Allow new gestures to cancel current gestures
In a previous patch, we chose to ignore new gestures whenever there's
currently an active gesture. Generally this is fine to do, but there are
some concerns around doing that:
1) This is different from the previous behaviour, and some tests were
relying on the previous behaviour.
2) If a test injects an ACTION_DOWN event (globally) and never lifts up
the pointer, this would cause all real subsequent events to be
rejected. That means a bad test can cause device to get into a bad
state.
Rather than adding a special case to deal with 2), let's revert to the
previous behaviour.
Since we are now allowing the new device to take over, and only 1 device
can be active at a time (for now), we must reset the touching pointers
whenever we have a new gesture starting. That's because the function
synthesizeCancelationEventsForAllConnectionsLocked does not modify
TouchState.
We should also be canceling any of the currently hovering pointers by
sending an ACTION_HOVER_EXIT if a touch down occurs. This behaviour
was previously inconsistent in the mouse case.
Once per-device functionality is enabled, this behaviour will be
revisited.
Bug: 268683979
Test: m inputflinger_tests && $ANDROID_HOST_OUT/nativetest64/inputflinger_tests/inputflinger_tests
Merged-In: I10c7ebde7c108baecb67a865f541253fa6e5f7ef
Change-Id: I10c7ebde7c108baecb67a865f541253fa6e5f7ef
(cherry picked from commit 837fab15be20e5960870e69065fda3645ef076ea)
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 3f0d130..08ae376 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -2184,18 +2184,20 @@
const bool newGesture = isDown || maskedAction == AMOTION_EVENT_ACTION_SCROLL || isHoverAction;
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
+ // from another device. However, if the new event is a down event, let's cancel the current
+ // touch and let the new one take over.
+ if (switchedDevice && wasDown && !isDown) {
+ LOG(INFO) << "Dropping event because a pointer for device " << oldState->deviceId
+ << " is already down in display " << displayId << ": " << entry.getDescription();
+ // TODO(b/211379801): test multiple simultaneous input streams.
+ outInjectionResult = InputEventInjectionResult::FAILED;
+ return {}; // wrong device
+ }
+
if (newGesture) {
- // If pointers are already down, let's finish the current gesture and ignore the new events
- // from another device.
- if (switchedDevice && wasDown) {
- ALOGI("Dropping event because a pointer for a different device is already down "
- "in display %" PRId32,
- displayId);
- // TODO(b/211379801): test multiple simultaneous input streams.
- outInjectionResult = InputEventInjectionResult::FAILED;
- return {}; // wrong device
- }
- tempTouchState.clearWindowsWithoutPointers();
+ // If a new gesture is starting, clear the touch state completely.
+ tempTouchState.reset();
tempTouchState.deviceId = entry.deviceId;
tempTouchState.source = entry.source;
isSplit = false;
@@ -2317,6 +2319,10 @@
const bool isDownOrPointerDown = maskedAction == AMOTION_EVENT_ACTION_DOWN ||
maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN;
+ // TODO(b/211379801): Currently, even if pointerIds are empty (hover case), we would
+ // still add a window to the touch state. We should avoid doing that, but some of the
+ // later checks ("at least one foreground window") rely on this in order to dispatch
+ // the event properly, so that needs to be updated, possibly by looking at InputTargets.
tempTouchState.addOrUpdateWindow(windowHandle, targetFlags, pointerIds,
isDownOrPointerDown
? std::make_optional(entry.eventTime)
@@ -2369,10 +2375,9 @@
// If the pointer is not currently down, then ignore the event.
if (!tempTouchState.isDown()) {
- ALOGD_IF(DEBUG_FOCUS,
- "Dropping event because the pointer is not down or we previously "
- "dropped the pointer down event in display %" PRId32 ": %s",
- displayId, entry.getDescription().c_str());
+ LOG(INFO) << "Dropping event because the pointer is not down or we previously "
+ "dropped the pointer down event in display "
+ << displayId << ": " << entry.getDescription();
outInjectionResult = InputEventInjectionResult::FAILED;
return {};
}
@@ -2530,7 +2535,6 @@
}
// Success! Output targets from the touch state.
- tempTouchState.clearWindowsWithoutPointers();
for (const TouchedWindow& touchedWindow : tempTouchState.windows) {
if (touchedWindow.pointerIds.none() && !touchedWindow.hasHoveringPointers(entry.deviceId)) {
// Windows with hovering pointers are getting persisted inside TouchState.
@@ -2570,14 +2574,13 @@
} else if (maskedAction == AMOTION_EVENT_ACTION_UP) {
// Pointer went up.
tempTouchState.removeTouchedPointer(entry.pointerProperties[0].id);
- tempTouchState.clearWindowsWithoutPointers();
} else if (maskedAction == AMOTION_EVENT_ACTION_CANCEL) {
// All pointers up or canceled.
tempTouchState.reset();
} else if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
// First pointer went down.
- if (oldState && oldState->isDown()) {
- ALOGD("Conflicting pointer actions: Down received while already down.");
+ if (oldState && (oldState->isDown() || oldState->hasHoveringPointers())) {
+ ALOGD("Conflicting pointer actions: Down received while already down or hovering.");
*outConflictingPointerActions = true;
}
} else if (maskedAction == AMOTION_EVENT_ACTION_POINTER_UP) {
@@ -2600,6 +2603,7 @@
// state was only valid for this one action.
if (maskedAction != AMOTION_EVENT_ACTION_SCROLL) {
if (displayId >= 0) {
+ tempTouchState.clearWindowsWithoutPointers();
mTouchStatesByDisplay[displayId] = tempTouchState;
} else {
mTouchStatesByDisplay.erase(displayId);