7652 lines
347 KiB
C++
7652 lines
347 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "../dispatcher/InputDispatcher.h"
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#include <android-base/properties.h>
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#include <android-base/silent_death_test.h>
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#include <android-base/stringprintf.h>
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#include <android-base/thread_annotations.h>
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#include <binder/Binder.h>
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#include <fcntl.h>
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#include <gtest/gtest.h>
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#include <input/Input.h>
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#include <linux/input.h>
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#include <sys/epoll.h>
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#include <cinttypes>
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#include <thread>
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#include <unordered_set>
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#include <vector>
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using android::base::StringPrintf;
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using android::gui::FocusRequest;
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using android::gui::TouchOcclusionMode;
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using android::gui::WindowInfo;
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using android::gui::WindowInfoHandle;
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using android::os::InputEventInjectionResult;
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using android::os::InputEventInjectionSync;
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namespace android::inputdispatcher {
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using namespace ftl::flag_operators;
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// An arbitrary time value.
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static constexpr nsecs_t ARBITRARY_TIME = 1234;
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// An arbitrary device id.
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static constexpr int32_t DEVICE_ID = 1;
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// An arbitrary display id.
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static constexpr int32_t DISPLAY_ID = ADISPLAY_ID_DEFAULT;
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static constexpr int32_t SECOND_DISPLAY_ID = 1;
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static constexpr int32_t POINTER_1_DOWN =
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AMOTION_EVENT_ACTION_POINTER_DOWN | (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
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static constexpr int32_t POINTER_2_DOWN =
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AMOTION_EVENT_ACTION_POINTER_DOWN | (2 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
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static constexpr int32_t POINTER_0_UP =
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AMOTION_EVENT_ACTION_POINTER_UP | (0 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
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static constexpr int32_t POINTER_1_UP =
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AMOTION_EVENT_ACTION_POINTER_UP | (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
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// The default pid and uid for windows created by the test.
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static constexpr int32_t WINDOW_PID = 999;
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static constexpr int32_t WINDOW_UID = 1001;
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// The default policy flags to use for event injection by tests.
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static constexpr uint32_t DEFAULT_POLICY_FLAGS = POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER;
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// An arbitrary pid of the gesture monitor window
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static constexpr int32_t MONITOR_PID = 2001;
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static constexpr std::chrono::duration STALE_EVENT_TIMEOUT = 1000ms;
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static constexpr int expectedWallpaperFlags =
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AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED | AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED;
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struct PointF {
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float x;
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float y;
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};
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/**
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* Return a DOWN key event with KEYCODE_A.
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*/
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static KeyEvent getTestKeyEvent() {
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KeyEvent event;
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event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE,
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INVALID_HMAC, AKEY_EVENT_ACTION_DOWN, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0,
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ARBITRARY_TIME, ARBITRARY_TIME);
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return event;
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}
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static void assertMotionAction(int32_t expectedAction, int32_t receivedAction) {
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ASSERT_EQ(expectedAction, receivedAction)
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<< "expected " << MotionEvent::actionToString(expectedAction) << ", got "
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<< MotionEvent::actionToString(receivedAction);
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}
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// --- FakeInputDispatcherPolicy ---
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class FakeInputDispatcherPolicy : public InputDispatcherPolicyInterface {
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InputDispatcherConfiguration mConfig;
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using AnrResult = std::pair<sp<IBinder>, int32_t /*pid*/>;
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protected:
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virtual ~FakeInputDispatcherPolicy() {}
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public:
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FakeInputDispatcherPolicy() {}
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void assertFilterInputEventWasCalled(const NotifyKeyArgs& args) {
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assertFilterInputEventWasCalledInternal([&args](const InputEvent& event) {
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ASSERT_EQ(event.getType(), AINPUT_EVENT_TYPE_KEY);
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EXPECT_EQ(event.getDisplayId(), args.displayId);
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const auto& keyEvent = static_cast<const KeyEvent&>(event);
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EXPECT_EQ(keyEvent.getEventTime(), args.eventTime);
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EXPECT_EQ(keyEvent.getAction(), args.action);
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});
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}
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void assertFilterInputEventWasCalled(const NotifyMotionArgs& args, vec2 point) {
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assertFilterInputEventWasCalledInternal([&](const InputEvent& event) {
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ASSERT_EQ(event.getType(), AINPUT_EVENT_TYPE_MOTION);
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EXPECT_EQ(event.getDisplayId(), args.displayId);
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const auto& motionEvent = static_cast<const MotionEvent&>(event);
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EXPECT_EQ(motionEvent.getEventTime(), args.eventTime);
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EXPECT_EQ(motionEvent.getAction(), args.action);
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EXPECT_EQ(motionEvent.getX(0), point.x);
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EXPECT_EQ(motionEvent.getY(0), point.y);
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EXPECT_EQ(motionEvent.getRawX(0), point.x);
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EXPECT_EQ(motionEvent.getRawY(0), point.y);
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});
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}
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void assertFilterInputEventWasNotCalled() {
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std::scoped_lock lock(mLock);
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ASSERT_EQ(nullptr, mFilteredEvent);
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}
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void assertNotifyConfigurationChangedWasCalled(nsecs_t when) {
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std::scoped_lock lock(mLock);
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ASSERT_TRUE(mConfigurationChangedTime)
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<< "Timed out waiting for configuration changed call";
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ASSERT_EQ(*mConfigurationChangedTime, when);
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mConfigurationChangedTime = std::nullopt;
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}
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void assertNotifySwitchWasCalled(const NotifySwitchArgs& args) {
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std::scoped_lock lock(mLock);
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ASSERT_TRUE(mLastNotifySwitch);
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// We do not check id because it is not exposed to the policy
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EXPECT_EQ(args.eventTime, mLastNotifySwitch->eventTime);
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EXPECT_EQ(args.policyFlags, mLastNotifySwitch->policyFlags);
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EXPECT_EQ(args.switchValues, mLastNotifySwitch->switchValues);
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EXPECT_EQ(args.switchMask, mLastNotifySwitch->switchMask);
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mLastNotifySwitch = std::nullopt;
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}
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void assertOnPointerDownEquals(const sp<IBinder>& touchedToken) {
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std::scoped_lock lock(mLock);
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ASSERT_EQ(touchedToken, mOnPointerDownToken);
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mOnPointerDownToken.clear();
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}
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void assertOnPointerDownWasNotCalled() {
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std::scoped_lock lock(mLock);
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ASSERT_TRUE(mOnPointerDownToken == nullptr)
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<< "Expected onPointerDownOutsideFocus to not have been called";
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}
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// This function must be called soon after the expected ANR timer starts,
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// because we are also checking how much time has passed.
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void assertNotifyNoFocusedWindowAnrWasCalled(
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std::chrono::nanoseconds timeout,
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const std::shared_ptr<InputApplicationHandle>& expectedApplication) {
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std::unique_lock lock(mLock);
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android::base::ScopedLockAssertion assumeLocked(mLock);
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std::shared_ptr<InputApplicationHandle> application;
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ASSERT_NO_FATAL_FAILURE(
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application = getAnrTokenLockedInterruptible(timeout, mAnrApplications, lock));
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ASSERT_EQ(expectedApplication, application);
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}
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void assertNotifyWindowUnresponsiveWasCalled(std::chrono::nanoseconds timeout,
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const sp<WindowInfoHandle>& window) {
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LOG_ALWAYS_FATAL_IF(window == nullptr, "window should not be null");
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assertNotifyWindowUnresponsiveWasCalled(timeout, window->getToken(),
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window->getInfo()->ownerPid);
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}
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void assertNotifyWindowUnresponsiveWasCalled(std::chrono::nanoseconds timeout,
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const sp<IBinder>& expectedToken,
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int32_t expectedPid) {
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std::unique_lock lock(mLock);
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android::base::ScopedLockAssertion assumeLocked(mLock);
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AnrResult result;
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ASSERT_NO_FATAL_FAILURE(result =
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getAnrTokenLockedInterruptible(timeout, mAnrWindows, lock));
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const auto& [token, pid] = result;
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ASSERT_EQ(expectedToken, token);
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ASSERT_EQ(expectedPid, pid);
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}
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/** Wrap call with ASSERT_NO_FATAL_FAILURE() to ensure the return value is valid. */
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sp<IBinder> getUnresponsiveWindowToken(std::chrono::nanoseconds timeout) {
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std::unique_lock lock(mLock);
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android::base::ScopedLockAssertion assumeLocked(mLock);
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AnrResult result = getAnrTokenLockedInterruptible(timeout, mAnrWindows, lock);
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const auto& [token, _] = result;
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return token;
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}
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void assertNotifyWindowResponsiveWasCalled(const sp<IBinder>& expectedToken,
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int32_t expectedPid) {
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std::unique_lock lock(mLock);
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android::base::ScopedLockAssertion assumeLocked(mLock);
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AnrResult result;
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ASSERT_NO_FATAL_FAILURE(
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result = getAnrTokenLockedInterruptible(0s, mResponsiveWindows, lock));
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const auto& [token, pid] = result;
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ASSERT_EQ(expectedToken, token);
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ASSERT_EQ(expectedPid, pid);
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}
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/** Wrap call with ASSERT_NO_FATAL_FAILURE() to ensure the return value is valid. */
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sp<IBinder> getResponsiveWindowToken() {
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std::unique_lock lock(mLock);
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android::base::ScopedLockAssertion assumeLocked(mLock);
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AnrResult result = getAnrTokenLockedInterruptible(0s, mResponsiveWindows, lock);
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const auto& [token, _] = result;
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return token;
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}
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void assertNotifyAnrWasNotCalled() {
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std::scoped_lock lock(mLock);
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ASSERT_TRUE(mAnrApplications.empty());
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ASSERT_TRUE(mAnrWindows.empty());
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ASSERT_TRUE(mResponsiveWindows.empty())
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<< "ANR was not called, but please also consume the 'connection is responsive' "
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"signal";
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}
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void setKeyRepeatConfiguration(nsecs_t timeout, nsecs_t delay) {
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mConfig.keyRepeatTimeout = timeout;
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mConfig.keyRepeatDelay = delay;
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}
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PointerCaptureRequest assertSetPointerCaptureCalled(bool enabled) {
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std::unique_lock lock(mLock);
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base::ScopedLockAssertion assumeLocked(mLock);
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if (!mPointerCaptureChangedCondition.wait_for(lock, 100ms,
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[this, enabled]() REQUIRES(mLock) {
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return mPointerCaptureRequest->enable ==
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enabled;
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})) {
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ADD_FAILURE() << "Timed out waiting for setPointerCapture(" << enabled
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<< ") to be called.";
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return {};
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}
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auto request = *mPointerCaptureRequest;
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mPointerCaptureRequest.reset();
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return request;
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}
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void assertSetPointerCaptureNotCalled() {
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std::unique_lock lock(mLock);
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base::ScopedLockAssertion assumeLocked(mLock);
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if (mPointerCaptureChangedCondition.wait_for(lock, 100ms) != std::cv_status::timeout) {
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FAIL() << "Expected setPointerCapture(request) to not be called, but was called. "
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"enabled = "
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<< std::to_string(mPointerCaptureRequest->enable);
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}
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mPointerCaptureRequest.reset();
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}
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void assertDropTargetEquals(const sp<IBinder>& targetToken) {
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std::scoped_lock lock(mLock);
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ASSERT_TRUE(mNotifyDropWindowWasCalled);
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ASSERT_EQ(targetToken, mDropTargetWindowToken);
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mNotifyDropWindowWasCalled = false;
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}
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void assertNotifyInputChannelBrokenWasCalled(const sp<IBinder>& token) {
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std::unique_lock lock(mLock);
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base::ScopedLockAssertion assumeLocked(mLock);
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std::optional<sp<IBinder>> receivedToken =
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getItemFromStorageLockedInterruptible(100ms, mBrokenInputChannels, lock,
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mNotifyInputChannelBroken);
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ASSERT_TRUE(receivedToken.has_value());
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ASSERT_EQ(token, *receivedToken);
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}
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/**
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* Set policy timeout. A value of zero means next key will not be intercepted.
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*/
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void setInterceptKeyTimeout(std::chrono::milliseconds timeout) {
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mInterceptKeyTimeout = timeout;
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}
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private:
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std::mutex mLock;
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std::unique_ptr<InputEvent> mFilteredEvent GUARDED_BY(mLock);
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std::optional<nsecs_t> mConfigurationChangedTime GUARDED_BY(mLock);
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sp<IBinder> mOnPointerDownToken GUARDED_BY(mLock);
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std::optional<NotifySwitchArgs> mLastNotifySwitch GUARDED_BY(mLock);
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std::condition_variable mPointerCaptureChangedCondition;
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std::optional<PointerCaptureRequest> mPointerCaptureRequest GUARDED_BY(mLock);
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// ANR handling
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std::queue<std::shared_ptr<InputApplicationHandle>> mAnrApplications GUARDED_BY(mLock);
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std::queue<AnrResult> mAnrWindows GUARDED_BY(mLock);
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std::queue<AnrResult> mResponsiveWindows GUARDED_BY(mLock);
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std::condition_variable mNotifyAnr;
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std::queue<sp<IBinder>> mBrokenInputChannels GUARDED_BY(mLock);
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std::condition_variable mNotifyInputChannelBroken;
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sp<IBinder> mDropTargetWindowToken GUARDED_BY(mLock);
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bool mNotifyDropWindowWasCalled GUARDED_BY(mLock) = false;
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std::chrono::milliseconds mInterceptKeyTimeout = 0ms;
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// All three ANR-related callbacks behave the same way, so we use this generic function to wait
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// for a specific container to become non-empty. When the container is non-empty, return the
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// first entry from the container and erase it.
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template <class T>
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T getAnrTokenLockedInterruptible(std::chrono::nanoseconds timeout, std::queue<T>& storage,
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std::unique_lock<std::mutex>& lock) REQUIRES(mLock) {
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// If there is an ANR, Dispatcher won't be idle because there are still events
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// in the waitQueue that we need to check on. So we can't wait for dispatcher to be idle
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// before checking if ANR was called.
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// Since dispatcher is not guaranteed to call notifyNoFocusedWindowAnr right away, we need
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// to provide it some time to act. 100ms seems reasonable.
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std::chrono::duration timeToWait = timeout + 100ms; // provide some slack
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const std::chrono::time_point start = std::chrono::steady_clock::now();
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std::optional<T> token =
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getItemFromStorageLockedInterruptible(timeToWait, storage, lock, mNotifyAnr);
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if (!token.has_value()) {
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ADD_FAILURE() << "Did not receive the ANR callback";
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return {};
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}
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const std::chrono::duration waited = std::chrono::steady_clock::now() - start;
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// Ensure that the ANR didn't get raised too early. We can't be too strict here because
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// the dispatcher started counting before this function was called
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if (std::chrono::abs(timeout - waited) > 100ms) {
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ADD_FAILURE() << "ANR was raised too early or too late. Expected "
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<< std::chrono::duration_cast<std::chrono::milliseconds>(timeout).count()
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<< "ms, but waited "
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<< std::chrono::duration_cast<std::chrono::milliseconds>(waited).count()
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<< "ms instead";
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}
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return *token;
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}
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template <class T>
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std::optional<T> getItemFromStorageLockedInterruptible(std::chrono::nanoseconds timeout,
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std::queue<T>& storage,
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std::unique_lock<std::mutex>& lock,
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std::condition_variable& condition)
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REQUIRES(mLock) {
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condition.wait_for(lock, timeout,
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[&storage]() REQUIRES(mLock) { return !storage.empty(); });
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if (storage.empty()) {
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ADD_FAILURE() << "Did not receive the expected callback";
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return std::nullopt;
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}
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T item = storage.front();
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storage.pop();
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return std::make_optional(item);
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}
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void notifyConfigurationChanged(nsecs_t when) override {
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std::scoped_lock lock(mLock);
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mConfigurationChangedTime = when;
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}
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void notifyWindowUnresponsive(const sp<IBinder>& connectionToken, std::optional<int32_t> pid,
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const std::string&) override {
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std::scoped_lock lock(mLock);
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ASSERT_TRUE(pid.has_value());
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mAnrWindows.push({connectionToken, *pid});
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mNotifyAnr.notify_all();
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}
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void notifyWindowResponsive(const sp<IBinder>& connectionToken,
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std::optional<int32_t> pid) override {
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std::scoped_lock lock(mLock);
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ASSERT_TRUE(pid.has_value());
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mResponsiveWindows.push({connectionToken, *pid});
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mNotifyAnr.notify_all();
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}
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void notifyNoFocusedWindowAnr(
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const std::shared_ptr<InputApplicationHandle>& applicationHandle) override {
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std::scoped_lock lock(mLock);
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mAnrApplications.push(applicationHandle);
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mNotifyAnr.notify_all();
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}
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void notifyInputChannelBroken(const sp<IBinder>& connectionToken) override {
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std::scoped_lock lock(mLock);
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mBrokenInputChannels.push(connectionToken);
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mNotifyInputChannelBroken.notify_all();
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}
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void notifyFocusChanged(const sp<IBinder>&, const sp<IBinder>&) override {}
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void notifyUntrustedTouch(const std::string& obscuringPackage) override {}
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void notifySensorEvent(int32_t deviceId, InputDeviceSensorType sensorType,
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InputDeviceSensorAccuracy accuracy, nsecs_t timestamp,
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const std::vector<float>& values) override {}
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void notifySensorAccuracy(int deviceId, InputDeviceSensorType sensorType,
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InputDeviceSensorAccuracy accuracy) override {}
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void notifyVibratorState(int32_t deviceId, bool isOn) override {}
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void getDispatcherConfiguration(InputDispatcherConfiguration* outConfig) override {
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*outConfig = mConfig;
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}
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bool filterInputEvent(const InputEvent* inputEvent, uint32_t policyFlags) override {
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std::scoped_lock lock(mLock);
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switch (inputEvent->getType()) {
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case AINPUT_EVENT_TYPE_KEY: {
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const KeyEvent* keyEvent = static_cast<const KeyEvent*>(inputEvent);
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mFilteredEvent = std::make_unique<KeyEvent>(*keyEvent);
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break;
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}
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case AINPUT_EVENT_TYPE_MOTION: {
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const MotionEvent* motionEvent = static_cast<const MotionEvent*>(inputEvent);
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mFilteredEvent = std::make_unique<MotionEvent>(*motionEvent);
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break;
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}
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}
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return true;
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}
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void interceptKeyBeforeQueueing(const KeyEvent* inputEvent, uint32_t&) override {
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if (inputEvent->getAction() == AKEY_EVENT_ACTION_UP) {
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// Clear intercept state when we handled the event.
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mInterceptKeyTimeout = 0ms;
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}
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}
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void interceptMotionBeforeQueueing(int32_t, nsecs_t, uint32_t&) override {}
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nsecs_t interceptKeyBeforeDispatching(const sp<IBinder>&, const KeyEvent*, uint32_t) override {
|
|
nsecs_t delay = std::chrono::nanoseconds(mInterceptKeyTimeout).count();
|
|
// Clear intercept state so we could dispatch the event in next wake.
|
|
mInterceptKeyTimeout = 0ms;
|
|
return delay;
|
|
}
|
|
|
|
bool dispatchUnhandledKey(const sp<IBinder>&, const KeyEvent*, uint32_t, KeyEvent*) override {
|
|
return false;
|
|
}
|
|
|
|
void notifySwitch(nsecs_t when, uint32_t switchValues, uint32_t switchMask,
|
|
uint32_t policyFlags) override {
|
|
std::scoped_lock lock(mLock);
|
|
/** We simply reconstruct NotifySwitchArgs in policy because InputDispatcher is
|
|
* essentially a passthrough for notifySwitch.
|
|
*/
|
|
mLastNotifySwitch = NotifySwitchArgs(1 /*id*/, when, policyFlags, switchValues, switchMask);
|
|
}
|
|
|
|
void pokeUserActivity(nsecs_t, int32_t, int32_t) override {}
|
|
|
|
void onPointerDownOutsideFocus(const sp<IBinder>& newToken) override {
|
|
std::scoped_lock lock(mLock);
|
|
mOnPointerDownToken = newToken;
|
|
}
|
|
|
|
void setPointerCapture(const PointerCaptureRequest& request) override {
|
|
std::scoped_lock lock(mLock);
|
|
mPointerCaptureRequest = {request};
|
|
mPointerCaptureChangedCondition.notify_all();
|
|
}
|
|
|
|
void notifyDropWindow(const sp<IBinder>& token, float x, float y) override {
|
|
std::scoped_lock lock(mLock);
|
|
mNotifyDropWindowWasCalled = true;
|
|
mDropTargetWindowToken = token;
|
|
}
|
|
|
|
void assertFilterInputEventWasCalledInternal(
|
|
const std::function<void(const InputEvent&)>& verify) {
|
|
std::scoped_lock lock(mLock);
|
|
ASSERT_NE(nullptr, mFilteredEvent) << "Expected filterInputEvent() to have been called.";
|
|
verify(*mFilteredEvent);
|
|
mFilteredEvent = nullptr;
|
|
}
|
|
};
|
|
|
|
// --- InputDispatcherTest ---
|
|
|
|
class InputDispatcherTest : public testing::Test {
|
|
protected:
|
|
sp<FakeInputDispatcherPolicy> mFakePolicy;
|
|
std::unique_ptr<InputDispatcher> mDispatcher;
|
|
|
|
void SetUp() override {
|
|
mFakePolicy = new FakeInputDispatcherPolicy();
|
|
mDispatcher = std::make_unique<InputDispatcher>(mFakePolicy, STALE_EVENT_TIMEOUT);
|
|
mDispatcher->setInputDispatchMode(/*enabled*/ true, /*frozen*/ false);
|
|
// Start InputDispatcher thread
|
|
ASSERT_EQ(OK, mDispatcher->start());
|
|
}
|
|
|
|
void TearDown() override {
|
|
ASSERT_EQ(OK, mDispatcher->stop());
|
|
mFakePolicy.clear();
|
|
mDispatcher.reset();
|
|
}
|
|
|
|
/**
|
|
* Used for debugging when writing the test
|
|
*/
|
|
void dumpDispatcherState() {
|
|
std::string dump;
|
|
mDispatcher->dump(dump);
|
|
std::stringstream ss(dump);
|
|
std::string to;
|
|
|
|
while (std::getline(ss, to, '\n')) {
|
|
ALOGE("%s", to.c_str());
|
|
}
|
|
}
|
|
|
|
void setFocusedWindow(const sp<WindowInfoHandle>& window,
|
|
const sp<WindowInfoHandle>& focusedWindow = nullptr) {
|
|
FocusRequest request;
|
|
request.token = window->getToken();
|
|
request.windowName = window->getName();
|
|
if (focusedWindow) {
|
|
request.focusedToken = focusedWindow->getToken();
|
|
}
|
|
request.timestamp = systemTime(SYSTEM_TIME_MONOTONIC);
|
|
request.displayId = window->getInfo()->displayId;
|
|
mDispatcher->setFocusedWindow(request);
|
|
}
|
|
};
|
|
|
|
TEST_F(InputDispatcherTest, InjectInputEvent_ValidatesKeyEvents) {
|
|
KeyEvent event;
|
|
|
|
// Rejects undefined key actions.
