Merge "Treat HOVER_EXIT as continuation of existing gesture" into udc-dev am: 9da41a1f0d am: d650b48f05
Original change: https://googleplex-android-review.googlesource.com/c/platform/frameworks/native/+/22936129
Change-Id: I8f7fd7a1656b9514976c39328b8d52256d5cf950
Signed-off-by: Automerger Merge Worker <android-build-automerger-merge-worker@system.gserviceaccount.com>
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index e4f367d..a10c957 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -2239,7 +2239,9 @@
const bool wasDown = oldState != nullptr && oldState->isDown();
const bool isDown = (maskedAction == AMOTION_EVENT_ACTION_DOWN) ||
(maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN && !wasDown);
- const bool newGesture = isDown || maskedAction == AMOTION_EVENT_ACTION_SCROLL || isHoverAction;
+ const bool newGesture = isDown || maskedAction == AMOTION_EVENT_ACTION_SCROLL ||
+ maskedAction == AMOTION_EVENT_ACTION_HOVER_ENTER ||
+ maskedAction == AMOTION_EVENT_ACTION_HOVER_MOVE;
const bool isFromMouse = isFromSource(entry.source, AINPUT_SOURCE_MOUSE);
// If pointers are already down, let's finish the current gesture and ignore the new events
@@ -2427,7 +2429,7 @@
/* Case 2: Pointer move, up, cancel or non-splittable pointer down. */
// If the pointer is not currently down, then ignore the event.
- if (!tempTouchState.isDown()) {
+ if (!tempTouchState.isDown() && maskedAction != AMOTION_EVENT_ACTION_HOVER_EXIT) {
LOG(INFO) << "Dropping event because the pointer is not down or we previously "
"dropped the pointer down event in display "
<< displayId << ": " << entry.getDescription();
@@ -2435,6 +2437,20 @@
return {};
}
+ // If the pointer is not currently hovering, then ignore the event.
+ if (maskedAction == AMOTION_EVENT_ACTION_HOVER_EXIT) {
+ const int32_t pointerId = entry.pointerProperties[0].id;
+ if (oldState == nullptr ||
+ oldState->getWindowsWithHoveringPointer(entry.deviceId, pointerId).empty()) {
+ LOG(INFO) << "Dropping event because the hovering pointer is not in any windows in "
+ "display "
+ << displayId << ": " << entry.getDescription();
+ outInjectionResult = InputEventInjectionResult::FAILED;
+ return {};
+ }
+ tempTouchState.removeHoveringPointer(entry.deviceId, pointerId);
+ }
+
addDragEventLocked(entry);
// Check whether touches should slip outside of the current foreground window.
@@ -2530,21 +2546,6 @@
targets);
}
}
- // Ensure that we have at least one foreground window or at least one window that cannot be a
- // foreground target. If we only have windows that are not receiving foreground touches (e.g. we
- // only have windows getting ACTION_OUTSIDE), then drop the event, because there is no window
- // that is actually receiving the entire gesture.
- if (std::none_of(tempTouchState.windows.begin(), tempTouchState.windows.end(),
- [](const TouchedWindow& touchedWindow) {
- return !canReceiveForegroundTouches(
- *touchedWindow.windowHandle->getInfo()) ||
- touchedWindow.targetFlags.test(InputTarget::Flags::FOREGROUND);
- })) {
- ALOGI("Dropping event because there is no touched window on display %d to receive it: %s",
- displayId, entry.getDescription().c_str());
- outInjectionResult = InputEventInjectionResult::FAILED;
- return {};
- }
// Ensure that all touched windows are valid for injection.
if (entry.injectionState != nullptr) {
@@ -2586,7 +2587,7 @@
}
}
- // Success! Output targets from the touch state.
+ // Output targets from the touch state.
for (const TouchedWindow& touchedWindow : tempTouchState.windows) {
if (touchedWindow.pointerIds.none() && !touchedWindow.hasHoveringPointers(entry.deviceId)) {
// Windows with hovering pointers are getting persisted inside TouchState.
@@ -2598,6 +2599,23 @@
targets);
}
+ if (targets.empty()) {
+ LOG(INFO) << "Dropping event because no targets were found: " << entry.getDescription();
+ outInjectionResult = InputEventInjectionResult::FAILED;
+ return {};
+ }
+
+ // If we only have windows getting ACTION_OUTSIDE, then drop the event, because there is no
+ // window that is actually receiving the entire gesture.
+ if (std::all_of(targets.begin(), targets.end(), [](const InputTarget& target) {
+ return target.flags.test(InputTarget::Flags::DISPATCH_AS_OUTSIDE);
+ })) {
+ LOG(INFO) << "Dropping event because all windows would just receive ACTION_OUTSIDE: "
+ << entry.getDescription();
+ outInjectionResult = InputEventInjectionResult::FAILED;
+ return {};
+ }
+
outInjectionResult = InputEventInjectionResult::SUCCEEDED;
// Drop the outside or hover touch windows since we will not care about them
// in the next iteration.
