Add tests for dropped event
Cancel only the gesture corresponding to the dropped event
Test: atest inputflinger_tests
Change-Id: I88fd0702d5e1b0d15f808bfad4ee923a6dd19357
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index c92736e..72352a3 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -7332,6 +7332,94 @@
monitorInSecondary.assertNoEvents();
}
+/**
+ * Send a key to the primary display and to the secondary display.
+ * Then cause the key on the primary display to be canceled by sending in a stale key.
+ * Ensure that the key on the primary display is canceled, and that the key on the secondary display
+ * does not get canceled.
+ */
+TEST_F(InputDispatcherFocusOnTwoDisplaysTest, WhenDropKeyEvent_OnlyCancelCorrespondingKeyGesture) {
+ // Send a key down on primary display
+ mDispatcher->notifyKey(
+ KeyArgsBuilder(AKEY_EVENT_ACTION_DOWN, AINPUT_SOURCE_KEYBOARD)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .policyFlags(DEFAULT_POLICY_FLAGS | POLICY_FLAG_DISABLE_KEY_REPEAT)
+ .build());
+ windowInPrimary->consumeKeyEvent(
+ AllOf(WithKeyAction(AKEY_EVENT_ACTION_DOWN), WithDisplayId(ADISPLAY_ID_DEFAULT)));
+ windowInSecondary->assertNoEvents();
+
+ // Send a key down on second display
+ mDispatcher->notifyKey(
+ KeyArgsBuilder(AKEY_EVENT_ACTION_DOWN, AINPUT_SOURCE_KEYBOARD)
+ .displayId(SECOND_DISPLAY_ID)
+ .policyFlags(DEFAULT_POLICY_FLAGS | POLICY_FLAG_DISABLE_KEY_REPEAT)
+ .build());
+ windowInSecondary->consumeKeyEvent(
+ AllOf(WithKeyAction(AKEY_EVENT_ACTION_DOWN), WithDisplayId(SECOND_DISPLAY_ID)));
+ windowInPrimary->assertNoEvents();
+
+ // Send a valid key up event on primary display that will be dropped because it is stale
+ NotifyKeyArgs staleKeyUp =
+ KeyArgsBuilder(AKEY_EVENT_ACTION_UP, AINPUT_SOURCE_KEYBOARD)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .policyFlags(DEFAULT_POLICY_FLAGS | POLICY_FLAG_DISABLE_KEY_REPEAT)
+ .build();
+ static constexpr std::chrono::duration STALE_EVENT_TIMEOUT = 10ms;
+ mFakePolicy->setStaleEventTimeout(STALE_EVENT_TIMEOUT);
+ std::this_thread::sleep_for(STALE_EVENT_TIMEOUT);
+ mDispatcher->notifyKey(staleKeyUp);
+
+ // Only the key gesture corresponding to the dropped event should receive the cancel event.
+ // Therefore, windowInPrimary should get the cancel event and windowInSecondary should not
+ // receive any events.
+ windowInPrimary->consumeKeyEvent(AllOf(WithKeyAction(AKEY_EVENT_ACTION_UP),
+ WithDisplayId(ADISPLAY_ID_DEFAULT),
+ WithFlags(AKEY_EVENT_FLAG_CANCELED)));
+ windowInSecondary->assertNoEvents();
+}
+
+/**
+ * Similar to 'WhenDropKeyEvent_OnlyCancelCorrespondingKeyGesture' but for motion events.
+ */
+TEST_F(InputDispatcherFocusOnTwoDisplaysTest, WhenDropMotionEvent_OnlyCancelCorrespondingGesture) {
+ // Send touch down on primary display.
+ mDispatcher->notifyMotion(
+ MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(100).y(200))
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .build());
+ windowInPrimary->consumeMotionEvent(
+ AllOf(WithMotionAction(ACTION_DOWN), WithDisplayId(ADISPLAY_ID_DEFAULT)));
+ windowInSecondary->assertNoEvents();
+
+ // Send touch down on second display.
+ mDispatcher->notifyMotion(
+ MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(100).y(200))
+ .displayId(SECOND_DISPLAY_ID)
+ .build());
+ windowInPrimary->assertNoEvents();
+ windowInSecondary->consumeMotionEvent(
+ AllOf(WithMotionAction(ACTION_DOWN), WithDisplayId(SECOND_DISPLAY_ID)));
+
+ // inject a valid MotionEvent on primary display that will be stale when it arrives.
+ NotifyMotionArgs staleMotionUp =
+ MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(100).y(200))
+ .build();
+ static constexpr std::chrono::duration STALE_EVENT_TIMEOUT = 10ms;
+ mFakePolicy->setStaleEventTimeout(STALE_EVENT_TIMEOUT);
+ std::this_thread::sleep_for(STALE_EVENT_TIMEOUT);
+ mDispatcher->notifyMotion(staleMotionUp);
+
+ // For stale motion events, we let the gesture to complete. This behaviour is different from key
+ // events, where we would cancel the current keys instead.
+ windowInPrimary->consumeMotionEvent(WithMotionAction(ACTION_UP));
+ windowInSecondary->assertNoEvents();
+}
+
class InputFilterTest : public InputDispatcherTest {
protected:
void testNotifyMotion(int32_t displayId, bool expectToBeFiltered,