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE,
|
|
INVALID_HMAC,
|
|
/*action*/ -1, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0, ARBITRARY_TIME,
|
|
ARBITRARY_TIME);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject key events with undefined action.";
|
|
|
|
// Rejects ACTION_MULTIPLE since it is not supported despite being defined in the API.
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE,
|
|
INVALID_HMAC, AKEY_EVENT_ACTION_MULTIPLE, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0,
|
|
ARBITRARY_TIME, ARBITRARY_TIME);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject key events with ACTION_MULTIPLE.";
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, InjectInputEvent_ValidatesMotionEvents) {
|
|
MotionEvent event;
|
|
PointerProperties pointerProperties[MAX_POINTERS + 1];
|
|
PointerCoords pointerCoords[MAX_POINTERS + 1];
|
|
for (size_t i = 0; i <= MAX_POINTERS; i++) {
|
|
pointerProperties[i].clear();
|
|
pointerProperties[i].id = i;
|
|
pointerCoords[i].clear();
|
|
}
|
|
|
|
// Some constants commonly used below
|
|
constexpr int32_t source = AINPUT_SOURCE_TOUCHSCREEN;
|
|
constexpr int32_t edgeFlags = AMOTION_EVENT_EDGE_FLAG_NONE;
|
|
constexpr int32_t metaState = AMETA_NONE;
|
|
constexpr MotionClassification classification = MotionClassification::NONE;
|
|
|
|
ui::Transform identityTransform;
|
|
// Rejects undefined motion actions.
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
|
|
/*action*/ -1, 0, 0, edgeFlags, metaState, 0, classification,
|
|
identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, identityTransform, ARBITRARY_TIME,
|
|
ARBITRARY_TIME,
|
|
/*pointerCount*/ 1, pointerProperties, pointerCoords);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject motion events with undefined action.";
|
|
|
|
// Rejects pointer down with invalid index.
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
|
|
POINTER_1_DOWN, 0, 0, edgeFlags, metaState, 0, classification,
|
|
identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, identityTransform, ARBITRARY_TIME,
|
|
ARBITRARY_TIME,
|
|
/*pointerCount*/ 1, pointerProperties, pointerCoords);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject motion events with pointer down index too large.";
|
|
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
|
|
AMOTION_EVENT_ACTION_POINTER_DOWN |
|
|
(~0U << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
|
|
0, 0, edgeFlags, metaState, 0, classification, identityTransform, 0, 0,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
identityTransform, ARBITRARY_TIME, ARBITRARY_TIME,
|
|
/*pointerCount*/ 1, pointerProperties, pointerCoords);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject motion events with pointer down index too small.";
|
|
|
|
// Rejects pointer up with invalid index.
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
|
|
POINTER_1_UP, 0, 0, edgeFlags, metaState, 0, classification, identityTransform,
|
|
0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, identityTransform, ARBITRARY_TIME,
|
|
ARBITRARY_TIME,
|
|
/*pointerCount*/ 1, pointerProperties, pointerCoords);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject motion events with pointer up index too large.";
|
|
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
|
|
AMOTION_EVENT_ACTION_POINTER_UP |
|
|
(~0U << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
|
|
0, 0, edgeFlags, metaState, 0, classification, identityTransform, 0, 0,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
identityTransform, ARBITRARY_TIME, ARBITRARY_TIME,
|
|
/*pointerCount*/ 1, pointerProperties, pointerCoords);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject motion events with pointer up index too small.";
|
|
|
|
// Rejects motion events with invalid number of pointers.
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
|
|
AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification,
|
|
identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, identityTransform, ARBITRARY_TIME,
|
|
ARBITRARY_TIME,
|
|
/*pointerCount*/ 0, pointerProperties, pointerCoords);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject motion events with 0 pointers.";
|
|
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
|
|
AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification,
|
|
identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, identityTransform, ARBITRARY_TIME,
|
|
ARBITRARY_TIME,
|
|
/*pointerCount*/ MAX_POINTERS + 1, pointerProperties, pointerCoords);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject motion events with more than MAX_POINTERS pointers.";
|
|
|
|
// Rejects motion events with invalid pointer ids.
|
|
pointerProperties[0].id = -1;
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
|
|
AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification,
|
|
identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, identityTransform, ARBITRARY_TIME,
|
|
ARBITRARY_TIME,
|
|
/*pointerCount*/ 1, pointerProperties, pointerCoords);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject motion events with pointer ids less than 0.";
|
|
|
|
pointerProperties[0].id = MAX_POINTER_ID + 1;
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
|
|
AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification,
|
|
identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, identityTransform, ARBITRARY_TIME,
|
|
ARBITRARY_TIME,
|
|
/*pointerCount*/ 1, pointerProperties, pointerCoords);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject motion events with pointer ids greater than MAX_POINTER_ID.";
|
|
|
|
// Rejects motion events with duplicate pointer ids.
|
|
pointerProperties[0].id = 1;
|
|
pointerProperties[1].id = 1;
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
|
|
AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification,
|
|
identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, identityTransform, ARBITRARY_TIME,
|
|
ARBITRARY_TIME,
|
|
/*pointerCount*/ 2, pointerProperties, pointerCoords);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/, InputEventInjectionSync::NONE,
|
|
0ms, 0))
|
|
<< "Should reject motion events with duplicate pointer ids.";
|
|
}
|
|
|
|
/* Test InputDispatcher for notifyConfigurationChanged and notifySwitch events */
|
|
|
|
TEST_F(InputDispatcherTest, NotifyConfigurationChanged_CallsPolicy) {
|
|
constexpr nsecs_t eventTime = 20;
|
|
NotifyConfigurationChangedArgs args(10 /*id*/, eventTime);
|
|
mDispatcher->notifyConfigurationChanged(&args);
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
|
|
mFakePolicy->assertNotifyConfigurationChangedWasCalled(eventTime);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, NotifySwitch_CallsPolicy) {
|
|
NotifySwitchArgs args(10 /*id*/, 20 /*eventTime*/, 0 /*policyFlags*/, 1 /*switchValues*/,
|
|
2 /*switchMask*/);
|
|
mDispatcher->notifySwitch(&args);
|
|
|
|
// InputDispatcher adds POLICY_FLAG_TRUSTED because the event went through InputListener
|
|
args.policyFlags |= POLICY_FLAG_TRUSTED;
|
|
mFakePolicy->assertNotifySwitchWasCalled(args);
|
|
}
|
|
|
|
// --- InputDispatcherTest SetInputWindowTest ---
|
|
static constexpr std::chrono::duration INJECT_EVENT_TIMEOUT = 500ms;
|
|
// Default input dispatching timeout if there is no focused application or paused window
|
|
// from which to determine an appropriate dispatching timeout.
|
|
static const std::chrono::duration DISPATCHING_TIMEOUT = std::chrono::milliseconds(
|
|
android::os::IInputConstants::UNMULTIPLIED_DEFAULT_DISPATCHING_TIMEOUT_MILLIS *
|
|
android::base::HwTimeoutMultiplier());
|
|
|
|
class FakeApplicationHandle : public InputApplicationHandle {
|
|
public:
|
|
FakeApplicationHandle() {
|
|
mInfo.name = "Fake Application";
|
|
mInfo.token = new BBinder();
|
|
mInfo.dispatchingTimeoutMillis =
|
|
std::chrono::duration_cast<std::chrono::milliseconds>(DISPATCHING_TIMEOUT).count();
|
|
}
|
|
virtual ~FakeApplicationHandle() {}
|
|
|
|
virtual bool updateInfo() override { return true; }
|
|
|
|
void setDispatchingTimeout(std::chrono::milliseconds timeout) {
|
|
mInfo.dispatchingTimeoutMillis = timeout.count();
|
|
}
|
|
};
|
|
|
|
class FakeInputReceiver {
|
|
public:
|
|
explicit FakeInputReceiver(std::unique_ptr<InputChannel> clientChannel, const std::string name)
|
|
: mName(name) {
|
|
mConsumer = std::make_unique<InputConsumer>(std::move(clientChannel));
|
|
}
|
|
|
|
InputEvent* consume() {
|
|
InputEvent* event;
|
|
std::optional<uint32_t> consumeSeq = receiveEvent(&event);
|
|
if (!consumeSeq) {
|
|
return nullptr;
|
|
}
|
|
finishEvent(*consumeSeq);
|
|
return event;
|
|
}
|
|
|
|
/**
|
|
* Receive an event without acknowledging it.
|
|
* Return the sequence number that could later be used to send finished signal.
|
|
*/
|
|
std::optional<uint32_t> receiveEvent(InputEvent** outEvent = nullptr) {
|
|
uint32_t consumeSeq;
|
|
InputEvent* event;
|
|
|
|
std::chrono::time_point start = std::chrono::steady_clock::now();
|
|
status_t status = WOULD_BLOCK;
|
|
while (status == WOULD_BLOCK) {
|
|
status = mConsumer->consume(&mEventFactory, true /*consumeBatches*/, -1, &consumeSeq,
|
|
&event);
|
|
std::chrono::duration elapsed = std::chrono::steady_clock::now() - start;
|
|
if (elapsed > 100ms) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (status == WOULD_BLOCK) {
|
|
// Just means there's no event available.
|
|
return std::nullopt;
|
|
}
|
|
|
|
if (status != OK) {
|
|
ADD_FAILURE() << mName.c_str() << ": consumer consume should return OK.";
|
|
return std::nullopt;
|
|
}
|
|
if (event == nullptr) {
|
|
ADD_FAILURE() << "Consumed correctly, but received NULL event from consumer";
|
|
return std::nullopt;
|
|
}
|
|
if (outEvent != nullptr) {
|
|
*outEvent = event;
|
|
}
|
|
return consumeSeq;
|
|
}
|
|
|
|
/**
|
|
* To be used together with "receiveEvent" to complete the consumption of an event.
|
|
*/
|
|
void finishEvent(uint32_t consumeSeq) {
|
|
const status_t status = mConsumer->sendFinishedSignal(consumeSeq, true);
|
|
ASSERT_EQ(OK, status) << mName.c_str() << ": consumer sendFinishedSignal should return OK.";
|
|
}
|
|
|
|
void sendTimeline(int32_t inputEventId, std::array<nsecs_t, GraphicsTimeline::SIZE> timeline) {
|
|
const status_t status = mConsumer->sendTimeline(inputEventId, timeline);
|
|
ASSERT_EQ(OK, status);
|
|
}
|
|
|
|
void consumeEvent(int32_t expectedEventType, int32_t expectedAction,
|
|
std::optional<int32_t> expectedDisplayId,
|
|
std::optional<int32_t> expectedFlags) {
|
|
InputEvent* event = consume();
|
|
|
|
ASSERT_NE(nullptr, event) << mName.c_str()
|
|
<< ": consumer should have returned non-NULL event.";
|
|
ASSERT_EQ(expectedEventType, event->getType())
|
|
<< mName.c_str() << " expected " << inputEventTypeToString(expectedEventType)
|
|
<< " event, got " << inputEventTypeToString(event->getType()) << " event";
|
|
|
|
if (expectedDisplayId.has_value()) {
|
|
EXPECT_EQ(expectedDisplayId, event->getDisplayId());
|
|
}
|
|
|
|
switch (expectedEventType) {
|
|
case AINPUT_EVENT_TYPE_KEY: {
|
|
const KeyEvent& keyEvent = static_cast<const KeyEvent&>(*event);
|
|
EXPECT_EQ(expectedAction, keyEvent.getAction());
|
|
if (expectedFlags.has_value()) {
|
|
EXPECT_EQ(expectedFlags.value(), keyEvent.getFlags());
|
|
}
|
|
break;
|
|
}
|
|
case AINPUT_EVENT_TYPE_MOTION: {
|
|
const MotionEvent& motionEvent = static_cast<const MotionEvent&>(*event);
|
|
assertMotionAction(expectedAction, motionEvent.getAction());
|
|
|
|
if (expectedFlags.has_value()) {
|
|
EXPECT_EQ(expectedFlags.value(), motionEvent.getFlags());
|
|
}
|
|
break;
|
|
}
|
|
case AINPUT_EVENT_TYPE_FOCUS: {
|
|
FAIL() << "Use 'consumeFocusEvent' for FOCUS events";
|
|
}
|
|
case AINPUT_EVENT_TYPE_CAPTURE: {
|
|
FAIL() << "Use 'consumeCaptureEvent' for CAPTURE events";
|
|
}
|
|
case AINPUT_EVENT_TYPE_TOUCH_MODE: {
|
|
FAIL() << "Use 'consumeTouchModeEvent' for TOUCH_MODE events";
|
|
}
|
|
case AINPUT_EVENT_TYPE_DRAG: {
|
|
FAIL() << "Use 'consumeDragEvent' for DRAG events";
|
|
}
|
|
default: {
|
|
FAIL() << mName.c_str() << ": invalid event type: " << expectedEventType;
|
|
}
|
|
}
|
|
}
|
|
|
|
void consumeFocusEvent(bool hasFocus, bool inTouchMode) {
|
|
InputEvent* event = consume();
|
|
ASSERT_NE(nullptr, event) << mName.c_str()
|
|
<< ": consumer should have returned non-NULL event.";
|
|
ASSERT_EQ(AINPUT_EVENT_TYPE_FOCUS, event->getType())
|
|
<< "Got " << inputEventTypeToString(event->getType())
|
|
<< " event instead of FOCUS event";
|
|
|
|
ASSERT_EQ(ADISPLAY_ID_NONE, event->getDisplayId())
|
|
<< mName.c_str() << ": event displayId should always be NONE.";
|
|
|
|
FocusEvent* focusEvent = static_cast<FocusEvent*>(event);
|
|
EXPECT_EQ(hasFocus, focusEvent->getHasFocus());
|
|
}
|
|
|
|
void consumeCaptureEvent(bool hasCapture) {
|
|
const InputEvent* event = consume();
|
|
ASSERT_NE(nullptr, event) << mName.c_str()
|
|
<< ": consumer should have returned non-NULL event.";
|
|
ASSERT_EQ(AINPUT_EVENT_TYPE_CAPTURE, event->getType())
|
|
<< "Got " << inputEventTypeToString(event->getType())
|
|
<< " event instead of CAPTURE event";
|
|
|
|
ASSERT_EQ(ADISPLAY_ID_NONE, event->getDisplayId())
|
|
<< mName.c_str() << ": event displayId should always be NONE.";
|
|
|
|
const auto& captureEvent = static_cast<const CaptureEvent&>(*event);
|
|
EXPECT_EQ(hasCapture, captureEvent.getPointerCaptureEnabled());
|
|
}
|
|
|
|
void consumeDragEvent(bool isExiting, float x, float y) {
|
|
const InputEvent* event = consume();
|
|
ASSERT_NE(nullptr, event) << mName.c_str()
|
|
<< ": consumer should have returned non-NULL event.";
|
|
ASSERT_EQ(AINPUT_EVENT_TYPE_DRAG, event->getType())
|
|
<< "Got " << inputEventTypeToString(event->getType())
|
|
<< " event instead of DRAG event";
|
|
|
|
EXPECT_EQ(ADISPLAY_ID_NONE, event->getDisplayId())
|
|
<< mName.c_str() << ": event displayId should always be NONE.";
|
|
|
|
const auto& dragEvent = static_cast<const DragEvent&>(*event);
|
|
EXPECT_EQ(isExiting, dragEvent.isExiting());
|
|
EXPECT_EQ(x, dragEvent.getX());
|
|
EXPECT_EQ(y, dragEvent.getY());
|
|
}
|
|
|
|
void consumeTouchModeEvent(bool inTouchMode) {
|
|
const InputEvent* event = consume();
|
|
ASSERT_NE(nullptr, event) << mName.c_str()
|
|
<< ": consumer should have returned non-NULL event.";
|
|
ASSERT_EQ(AINPUT_EVENT_TYPE_TOUCH_MODE, event->getType())
|
|
<< "Got " << inputEventTypeToString(event->getType())
|
|
<< " event instead of TOUCH_MODE event";
|
|
|
|
ASSERT_EQ(ADISPLAY_ID_NONE, event->getDisplayId())
|
|
<< mName.c_str() << ": event displayId should always be NONE.";
|
|
const auto& touchModeEvent = static_cast<const TouchModeEvent&>(*event);
|
|
EXPECT_EQ(inTouchMode, touchModeEvent.isInTouchMode());
|
|
}
|
|
|
|
void assertNoEvents() {
|
|
InputEvent* event = consume();
|
|
if (event == nullptr) {
|
|
return;
|
|
}
|
|
if (event->getType() == AINPUT_EVENT_TYPE_KEY) {
|
|
KeyEvent& keyEvent = static_cast<KeyEvent&>(*event);
|
|
ADD_FAILURE() << "Received key event "
|
|
<< KeyEvent::actionToString(keyEvent.getAction());
|
|
} else if (event->getType() == AINPUT_EVENT_TYPE_MOTION) {
|
|
MotionEvent& motionEvent = static_cast<MotionEvent&>(*event);
|
|
ADD_FAILURE() << "Received motion event "
|
|
<< MotionEvent::actionToString(motionEvent.getAction());
|
|
} else if (event->getType() == AINPUT_EVENT_TYPE_FOCUS) {
|
|
FocusEvent& focusEvent = static_cast<FocusEvent&>(*event);
|
|
ADD_FAILURE() << "Received focus event, hasFocus = "
|
|
<< (focusEvent.getHasFocus() ? "true" : "false");
|
|
} else if (event->getType() == AINPUT_EVENT_TYPE_CAPTURE) {
|
|
const auto& captureEvent = static_cast<CaptureEvent&>(*event);
|
|
ADD_FAILURE() << "Received capture event, pointerCaptureEnabled = "
|
|
<< (captureEvent.getPointerCaptureEnabled() ? "true" : "false");
|
|
} else if (event->getType() == AINPUT_EVENT_TYPE_TOUCH_MODE) {
|
|
const auto& touchModeEvent = static_cast<TouchModeEvent&>(*event);
|
|
ADD_FAILURE() << "Received touch mode event, inTouchMode = "
|
|
<< (touchModeEvent.isInTouchMode() ? "true" : "false");
|
|
}
|
|
FAIL() << mName.c_str()
|
|
<< ": should not have received any events, so consume() should return NULL";
|
|
}
|
|
|
|
sp<IBinder> getToken() { return mConsumer->getChannel()->getConnectionToken(); }
|
|
|
|
int getChannelFd() { return mConsumer->getChannel()->getFd().get(); }
|
|
|
|
protected:
|
|
std::unique_ptr<InputConsumer> mConsumer;
|
|
PreallocatedInputEventFactory mEventFactory;
|
|
|
|
std::string mName;
|
|
};
|
|
|
|
class FakeWindowHandle : public WindowInfoHandle {
|
|
public:
|
|
static const int32_t WIDTH = 600;
|
|
static const int32_t HEIGHT = 800;
|
|
|
|
FakeWindowHandle(const std::shared_ptr<InputApplicationHandle>& inputApplicationHandle,
|
|
const std::unique_ptr<InputDispatcher>& dispatcher, const std::string name,
|
|
int32_t displayId, std::optional<sp<IBinder>> token = std::nullopt)
|
|
: mName(name) {
|
|
if (token == std::nullopt) {
|
|
base::Result<std::unique_ptr<InputChannel>> channel =
|
|
dispatcher->createInputChannel(name);
|
|
token = (*channel)->getConnectionToken();
|
|
mInputReceiver = std::make_unique<FakeInputReceiver>(std::move(*channel), name);
|
|
}
|
|
|
|
inputApplicationHandle->updateInfo();
|
|
mInfo.applicationInfo = *inputApplicationHandle->getInfo();
|
|
|
|
mInfo.token = *token;
|
|
mInfo.id = sId++;
|
|
mInfo.name = name;
|
|
mInfo.dispatchingTimeout = DISPATCHING_TIMEOUT;
|
|
mInfo.alpha = 1.0;
|
|
mInfo.frameLeft = 0;
|
|
mInfo.frameTop = 0;
|
|
mInfo.frameRight = WIDTH;
|
|
mInfo.frameBottom = HEIGHT;
|
|
mInfo.transform.set(0, 0);
|
|
mInfo.globalScaleFactor = 1.0;
|
|
mInfo.touchableRegion.clear();
|
|
mInfo.addTouchableRegion(Rect(0, 0, WIDTH, HEIGHT));
|
|
mInfo.ownerPid = WINDOW_PID;
|
|
mInfo.ownerUid = WINDOW_UID;
|
|
mInfo.displayId = displayId;
|
|
mInfo.inputConfig = WindowInfo::InputConfig::DEFAULT;
|
|
}
|
|
|
|
sp<FakeWindowHandle> clone(
|
|
const std::shared_ptr<InputApplicationHandle>& inputApplicationHandle,
|
|
const std::unique_ptr<InputDispatcher>& dispatcher, int32_t displayId) {
|
|
sp<FakeWindowHandle> handle =
|
|
new FakeWindowHandle(inputApplicationHandle, dispatcher, mInfo.name + "(Mirror)",
|
|
displayId, mInfo.token);
|
|
return handle;
|
|
}
|
|
|
|
void setTouchable(bool touchable) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::NOT_TOUCHABLE, !touchable);
|
|
}
|
|
|
|
void setFocusable(bool focusable) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::NOT_FOCUSABLE, !focusable);
|
|
}
|
|
|
|
void setVisible(bool visible) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::NOT_VISIBLE, !visible);
|
|
}
|
|
|
|
void setDispatchingTimeout(std::chrono::nanoseconds timeout) {
|
|
mInfo.dispatchingTimeout = timeout;
|
|
}
|
|
|
|
void setPaused(bool paused) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::PAUSE_DISPATCHING, paused);
|
|
}
|
|
|
|
void setPreventSplitting(bool preventSplitting) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::PREVENT_SPLITTING, preventSplitting);
|
|
}
|
|
|
|
void setSlippery(bool slippery) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::SLIPPERY, slippery);
|
|
}
|
|
|
|
void setWatchOutsideTouch(bool watchOutside) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::WATCH_OUTSIDE_TOUCH, watchOutside);
|
|
}
|
|
|
|
void setSpy(bool spy) { mInfo.setInputConfig(WindowInfo::InputConfig::SPY, spy); }
|
|
|
|
void setInterceptsStylus(bool interceptsStylus) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::INTERCEPTS_STYLUS, interceptsStylus);
|