@@ -5483,7 +5501,7 @@
std::string line;
while (std::getline(stream, line, '\n')) {
- ALOGD("%s", line.c_str());
+ ALOGI("%s", line.c_str());
}
}
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 147b7d4..41c4d69 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -62,6 +62,7 @@
static constexpr int32_t ACTION_MOVE = AMOTION_EVENT_ACTION_MOVE;
static constexpr int32_t ACTION_UP = AMOTION_EVENT_ACTION_UP;
static constexpr int32_t ACTION_HOVER_ENTER = AMOTION_EVENT_ACTION_HOVER_ENTER;
+static constexpr int32_t ACTION_HOVER_MOVE = AMOTION_EVENT_ACTION_HOVER_MOVE;
static constexpr int32_t ACTION_HOVER_EXIT = AMOTION_EVENT_ACTION_HOVER_EXIT;
static constexpr int32_t ACTION_OUTSIDE = AMOTION_EVENT_ACTION_OUTSIDE;
static constexpr int32_t ACTION_CANCEL = AMOTION_EVENT_ACTION_CANCEL;
@@ -2455,6 +2456,116 @@
}
/**
+ * Start hovering in a window. While this hover is still active, make another window appear on top.
+ * The top, obstructing window has no input channel, so it's not supposed to receive input.
+ * While the top window is present, the hovering is stopped.
+ * Later, hovering gets resumed again.
+ * Ensure that new hover gesture is handled correctly.
+ * This test reproduces a crash where the HOVER_EXIT event wasn't getting dispatched correctly
+ * to the window that's currently being hovered over.
+ */
+TEST_F(InputDispatcherTest, HoverWhileWindowAppears) {
+ std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeWindowHandle> window =
+ sp<FakeWindowHandle>::make(application, mDispatcher, "Window", ADISPLAY_ID_DEFAULT);
+ window->setFrame(Rect(0, 0, 200, 200));
+
+ // Only a single window is present at first
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+
+ // Start hovering in the window
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS)
+ .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100))
+ .build());
+ window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER));
+
+ // Now, an obscuring window appears!
+ sp<FakeWindowHandle> obscuringWindow =
+ sp<FakeWindowHandle>::make(application, mDispatcher, "Obscuring window",
+ ADISPLAY_ID_DEFAULT,
+ /*token=*/std::make_optional<sp<IBinder>>(nullptr));
+ obscuringWindow->setFrame(Rect(0, 0, 200, 200));
+ obscuringWindow->setTouchOcclusionMode(TouchOcclusionMode::BLOCK_UNTRUSTED);
+ obscuringWindow->setOwnerInfo(SECONDARY_WINDOW_PID, SECONDARY_WINDOW_UID);
+ obscuringWindow->setNoInputChannel(true);
+ obscuringWindow->setFocusable(false);
+ obscuringWindow->setAlpha(1.0);
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {obscuringWindow, window}}});
+
+ // While this new obscuring window is present, the hovering is stopped
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_EXIT, AINPUT_SOURCE_STYLUS)
+ .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100))
+ .build());
+ window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT));
+
+ // Now the obscuring window goes away.
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+
+ // And a new hover gesture starts.
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS)
+ .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100))
+ .build());
+ window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER));
+}
+
+/**
+ * Same test as 'HoverWhileWindowAppears' above, but here, we also send some HOVER_MOVE events to
+ * the obscuring window.
+ */
+TEST_F(InputDispatcherTest, HoverMoveWhileWindowAppears) {
+ std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeWindowHandle> window =
+ sp<FakeWindowHandle>::make(application, mDispatcher, "Window", ADISPLAY_ID_DEFAULT);
+ window->setFrame(Rect(0, 0, 200, 200));
+
+ // Only a single window is present at first
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+
+ // Start hovering in the window
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS)
+ .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100))
+ .build());
+ window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER));
+
+ // Now, an obscuring window appears!
+ sp<FakeWindowHandle> obscuringWindow =
+ sp<FakeWindowHandle>::make(application, mDispatcher, "Obscuring window",
+ ADISPLAY_ID_DEFAULT,
+ /*token=*/std::make_optional<sp<IBinder>>(nullptr));
+ obscuringWindow->setFrame(Rect(0, 0, 200, 200));
+ obscuringWindow->setTouchOcclusionMode(TouchOcclusionMode::BLOCK_UNTRUSTED);
+ obscuringWindow->setOwnerInfo(SECONDARY_WINDOW_PID, SECONDARY_WINDOW_UID);
+ obscuringWindow->setNoInputChannel(true);
+ obscuringWindow->setFocusable(false);
+ obscuringWindow->setAlpha(1.0);
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {obscuringWindow, window}}});
+
+ // While this new obscuring window is present, the hovering continues. The event can't go to the
+ // bottom window due to obstructed touches, so it should generate HOVER_EXIT for that window.
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS)
+ .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100))
+ .build());
+ obscuringWindow->assertNoEvents();
+ window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT));
+
+ // Now the obscuring window goes away.
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+
+ // Hovering continues in the same position. The hovering pointer re-enters the bottom window,
+ // so it should generate a HOVER_ENTER
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS)
+ .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100))
+ .build());
+ window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER));
+
+ // Now the MOVE should be getting dispatched normally
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS)
+ .pointer(PointerBuilder(0, ToolType::STYLUS).x(110).y(110))
+ .build());
+ window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_MOVE));
+}
+
+/**
* Two windows: a window on the left and a window on the right.
* Mouse is clicked on the left window and remains down. Touch is touched on the right and remains
* down. Then, on the left window, also place second touch pointer down.
@@ -3446,7 +3557,9 @@
.build()));
window->consumeMotionUp(ADISPLAY_ID_DEFAULT);
- ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ // We already canceled the hovering implicitly by injecting the "DOWN" event without lifting the
+ // hover first. Therefore, injection of HOVER_EXIT is inconsistent, and should fail.
+ ASSERT_EQ(InputEventInjectionResult::FAILED,
injectMotionEvent(mDispatcher,
MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_EXIT,
AINPUT_SOURCE_MOUSE)