
-            AKEY_EVENT_FLAG_CANCELED);
+    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))
@@ -853,8 +861,8 @@
     ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
             AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
             << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
-    windowInPrimary->consumeEvent(AINPUT_EVENT_TYPE_MOTION, ADISPLAY_ID_DEFAULT);
-    monitorInPrimary->consumeEvent(AINPUT_EVENT_TYPE_MOTION, ADISPLAY_ID_DEFAULT);
+    windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+    monitorInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
     windowInSecondary->assertNoEvents();
     monitorInSecondary->assertNoEvents();
 
@@ -864,8 +872,8 @@
             << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
     windowInPrimary->assertNoEvents();
     monitorInPrimary->assertNoEvents();
-    windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_MOTION, SECOND_DISPLAY_ID);
-    monitorInSecondary->consumeEvent(AINPUT_EVENT_TYPE_MOTION, SECOND_DISPLAY_ID);
+    windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
+    monitorInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
 
     // Test inject a non-pointer motion event.
     // If specific a display, it will dispatch to the focused window of particular display,
@@ -875,8 +883,8 @@
             << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
     windowInPrimary->assertNoEvents();
     monitorInPrimary->assertNoEvents();
-    windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_MOTION, ADISPLAY_ID_NONE);
-    monitorInSecondary->consumeEvent(AINPUT_EVENT_TYPE_MOTION, ADISPLAY_ID_NONE);
+    windowInSecondary->consumeMotionDown(ADISPLAY_ID_NONE);
+    monitorInSecondary->consumeMotionDown(ADISPLAY_ID_NONE);
 }
 
 // Test per-display input monitors for key event.
@@ -892,8 +900,8 @@
             << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
     windowInPrimary->assertNoEvents();
     monitorInPrimary->assertNoEvents();
-    windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_KEY, ADISPLAY_ID_NONE);
-    monitorInSecondary->consumeEvent(AINPUT_EVENT_TYPE_KEY, ADISPLAY_ID_NONE);
+    windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
+    monitorInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
 }
 
 class InputFilterTest : public InputDispatcherTest {