|
}
|
|
|
|
void setDropInput(bool dropInput) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::DROP_INPUT, dropInput);
|
|
}
|
|
|
|
void setDropInputIfObscured(bool dropInputIfObscured) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::DROP_INPUT_IF_OBSCURED, dropInputIfObscured);
|
|
}
|
|
|
|
void setNoInputChannel(bool noInputChannel) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::NO_INPUT_CHANNEL, noInputChannel);
|
|
}
|
|
|
|
void setAlpha(float alpha) { mInfo.alpha = alpha; }
|
|
|
|
void setTouchOcclusionMode(TouchOcclusionMode mode) { mInfo.touchOcclusionMode = mode; }
|
|
|
|
void setApplicationToken(sp<IBinder> token) { mInfo.applicationInfo.token = token; }
|
|
|
|
void setFrame(const Rect& frame, const ui::Transform& displayTransform = ui::Transform()) {
|
|
mInfo.frameLeft = frame.left;
|
|
mInfo.frameTop = frame.top;
|
|
mInfo.frameRight = frame.right;
|
|
mInfo.frameBottom = frame.bottom;
|
|
mInfo.touchableRegion.clear();
|
|
mInfo.addTouchableRegion(frame);
|
|
|
|
const Rect logicalDisplayFrame = displayTransform.transform(frame);
|
|
ui::Transform translate;
|
|
translate.set(-logicalDisplayFrame.left, -logicalDisplayFrame.top);
|
|
mInfo.transform = translate * displayTransform;
|
|
}
|
|
|
|
void setTouchableRegion(const Region& region) { mInfo.touchableRegion = region; }
|
|
|
|
void setIsWallpaper(bool isWallpaper) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::IS_WALLPAPER, isWallpaper);
|
|
}
|
|
|
|
void setDupTouchToWallpaper(bool hasWallpaper) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::DUPLICATE_TOUCH_TO_WALLPAPER, hasWallpaper);
|
|
}
|
|
|
|
void setTrustedOverlay(bool trustedOverlay) {
|
|
mInfo.setInputConfig(WindowInfo::InputConfig::TRUSTED_OVERLAY, trustedOverlay);
|
|
}
|
|
|
|
void setWindowTransform(float dsdx, float dtdx, float dtdy, float dsdy) {
|
|
mInfo.transform.set(dsdx, dtdx, dtdy, dsdy);
|
|
}
|
|
|
|
void setWindowScale(float xScale, float yScale) { setWindowTransform(xScale, 0, 0, yScale); }
|
|
|
|
void setWindowOffset(float offsetX, float offsetY) { mInfo.transform.set(offsetX, offsetY); }
|
|
|
|
void consumeKeyDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
|
|
consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_DOWN, expectedDisplayId,
|
|
expectedFlags);
|
|
}
|
|
|
|
void consumeKeyUp(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
|
|
consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, expectedDisplayId, expectedFlags);
|
|
}
|
|
|
|
void consumeMotionCancel(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
|
|
int32_t expectedFlags = 0) {
|
|
consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL, expectedDisplayId,
|
|
expectedFlags);
|
|
}
|
|
|
|
void consumeMotionMove(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
|
|
int32_t expectedFlags = 0) {
|
|
consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_MOVE, expectedDisplayId,
|
|
expectedFlags);
|
|
}
|
|
|
|
void consumeMotionDown(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
|
|
int32_t expectedFlags = 0) {
|
|
consumeAnyMotionDown(expectedDisplayId, expectedFlags);
|
|
}
|
|
|
|
void consumeAnyMotionDown(std::optional<int32_t> expectedDisplayId = std::nullopt,
|
|
std::optional<int32_t> expectedFlags = std::nullopt) {
|
|
consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_DOWN, expectedDisplayId,
|
|
expectedFlags);
|
|
}
|
|
|
|
void consumeMotionPointerDown(int32_t pointerIdx,
|
|
int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
|
|
int32_t expectedFlags = 0) {
|
|
int32_t action = AMOTION_EVENT_ACTION_POINTER_DOWN |
|
|
(pointerIdx << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
|
|
consumeEvent(AINPUT_EVENT_TYPE_MOTION, action, expectedDisplayId, expectedFlags);
|
|
}
|
|
|
|
void consumeMotionPointerUp(int32_t pointerIdx, int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
|
|
int32_t expectedFlags = 0) {
|
|
int32_t action = AMOTION_EVENT_ACTION_POINTER_UP |
|
|
(pointerIdx << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
|
|
consumeEvent(AINPUT_EVENT_TYPE_MOTION, action, expectedDisplayId, expectedFlags);
|
|
}
|
|
|
|
void consumeMotionUp(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
|
|
int32_t expectedFlags = 0) {
|
|
consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_UP, expectedDisplayId,
|
|
expectedFlags);
|
|
}
|
|
|
|
void consumeMotionOutside(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
|
|
int32_t expectedFlags = 0) {
|
|
consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_OUTSIDE, expectedDisplayId,
|
|
expectedFlags);
|
|
}
|
|
|
|
void consumeMotionOutsideWithZeroedCoords(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
|
|
int32_t expectedFlags = 0) {
|
|
InputEvent* event = consume();
|
|
ASSERT_EQ(AINPUT_EVENT_TYPE_MOTION, event->getType());
|
|
const MotionEvent& motionEvent = static_cast<MotionEvent&>(*event);
|
|
EXPECT_EQ(AMOTION_EVENT_ACTION_OUTSIDE, motionEvent.getActionMasked());
|
|
EXPECT_EQ(0.f, motionEvent.getRawPointerCoords(0)->getX());
|
|
EXPECT_EQ(0.f, motionEvent.getRawPointerCoords(0)->getY());
|
|
}
|
|
|
|
void consumeFocusEvent(bool hasFocus, bool inTouchMode = true) {
|
|
ASSERT_NE(mInputReceiver, nullptr)
|
|
<< "Cannot consume events from a window with no receiver";
|
|
mInputReceiver->consumeFocusEvent(hasFocus, inTouchMode);
|
|
}
|
|
|
|
void consumeCaptureEvent(bool hasCapture) {
|
|
ASSERT_NE(mInputReceiver, nullptr)
|
|
<< "Cannot consume events from a window with no receiver";
|
|
mInputReceiver->consumeCaptureEvent(hasCapture);
|
|
}
|
|
|
|
void consumeEvent(int32_t expectedEventType, int32_t expectedAction,
|
|
std::optional<int32_t> expectedDisplayId,
|
|
std::optional<int32_t> expectedFlags) {
|
|
ASSERT_NE(mInputReceiver, nullptr) << "Invalid consume event on window with no receiver";
|
|
mInputReceiver->consumeEvent(expectedEventType, expectedAction, expectedDisplayId,
|
|
expectedFlags);
|
|
}
|
|
|
|
void consumeDragEvent(bool isExiting, float x, float y) {
|
|
mInputReceiver->consumeDragEvent(isExiting, x, y);
|
|
}
|
|
|
|
void consumeTouchModeEvent(bool inTouchMode) {
|
|
ASSERT_NE(mInputReceiver, nullptr)
|
|
<< "Cannot consume events from a window with no receiver";
|
|
mInputReceiver->consumeTouchModeEvent(inTouchMode);
|
|
}
|
|
|
|
std::optional<uint32_t> receiveEvent(InputEvent** outEvent = nullptr) {
|
|
if (mInputReceiver == nullptr) {
|
|
ADD_FAILURE() << "Invalid receive event on window with no receiver";
|
|
return std::nullopt;
|
|
}
|
|
return mInputReceiver->receiveEvent(outEvent);
|
|
}
|
|
|
|
void finishEvent(uint32_t sequenceNum) {
|
|
ASSERT_NE(mInputReceiver, nullptr) << "Invalid receive event on window with no receiver";
|
|
mInputReceiver->finishEvent(sequenceNum);
|
|
}
|
|
|
|
void sendTimeline(int32_t inputEventId, std::array<nsecs_t, GraphicsTimeline::SIZE> timeline) {
|
|
ASSERT_NE(mInputReceiver, nullptr) << "Invalid receive event on window with no receiver";
|
|
mInputReceiver->sendTimeline(inputEventId, timeline);
|
|
}
|
|
|
|
InputEvent* consume() {
|
|
if (mInputReceiver == nullptr) {
|
|
return nullptr;
|
|
}
|
|
return mInputReceiver->consume();
|
|
}
|
|
|
|
MotionEvent* consumeMotion() {
|
|
InputEvent* event = consume();
|
|
if (event == nullptr) {
|
|
ADD_FAILURE() << "Consume failed : no event";
|
|
return nullptr;
|
|
}
|
|
if (event->getType() != AINPUT_EVENT_TYPE_MOTION) {
|
|
ADD_FAILURE() << "Instead of motion event, got "
|
|
<< inputEventTypeToString(event->getType());
|
|
return nullptr;
|
|
}
|
|
return static_cast<MotionEvent*>(event);
|
|
}
|
|
|
|
void assertNoEvents() {
|
|
if (mInputReceiver == nullptr &&
|
|
mInfo.inputConfig.test(WindowInfo::InputConfig::NO_INPUT_CHANNEL)) {
|
|
return; // Can't receive events if the window does not have input channel
|
|
}
|
|
ASSERT_NE(nullptr, mInputReceiver)
|
|
<< "Window without InputReceiver must specify feature NO_INPUT_CHANNEL";
|
|
mInputReceiver->assertNoEvents();
|
|
}
|
|
|
|
sp<IBinder> getToken() { return mInfo.token; }
|
|
|
|
const std::string& getName() { return mName; }
|
|
|
|
void setOwnerInfo(int32_t ownerPid, int32_t ownerUid) {
|
|
mInfo.ownerPid = ownerPid;
|
|
mInfo.ownerUid = ownerUid;
|
|
}
|
|
|
|
int32_t getPid() const { return mInfo.ownerPid; }
|
|
|
|
void destroyReceiver() { mInputReceiver = nullptr; }
|
|
|
|
int getChannelFd() { return mInputReceiver->getChannelFd(); }
|
|
|
|
private:
|
|
const std::string mName;
|
|
std::unique_ptr<FakeInputReceiver> mInputReceiver;
|
|
static std::atomic<int32_t> sId; // each window gets a unique id, like in surfaceflinger
|
|
};
|
|
|
|
std::atomic<int32_t> FakeWindowHandle::sId{1};
|
|
|
|
static InputEventInjectionResult injectKey(
|
|
const std::unique_ptr<InputDispatcher>& dispatcher, int32_t action, int32_t repeatCount,
|
|
int32_t displayId = ADISPLAY_ID_NONE,
|
|
InputEventInjectionSync syncMode = InputEventInjectionSync::WAIT_FOR_RESULT,
|
|
std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT,
|
|
bool allowKeyRepeat = true, std::optional<int32_t> targetUid = {},
|
|
uint32_t policyFlags = DEFAULT_POLICY_FLAGS) {
|
|
KeyEvent event;
|
|
nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
|
|
|
|
// Define a valid key down event.
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, displayId,
|
|
INVALID_HMAC, action, /* flags */ 0, AKEYCODE_A, KEY_A, AMETA_NONE,
|
|
repeatCount, currentTime, currentTime);
|
|
|
|
if (!allowKeyRepeat) {
|
|
policyFlags |= POLICY_FLAG_DISABLE_KEY_REPEAT;
|
|
}
|
|
// Inject event until dispatch out.
|
|
return dispatcher->injectInputEvent(&event, targetUid, syncMode, injectionTimeout, policyFlags);
|
|
}
|
|
|
|
static InputEventInjectionResult injectKeyDown(const std::unique_ptr<InputDispatcher>& dispatcher,
|
|
int32_t displayId = ADISPLAY_ID_NONE) {
|
|
return injectKey(dispatcher, AKEY_EVENT_ACTION_DOWN, /* repeatCount */ 0, displayId);
|
|
}
|
|
|
|
// Inject a down event that has key repeat disabled. This allows InputDispatcher to idle without
|
|
// sending a subsequent key up. When key repeat is enabled, the dispatcher cannot idle because it
|
|
// has to be woken up to process the repeating key.
|
|
static InputEventInjectionResult injectKeyDownNoRepeat(
|
|
const std::unique_ptr<InputDispatcher>& dispatcher, int32_t displayId = ADISPLAY_ID_NONE) {
|
|
return injectKey(dispatcher, AKEY_EVENT_ACTION_DOWN, /* repeatCount */ 0, displayId,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT, INJECT_EVENT_TIMEOUT,
|
|
/* allowKeyRepeat */ false);
|
|
}
|
|
|
|
static InputEventInjectionResult injectKeyUp(const std::unique_ptr<InputDispatcher>& dispatcher,
|
|
int32_t displayId = ADISPLAY_ID_NONE) {
|
|
return injectKey(dispatcher, AKEY_EVENT_ACTION_UP, /* repeatCount */ 0, displayId);
|
|
}
|
|
|
|
class PointerBuilder {
|
|
public:
|
|
PointerBuilder(int32_t id, int32_t toolType) {
|
|
mProperties.clear();
|
|
mProperties.id = id;
|
|
mProperties.toolType = toolType;
|
|
mCoords.clear();
|
|
}
|
|
|
|
PointerBuilder& x(float x) { return axis(AMOTION_EVENT_AXIS_X, x); }
|
|
|
|
PointerBuilder& y(float y) { return axis(AMOTION_EVENT_AXIS_Y, y); }
|
|
|
|
PointerBuilder& axis(int32_t axis, float value) {
|
|
mCoords.setAxisValue(axis, value);
|
|
return *this;
|
|
}
|
|
|
|
PointerProperties buildProperties() const { return mProperties; }
|
|
|
|
PointerCoords buildCoords() const { return mCoords; }
|
|
|
|
private:
|
|
PointerProperties mProperties;
|
|
PointerCoords mCoords;
|
|
};
|
|
|
|
class MotionEventBuilder {
|
|
public:
|
|
MotionEventBuilder(int32_t action, int32_t source) {
|
|
mAction = action;
|
|
mSource = source;
|
|
mEventTime = systemTime(SYSTEM_TIME_MONOTONIC);
|
|
}
|
|
|
|
MotionEventBuilder& eventTime(nsecs_t eventTime) {
|
|
mEventTime = eventTime;
|
|
return *this;
|
|
}
|
|
|
|
MotionEventBuilder& displayId(int32_t displayId) {
|
|
mDisplayId = displayId;
|
|
return *this;
|
|
}
|
|
|
|
MotionEventBuilder& actionButton(int32_t actionButton) {
|
|
mActionButton = actionButton;
|
|
return *this;
|
|
}
|
|
|
|
MotionEventBuilder& buttonState(int32_t buttonState) {
|
|
mButtonState = buttonState;
|
|
return *this;
|
|
}
|
|
|
|
MotionEventBuilder& rawXCursorPosition(float rawXCursorPosition) {
|
|
mRawXCursorPosition = rawXCursorPosition;
|
|
return *this;
|
|
}
|
|
|
|
MotionEventBuilder& rawYCursorPosition(float rawYCursorPosition) {
|
|
mRawYCursorPosition = rawYCursorPosition;
|
|
return *this;
|
|
}
|
|
|
|
MotionEventBuilder& pointer(PointerBuilder pointer) {
|
|
mPointers.push_back(pointer);
|
|
return *this;
|
|
}
|
|
|
|
MotionEventBuilder& addFlag(uint32_t flags) {
|
|
mFlags |= flags;
|
|
return *this;
|
|
}
|
|
|
|
MotionEvent build() {
|
|
std::vector<PointerProperties> pointerProperties;
|
|
std::vector<PointerCoords> pointerCoords;
|
|
for (const PointerBuilder& pointer : mPointers) {
|
|
pointerProperties.push_back(pointer.buildProperties());
|
|
pointerCoords.push_back(pointer.buildCoords());
|
|
}
|
|
|
|
// Set mouse cursor position for the most common cases to avoid boilerplate.
|
|
if (mSource == AINPUT_SOURCE_MOUSE &&
|
|
!MotionEvent::isValidCursorPosition(mRawXCursorPosition, mRawYCursorPosition) &&
|
|
mPointers.size() == 1) {
|
|
mRawXCursorPosition = pointerCoords[0].getX();
|
|
mRawYCursorPosition = pointerCoords[0].getY();
|
|
}
|
|
|
|
MotionEvent event;
|
|
ui::Transform identityTransform;
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, mSource, mDisplayId, INVALID_HMAC,
|
|
mAction, mActionButton, mFlags, /* edgeFlags */ 0, AMETA_NONE,
|
|
mButtonState, MotionClassification::NONE, identityTransform,
|
|
/* xPrecision */ 0, /* yPrecision */ 0, mRawXCursorPosition,
|
|
mRawYCursorPosition, identityTransform, mEventTime, mEventTime,
|
|
mPointers.size(), pointerProperties.data(), pointerCoords.data());
|
|
|
|
return event;
|
|
}
|
|
|
|
private:
|
|
int32_t mAction;
|
|
int32_t mSource;
|
|
nsecs_t mEventTime;
|
|
int32_t mDisplayId{ADISPLAY_ID_DEFAULT};
|
|
int32_t mActionButton{0};
|
|
int32_t mButtonState{0};
|
|
int32_t mFlags{0};
|
|
float mRawXCursorPosition{AMOTION_EVENT_INVALID_CURSOR_POSITION};
|
|
float mRawYCursorPosition{AMOTION_EVENT_INVALID_CURSOR_POSITION};
|
|
|
|
std::vector<PointerBuilder> mPointers;
|
|
};
|
|
|
|
static InputEventInjectionResult injectMotionEvent(
|
|
const std::unique_ptr<InputDispatcher>& dispatcher, const MotionEvent& event,
|
|
std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync injectionMode = InputEventInjectionSync::WAIT_FOR_RESULT,
|
|
std::optional<int32_t> targetUid = {}, uint32_t policyFlags = DEFAULT_POLICY_FLAGS) {
|
|
return dispatcher->injectInputEvent(&event, targetUid, injectionMode, injectionTimeout,
|
|
policyFlags);
|
|
}
|
|
|
|
static InputEventInjectionResult injectMotionEvent(
|
|
const std::unique_ptr<InputDispatcher>& dispatcher, int32_t action, int32_t source,
|
|
int32_t displayId, const PointF& position = {100, 200},
|
|
const PointF& cursorPosition = {AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION},
|
|
std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync injectionMode = InputEventInjectionSync::WAIT_FOR_RESULT,
|
|
nsecs_t eventTime = systemTime(SYSTEM_TIME_MONOTONIC),
|
|
std::optional<int32_t> targetUid = {}, uint32_t policyFlags = DEFAULT_POLICY_FLAGS) {
|
|
MotionEvent event = MotionEventBuilder(action, source)
|
|
.displayId(displayId)
|
|
.eventTime(eventTime)
|
|
.rawXCursorPosition(cursorPosition.x)
|
|
.rawYCursorPosition(cursorPosition.y)
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(position.x)
|
|
.y(position.y))
|
|
.build();
|
|
|
|
// Inject event until dispatch out.
|
|
return injectMotionEvent(dispatcher, event, injectionTimeout, injectionMode, targetUid,
|
|
policyFlags);
|
|
}
|
|
|
|
static InputEventInjectionResult injectMotionDown(
|
|
const std::unique_ptr<InputDispatcher>& dispatcher, int32_t source, int32_t displayId,
|
|
const PointF& location = {100, 200}) {
|
|
return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_DOWN, source, displayId, location);
|
|
}
|
|
|
|
static InputEventInjectionResult injectMotionUp(const std::unique_ptr<InputDispatcher>& dispatcher,
|
|
int32_t source, int32_t displayId,
|
|
const PointF& location = {100, 200}) {
|
|
return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_UP, source, displayId, location);
|
|
}
|
|
|
|
static NotifyKeyArgs generateKeyArgs(int32_t action, int32_t displayId = ADISPLAY_ID_NONE) {
|
|
nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
|
|
// Define a valid key event.
|
|
NotifyKeyArgs args(/* id */ 0, currentTime, 0 /*readTime*/, DEVICE_ID, AINPUT_SOURCE_KEYBOARD,
|
|
displayId, POLICY_FLAG_PASS_TO_USER, action, /* flags */ 0, AKEYCODE_A,
|
|
KEY_A, AMETA_NONE, currentTime);
|
|
|
|
return args;
|
|
}
|
|
|
|
static NotifyMotionArgs generateMotionArgs(int32_t action, int32_t source, int32_t displayId,
|
|
const std::vector<PointF>& points) {
|
|
size_t pointerCount = points.size();
|
|
if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_UP) {
|
|
EXPECT_EQ(1U, pointerCount) << "Actions DOWN and UP can only contain a single pointer";
|
|
}
|
|
|
|
PointerProperties pointerProperties[pointerCount];
|
|
PointerCoords pointerCoords[pointerCount];
|
|
|
|
for (size_t i = 0; i < pointerCount; i++) {
|
|
pointerProperties[i].clear();
|
|
pointerProperties[i].id = i;
|
|
pointerProperties[i].toolType = AMOTION_EVENT_TOOL_TYPE_FINGER;
|
|
|
|
pointerCoords[i].clear();
|
|
pointerCoords[i].setAxisValue(AMOTION_EVENT_AXIS_X, points[i].x);
|
|
pointerCoords[i].setAxisValue(AMOTION_EVENT_AXIS_Y, points[i].y);
|
|
}
|
|
|
|
nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
|
|
// Define a valid motion event.
|
|
NotifyMotionArgs args(/* id */ 0, currentTime, 0 /*readTime*/, DEVICE_ID, source, displayId,
|
|
POLICY_FLAG_PASS_TO_USER, action, /* actionButton */ 0, /* flags */ 0,
|
|
AMETA_NONE, /* buttonState */ 0, MotionClassification::NONE,
|
|
AMOTION_EVENT_EDGE_FLAG_NONE, pointerCount, pointerProperties,
|
|
pointerCoords, /* xPrecision */ 0, /* yPrecision */ 0,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, currentTime, /* videoFrames */ {});
|
|
|
|
return args;
|
|
}
|
|
|
|
static NotifyMotionArgs generateTouchArgs(int32_t action, const std::vector<PointF>& points) {
|
|
return generateMotionArgs(action, AINPUT_SOURCE_TOUCHSCREEN, DISPLAY_ID, points);
|
|
}
|
|
|
|
static NotifyMotionArgs generateMotionArgs(int32_t action, int32_t source, int32_t displayId) {
|
|
return generateMotionArgs(action, source, displayId, {PointF{100, 200}});
|
|
}
|
|
|
|
static NotifyPointerCaptureChangedArgs generatePointerCaptureChangedArgs(
|
|
const PointerCaptureRequest& request) {
|
|
return NotifyPointerCaptureChangedArgs(/* id */ 0, systemTime(SYSTEM_TIME_MONOTONIC), request);
|
|
}
|
|
|
|
/**
|
|
* When a window unexpectedly disposes of its input channel, policy should be notified about the
|
|
* broken channel.
|
|
*/
|
|
TEST_F(InputDispatcherTest, WhenInputChannelBreaks_PolicyIsNotified) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Window that breaks its input channel",
|
|
ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
// Window closes its channel, but the window remains.
|
|
window->destroyReceiver();
|
|
mFakePolicy->assertNotifyInputChannelBrokenWasCalled(window->getInfo()->token);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, SetInputWindow_SingleWindowTouch) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Window should receive motion event.
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, WhenDisplayNotSpecified_InjectMotionToDefaultDisplay) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
// Inject a MotionEvent to an unknown display.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_NONE))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Window should receive motion event.
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
/**
|
|
* Calling setInputWindows once should not cause any issues.
|
|
* This test serves as a sanity check for the next test, where setInputWindows is
|
|
* called twice.
|
|
*/
|
|
TEST_F(InputDispatcherTest, SetInputWindowOnceWithSingleTouchWindow) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
window->setFrame(Rect(0, 0, 100, 100));
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Window should receive motion event.
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
/**
|
|
* Calling setInputWindows twice, with the same info, should not cause any issues.
|
|
*/
|
|
TEST_F(InputDispatcherTest, SetInputWindowTwice_SingleWindowTouch) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
window->setFrame(Rect(0, 0, 100, 100));
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Window should receive motion event.
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
// The foreground window should receive the first touch down event.
|
|
TEST_F(InputDispatcherTest, SetInputWindow_MultiWindowsTouch) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> windowTop =
|
|
new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
|
|
sp<FakeWindowHandle> windowSecond =
|
|
new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Top window should receive the touch down event. Second window should not receive anything.
|
|
windowTop->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
windowSecond->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* Two windows: A top window, and a wallpaper behind the window.
|
|
* Touch goes to the top window, and then top window disappears. Ensure that wallpaper window
|
|
* gets ACTION_CANCEL.
|
|
* 1. foregroundWindow <-- dup touch to wallpaper
|
|
* 2. wallpaperWindow <-- is wallpaper
|
|
*/
|
|
TEST_F(InputDispatcherTest, WhenForegroundWindowDisappears_WallpaperTouchIsCanceled) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> foregroundWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Foreground", ADISPLAY_ID_DEFAULT);
|
|
foregroundWindow->setDupTouchToWallpaper(true);
|
|
sp<FakeWindowHandle> wallpaperWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Wallpaper", ADISPLAY_ID_DEFAULT);
|
|
wallpaperWindow->setIsWallpaper(true);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {foregroundWindow, wallpaperWindow}}});
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{100, 200}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Both foreground window and its wallpaper should receive the touch down
|
|
foregroundWindow->consumeMotionDown();
|
|
wallpaperWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {110, 200}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
foregroundWindow->consumeMotionMove();
|
|
wallpaperWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
// Now the foreground window goes away, but the wallpaper stays
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wallpaperWindow}}});
|
|
foregroundWindow->consumeMotionCancel();
|
|
// Since the "parent" window of the wallpaper is gone, wallpaper should receive cancel, too.
|
|
wallpaperWindow->consumeMotionCancel(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
}
|
|
|
|
/**
|
|
* Same test as WhenForegroundWindowDisappears_WallpaperTouchIsCanceled above,
|
|
* with the following differences:
|
|
* After ACTION_DOWN, Wallpaper window hangs up its channel, which forces the dispatcher to
|
|
* clean up the connection.
|
|
* This later may crash dispatcher during ACTION_CANCEL synthesis, if the dispatcher is not careful.
|
|
* Ensure that there's no crash in the dispatcher.
|
|
*/
|
|
TEST_F(InputDispatcherTest, WhenWallpaperDisappears_NoCrash) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> foregroundWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Foreground", ADISPLAY_ID_DEFAULT);
|
|
foregroundWindow->setDupTouchToWallpaper(true);
|
|
sp<FakeWindowHandle> wallpaperWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Wallpaper", ADISPLAY_ID_DEFAULT);
|
|
wallpaperWindow->setIsWallpaper(true);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {foregroundWindow, wallpaperWindow}}});
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{100, 200}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Both foreground window and its wallpaper should receive the touch down
|
|
foregroundWindow->consumeMotionDown();
|
|
wallpaperWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {110, 200}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
foregroundWindow->consumeMotionMove();
|
|
wallpaperWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
// Wallpaper closes its channel, but the window remains.
|
|
wallpaperWindow->destroyReceiver();
|
|
mFakePolicy->assertNotifyInputChannelBrokenWasCalled(wallpaperWindow->getInfo()->token);
|
|
|
|
// Now the foreground window goes away, but the wallpaper stays, even though its channel
|
|
// is no longer valid.
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wallpaperWindow}}});
|
|
foregroundWindow->consumeMotionCancel();
|
|
}
|
|
|
|
class ShouldSplitTouchFixture : public InputDispatcherTest,
|
|
public ::testing::WithParamInterface<bool> {};
|
|
INSTANTIATE_TEST_SUITE_P(InputDispatcherTest, ShouldSplitTouchFixture,
|
|
::testing::Values(true, false));
|
|
/**
|
|
* A single window that receives touch (on top), and a wallpaper window underneath it.
|
|
* The top window gets a multitouch gesture.
|
|
* Ensure that wallpaper gets the same gesture.
|
|
*/
|
|
TEST_P(ShouldSplitTouchFixture, WallpaperWindowReceivesMultiTouch) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> foregroundWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Foreground", ADISPLAY_ID_DEFAULT);
|
|
foregroundWindow->setDupTouchToWallpaper(true);
|
|
foregroundWindow->setPreventSplitting(GetParam());
|
|
|
|
sp<FakeWindowHandle> wallpaperWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Wallpaper", ADISPLAY_ID_DEFAULT);
|
|
wallpaperWindow->setIsWallpaper(true);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {foregroundWindow, wallpaperWindow}}});
|
|
|
|
// Touch down on top window
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{100, 100}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Both top window and its wallpaper should receive the touch down
|
|
foregroundWindow->consumeMotionDown();
|
|
wallpaperWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
// Second finger down on the top window
|
|
const MotionEvent secondFingerDownEvent =
|
|
MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(100)
|
|
.y(100))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(150)
|
|
.y(150))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
foregroundWindow->consumeMotionPointerDown(1 /* pointerIndex */);
|
|
wallpaperWindow->consumeMotionPointerDown(1 /* pointerIndex */, ADISPLAY_ID_DEFAULT,
|
|
expectedWallpaperFlags);
|
|
|
|
const MotionEvent secondFingerUpEvent =
|
|
MotionEventBuilder(POINTER_0_UP, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.displayId(ADISPLAY_ID_DEFAULT)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(100)
|
|
.y(100))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(150)
|
|
.y(150))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerUpEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
foregroundWindow->consumeMotionPointerUp(0);
|
|
wallpaperWindow->consumeMotionPointerUp(0, ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{100, 100}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
foregroundWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
wallpaperWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
}
|
|
|
|
/**
|
|
* Two windows: a window on the left and window on the right.
|
|
* A third window, wallpaper, is behind both windows, and spans both top windows.
|
|
* The first touch down goes to the left window. A second pointer touches down on the right window.
|
|
* The touch is split, so both left and right windows should receive ACTION_DOWN.
|
|
* The wallpaper will get the full event, so it should receive ACTION_DOWN followed by
|
|
* ACTION_POINTER_DOWN(1).
|
|
*/
|
|
TEST_F(InputDispatcherTest, TwoWindows_SplitWallpaperTouch) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> leftWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Left", ADISPLAY_ID_DEFAULT);
|
|
leftWindow->setFrame(Rect(0, 0, 200, 200));
|
|
leftWindow->setDupTouchToWallpaper(true);
|
|
|
|
sp<FakeWindowHandle> rightWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Right", ADISPLAY_ID_DEFAULT);
|
|
rightWindow->setFrame(Rect(200, 0, 400, 200));
|
|
rightWindow->setDupTouchToWallpaper(true);
|
|
|
|
sp<FakeWindowHandle> wallpaperWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Wallpaper", ADISPLAY_ID_DEFAULT);
|
|
wallpaperWindow->setFrame(Rect(0, 0, 400, 200));
|
|
wallpaperWindow->setIsWallpaper(true);
|
|
|
|
mDispatcher->setInputWindows(
|
|
{{ADISPLAY_ID_DEFAULT, {leftWindow, rightWindow, wallpaperWindow}}});
|
|
|
|
// Touch down on left window
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{100, 100}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Both foreground window and its wallpaper should receive the touch down
|
|
leftWindow->consumeMotionDown();
|
|
wallpaperWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
// Second finger down on the right window
|
|
const MotionEvent secondFingerDownEvent =
|
|
MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(100)
|
|
.y(100))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(300)
|
|
.y(100))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
leftWindow->consumeMotionMove();
|
|
// Since the touch is split, right window gets ACTION_DOWN
|
|
rightWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
wallpaperWindow->consumeMotionPointerDown(1 /* pointerIndex */, ADISPLAY_ID_DEFAULT,
|
|
expectedWallpaperFlags);
|
|
|
|
// Now, leftWindow, which received the first finger, disappears.
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {rightWindow, wallpaperWindow}}});
|
|
leftWindow->consumeMotionCancel();
|
|
// Since a "parent" window of the wallpaper is gone, wallpaper should receive cancel, too.
|
|
wallpaperWindow->consumeMotionCancel(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
// The pointer that's still down on the right window moves, and goes to the right window only.
|
|
// As far as the dispatcher's concerned though, both pointers are still present.
|
|
const MotionEvent secondFingerMoveEvent =
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(100)
|
|
.y(100))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(310)
|
|
.y(110))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerMoveEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT));
|
|
rightWindow->consumeMotionMove();
|
|
|
|
leftWindow->assertNoEvents();
|
|
rightWindow->assertNoEvents();
|
|
wallpaperWindow->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* Two windows: a window on the left with dup touch to wallpaper and window on the right without it.
|
|
* The touch slips to the right window. so left window and wallpaper should receive ACTION_CANCEL
|
|
* The right window should receive ACTION_DOWN.
|
|
*/
|
|
TEST_F(InputDispatcherTest, WallpaperWindowWhenSlippery) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> leftWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Left", ADISPLAY_ID_DEFAULT);
|
|
leftWindow->setFrame(Rect(0, 0, 200, 200));
|
|
leftWindow->setDupTouchToWallpaper(true);
|
|
leftWindow->setSlippery(true);
|
|
|
|
sp<FakeWindowHandle> rightWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Right", ADISPLAY_ID_DEFAULT);
|
|
rightWindow->setFrame(Rect(200, 0, 400, 200));
|
|
|
|
sp<FakeWindowHandle> wallpaperWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Wallpaper", ADISPLAY_ID_DEFAULT);
|
|
wallpaperWindow->setIsWallpaper(true);
|
|
|
|
mDispatcher->setInputWindows(
|
|
{{ADISPLAY_ID_DEFAULT, {leftWindow, rightWindow, wallpaperWindow}}});
|
|
|
|
// Touch down on left window
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{100, 100}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Both foreground window and its wallpaper should receive the touch down
|
|
leftWindow->consumeMotionDown();
|
|
wallpaperWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
// Move to right window, the left window should receive cancel.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {201, 100}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
leftWindow->consumeMotionCancel();
|
|
rightWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
wallpaperWindow->consumeMotionCancel(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
}
|
|
|
|
/**
|
|
* On the display, have a single window, and also an area where there's no window.
|
|
* First pointer touches the "no window" area of the screen. Second pointer touches the window.
|
|
* Make sure that the window receives the second pointer, and first pointer is simply ignored.
|
|
*/
|
|
TEST_F(InputDispatcherTest, SplitWorksWhenEmptyAreaIsTouched) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Window", DISPLAY_ID);
|
|
|
|
mDispatcher->setInputWindows({{DISPLAY_ID, {window}}});
|
|
NotifyMotionArgs args;
|
|
|
|
// Touch down on the empty space
|
|
mDispatcher->notifyMotion(&(args = generateTouchArgs(AMOTION_EVENT_ACTION_DOWN, {{-1, -1}})));
|
|
|
|
mDispatcher->waitForIdle();
|
|
window->assertNoEvents();
|
|
|
|
// Now touch down on the window with another pointer
|
|
mDispatcher->notifyMotion(&(args = generateTouchArgs(POINTER_1_DOWN, {{-1, -1}, {10, 10}})));
|
|
mDispatcher->waitForIdle();
|
|
window->consumeMotionDown();
|
|
}
|
|
|
|
/**
|
|
* Same test as above, but instead of touching the empty space, the first touch goes to
|
|
* non-touchable window.
|
|
*/
|
|
TEST_F(InputDispatcherTest, SplitWorksWhenNonTouchableWindowIsTouched) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window1 =
|
|
new FakeWindowHandle(application, mDispatcher, "Window1", DISPLAY_ID);
|
|
window1->setTouchableRegion(Region{{0, 0, 100, 100}});
|
|
window1->setTouchable(false);
|
|
sp<FakeWindowHandle> window2 =
|
|
new FakeWindowHandle(application, mDispatcher, "Window2", DISPLAY_ID);
|
|
window2->setTouchableRegion(Region{{100, 0, 200, 100}});
|
|
|
|
mDispatcher->setInputWindows({{DISPLAY_ID, {window1, window2}}});
|
|
|
|
NotifyMotionArgs args;
|
|
// Touch down on the non-touchable window
|
|
mDispatcher->notifyMotion(&(args = generateTouchArgs(AMOTION_EVENT_ACTION_DOWN, {{50, 50}})));
|
|
|
|
mDispatcher->waitForIdle();
|
|
window1->assertNoEvents();
|
|
window2->assertNoEvents();
|
|
|
|
// Now touch down on the window with another pointer
|
|
mDispatcher->notifyMotion(&(args = generateTouchArgs(POINTER_1_DOWN, {{50, 50}, {150, 50}})));
|
|
mDispatcher->waitForIdle();
|
|
window2->consumeMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, HoverMoveEnterMouseClickAndHoverMoveExit) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> windowLeft =
|
|
new FakeWindowHandle(application, mDispatcher, "Left", ADISPLAY_ID_DEFAULT);
|
|
windowLeft->setFrame(Rect(0, 0, 600, 800));
|
|
sp<FakeWindowHandle> windowRight =
|
|
new FakeWindowHandle(application, mDispatcher, "Right", ADISPLAY_ID_DEFAULT);
|
|
windowRight->setFrame(Rect(600, 0, 1200, 800));
|
|
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowLeft, windowRight}}});
|
|
|
|
// Start cursor position in right window so that we can move the cursor to left window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
|
|
AINPUT_SOURCE_MOUSE)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(900)
|
|
.y(400))
|
|
.build()));
|
|
windowRight->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_ENTER,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
windowRight->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_MOVE,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
|
|
// Move cursor into left window
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
|
|
AINPUT_SOURCE_MOUSE)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(300)
|
|
.y(400))
|
|
.build()));
|
|
windowRight->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_EXIT,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_ENTER,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_MOVE,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
|
|
// Inject a series of mouse events for a mouse click
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE)
|
|
.buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(300)
|
|
.y(400))
|
|
.build()));
|
|
windowLeft->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS,
|
|
AINPUT_SOURCE_MOUSE)
|
|
.buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
|
|
.actionButton(AMOTION_EVENT_BUTTON_PRIMARY)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(300)
|
|
.y(400))
|
|
.build()));
|
|
windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_PRESS,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_RELEASE,
|
|
AINPUT_SOURCE_MOUSE)
|
|
.buttonState(0)
|
|
.actionButton(AMOTION_EVENT_BUTTON_PRIMARY)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(300)
|
|
.y(400))
|
|
.build()));
|
|
windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_RELEASE,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_MOUSE)
|
|
.buttonState(0)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(300)
|
|
.y(400))
|
|
.build()));
|
|
windowLeft->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
|
|
// Move mouse cursor back to right window
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
|
|
AINPUT_SOURCE_MOUSE)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(900)
|
|
.y(400))
|
|
.build()));
|
|
windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_EXIT,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
windowRight->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_ENTER,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
windowRight->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_MOVE,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
}
|
|
|
|
// This test is different from the test above that HOVER_ENTER and HOVER_EXIT events are injected
|
|
// directly in this test.
|
|
TEST_F(InputDispatcherTest, HoverEnterMouseClickAndHoverExit) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Window", ADISPLAY_ID_DEFAULT);
|
|
window->setFrame(Rect(0, 0, 1200, 800));
|
|
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_ENTER,
|
|
AINPUT_SOURCE_MOUSE)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(300)
|
|
.y(400))
|
|
.build()));
|
|
window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_ENTER,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
|
|
// Inject a series of mouse events for a mouse click
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE)
|
|
.buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(300)
|
|
.y(400))
|
|
.build()));
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS,
|
|
AINPUT_SOURCE_MOUSE)
|
|
.buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
|
|
.actionButton(AMOTION_EVENT_BUTTON_PRIMARY)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(300)
|
|
.y(400))
|
|
.build()));
|
|
window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_PRESS,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_RELEASE,
|
|
AINPUT_SOURCE_MOUSE)
|
|
.buttonState(0)
|
|
.actionButton(AMOTION_EVENT_BUTTON_PRIMARY)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(300)
|
|
.y(400))
|
|
.build()));
|
|
window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_RELEASE,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_MOUSE)
|
|
.buttonState(0)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(300)
|
|
.y(400))
|
|
.build()));
|
|
window->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_EXIT,
|
|
AINPUT_SOURCE_MOUSE)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(300)
|
|
.y(400))
|
|
.build()));
|
|
window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_HOVER_EXIT,
|
|
ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, DispatchMouseEventsUnderCursor) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
|
|
sp<FakeWindowHandle> windowLeft =
|
|
new FakeWindowHandle(application, mDispatcher, "Left", ADISPLAY_ID_DEFAULT);
|
|
windowLeft->setFrame(Rect(0, 0, 600, 800));
|
|
sp<FakeWindowHandle> windowRight =
|
|
new FakeWindowHandle(application, mDispatcher, "Right", ADISPLAY_ID_DEFAULT);
|
|
windowRight->setFrame(Rect(600, 0, 1200, 800));
|
|
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowLeft, windowRight}}});
|
|
|
|
// Inject an event with coordinate in the area of right window, with mouse cursor in the area of
|
|
// left window. This event should be dispatched to the left window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE,
|
|
ADISPLAY_ID_DEFAULT, {610, 400}, {599, 400}));
|
|
windowLeft->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
windowRight->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsKeyStream) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
window->setFocusable(true);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
|
|
window->consumeFocusEvent(true);
|
|
|
|
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
|
|
// Window should receive key down event.
|
|
window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
// When device reset happens, that key stream should be terminated with FLAG_CANCELED
|
|
// on the app side.
|
|
NotifyDeviceResetArgs args(10 /*id*/, 20 /*eventTime*/, DEVICE_ID);
|
|
mDispatcher->notifyDeviceReset(&args);
|
|
window->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT,
|
|
AKEY_EVENT_FLAG_CANCELED);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsMotionStream) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
|
|
// Window should receive motion down event.
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
// When device reset happens, that motion stream should be terminated with ACTION_CANCEL
|
|
// on the app side.
|
|
NotifyDeviceResetArgs args(10 /*id*/, 20 /*eventTime*/, DEVICE_ID);
|
|
mDispatcher->notifyDeviceReset(&args);
|
|
window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL, ADISPLAY_ID_DEFAULT,
|
|
0 /*expectedFlags*/);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, InterceptKeyByPolicy) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
window->setFocusable(true);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
|
|
window->consumeFocusEvent(true);
|
|
|
|
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
|
|
const std::chrono::milliseconds interceptKeyTimeout = 50ms;
|
|
const nsecs_t injectTime = keyArgs.eventTime;
|
|
mFakePolicy->setInterceptKeyTimeout(interceptKeyTimeout);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
// The dispatching time should be always greater than or equal to intercept key timeout.
|
|
window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
ASSERT_TRUE((systemTime(SYSTEM_TIME_MONOTONIC) - injectTime) >=
|
|
std::chrono::nanoseconds(interceptKeyTimeout).count());
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, InterceptKeyIfKeyUp) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
window->setFocusable(true);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
|
|
window->consumeFocusEvent(true);
|
|
|
|
NotifyKeyArgs keyDown = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
|
|
NotifyKeyArgs keyUp = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT);
|
|
mFakePolicy->setInterceptKeyTimeout(150ms);
|
|
mDispatcher->notifyKey(&keyDown);
|
|
mDispatcher->notifyKey(&keyUp);
|
|
|
|
// Window should receive key event immediately when same key up.
|
|
window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
window->consumeKeyUp(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
/**
|
|
* This test documents the behavior of WATCH_OUTSIDE_TOUCH. The window will get ACTION_OUTSIDE when
|
|
* a another pointer causes ACTION_DOWN to be sent to another window for the first time. Only one
|
|
* ACTION_OUTSIDE event is sent per gesture.
|
|
*/
|
|
TEST_F(InputDispatcherTest, ActionOutsideSentOnlyWhenAWindowIsTouched) {
|
|
// There are three windows that do not overlap. `window` wants to WATCH_OUTSIDE_TOUCH.
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT);
|
|
window->setWatchOutsideTouch(true);
|
|
window->setFrame(Rect{0, 0, 100, 100});
|
|
sp<FakeWindowHandle> secondWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT);
|
|
secondWindow->setFrame(Rect{100, 100, 200, 200});
|
|
sp<FakeWindowHandle> thirdWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Third Window", ADISPLAY_ID_DEFAULT);
|
|
thirdWindow->setFrame(Rect{200, 200, 300, 300});
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window, secondWindow, thirdWindow}}});
|
|
|
|
// First pointer lands outside all windows. `window` does not get ACTION_OUTSIDE.
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {PointF{-10, -10}});
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
window->assertNoEvents();
|
|
secondWindow->assertNoEvents();
|
|
|
|
// The second pointer lands inside `secondWindow`, which should receive a DOWN event.
|
|
// Now, `window` should get ACTION_OUTSIDE.
|
|
motionArgs = generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{PointF{-10, -10}, PointF{105, 105}});
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
window->consumeMotionOutside();
|
|
secondWindow->consumeMotionDown();
|
|
thirdWindow->assertNoEvents();
|
|
|
|
// The third pointer lands inside `thirdWindow`, which should receive a DOWN event. There is
|
|
// no ACTION_OUTSIDE sent to `window` because one has already been sent for this gesture.
|
|
motionArgs = generateMotionArgs(POINTER_2_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{PointF{-10, -10}, PointF{105, 105}, PointF{205, 205}});
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
window->assertNoEvents();
|
|
secondWindow->consumeMotionMove();
|
|
thirdWindow->consumeMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, OnWindowInfosChanged_RemoveAllWindowsOnDisplay) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
window->setFocusable(true);
|
|
|
|
mDispatcher->onWindowInfosChanged({*window->getInfo()}, {});
|
|
setFocusedWindow(window);
|
|
|
|
window->consumeFocusEvent(true);
|
|
|
|
NotifyKeyArgs keyDown = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
|
|
NotifyKeyArgs keyUp = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyKey(&keyDown);
|
|
mDispatcher->notifyKey(&keyUp);
|
|
|
|
window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
window->consumeKeyUp(ADISPLAY_ID_DEFAULT);
|
|
|
|
// All windows are removed from the display. Ensure that we can no longer dispatch to it.
|
|
mDispatcher->onWindowInfosChanged({}, {});
|
|
|
|
window->consumeFocusEvent(false);
|
|
|
|
mDispatcher->notifyKey(&keyDown);
|
|
mDispatcher->notifyKey(&keyUp);
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, NonSplitTouchableWindowReceivesMultiTouch) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window = sp<FakeWindowHandle>::make(application, mDispatcher,
|
|
"Fake Window", ADISPLAY_ID_DEFAULT);
|
|
// Ensure window is non-split and have some transform.
|
|
window->setPreventSplitting(true);
|
|
window->setWindowOffset(20, 40);
|
|
mDispatcher->onWindowInfosChanged({*window->getInfo()}, {});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
const MotionEvent secondFingerDownEvent =
|
|
MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.displayId(ADISPLAY_ID_DEFAULT)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(-30)
|
|
.y(-50))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
const MotionEvent* event = window->consumeMotion();
|
|
EXPECT_EQ(POINTER_1_DOWN, event->getAction());
|
|
EXPECT_EQ(70, event->getX(0)); // 50 + 20
|
|
EXPECT_EQ(90, event->getY(0)); // 50 + 40
|
|
EXPECT_EQ(-10, event->getX(1)); // -30 + 20
|
|
EXPECT_EQ(-10, event->getY(1)); // -50 + 40
|
|
}
|
|
|
|
/**
|
|
* Ensure the correct coordinate spaces are used by InputDispatcher.
|
|
*
|
|
* InputDispatcher works in the display space, so its coordinate system is relative to the display
|
|
* panel. Windows get events in the window space, and get raw coordinates in the logical display
|
|
* space.
|
|
*/
|
|
class InputDispatcherDisplayProjectionTest : public InputDispatcherTest {
|
|
public:
|
|
void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
mDisplayInfos.clear();
|
|
mWindowInfos.clear();
|
|
}
|
|
|
|
void addDisplayInfo(int displayId, const ui::Transform& transform) {
|
|
gui::DisplayInfo info;
|
|
info.displayId = displayId;
|
|
info.transform = transform;
|
|
mDisplayInfos.push_back(std::move(info));
|
|
mDispatcher->onWindowInfosChanged(mWindowInfos, mDisplayInfos);
|
|
}
|
|
|
|
void addWindow(const sp<WindowInfoHandle>& windowHandle) {
|
|
mWindowInfos.push_back(*windowHandle->getInfo());
|
|
mDispatcher->onWindowInfosChanged(mWindowInfos, mDisplayInfos);
|
|
}
|
|
|
|
// Set up a test scenario where the display has a scaled projection and there are two windows
|
|
// on the display.
|
|
std::pair<sp<FakeWindowHandle>, sp<FakeWindowHandle>> setupScaledDisplayScenario() {
|
|
// The display has a projection that has a scale factor of 2 and 4 in the x and y directions
|
|
// respectively.
|
|
ui::Transform displayTransform;
|
|
displayTransform.set(2, 0, 0, 4);
|
|
addDisplayInfo(ADISPLAY_ID_DEFAULT, displayTransform);
|
|
|
|
std::shared_ptr<FakeApplicationHandle> application =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
|
|
// Add two windows to the display. Their frames are represented in the display space.
|
|
sp<FakeWindowHandle> firstWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT);
|
|
firstWindow->setFrame(Rect(0, 0, 100, 200), displayTransform);
|
|
addWindow(firstWindow);
|
|
|
|
sp<FakeWindowHandle> secondWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Second Window",
|
|
ADISPLAY_ID_DEFAULT);
|
|
secondWindow->setFrame(Rect(100, 200, 200, 400), displayTransform);
|
|
addWindow(secondWindow);
|
|
return {std::move(firstWindow), std::move(secondWindow)};
|
|
}
|
|
|
|
private:
|
|
std::vector<gui::DisplayInfo> mDisplayInfos;
|
|
std::vector<gui::WindowInfo> mWindowInfos;
|
|
};
|
|
|
|
TEST_F(InputDispatcherDisplayProjectionTest, HitTestsInDisplaySpace) {
|
|
auto [firstWindow, secondWindow] = setupScaledDisplayScenario();
|
|
// Send down to the first window. The point is represented in the display space. The point is
|
|
// selected so that if the hit test was done with the transform applied to it, then it would
|
|
// end up in the incorrect window.
|
|
NotifyMotionArgs downMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {PointF{75, 55}});
|
|
mDispatcher->notifyMotion(&downMotionArgs);
|
|
|
|
firstWindow->consumeMotionDown();
|
|
secondWindow->assertNoEvents();
|
|
}
|
|
|
|
// Ensure that when a MotionEvent is injected through the InputDispatcher::injectInputEvent() API,
|
|
// the event should be treated as being in the logical display space.
|
|
TEST_F(InputDispatcherDisplayProjectionTest, InjectionInLogicalDisplaySpace) {
|
|
auto [firstWindow, secondWindow] = setupScaledDisplayScenario();
|
|
// Send down to the first window. The point is represented in the logical display space. The
|
|
// point is selected so that if the hit test was done in logical display space, then it would
|
|
// end up in the incorrect window.
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
PointF{75 * 2, 55 * 4});
|
|
|
|
firstWindow->consumeMotionDown();
|
|
secondWindow->assertNoEvents();
|
|
}
|
|
|
|
// Ensure that when a MotionEvent that has a custom transform is injected, the post-transformed
|
|
// event should be treated as being in the logical display space.
|
|
TEST_F(InputDispatcherDisplayProjectionTest, InjectionWithTransformInLogicalDisplaySpace) {
|
|
auto [firstWindow, secondWindow] = setupScaledDisplayScenario();
|
|
|
|
const std::array<float, 9> matrix = {1.1, 2.2, 3.3, 4.4, 5.5, 6.6, 0.0, 0.0, 1.0};
|
|
ui::Transform injectedEventTransform;
|
|
injectedEventTransform.set(matrix);
|
|
const vec2 expectedPoint{75, 55}; // The injected point in the logical display space.
|
|
const vec2 untransformedPoint = injectedEventTransform.inverse().transform(expectedPoint);
|
|
|
|
MotionEvent event = MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.displayId(ADISPLAY_ID_DEFAULT)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(untransformedPoint.x)
|
|
.y(untransformedPoint.y))
|
|
.build();
|
|
event.transform(matrix);
|
|
|
|
injectMotionEvent(mDispatcher, event, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT);
|
|
|
|
firstWindow->consumeMotionDown();
|
|
secondWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherDisplayProjectionTest, WindowGetsEventsInCorrectCoordinateSpace) {
|
|
auto [firstWindow, secondWindow] = setupScaledDisplayScenario();
|
|
|
|
// Send down to the second window.
|
|
NotifyMotionArgs downMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {PointF{150, 220}});
|
|
mDispatcher->notifyMotion(&downMotionArgs);
|
|
|
|
firstWindow->assertNoEvents();
|
|
const MotionEvent* event = secondWindow->consumeMotion();
|
|
EXPECT_EQ(AMOTION_EVENT_ACTION_DOWN, event->getAction());
|
|
|
|
// Ensure that the events from the "getRaw" API are in logical display coordinates.
|
|
EXPECT_EQ(300, event->getRawX(0));
|
|
EXPECT_EQ(880, event->getRawY(0));
|
|
|
|
// Ensure that the x and y values are in the window's coordinate space.
|
|
// The left-top of the second window is at (100, 200) in display space, which is (200, 800) in
|
|
// the logical display space. This will be the origin of the window space.
|
|
EXPECT_EQ(100, event->getX(0));
|
|
EXPECT_EQ(80, event->getY(0));
|
|
}
|
|
|
|
using TransferFunction = std::function<bool(const std::unique_ptr<InputDispatcher>& dispatcher,
|
|
sp<IBinder>, sp<IBinder>)>;
|
|
|
|
class TransferTouchFixture : public InputDispatcherTest,
|
|
public ::testing::WithParamInterface<TransferFunction> {};
|
|
|
|
TEST_P(TransferTouchFixture, TransferTouch_OnePointer) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
|
|
// Create a couple of windows
|
|
sp<FakeWindowHandle> firstWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT);
|
|
firstWindow->setDupTouchToWallpaper(true);
|
|
|
|
sp<FakeWindowHandle> secondWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT);
|
|
sp<FakeWindowHandle> wallpaper =
|
|
new FakeWindowHandle(application, mDispatcher, "Wallpaper", ADISPLAY_ID_DEFAULT);
|
|
wallpaper->setIsWallpaper(true);
|
|
// Add the windows to the dispatcher
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow, wallpaper}}});
|
|
|
|
// Send down to the first window
|
|
NotifyMotionArgs downMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&downMotionArgs);
|
|
|
|
// Only the first window should get the down event
|
|
firstWindow->consumeMotionDown();
|
|
secondWindow->assertNoEvents();
|
|
wallpaper->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
// Transfer touch to the second window
|
|
TransferFunction f = GetParam();
|
|
const bool success = f(mDispatcher, firstWindow->getToken(), secondWindow->getToken());
|
|
ASSERT_TRUE(success);
|
|
// The first window gets cancel and the second gets down
|
|
firstWindow->consumeMotionCancel();
|
|
secondWindow->consumeMotionDown();
|
|
wallpaper->consumeMotionCancel(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
// Send up event to the second window
|
|
NotifyMotionArgs upMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&upMotionArgs);
|
|
// The first window gets no events and the second gets up
|
|
firstWindow->assertNoEvents();
|
|
secondWindow->consumeMotionUp();
|
|
wallpaper->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* When 'transferTouch' API is invoked, dispatcher needs to find the "best" window to take touch
|
|
* from. When we have spy windows, there are several windows to choose from: either spy, or the
|
|
* 'real' (non-spy) window. Always prefer the 'real' window because that's what would be most
|
|
* natural to the user.
|
|
* In this test, we are sending a pointer to both spy window and first window. We then try to
|
|
* transfer touch to the second window. The dispatcher should identify the first window as the
|
|
* one that should lose the gesture, and therefore the action should be to move the gesture from
|
|
* the first window to the second.
|
|
* The main goal here is to test the behaviour of 'transferTouch' API, but it's still valid to test
|
|
* the other API, as well.
|
|
*/
|
|
TEST_P(TransferTouchFixture, TransferTouch_MultipleWindowsWithSpy) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
|
|
// Create a couple of windows + a spy window
|
|
sp<FakeWindowHandle> spyWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Spy", ADISPLAY_ID_DEFAULT);
|
|
spyWindow->setTrustedOverlay(true);
|
|
spyWindow->setSpy(true);
|
|
sp<FakeWindowHandle> firstWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "First", ADISPLAY_ID_DEFAULT);
|
|
sp<FakeWindowHandle> secondWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
|
|
|
|
// Add the windows to the dispatcher
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spyWindow, firstWindow, secondWindow}}});
|
|
|
|
// Send down to the first window
|
|
NotifyMotionArgs downMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&downMotionArgs);
|
|
// Only the first window and spy should get the down event
|
|
spyWindow->consumeMotionDown();
|
|
firstWindow->consumeMotionDown();
|
|
|
|
// Transfer touch to the second window. Non-spy window should be preferred over the spy window
|
|
// if f === 'transferTouch'.
|
|
TransferFunction f = GetParam();
|
|
const bool success = f(mDispatcher, firstWindow->getToken(), secondWindow->getToken());
|
|
ASSERT_TRUE(success);
|
|
// The first window gets cancel and the second gets down
|
|
firstWindow->consumeMotionCancel();
|
|
secondWindow->consumeMotionDown();
|
|
|
|
// Send up event to the second window
|
|
NotifyMotionArgs upMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&upMotionArgs);
|
|
// The first window gets no events and the second+spy get up
|
|
firstWindow->assertNoEvents();
|
|
spyWindow->consumeMotionUp();
|
|
secondWindow->consumeMotionUp();
|
|
}
|
|
|
|
TEST_P(TransferTouchFixture, TransferTouch_TwoPointersNonSplitTouch) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
|
|
PointF touchPoint = {10, 10};
|
|
|
|
// Create a couple of windows
|
|
sp<FakeWindowHandle> firstWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT);
|
|
firstWindow->setPreventSplitting(true);
|
|
sp<FakeWindowHandle> secondWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT);
|
|
secondWindow->setPreventSplitting(true);
|
|
|
|
// Add the windows to the dispatcher
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}});
|
|
|
|
// Send down to the first window
|
|
NotifyMotionArgs downMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {touchPoint});
|
|
mDispatcher->notifyMotion(&downMotionArgs);
|
|
// Only the first window should get the down event
|
|
firstWindow->consumeMotionDown();
|
|
secondWindow->assertNoEvents();
|
|
|
|
// Send pointer down to the first window
|
|
NotifyMotionArgs pointerDownMotionArgs =
|
|
generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{touchPoint, touchPoint});
|
|
mDispatcher->notifyMotion(&pointerDownMotionArgs);
|
|
// Only the first window should get the pointer down event
|
|
firstWindow->consumeMotionPointerDown(1);
|
|
secondWindow->assertNoEvents();
|
|
|
|
// Transfer touch focus to the second window
|
|
TransferFunction f = GetParam();
|
|
bool success = f(mDispatcher, firstWindow->getToken(), secondWindow->getToken());
|
|
ASSERT_TRUE(success);
|
|
// The first window gets cancel and the second gets down and pointer down
|
|
firstWindow->consumeMotionCancel();
|
|
secondWindow->consumeMotionDown();
|
|
secondWindow->consumeMotionPointerDown(1);
|
|
|
|
// Send pointer up to the second window
|
|
NotifyMotionArgs pointerUpMotionArgs =
|
|
generateMotionArgs(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{touchPoint, touchPoint});
|
|
mDispatcher->notifyMotion(&pointerUpMotionArgs);
|
|
// The first window gets nothing and the second gets pointer up
|
|
firstWindow->assertNoEvents();
|
|
secondWindow->consumeMotionPointerUp(1);
|
|
|
|
// Send up event to the second window
|
|
NotifyMotionArgs upMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&upMotionArgs);
|
|
// The first window gets nothing and the second gets up
|
|
firstWindow->assertNoEvents();
|
|
secondWindow->consumeMotionUp();
|
|
}
|
|
|
|
TEST_P(TransferTouchFixture, TransferTouch_MultipleWallpapers) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
|
|
// Create a couple of windows
|
|
sp<FakeWindowHandle> firstWindow =
|
|
sp<FakeWindowHandle>::make(application, mDispatcher, "First Window",
|
|
ADISPLAY_ID_DEFAULT);
|
|
firstWindow->setDupTouchToWallpaper(true);
|
|
sp<FakeWindowHandle> secondWindow =
|
|
sp<FakeWindowHandle>::make(application, mDispatcher, "Second Window",
|
|
ADISPLAY_ID_DEFAULT);
|
|
secondWindow->setDupTouchToWallpaper(true);
|
|
|
|
sp<FakeWindowHandle> wallpaper1 =
|
|
sp<FakeWindowHandle>::make(application, mDispatcher, "Wallpaper1", ADISPLAY_ID_DEFAULT);
|
|
wallpaper1->setIsWallpaper(true);
|
|
|
|
sp<FakeWindowHandle> wallpaper2 =
|
|
sp<FakeWindowHandle>::make(application, mDispatcher, "Wallpaper2", ADISPLAY_ID_DEFAULT);
|
|
wallpaper2->setIsWallpaper(true);
|
|
// Add the windows to the dispatcher
|
|
mDispatcher->setInputWindows(
|
|
{{ADISPLAY_ID_DEFAULT, {firstWindow, wallpaper1, secondWindow, wallpaper2}}});
|
|
|
|
// Send down to the first window
|
|
NotifyMotionArgs downMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&downMotionArgs);
|
|
|
|
// Only the first window should get the down event
|
|
firstWindow->consumeMotionDown();
|
|
secondWindow->assertNoEvents();
|
|
wallpaper1->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
wallpaper2->assertNoEvents();
|
|
|
|
// Transfer touch focus to the second window
|
|
TransferFunction f = GetParam();
|
|
bool success = f(mDispatcher, firstWindow->getToken(), secondWindow->getToken());
|
|
ASSERT_TRUE(success);
|
|
|
|
// The first window gets cancel and the second gets down
|
|
firstWindow->consumeMotionCancel();
|
|
secondWindow->consumeMotionDown();
|
|
wallpaper1->consumeMotionCancel(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
wallpaper2->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
|
|
// Send up event to the second window
|
|
NotifyMotionArgs upMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&upMotionArgs);
|
|
// The first window gets no events and the second gets up
|
|
firstWindow->assertNoEvents();
|
|
secondWindow->consumeMotionUp();
|
|
wallpaper1->assertNoEvents();
|
|
wallpaper2->consumeMotionUp(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
|
|
}
|
|
|
|
// For the cases of single pointer touch and two pointers non-split touch, the api's
|
|
// 'transferTouch' and 'transferTouchFocus' are equivalent in behaviour. They only differ
|
|
// for the case where there are multiple pointers split across several windows.
|
|
INSTANTIATE_TEST_SUITE_P(TransferFunctionTests, TransferTouchFixture,
|
|
::testing::Values(
|
|
[&](const std::unique_ptr<InputDispatcher>& dispatcher,
|
|
sp<IBinder> /*ignored*/, sp<IBinder> destChannelToken) {
|
|
return dispatcher->transferTouch(destChannelToken,
|
|
ADISPLAY_ID_DEFAULT);
|
|
},
|
|
[&](const std::unique_ptr<InputDispatcher>& dispatcher,
|
|
sp<IBinder> from, sp<IBinder> to) {
|
|
return dispatcher->transferTouchFocus(from, to,
|
|
false /*isDragAndDrop*/);
|
|
}));
|
|
|
|
TEST_F(InputDispatcherTest, TransferTouchFocus_TwoPointersSplitTouch) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
|
|
sp<FakeWindowHandle> firstWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT);
|
|
firstWindow->setFrame(Rect(0, 0, 600, 400));
|
|
|
|
sp<FakeWindowHandle> secondWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT);
|
|
secondWindow->setFrame(Rect(0, 400, 600, 800));
|
|
|
|
// Add the windows to the dispatcher
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}});
|
|
|
|
PointF pointInFirst = {300, 200};
|
|
PointF pointInSecond = {300, 600};
|
|
|
|
// Send down to the first window
|
|
NotifyMotionArgs firstDownMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {pointInFirst});
|
|
mDispatcher->notifyMotion(&firstDownMotionArgs);
|
|
// Only the first window should get the down event
|
|
firstWindow->consumeMotionDown();
|
|
secondWindow->assertNoEvents();
|
|
|
|
// Send down to the second window
|
|
NotifyMotionArgs secondDownMotionArgs =
|
|
generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{pointInFirst, pointInSecond});
|
|
mDispatcher->notifyMotion(&secondDownMotionArgs);
|
|
// The first window gets a move and the second a down
|
|
firstWindow->consumeMotionMove();
|
|
secondWindow->consumeMotionDown();
|
|
|
|
// Transfer touch focus to the second window
|
|
mDispatcher->transferTouchFocus(firstWindow->getToken(), secondWindow->getToken());
|
|
// The first window gets cancel and the new gets pointer down (it already saw down)
|
|
firstWindow->consumeMotionCancel();
|
|
secondWindow->consumeMotionPointerDown(1);
|
|
|
|
// Send pointer up to the second window
|
|
NotifyMotionArgs pointerUpMotionArgs =
|
|
generateMotionArgs(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{pointInFirst, pointInSecond});
|
|
mDispatcher->notifyMotion(&pointerUpMotionArgs);
|
|
// The first window gets nothing and the second gets pointer up
|
|
firstWindow->assertNoEvents();
|
|
secondWindow->consumeMotionPointerUp(1);
|
|
|
|
// Send up event to the second window
|
|
NotifyMotionArgs upMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&upMotionArgs);
|
|
// The first window gets nothing and the second gets up
|
|
firstWindow->assertNoEvents();
|
|
secondWindow->consumeMotionUp();
|
|
}
|
|
|
|
// Same as TransferTouchFocus_TwoPointersSplitTouch, but using 'transferTouch' api.
|
|
// Unlike 'transferTouchFocus', calling 'transferTouch' when there are two windows receiving
|
|
// touch is not supported, so the touch should continue on those windows and the transferred-to
|
|
// window should get nothing.
|
|
TEST_F(InputDispatcherTest, TransferTouch_TwoPointersSplitTouch) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
|
|
sp<FakeWindowHandle> firstWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT);
|
|
firstWindow->setFrame(Rect(0, 0, 600, 400));
|
|
|
|
sp<FakeWindowHandle> secondWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT);
|
|
secondWindow->setFrame(Rect(0, 400, 600, 800));
|
|
|
|
// Add the windows to the dispatcher
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}});
|
|
|
|
PointF pointInFirst = {300, 200};
|
|
PointF pointInSecond = {300, 600};
|
|
|
|
// Send down to the first window
|
|
NotifyMotionArgs firstDownMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {pointInFirst});
|
|
mDispatcher->notifyMotion(&firstDownMotionArgs);
|
|
// Only the first window should get the down event
|
|
firstWindow->consumeMotionDown();
|
|
secondWindow->assertNoEvents();
|
|
|
|
// Send down to the second window
|
|
NotifyMotionArgs secondDownMotionArgs =
|
|
generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{pointInFirst, pointInSecond});
|
|
mDispatcher->notifyMotion(&secondDownMotionArgs);
|
|
// The first window gets a move and the second a down
|
|
firstWindow->consumeMotionMove();
|
|
secondWindow->consumeMotionDown();
|
|
|
|
// Transfer touch focus to the second window
|
|
const bool transferred =
|
|
mDispatcher->transferTouch(secondWindow->getToken(), ADISPLAY_ID_DEFAULT);
|
|
// The 'transferTouch' call should not succeed, because there are 2 touched windows
|
|
ASSERT_FALSE(transferred);
|
|
firstWindow->assertNoEvents();
|
|
secondWindow->assertNoEvents();
|
|
|
|
// The rest of the dispatch should proceed as normal
|
|
// Send pointer up to the second window
|
|
NotifyMotionArgs pointerUpMotionArgs =
|
|
generateMotionArgs(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{pointInFirst, pointInSecond});
|
|
mDispatcher->notifyMotion(&pointerUpMotionArgs);
|
|
// The first window gets MOVE and the second gets pointer up
|
|
firstWindow->consumeMotionMove();
|
|
secondWindow->consumeMotionUp();
|
|
|
|
// Send up event to the first window
|
|
NotifyMotionArgs upMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&upMotionArgs);
|
|
// The first window gets nothing and the second gets up
|
|
firstWindow->consumeMotionUp();
|
|
secondWindow->assertNoEvents();
|
|
}
|
|
|
|
// This case will create two windows and one mirrored window on the default display and mirror
|
|
// two windows on the second display. It will test if 'transferTouchFocus' works fine if we put
|
|
// the windows info of second display before default display.
|
|
TEST_F(InputDispatcherTest, TransferTouchFocus_CloneSurface) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> firstWindowInPrimary =
|
|
new FakeWindowHandle(application, mDispatcher, "D_1_W1", ADISPLAY_ID_DEFAULT);
|
|
firstWindowInPrimary->setFrame(Rect(0, 0, 100, 100));
|
|
sp<FakeWindowHandle> secondWindowInPrimary =
|
|
new FakeWindowHandle(application, mDispatcher, "D_1_W2", ADISPLAY_ID_DEFAULT);
|
|
secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100));
|
|
|
|
sp<FakeWindowHandle> mirrorWindowInPrimary =
|
|
firstWindowInPrimary->clone(application, mDispatcher, ADISPLAY_ID_DEFAULT);
|
|
mirrorWindowInPrimary->setFrame(Rect(0, 100, 100, 200));
|
|
|
|
sp<FakeWindowHandle> firstWindowInSecondary =
|
|
firstWindowInPrimary->clone(application, mDispatcher, SECOND_DISPLAY_ID);
|
|
firstWindowInSecondary->setFrame(Rect(0, 0, 100, 100));
|
|
|
|
sp<FakeWindowHandle> secondWindowInSecondary =
|
|
secondWindowInPrimary->clone(application, mDispatcher, SECOND_DISPLAY_ID);
|
|
secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100));
|
|
|
|
// Update window info, let it find window handle of second display first.
|
|
mDispatcher->setInputWindows(
|
|
{{SECOND_DISPLAY_ID, {firstWindowInSecondary, secondWindowInSecondary}},
|
|
{ADISPLAY_ID_DEFAULT,
|
|
{mirrorWindowInPrimary, firstWindowInPrimary, secondWindowInPrimary}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Window should receive motion event.
|
|
firstWindowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
// Transfer touch focus
|
|
ASSERT_TRUE(mDispatcher->transferTouchFocus(firstWindowInPrimary->getToken(),
|
|
secondWindowInPrimary->getToken()));
|
|
// The first window gets cancel.
|
|
firstWindowInPrimary->consumeMotionCancel();
|
|
secondWindowInPrimary->consumeMotionDown();
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
firstWindowInPrimary->assertNoEvents();
|
|
secondWindowInPrimary->consumeMotionMove();
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
firstWindowInPrimary->assertNoEvents();
|
|
secondWindowInPrimary->consumeMotionUp();
|
|
}
|
|
|
|
// Same as TransferTouchFocus_CloneSurface, but this touch on the secondary display and use
|
|
// 'transferTouch' api.
|
|
TEST_F(InputDispatcherTest, TransferTouch_CloneSurface) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> firstWindowInPrimary =
|
|
new FakeWindowHandle(application, mDispatcher, "D_1_W1", ADISPLAY_ID_DEFAULT);
|
|
firstWindowInPrimary->setFrame(Rect(0, 0, 100, 100));
|
|
sp<FakeWindowHandle> secondWindowInPrimary =
|
|
new FakeWindowHandle(application, mDispatcher, "D_1_W2", ADISPLAY_ID_DEFAULT);
|
|
secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100));
|
|
|
|
sp<FakeWindowHandle> mirrorWindowInPrimary =
|
|
firstWindowInPrimary->clone(application, mDispatcher, ADISPLAY_ID_DEFAULT);
|
|
mirrorWindowInPrimary->setFrame(Rect(0, 100, 100, 200));
|
|
|
|
sp<FakeWindowHandle> firstWindowInSecondary =
|
|
firstWindowInPrimary->clone(application, mDispatcher, SECOND_DISPLAY_ID);
|
|
firstWindowInSecondary->setFrame(Rect(0, 0, 100, 100));
|
|
|
|
sp<FakeWindowHandle> secondWindowInSecondary =
|
|
secondWindowInPrimary->clone(application, mDispatcher, SECOND_DISPLAY_ID);
|
|
secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100));
|
|
|
|
// Update window info, let it find window handle of second display first.
|
|
mDispatcher->setInputWindows(
|
|
{{SECOND_DISPLAY_ID, {firstWindowInSecondary, secondWindowInSecondary}},
|
|
{ADISPLAY_ID_DEFAULT,
|
|
{mirrorWindowInPrimary, firstWindowInPrimary, secondWindowInPrimary}}});
|
|
|
|
// Touch on second display.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID, {50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Window should receive motion event.
|
|
firstWindowInPrimary->consumeMotionDown(SECOND_DISPLAY_ID);
|
|
|
|
// Transfer touch focus
|
|
ASSERT_TRUE(mDispatcher->transferTouch(secondWindowInSecondary->getToken(), SECOND_DISPLAY_ID));
|
|
|
|
// The first window gets cancel.
|
|
firstWindowInPrimary->consumeMotionCancel(SECOND_DISPLAY_ID);
|
|
secondWindowInPrimary->consumeMotionDown(SECOND_DISPLAY_ID);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
SECOND_DISPLAY_ID, {150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
firstWindowInPrimary->assertNoEvents();
|
|
secondWindowInPrimary->consumeMotionMove(SECOND_DISPLAY_ID);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID, {150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
firstWindowInPrimary->assertNoEvents();
|
|
secondWindowInPrimary->consumeMotionUp(SECOND_DISPLAY_ID);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, FocusedWindow_ReceivesFocusEventAndKeyEvent) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
|
|
window->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
|
|
window->consumeFocusEvent(true);
|
|
|
|
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
|
|
// Window should receive key down event.
|
|
window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, UnfocusedWindow_DoesNotReceiveFocusEventOrKeyEvent) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
mDispatcher->waitForIdle();
|
|
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
// If a window is touchable, but does not have focus, it should receive motion events, but not keys
|
|
TEST_F(InputDispatcherTest, UnfocusedWindow_ReceivesMotionsButNotKeys) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
// Send key
|
|
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
// Send motion
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
|
|
// Window should receive only the motion event
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
window->assertNoEvents(); // Key event or focus event will not be received
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, PointerCancel_SendCancelWhenSplitTouch) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
|
|
sp<FakeWindowHandle> firstWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT);
|
|
firstWindow->setFrame(Rect(0, 0, 600, 400));
|
|
|
|
sp<FakeWindowHandle> secondWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT);
|
|
secondWindow->setFrame(Rect(0, 400, 600, 800));
|
|
|
|
// Add the windows to the dispatcher
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}});
|
|
|
|
PointF pointInFirst = {300, 200};
|
|
PointF pointInSecond = {300, 600};
|
|
|
|
// Send down to the first window
|
|
NotifyMotionArgs firstDownMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {pointInFirst});
|
|
mDispatcher->notifyMotion(&firstDownMotionArgs);
|
|
// Only the first window should get the down event
|
|
firstWindow->consumeMotionDown();
|
|
secondWindow->assertNoEvents();
|
|
|
|
// Send down to the second window
|
|
NotifyMotionArgs secondDownMotionArgs =
|
|
generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{pointInFirst, pointInSecond});
|
|
mDispatcher->notifyMotion(&secondDownMotionArgs);
|
|
// The first window gets a move and the second a down
|
|
firstWindow->consumeMotionMove();
|
|
secondWindow->consumeMotionDown();
|
|
|
|
// Send pointer cancel to the second window
|
|
NotifyMotionArgs pointerUpMotionArgs =
|
|
generateMotionArgs(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{pointInFirst, pointInSecond});
|
|
pointerUpMotionArgs.flags |= AMOTION_EVENT_FLAG_CANCELED;
|
|
mDispatcher->notifyMotion(&pointerUpMotionArgs);
|
|
// The first window gets move and the second gets cancel.
|
|
firstWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT, AMOTION_EVENT_FLAG_CANCELED);
|
|
secondWindow->consumeMotionCancel(ADISPLAY_ID_DEFAULT, AMOTION_EVENT_FLAG_CANCELED);
|
|
|
|
// Send up event.
|
|
NotifyMotionArgs upMotionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&upMotionArgs);
|
|
// The first window gets up and the second gets nothing.
|
|
firstWindow->consumeMotionUp();
|
|
secondWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, SendTimeline_DoesNotCrashDispatcher) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Window", ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
std::array<nsecs_t, GraphicsTimeline::SIZE> graphicsTimeline;
|
|
graphicsTimeline[GraphicsTimeline::GPU_COMPLETED_TIME] = 2;
|
|
graphicsTimeline[GraphicsTimeline::PRESENT_TIME] = 3;
|
|
|
|
window->sendTimeline(1 /*inputEventId*/, graphicsTimeline);
|
|
window->assertNoEvents();
|
|
mDispatcher->waitForIdle();
|
|
}
|
|
|
|
class FakeMonitorReceiver {
|
|
public:
|
|
FakeMonitorReceiver(const std::unique_ptr<InputDispatcher>& dispatcher, const std::string name,
|
|
int32_t displayId) {
|
|
base::Result<std::unique_ptr<InputChannel>> channel =
|
|
dispatcher->createInputMonitor(displayId, name, MONITOR_PID);
|
|
mInputReceiver = std::make_unique<FakeInputReceiver>(std::move(*channel), name);
|
|
}
|
|
|
|
sp<IBinder> getToken() { return mInputReceiver->getToken(); }
|
|
|
|
void consumeKeyDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
|
|
mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_DOWN,
|
|
expectedDisplayId, expectedFlags);
|
|
}
|
|
|
|
std::optional<int32_t> receiveEvent() { return mInputReceiver->receiveEvent(); }
|
|
|
|
void finishEvent(uint32_t consumeSeq) { return mInputReceiver->finishEvent(consumeSeq); }
|
|
|
|
void consumeMotionDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
|
|
mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_DOWN,
|
|
expectedDisplayId, expectedFlags);
|
|
}
|
|
|
|
void consumeMotionMove(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
|
|
mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_MOVE,
|
|
expectedDisplayId, expectedFlags);
|
|
}
|
|
|
|
void consumeMotionUp(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
|
|
mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_UP,
|
|
expectedDisplayId, expectedFlags);
|
|
}
|
|
|
|
void consumeMotionCancel(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
|
|
mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL,
|
|
expectedDisplayId, expectedFlags);
|
|
}
|
|
|
|
void consumeMotionPointerDown(int32_t pointerIdx) {
|
|
int32_t action = AMOTION_EVENT_ACTION_POINTER_DOWN |
|
|
(pointerIdx << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
|
|
mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, action, ADISPLAY_ID_DEFAULT,
|
|
0 /*expectedFlags*/);
|
|
}
|
|
|
|
MotionEvent* consumeMotion() {
|
|
InputEvent* event = mInputReceiver->consume();
|
|
if (!event) {
|
|
ADD_FAILURE() << "No event was produced";
|
|
return nullptr;
|
|
}
|
|
if (event->getType() != AINPUT_EVENT_TYPE_MOTION) {
|
|
ADD_FAILURE() << "Received event of type " << event->getType() << " instead of motion";
|
|
return nullptr;
|
|
}
|
|
return static_cast<MotionEvent*>(event);
|
|
}
|
|
|
|
void assertNoEvents() { mInputReceiver->assertNoEvents(); }
|
|
|
|
private:
|
|
std::unique_ptr<FakeInputReceiver> mInputReceiver;
|
|
};
|
|
|
|
using InputDispatcherMonitorTest = InputDispatcherTest;
|
|
|
|
/**
|
|
* Two entities that receive touch: A window, and a global monitor.
|
|
* The touch goes to the window, and then the window disappears.
|
|
* The monitor does not get cancel right away. But if more events come in, the touch gets canceled
|
|
* for the monitor, as well.
|
|
* 1. foregroundWindow
|
|
* 2. monitor <-- global monitor (doesn't observe z order, receives all events)
|
|
*/
|
|
TEST_F(InputDispatcherMonitorTest, MonitorTouchIsCanceledWhenForegroundWindowDisappears) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Foreground", ADISPLAY_ID_DEFAULT);
|
|
|
|
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{100, 200}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Both the foreground window and the global monitor should receive the touch down
|
|
window->consumeMotionDown();
|
|
monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {110, 200}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
window->consumeMotionMove();
|
|
monitor.consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
|
|
// Now the foreground window goes away
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {}}});
|
|
window->consumeMotionCancel();
|
|
monitor.assertNoEvents(); // Global monitor does not get a cancel yet
|
|
|
|
// If more events come in, there will be no more foreground window to send them to. This will
|
|
// cause a cancel for the monitor, as well.
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {120, 200}))
|
|
<< "Injection should fail because the window was removed";
|
|
window->assertNoEvents();
|
|
// Global monitor now gets the cancel
|
|
monitor.consumeMotionCancel(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
TEST_F(InputDispatcherMonitorTest, ReceivesMotionEvents) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
TEST_F(InputDispatcherMonitorTest, MonitorCannotPilferPointers) {
|
|
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT);
|
|
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
// Pilfer pointers from the monitor.
|
|
// This should not do anything and the window should continue to receive events.
|
|
EXPECT_NE(OK, mDispatcher->pilferPointers(monitor.getToken()));
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
monitor.consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
window->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
TEST_F(InputDispatcherMonitorTest, NoWindowTransform) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
window->setWindowOffset(20, 40);
|
|
window->setWindowTransform(0, 1, -1, 0);
|
|
|
|
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
MotionEvent* event = monitor.consumeMotion();
|
|
// Even though window has transform, gesture monitor must not.
|
|
ASSERT_EQ(ui::Transform(), event->getTransform());
|
|
}
|
|
|
|
TEST_F(InputDispatcherMonitorTest, InjectionFailsWithNoWindow) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Injection should fail if there is a monitor, but no touchable window";
|
|
monitor.assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, TestMoveEvent) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
// Window should receive motion down event.
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
motionArgs.action = AMOTION_EVENT_ACTION_MOVE;
|
|
motionArgs.id += 1;
|
|
motionArgs.eventTime = systemTime(SYSTEM_TIME_MONOTONIC);
|
|
motionArgs.pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_X,
|
|
motionArgs.pointerCoords[0].getX() - 10);
|
|
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_MOVE, ADISPLAY_ID_DEFAULT,
|
|
0 /*expectedFlags*/);
|
|
}
|
|
|
|
/**
|
|
* Dispatcher has touch mode enabled by default. Typically, the policy overrides that value to
|
|
* the device default right away. In the test scenario, we check both the default value,
|
|
* and the action of enabling / disabling.
|
|
*/
|
|
TEST_F(InputDispatcherTest, TouchModeState_IsSentToApps) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
|
|
const WindowInfo& windowInfo = *window->getInfo();
|
|
|
|
// Set focused application.
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
window->setFocusable(true);
|
|
|
|
SCOPED_TRACE("Check default value of touch mode");
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
|
|
|
|
SCOPED_TRACE("Remove the window to trigger focus loss");
|
|
window->setFocusable(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
window->consumeFocusEvent(false /*hasFocus*/, true /*inTouchMode*/);
|
|
|
|
SCOPED_TRACE("Disable touch mode");
|
|
mDispatcher->setInTouchMode(false, windowInfo.ownerPid, windowInfo.ownerUid,
|
|
/* hasPermission */ true);
|
|
window->consumeTouchModeEvent(false);
|
|
window->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
window->consumeFocusEvent(true /*hasFocus*/, false /*inTouchMode*/);
|
|
|
|
SCOPED_TRACE("Remove the window to trigger focus loss");
|
|
window->setFocusable(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
window->consumeFocusEvent(false /*hasFocus*/, false /*inTouchMode*/);
|
|
|
|
SCOPED_TRACE("Enable touch mode again");
|
|
mDispatcher->setInTouchMode(true, windowInfo.ownerPid, windowInfo.ownerUid,
|
|
/* hasPermission */ true);
|
|
window->consumeTouchModeEvent(true);
|
|
window->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
|
|
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, VerifyInputEvent_KeyEvent) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
window->setFocusable(true);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
|
|
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
|
|
|
|
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
|
|
InputEvent* event = window->consume();
|
|
ASSERT_NE(event, nullptr);
|
|
|
|
std::unique_ptr<VerifiedInputEvent> verified = mDispatcher->verifyInputEvent(*event);
|
|
ASSERT_NE(verified, nullptr);
|
|
ASSERT_EQ(verified->type, VerifiedInputEvent::Type::KEY);
|
|
|
|
ASSERT_EQ(keyArgs.eventTime, verified->eventTimeNanos);
|
|
ASSERT_EQ(keyArgs.deviceId, verified->deviceId);
|
|
ASSERT_EQ(keyArgs.source, verified->source);
|
|
ASSERT_EQ(keyArgs.displayId, verified->displayId);
|
|
|
|
const VerifiedKeyEvent& verifiedKey = static_cast<const VerifiedKeyEvent&>(*verified);
|
|
|
|
ASSERT_EQ(keyArgs.action, verifiedKey.action);
|
|
ASSERT_EQ(keyArgs.flags & VERIFIED_KEY_EVENT_FLAGS, verifiedKey.flags);
|
|
ASSERT_EQ(keyArgs.downTime, verifiedKey.downTimeNanos);
|
|
ASSERT_EQ(keyArgs.keyCode, verifiedKey.keyCode);
|
|
ASSERT_EQ(keyArgs.scanCode, verifiedKey.scanCode);
|
|
ASSERT_EQ(keyArgs.metaState, verifiedKey.metaState);
|
|
ASSERT_EQ(0, verifiedKey.repeatCount);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, VerifyInputEvent_MotionEvent) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
ui::Transform transform;
|
|
transform.set({1.1, 2.2, 3.3, 4.4, 5.5, 6.6, 0, 0, 1});
|
|
|
|
gui::DisplayInfo displayInfo;
|
|
displayInfo.displayId = ADISPLAY_ID_DEFAULT;
|
|
displayInfo.transform = transform;
|
|
|
|
mDispatcher->onWindowInfosChanged({*window->getInfo()}, {displayInfo});
|
|
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
|
|
InputEvent* event = window->consume();
|
|
ASSERT_NE(event, nullptr);
|
|
|
|
std::unique_ptr<VerifiedInputEvent> verified = mDispatcher->verifyInputEvent(*event);
|
|
ASSERT_NE(verified, nullptr);
|
|
ASSERT_EQ(verified->type, VerifiedInputEvent::Type::MOTION);
|
|
|
|
EXPECT_EQ(motionArgs.eventTime, verified->eventTimeNanos);
|
|
EXPECT_EQ(motionArgs.deviceId, verified->deviceId);
|
|
EXPECT_EQ(motionArgs.source, verified->source);
|
|
EXPECT_EQ(motionArgs.displayId, verified->displayId);
|
|
|
|
const VerifiedMotionEvent& verifiedMotion = static_cast<const VerifiedMotionEvent&>(*verified);
|
|
|
|
const vec2 rawXY =
|
|
MotionEvent::calculateTransformedXY(motionArgs.source, transform,
|
|
motionArgs.pointerCoords[0].getXYValue());
|
|
EXPECT_EQ(rawXY.x, verifiedMotion.rawX);
|
|
EXPECT_EQ(rawXY.y, verifiedMotion.rawY);
|
|
EXPECT_EQ(motionArgs.action & AMOTION_EVENT_ACTION_MASK, verifiedMotion.actionMasked);
|
|
EXPECT_EQ(motionArgs.flags & VERIFIED_MOTION_EVENT_FLAGS, verifiedMotion.flags);
|
|
EXPECT_EQ(motionArgs.downTime, verifiedMotion.downTimeNanos);
|
|
EXPECT_EQ(motionArgs.metaState, verifiedMotion.metaState);
|
|
EXPECT_EQ(motionArgs.buttonState, verifiedMotion.buttonState);
|
|
}
|
|
|
|
/**
|
|
* Ensure that separate calls to sign the same data are generating the same key.
|
|
* We avoid asserting against INVALID_HMAC. Since the key is random, there is a non-zero chance
|
|
* that a specific key and data combination would produce INVALID_HMAC, which would cause flaky
|
|
* tests.
|
|
*/
|
|
TEST_F(InputDispatcherTest, GeneratedHmac_IsConsistent) {
|
|
KeyEvent event = getTestKeyEvent();
|
|
VerifiedKeyEvent verifiedEvent = verifiedKeyEventFromKeyEvent(event);
|
|
|
|
std::array<uint8_t, 32> hmac1 = mDispatcher->sign(verifiedEvent);
|
|
std::array<uint8_t, 32> hmac2 = mDispatcher->sign(verifiedEvent);
|
|
ASSERT_EQ(hmac1, hmac2);
|
|
}
|
|
|
|
/**
|
|
* Ensure that changes in VerifiedKeyEvent produce a different hmac.
|
|
*/
|
|
TEST_F(InputDispatcherTest, GeneratedHmac_ChangesWhenFieldsChange) {
|
|
KeyEvent event = getTestKeyEvent();
|
|
VerifiedKeyEvent verifiedEvent = verifiedKeyEventFromKeyEvent(event);
|
|
std::array<uint8_t, 32> initialHmac = mDispatcher->sign(verifiedEvent);
|
|
|
|
verifiedEvent.deviceId += 1;
|
|
ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
|
|
|
|
verifiedEvent.source += 1;
|
|
ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
|
|
|
|
verifiedEvent.eventTimeNanos += 1;
|
|
ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
|
|
|
|
verifiedEvent.displayId += 1;
|
|
ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
|
|
|
|
verifiedEvent.action += 1;
|
|
ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
|
|
|
|
verifiedEvent.downTimeNanos += 1;
|
|
ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
|
|
|
|
verifiedEvent.flags += 1;
|
|
ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
|
|
|
|
verifiedEvent.keyCode += 1;
|
|
ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
|
|
|
|
verifiedEvent.scanCode += 1;
|
|
ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
|
|
|
|
verifiedEvent.metaState += 1;
|
|
ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
|
|
|
|
verifiedEvent.repeatCount += 1;
|
|
ASSERT_NE(initialHmac, mDispatcher->sign(verifiedEvent));
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, SetFocusedWindow) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> windowTop =
|
|
new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
|
|
sp<FakeWindowHandle> windowSecond =
|
|
new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
// Top window is also focusable but is not granted focus.
|
|
windowTop->setFocusable(true);
|
|
windowSecond->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
|
|
setFocusedWindow(windowSecond);
|
|
|
|
windowSecond->consumeFocusEvent(true);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Focused window should receive event.
|
|
windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
windowTop->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, SetFocusedWindow_DropRequestInvalidChannel) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
window->setFocusable(true);
|
|
// Release channel for window is no longer valid.
|
|
window->releaseChannel();
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
|
|
// Test inject a key down, should timeout.
|
|
ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::TIMED_OUT";
|
|
|
|
// window channel is invalid, so it should not receive any input event.
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, SetFocusedWindow_DropRequestNoFocusableWindow) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
|
|
window->setFocusable(false);
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
|
|
// Test inject a key down, should timeout.
|
|
ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::TIMED_OUT";
|
|
|
|
// window is not focusable, so it should not receive any input event.
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, SetFocusedWindow_CheckFocusedToken) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> windowTop =
|
|
new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
|
|
sp<FakeWindowHandle> windowSecond =
|
|
new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
windowTop->setFocusable(true);
|
|
windowSecond->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
|
|
setFocusedWindow(windowTop);
|
|
windowTop->consumeFocusEvent(true);
|
|
|
|
setFocusedWindow(windowSecond, windowTop);
|
|
windowSecond->consumeFocusEvent(true);
|
|
windowTop->consumeFocusEvent(false);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
// Focused window should receive event.
|
|
windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, SetFocusedWindow_DropRequestFocusTokenNotFocused) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> windowTop =
|
|
new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
|
|
sp<FakeWindowHandle> windowSecond =
|
|
new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
windowTop->setFocusable(true);
|
|
windowSecond->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
|
|
setFocusedWindow(windowSecond, windowTop);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::TIMED_OUT";
|
|
|
|
// Event should be dropped.
|
|
windowTop->assertNoEvents();
|
|
windowSecond->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, SetFocusedWindow_DeferInvisibleWindow) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
|
|
sp<FakeWindowHandle> previousFocusedWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "previousFocusedWindow",
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
window->setFocusable(true);
|
|
previousFocusedWindow->setFocusable(true);
|
|
window->setVisible(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window, previousFocusedWindow}}});
|
|
setFocusedWindow(previousFocusedWindow);
|
|
previousFocusedWindow->consumeFocusEvent(true);
|
|
|
|
// Requesting focus on invisible window takes focus from currently focused window.
|
|
setFocusedWindow(window);
|
|
previousFocusedWindow->consumeFocusEvent(false);
|
|
|
|
// Injected key goes to pending queue.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
|
|
ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
|
|
|
|
// Window does not get focus event or key down.
|
|
window->assertNoEvents();
|
|
|
|
// Window becomes visible.
|
|
window->setVisible(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
// Window receives focus event.
|
|
window->consumeFocusEvent(true);
|
|
// Focused window receives key down.
|
|
window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTest, DisplayRemoved) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "window", ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
// window is granted focus.
|
|
window->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
window->consumeFocusEvent(true);
|
|
|
|
// When a display is removed window loses focus.
|
|
mDispatcher->displayRemoved(ADISPLAY_ID_DEFAULT);
|
|
window->consumeFocusEvent(false);
|
|
}
|
|
|
|
/**
|
|
* Launch two windows, with different owners. One window (slipperyExitWindow) has Flag::SLIPPERY,
|
|
* and overlaps the other window, slipperyEnterWindow. The window 'slipperyExitWindow' is on top
|
|
* of the 'slipperyEnterWindow'.
|
|
*
|
|
* Inject touch down into the top window. Upon receipt of the DOWN event, move the window in such
|
|
* a way so that the touched location is no longer covered by the top window.
|
|
*
|
|
* Next, inject a MOVE event. Because the top window already moved earlier, this event is now
|
|
* positioned over the bottom (slipperyEnterWindow) only. And because the top window had
|
|
* Flag::SLIPPERY, this will cause the top window to lose the touch event (it will receive
|
|
* ACTION_CANCEL instead), and the bottom window will receive a newly generated gesture (starting
|
|
* with ACTION_DOWN).
|
|
* Thus, the touch has been transferred from the top window into the bottom window, because the top
|
|
* window moved itself away from the touched location and had Flag::SLIPPERY.
|
|
*
|
|
* Even though the top window moved away from the touched location, it is still obscuring the bottom
|
|
* window. It's just not obscuring it at the touched location. That means, FLAG_WINDOW_IS_PARTIALLY_
|
|
* OBSCURED should be set for the MotionEvent that reaches the bottom window.
|
|
*
|
|
* In this test, we ensure that the event received by the bottom window has
|
|
* FLAG_WINDOW_IS_PARTIALLY_OBSCURED.
|
|
*/
|
|
TEST_F(InputDispatcherTest, SlipperyWindow_SetsFlagPartiallyObscured) {
|
|
constexpr int32_t SLIPPERY_PID = WINDOW_PID + 1;
|
|
constexpr int32_t SLIPPERY_UID = WINDOW_UID + 1;
|
|
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
|
|
sp<FakeWindowHandle> slipperyExitWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
|
|
slipperyExitWindow->setSlippery(true);
|
|
// Make sure this one overlaps the bottom window
|
|
slipperyExitWindow->setFrame(Rect(25, 25, 75, 75));
|
|
// Change the owner uid/pid of the window so that it is considered to be occluding the bottom
|
|
// one. Windows with the same owner are not considered to be occluding each other.
|
|
slipperyExitWindow->setOwnerInfo(SLIPPERY_PID, SLIPPERY_UID);
|
|
|
|
sp<FakeWindowHandle> slipperyEnterWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
|
|
slipperyExitWindow->setFrame(Rect(0, 0, 100, 100));
|
|
|
|
mDispatcher->setInputWindows(
|
|
{{ADISPLAY_ID_DEFAULT, {slipperyExitWindow, slipperyEnterWindow}}});
|
|
|
|
// Use notifyMotion instead of injecting to avoid dealing with injection permissions
|
|
NotifyMotionArgs args = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {{50, 50}});
|
|
mDispatcher->notifyMotion(&args);
|
|
slipperyExitWindow->consumeMotionDown();
|
|
slipperyExitWindow->setFrame(Rect(70, 70, 100, 100));
|
|
mDispatcher->setInputWindows(
|
|
{{ADISPLAY_ID_DEFAULT, {slipperyExitWindow, slipperyEnterWindow}}});
|
|
|
|
args = generateMotionArgs(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {{51, 51}});
|
|
mDispatcher->notifyMotion(&args);
|
|
|
|
slipperyExitWindow->consumeMotionCancel();
|
|
|
|
slipperyEnterWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT,
|
|
AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED);
|
|
}
|
|
|
|
class InputDispatcherKeyRepeatTest : public InputDispatcherTest {
|
|
protected:
|
|
static constexpr nsecs_t KEY_REPEAT_TIMEOUT = 40 * 1000000; // 40 ms
|
|
static constexpr nsecs_t KEY_REPEAT_DELAY = 40 * 1000000; // 40 ms
|
|
|
|
std::shared_ptr<FakeApplicationHandle> mApp;
|
|
sp<FakeWindowHandle> mWindow;
|
|
|
|
virtual void SetUp() override {
|
|
mFakePolicy = new FakeInputDispatcherPolicy();
|
|
mFakePolicy->setKeyRepeatConfiguration(KEY_REPEAT_TIMEOUT, KEY_REPEAT_DELAY);
|
|
mDispatcher = std::make_unique<InputDispatcher>(mFakePolicy);
|
|
mDispatcher->setInputDispatchMode(/*enabled*/ true, /*frozen*/ false);
|
|
ASSERT_EQ(OK, mDispatcher->start());
|
|
|
|
setUpWindow();
|
|
}
|
|
|
|
void setUpWindow() {
|
|
mApp = std::make_shared<FakeApplicationHandle>();
|
|
mWindow = new FakeWindowHandle(mApp, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
|
|
mWindow->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
|
|
setFocusedWindow(mWindow);
|
|
mWindow->consumeFocusEvent(true);
|
|
}
|
|
|
|
void sendAndConsumeKeyDown(int32_t deviceId) {
|
|
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
|
|
keyArgs.deviceId = deviceId;
|
|
keyArgs.policyFlags |= POLICY_FLAG_TRUSTED; // Otherwise it won't generate repeat event
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
|
|
// Window should receive key down event.
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
void expectKeyRepeatOnce(int32_t repeatCount) {
|
|
SCOPED_TRACE(StringPrintf("Checking event with repeat count %" PRId32, repeatCount));
|
|
InputEvent* repeatEvent = mWindow->consume();
|
|
ASSERT_NE(nullptr, repeatEvent);
|
|
|
|
uint32_t eventType = repeatEvent->getType();
|
|
ASSERT_EQ(AINPUT_EVENT_TYPE_KEY, eventType);
|
|
|
|
KeyEvent* repeatKeyEvent = static_cast<KeyEvent*>(repeatEvent);
|
|
uint32_t eventAction = repeatKeyEvent->getAction();
|
|
EXPECT_EQ(AKEY_EVENT_ACTION_DOWN, eventAction);
|
|
EXPECT_EQ(repeatCount, repeatKeyEvent->getRepeatCount());
|
|
}
|
|
|
|
void sendAndConsumeKeyUp(int32_t deviceId) {
|
|
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT);
|
|
keyArgs.deviceId = deviceId;
|
|
keyArgs.policyFlags |= POLICY_FLAG_TRUSTED; // Unless it won't generate repeat event
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
|
|
// Window should receive key down event.
|
|
mWindow->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT,
|
|
0 /*expectedFlags*/);
|
|
}
|
|
};
|
|
|
|
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_ReceivesKeyRepeat) {
|
|
sendAndConsumeKeyDown(1 /* deviceId */);
|
|
for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
|
|
expectKeyRepeatOnce(repeatCount);
|
|
}
|
|
}
|
|
|
|
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_ReceivesKeyRepeatFromTwoDevices) {
|
|
sendAndConsumeKeyDown(1 /* deviceId */);
|
|
for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
|
|
expectKeyRepeatOnce(repeatCount);
|
|
}
|
|
sendAndConsumeKeyDown(2 /* deviceId */);
|
|
/* repeatCount will start from 1 for deviceId 2 */
|
|
for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
|
|
expectKeyRepeatOnce(repeatCount);
|
|
}
|
|
}
|
|
|
|
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_StopsKeyRepeatAfterUp) {
|
|
sendAndConsumeKeyDown(1 /* deviceId */);
|
|
expectKeyRepeatOnce(1 /*repeatCount*/);
|
|
sendAndConsumeKeyUp(1 /* deviceId */);
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_KeyRepeatAfterStaleDeviceKeyUp) {
|
|
sendAndConsumeKeyDown(1 /* deviceId */);
|
|
expectKeyRepeatOnce(1 /*repeatCount*/);
|
|
sendAndConsumeKeyDown(2 /* deviceId */);
|
|
expectKeyRepeatOnce(1 /*repeatCount*/);
|
|
// Stale key up from device 1.
|
|
sendAndConsumeKeyUp(1 /* deviceId */);
|
|
// Device 2 is still down, keep repeating
|
|
expectKeyRepeatOnce(2 /*repeatCount*/);
|
|
expectKeyRepeatOnce(3 /*repeatCount*/);
|
|
// Device 2 key up
|
|
sendAndConsumeKeyUp(2 /* deviceId */);
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_KeyRepeatStopsAfterRepeatingKeyUp) {
|
|
sendAndConsumeKeyDown(1 /* deviceId */);
|
|
expectKeyRepeatOnce(1 /*repeatCount*/);
|
|
sendAndConsumeKeyDown(2 /* deviceId */);
|
|
expectKeyRepeatOnce(1 /*repeatCount*/);
|
|
// Device 2 which holds the key repeating goes up, expect the repeating to stop.
|
|
sendAndConsumeKeyUp(2 /* deviceId */);
|
|
// Device 1 still holds key down, but the repeating was already stopped
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_StopsKeyRepeatAfterDisableInputDevice) {
|
|
sendAndConsumeKeyDown(DEVICE_ID);
|
|
expectKeyRepeatOnce(1 /*repeatCount*/);
|
|
NotifyDeviceResetArgs args(10 /*id*/, 20 /*eventTime*/, DEVICE_ID);
|
|
mDispatcher->notifyDeviceReset(&args);
|
|
mWindow->consumeKeyUp(ADISPLAY_ID_DEFAULT,
|
|
AKEY_EVENT_FLAG_CANCELED | AKEY_EVENT_FLAG_LONG_PRESS);
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_RepeatKeyEventsUseEventIdFromInputDispatcher) {
|
|
sendAndConsumeKeyDown(1 /* deviceId */);
|
|
for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
|
|
InputEvent* repeatEvent = mWindow->consume();
|
|
ASSERT_NE(nullptr, repeatEvent) << "Didn't receive event with repeat count " << repeatCount;
|
|
EXPECT_EQ(IdGenerator::Source::INPUT_DISPATCHER,
|
|
IdGenerator::getSource(repeatEvent->getId()));
|
|
}
|
|
}
|
|
|
|
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_RepeatKeyEventsUseUniqueEventId) {
|
|
sendAndConsumeKeyDown(1 /* deviceId */);
|
|
|
|
std::unordered_set<int32_t> idSet;
|
|
for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
|
|
InputEvent* repeatEvent = mWindow->consume();
|
|
ASSERT_NE(nullptr, repeatEvent) << "Didn't receive event with repeat count " << repeatCount;
|
|
int32_t id = repeatEvent->getId();
|
|
EXPECT_EQ(idSet.end(), idSet.find(id));
|
|
idSet.insert(id);
|
|
}
|
|
}
|
|
|
|
/* Test InputDispatcher for MultiDisplay */
|
|
class InputDispatcherFocusOnTwoDisplaysTest : public InputDispatcherTest {
|
|
public:
|
|
virtual void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
|
|
application1 = std::make_shared<FakeApplicationHandle>();
|
|
windowInPrimary =
|
|
new FakeWindowHandle(application1, mDispatcher, "D_1", ADISPLAY_ID_DEFAULT);
|
|
|
|
// Set focus window for primary display, but focused display would be second one.
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application1);
|
|
windowInPrimary->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowInPrimary}}});
|
|
setFocusedWindow(windowInPrimary);
|
|
windowInPrimary->consumeFocusEvent(true);
|
|
|
|
application2 = std::make_shared<FakeApplicationHandle>();
|
|
windowInSecondary =
|
|
new FakeWindowHandle(application2, mDispatcher, "D_2", SECOND_DISPLAY_ID);
|
|
// Set focus to second display window.
|
|
// Set focus display to second one.
|
|
mDispatcher->setFocusedDisplay(SECOND_DISPLAY_ID);
|
|
// Set focus window for second display.
|
|
mDispatcher->setFocusedApplication(SECOND_DISPLAY_ID, application2);
|
|
windowInSecondary->setFocusable(true);
|
|
mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {windowInSecondary}}});
|
|
setFocusedWindow(windowInSecondary);
|
|
windowInSecondary->consumeFocusEvent(true);
|
|
}
|
|
|
|
virtual void TearDown() override {
|
|
InputDispatcherTest::TearDown();
|
|
|
|
application1.reset();
|
|
windowInPrimary.clear();
|
|
application2.reset();
|
|
windowInSecondary.clear();
|
|
}
|
|
|
|
protected:
|
|
std::shared_ptr<FakeApplicationHandle> application1;
|
|
sp<FakeWindowHandle> windowInPrimary;
|
|
std::shared_ptr<FakeApplicationHandle> application2;
|
|
sp<FakeWindowHandle> windowInSecondary;
|
|
};
|
|
|
|
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayTouch) {
|
|
// Test touch down on primary display.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
windowInSecondary->assertNoEvents();
|
|
|
|
// Test touch down on second display.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowInPrimary->assertNoEvents();
|
|
windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
|
|
}
|
|
|
|
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayFocus) {
|
|
// Test inject a key down with display id specified.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectKeyDownNoRepeat(mDispatcher, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowInPrimary->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
windowInSecondary->assertNoEvents();
|
|
|
|
// Test inject a key down without display id specified.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDownNoRepeat(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowInPrimary->assertNoEvents();
|
|
windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
|
|
// Remove all windows in secondary display.
|
|
mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {}}});
|
|
|
|
// Old focus should receive a cancel event.
|
|
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(InputEventInjectionResult::TIMED_OUT, injectKeyDownNoRepeat(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::TIMED_OUT";
|
|
windowInPrimary->assertNoEvents();
|
|
windowInSecondary->consumeFocusEvent(false);
|
|
windowInSecondary->assertNoEvents();
|
|
}
|
|
|
|
// Test per-display input monitors for motion event.
|
|
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, MonitorMotionEvent_MultiDisplay) {
|
|
FakeMonitorReceiver monitorInPrimary =
|
|
FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT);
|
|
FakeMonitorReceiver monitorInSecondary =
|
|
FakeMonitorReceiver(mDispatcher, "M_2", SECOND_DISPLAY_ID);
|
|
|
|
// Test touch down on primary display.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
monitorInPrimary.consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
windowInSecondary->assertNoEvents();
|
|
monitorInSecondary.assertNoEvents();
|
|
|
|
// Test touch down on second display.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowInPrimary->assertNoEvents();
|
|
monitorInPrimary.assertNoEvents();
|
|
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,
|
|
// or it will dispatch to the focused window of focused display.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_NONE))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowInPrimary->assertNoEvents();
|
|
monitorInPrimary.assertNoEvents();
|
|
windowInSecondary->consumeMotionDown(ADISPLAY_ID_NONE);
|
|
monitorInSecondary.consumeMotionDown(ADISPLAY_ID_NONE);
|
|
}
|
|
|
|
// Test per-display input monitors for key event.
|
|
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, MonitorKeyEvent_MultiDisplay) {
|
|
// Input monitor per display.
|
|
FakeMonitorReceiver monitorInPrimary =
|
|
FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT);
|
|
FakeMonitorReceiver monitorInSecondary =
|
|
FakeMonitorReceiver(mDispatcher, "M_2", SECOND_DISPLAY_ID);
|
|
|
|
// Test inject a key down.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowInPrimary->assertNoEvents();
|
|
monitorInPrimary.assertNoEvents();
|
|
windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
monitorInSecondary.consumeKeyDown(ADISPLAY_ID_NONE);
|
|
}
|
|
|
|
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, CanFocusWindowOnUnfocusedDisplay) {
|
|
sp<FakeWindowHandle> secondWindowInPrimary =
|
|
new FakeWindowHandle(application1, mDispatcher, "D_1_W2", ADISPLAY_ID_DEFAULT);
|
|
secondWindowInPrimary->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowInPrimary, secondWindowInPrimary}}});
|
|
setFocusedWindow(secondWindowInPrimary);
|
|
windowInPrimary->consumeFocusEvent(false);
|
|
secondWindowInPrimary->consumeFocusEvent(true);
|
|
|
|
// Test inject a key down.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowInPrimary->assertNoEvents();
|
|
windowInSecondary->assertNoEvents();
|
|
secondWindowInPrimary->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, CancelTouch_MultiDisplay) {
|
|
FakeMonitorReceiver monitorInPrimary =
|
|
FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT);
|
|
FakeMonitorReceiver monitorInSecondary =
|
|
FakeMonitorReceiver(mDispatcher, "M_2", SECOND_DISPLAY_ID);
|
|
|
|
// Test touch down on primary display.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
monitorInPrimary.consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
// Test touch down on second display.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
|
|
monitorInSecondary.consumeMotionDown(SECOND_DISPLAY_ID);
|
|
|
|
// Trigger cancel touch.
|
|
mDispatcher->cancelCurrentTouch();
|
|
windowInPrimary->consumeMotionCancel(ADISPLAY_ID_DEFAULT);
|
|
monitorInPrimary.consumeMotionCancel(ADISPLAY_ID_DEFAULT);
|
|
windowInSecondary->consumeMotionCancel(SECOND_DISPLAY_ID);
|
|
monitorInSecondary.consumeMotionCancel(SECOND_DISPLAY_ID);
|
|
|
|
// Test inject a move motion event, no window/monitor should receive the event.
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {110, 200}))
|
|
<< "Inject motion event should return InputEventInjectionResult::FAILED";
|
|
windowInPrimary->assertNoEvents();
|
|
monitorInPrimary.assertNoEvents();
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
SECOND_DISPLAY_ID, {110, 200}))
|
|
<< "Inject motion event should return InputEventInjectionResult::FAILED";
|
|
windowInSecondary->assertNoEvents();
|
|
monitorInSecondary.assertNoEvents();
|
|
}
|
|
|
|
class InputFilterTest : public InputDispatcherTest {
|
|
protected:
|
|
void testNotifyMotion(int32_t displayId, bool expectToBeFiltered,
|
|
const ui::Transform& transform = ui::Transform()) {
|
|
NotifyMotionArgs motionArgs;
|
|
|
|
motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, displayId);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, displayId);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
if (expectToBeFiltered) {
|
|
const auto xy = transform.transform(motionArgs.pointerCoords->getXYValue());
|
|
mFakePolicy->assertFilterInputEventWasCalled(motionArgs, xy);
|
|
} else {
|
|
mFakePolicy->assertFilterInputEventWasNotCalled();
|
|
}
|
|
}
|
|
|
|
void testNotifyKey(bool expectToBeFiltered) {
|
|
NotifyKeyArgs keyArgs;
|
|
|
|
keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
|
|
if (expectToBeFiltered) {
|
|
mFakePolicy->assertFilterInputEventWasCalled(keyArgs);
|
|
} else {
|
|
mFakePolicy->assertFilterInputEventWasNotCalled();
|
|
}
|
|
}
|
|
};
|
|
|
|
// Test InputFilter for MotionEvent
|
|
TEST_F(InputFilterTest, MotionEvent_InputFilter) {
|
|
// Since the InputFilter is disabled by default, check if touch events aren't filtered.
|
|
testNotifyMotion(ADISPLAY_ID_DEFAULT, /*expectToBeFiltered*/ false);
|
|
testNotifyMotion(SECOND_DISPLAY_ID, /*expectToBeFiltered*/ false);
|
|
|
|
// Enable InputFilter
|
|
mDispatcher->setInputFilterEnabled(true);
|
|
// Test touch on both primary and second display, and check if both events are filtered.
|
|
testNotifyMotion(ADISPLAY_ID_DEFAULT, /*expectToBeFiltered*/ true);
|
|
testNotifyMotion(SECOND_DISPLAY_ID, /*expectToBeFiltered*/ true);
|
|
|
|
// Disable InputFilter
|
|
mDispatcher->setInputFilterEnabled(false);
|
|
// Test touch on both primary and second display, and check if both events aren't filtered.
|
|
testNotifyMotion(ADISPLAY_ID_DEFAULT, /*expectToBeFiltered*/ false);
|
|
testNotifyMotion(SECOND_DISPLAY_ID, /*expectToBeFiltered*/ false);
|
|
}
|
|
|
|
// Test InputFilter for KeyEvent
|
|
TEST_F(InputFilterTest, KeyEvent_InputFilter) {
|
|
// Since the InputFilter is disabled by default, check if key event aren't filtered.
|
|
testNotifyKey(/*expectToBeFiltered*/ false);
|
|
|
|
// Enable InputFilter
|
|
mDispatcher->setInputFilterEnabled(true);
|
|
// Send a key event, and check if it is filtered.
|
|
testNotifyKey(/*expectToBeFiltered*/ true);
|
|
|
|
// Disable InputFilter
|
|
mDispatcher->setInputFilterEnabled(false);
|
|
// Send a key event, and check if it isn't filtered.
|
|
testNotifyKey(/*expectToBeFiltered*/ false);
|
|
}
|
|
|
|
// Ensure that MotionEvents sent to the InputFilter through InputListener are converted to the
|
|
// logical display coordinate space.
|
|
TEST_F(InputFilterTest, MotionEvent_UsesLogicalDisplayCoordinates_notifyMotion) {
|
|
ui::Transform firstDisplayTransform;
|
|
firstDisplayTransform.set({1.1, 2.2, 3.3, 4.4, 5.5, 6.6, 0, 0, 1});
|
|
ui::Transform secondDisplayTransform;
|
|
secondDisplayTransform.set({-6.6, -5.5, -4.4, -3.3, -2.2, -1.1, 0, 0, 1});
|
|
|
|
std::vector<gui::DisplayInfo> displayInfos(2);
|
|
displayInfos[0].displayId = ADISPLAY_ID_DEFAULT;
|
|
displayInfos[0].transform = firstDisplayTransform;
|
|
displayInfos[1].displayId = SECOND_DISPLAY_ID;
|
|
displayInfos[1].transform = secondDisplayTransform;
|
|
|
|
mDispatcher->onWindowInfosChanged({}, displayInfos);
|
|
|
|
// Enable InputFilter
|
|
mDispatcher->setInputFilterEnabled(true);
|
|
|
|
// Ensure the correct transforms are used for the displays.
|
|
testNotifyMotion(ADISPLAY_ID_DEFAULT, /*expectToBeFiltered*/ true, firstDisplayTransform);
|
|
testNotifyMotion(SECOND_DISPLAY_ID, /*expectToBeFiltered*/ true, secondDisplayTransform);
|
|
}
|
|
|
|
class InputFilterInjectionPolicyTest : public InputDispatcherTest {
|
|
protected:
|
|
virtual void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
|
|
/**
|
|
* We don't need to enable input filter to test the injected event policy, but we enabled it
|
|
* here to make the tests more realistic, since this policy only matters when inputfilter is
|
|
* on.
|
|
*/
|
|
mDispatcher->setInputFilterEnabled(true);
|
|
|
|
std::shared_ptr<InputApplicationHandle> application =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
mWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Test Window", ADISPLAY_ID_DEFAULT);
|
|
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
mWindow->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
|
|
setFocusedWindow(mWindow);
|
|
mWindow->consumeFocusEvent(true);
|
|
}
|
|
|
|
void testInjectedKey(int32_t policyFlags, int32_t injectedDeviceId, int32_t resolvedDeviceId,
|
|
int32_t flags) {
|
|
KeyEvent event;
|
|
|
|
const nsecs_t eventTime = systemTime(SYSTEM_TIME_MONOTONIC);
|
|
event.initialize(InputEvent::nextId(), injectedDeviceId, AINPUT_SOURCE_KEYBOARD,
|
|
ADISPLAY_ID_NONE, INVALID_HMAC, AKEY_EVENT_ACTION_DOWN, 0, AKEYCODE_A,
|
|
KEY_A, AMETA_NONE, 0 /*repeatCount*/, eventTime, eventTime);
|
|
const int32_t additionalPolicyFlags =
|
|
POLICY_FLAG_PASS_TO_USER | POLICY_FLAG_DISABLE_KEY_REPEAT;
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT, 10ms,
|
|
policyFlags | additionalPolicyFlags));
|
|
|
|
InputEvent* received = mWindow->consume();
|
|
ASSERT_NE(nullptr, received);
|
|
ASSERT_EQ(resolvedDeviceId, received->getDeviceId());
|
|
ASSERT_EQ(received->getType(), AINPUT_EVENT_TYPE_KEY);
|
|
KeyEvent& keyEvent = static_cast<KeyEvent&>(*received);
|
|
ASSERT_EQ(flags, keyEvent.getFlags());
|
|
}
|
|
|
|
void testInjectedMotion(int32_t policyFlags, int32_t injectedDeviceId, int32_t resolvedDeviceId,
|
|
int32_t flags) {
|
|
MotionEvent event;
|
|
PointerProperties pointerProperties[1];
|
|
PointerCoords pointerCoords[1];
|
|
pointerProperties[0].clear();
|
|
pointerProperties[0].id = 0;
|
|
pointerCoords[0].clear();
|
|
pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_X, 300);
|
|
pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_Y, 400);
|
|
|
|
ui::Transform identityTransform;
|
|
const nsecs_t eventTime = systemTime(SYSTEM_TIME_MONOTONIC);
|
|
event.initialize(InputEvent::nextId(), injectedDeviceId, AINPUT_SOURCE_TOUCHSCREEN,
|
|
DISPLAY_ID, INVALID_HMAC, AMOTION_EVENT_ACTION_DOWN, 0, 0,
|
|
AMOTION_EVENT_EDGE_FLAG_NONE, AMETA_NONE, 0, MotionClassification::NONE,
|
|
identityTransform, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION, identityTransform, eventTime,
|
|
eventTime,
|
|
/*pointerCount*/ 1, pointerProperties, pointerCoords);
|
|
|
|
const int32_t additionalPolicyFlags = POLICY_FLAG_PASS_TO_USER;
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
mDispatcher->injectInputEvent(&event, {} /*targetUid*/,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT, 10ms,
|
|
policyFlags | additionalPolicyFlags));
|
|
|
|
InputEvent* received = mWindow->consume();
|
|
ASSERT_NE(nullptr, received);
|
|
ASSERT_EQ(resolvedDeviceId, received->getDeviceId());
|
|
ASSERT_EQ(received->getType(), AINPUT_EVENT_TYPE_MOTION);
|
|
MotionEvent& motionEvent = static_cast<MotionEvent&>(*received);
|
|
ASSERT_EQ(flags, motionEvent.getFlags());
|
|
}
|
|
|
|
private:
|
|
sp<FakeWindowHandle> mWindow;
|
|
};
|
|
|
|
TEST_F(InputFilterInjectionPolicyTest, TrustedFilteredEvents_KeepOriginalDeviceId) {
|
|
// Must have POLICY_FLAG_FILTERED here to indicate that the event has gone through the input
|
|
// filter. Without it, the event will no different from a regularly injected event, and the
|
|
// injected device id will be overwritten.
|
|
testInjectedKey(POLICY_FLAG_FILTERED, 3 /*injectedDeviceId*/, 3 /*resolvedDeviceId*/,
|
|
0 /*flags*/);
|
|
}
|
|
|
|
TEST_F(InputFilterInjectionPolicyTest, KeyEventsInjectedFromAccessibility_HaveAccessibilityFlag) {
|
|
testInjectedKey(POLICY_FLAG_FILTERED | POLICY_FLAG_INJECTED_FROM_ACCESSIBILITY,
|
|
3 /*injectedDeviceId*/, 3 /*resolvedDeviceId*/,
|
|
AKEY_EVENT_FLAG_IS_ACCESSIBILITY_EVENT);
|
|
}
|
|
|
|
TEST_F(InputFilterInjectionPolicyTest,
|
|
MotionEventsInjectedFromAccessibility_HaveAccessibilityFlag) {
|
|
testInjectedMotion(POLICY_FLAG_FILTERED | POLICY_FLAG_INJECTED_FROM_ACCESSIBILITY,
|
|
3 /*injectedDeviceId*/, 3 /*resolvedDeviceId*/,
|
|
AMOTION_EVENT_FLAG_IS_ACCESSIBILITY_EVENT);
|
|
}
|
|
|
|
TEST_F(InputFilterInjectionPolicyTest, RegularInjectedEvents_ReceiveVirtualDeviceId) {
|
|
testInjectedKey(0 /*policyFlags*/, 3 /*injectedDeviceId*/,
|
|
VIRTUAL_KEYBOARD_ID /*resolvedDeviceId*/, 0 /*flags*/);
|
|
}
|
|
|
|
class InputDispatcherOnPointerDownOutsideFocus : public InputDispatcherTest {
|
|
virtual void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
|
|
std::shared_ptr<FakeApplicationHandle> application =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
mUnfocusedWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
|
|
mUnfocusedWindow->setFrame(Rect(0, 0, 30, 30));
|
|
|
|
mFocusedWindow =
|
|
new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
|
|
mFocusedWindow->setFrame(Rect(50, 50, 100, 100));
|
|
|
|
// Set focused application.
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
mFocusedWindow->setFocusable(true);
|
|
|
|
// Expect one focus window exist in display.
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}});
|
|
setFocusedWindow(mFocusedWindow);
|
|
mFocusedWindow->consumeFocusEvent(true);
|
|
}
|
|
|
|
virtual void TearDown() override {
|
|
InputDispatcherTest::TearDown();
|
|
|
|
mUnfocusedWindow.clear();
|
|
mFocusedWindow.clear();
|
|
}
|
|
|
|
protected:
|
|
sp<FakeWindowHandle> mUnfocusedWindow;
|
|
sp<FakeWindowHandle> mFocusedWindow;
|
|
static constexpr PointF FOCUSED_WINDOW_TOUCH_POINT = {60, 60};
|
|
};
|
|
|
|
// Have two windows, one with focus. Inject MotionEvent with source TOUCHSCREEN and action
|
|
// DOWN on the window that doesn't have focus. Ensure the window that didn't have focus received
|
|
// the onPointerDownOutsideFocus callback.
|
|
TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_Success) {
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{20, 20}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mUnfocusedWindow->consumeMotionDown();
|
|
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertOnPointerDownEquals(mUnfocusedWindow->getToken());
|
|
}
|
|
|
|
// Have two windows, one with focus. Inject MotionEvent with source TRACKBALL and action
|
|
// DOWN on the window that doesn't have focus. Ensure no window received the
|
|
// onPointerDownOutsideFocus callback.
|
|
TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_NonPointerSource) {
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_DEFAULT, {20, 20}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mFocusedWindow->consumeMotionDown();
|
|
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertOnPointerDownWasNotCalled();
|
|
}
|
|
|
|
// Have two windows, one with focus. Inject KeyEvent with action DOWN on the window that doesn't
|
|
// have focus. Ensure no window received the onPointerDownOutsideFocus callback.
|
|
TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_NonMotionFailure) {
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectKeyDownNoRepeat(mDispatcher, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mFocusedWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertOnPointerDownWasNotCalled();
|
|
}
|
|
|
|
// Have two windows, one with focus. Inject MotionEvent with source TOUCHSCREEN and action
|
|
// DOWN on the window that already has focus. Ensure no window received the
|
|
// onPointerDownOutsideFocus callback.
|
|
TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_OnAlreadyFocusedWindow) {
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
FOCUSED_WINDOW_TOUCH_POINT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mFocusedWindow->consumeMotionDown();
|
|
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertOnPointerDownWasNotCalled();
|
|
}
|
|
|
|
// Have two windows, one with focus. Injecting a trusted DOWN MotionEvent with the flag
|
|
// NO_FOCUS_CHANGE on the unfocused window should not call the onPointerDownOutsideFocus callback.
|
|
TEST_F(InputDispatcherOnPointerDownOutsideFocus, NoFocusChangeFlag) {
|
|
const MotionEvent event =
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(20).y(20))
|
|
.addFlag(AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE)
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(mDispatcher, event))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mUnfocusedWindow->consumeAnyMotionDown(ADISPLAY_ID_DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE);
|
|
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertOnPointerDownWasNotCalled();
|
|
// Ensure that the unfocused window did not receive any FOCUS events.
|
|
mUnfocusedWindow->assertNoEvents();
|
|
}
|
|
|
|
// These tests ensures we can send touch events to a single client when there are multiple input
|
|
// windows that point to the same client token.
|
|
class InputDispatcherMultiWindowSameTokenTests : public InputDispatcherTest {
|
|
virtual void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
|
|
std::shared_ptr<FakeApplicationHandle> application =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
mWindow1 = new FakeWindowHandle(application, mDispatcher, "Fake Window 1",
|
|
ADISPLAY_ID_DEFAULT);
|
|
mWindow1->setFrame(Rect(0, 0, 100, 100));
|
|
|
|
mWindow2 = new FakeWindowHandle(application, mDispatcher, "Fake Window 2",
|
|
ADISPLAY_ID_DEFAULT, mWindow1->getToken());
|
|
mWindow2->setFrame(Rect(100, 100, 200, 200));
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow1, mWindow2}}});
|
|
}
|
|
|
|
protected:
|
|
sp<FakeWindowHandle> mWindow1;
|
|
sp<FakeWindowHandle> mWindow2;
|
|
|
|
// Helper function to convert the point from screen coordinates into the window's space
|
|
static PointF getPointInWindow(const WindowInfo* windowInfo, const PointF& point) {
|
|
vec2 vals = windowInfo->transform.transform(point.x, point.y);
|
|
return {vals.x, vals.y};
|
|
}
|
|
|
|
void consumeMotionEvent(const sp<FakeWindowHandle>& window, int32_t expectedAction,
|
|
const std::vector<PointF>& points) {
|
|
const std::string name = window->getName();
|
|
InputEvent* event = window->consume();
|
|
|
|
ASSERT_NE(nullptr, event) << name.c_str()
|
|
<< ": consumer should have returned non-NULL event.";
|
|
|
|
ASSERT_EQ(AINPUT_EVENT_TYPE_MOTION, event->getType())
|
|
<< name.c_str() << "expected " << inputEventTypeToString(AINPUT_EVENT_TYPE_MOTION)
|
|
<< " event, got " << inputEventTypeToString(event->getType()) << " event";
|
|
|
|
const MotionEvent& motionEvent = static_cast<const MotionEvent&>(*event);
|
|
assertMotionAction(expectedAction, motionEvent.getAction());
|
|
|
|
for (size_t i = 0; i < points.size(); i++) {
|
|
float expectedX = points[i].x;
|
|
float expectedY = points[i].y;
|
|
|
|
EXPECT_EQ(expectedX, motionEvent.getX(i))
|
|
<< "expected " << expectedX << " for x[" << i << "] coord of " << name.c_str()
|
|
<< ", got " << motionEvent.getX(i);
|
|
EXPECT_EQ(expectedY, motionEvent.getY(i))
|
|
<< "expected " << expectedY << " for y[" << i << "] coord of " << name.c_str()
|
|
<< ", got " << motionEvent.getY(i);
|
|
}
|
|
}
|
|
|
|
void touchAndAssertPositions(int32_t action, const std::vector<PointF>& touchedPoints,
|
|
std::vector<PointF> expectedPoints) {
|
|
NotifyMotionArgs motionArgs = generateMotionArgs(action, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, touchedPoints);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
|
|
// Always consume from window1 since it's the window that has the InputReceiver
|
|
consumeMotionEvent(mWindow1, action, expectedPoints);
|
|
}
|
|
};
|
|
|
|
TEST_F(InputDispatcherMultiWindowSameTokenTests, SingleTouchSameScale) {
|
|
// Touch Window 1
|
|
PointF touchedPoint = {10, 10};
|
|
PointF expectedPoint = getPointInWindow(mWindow1->getInfo(), touchedPoint);
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint});
|
|
|
|
// Release touch on Window 1
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_UP, {touchedPoint}, {expectedPoint});
|
|
|
|
// Touch Window 2
|
|
touchedPoint = {150, 150};
|
|
expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint);
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint});
|
|
}
|
|
|
|
TEST_F(InputDispatcherMultiWindowSameTokenTests, SingleTouchDifferentTransform) {
|
|
// Set scale value for window2
|
|
mWindow2->setWindowScale(0.5f, 0.5f);
|
|
|
|
// Touch Window 1
|
|
PointF touchedPoint = {10, 10};
|
|
PointF expectedPoint = getPointInWindow(mWindow1->getInfo(), touchedPoint);
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint});
|
|
// Release touch on Window 1
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_UP, {touchedPoint}, {expectedPoint});
|
|
|
|
// Touch Window 2
|
|
touchedPoint = {150, 150};
|
|
expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint);
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint});
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_UP, {touchedPoint}, {expectedPoint});
|
|
|
|
// Update the transform so rotation is set
|
|
mWindow2->setWindowTransform(0, -1, 1, 0);
|
|
expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint);
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint});
|
|
}
|
|
|
|
TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchDifferentTransform) {
|
|
mWindow2->setWindowScale(0.5f, 0.5f);
|
|
|
|
// Touch Window 1
|
|
std::vector<PointF> touchedPoints = {PointF{10, 10}};
|
|
std::vector<PointF> expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])};
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, touchedPoints, expectedPoints);
|
|
|
|
// Touch Window 2
|
|
touchedPoints.push_back(PointF{150, 150});
|
|
expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
|
|
touchAndAssertPositions(POINTER_1_DOWN, touchedPoints, expectedPoints);
|
|
|
|
// Release Window 2
|
|
touchAndAssertPositions(POINTER_1_UP, touchedPoints, expectedPoints);
|
|
expectedPoints.pop_back();
|
|
|
|
// Update the transform so rotation is set for Window 2
|
|
mWindow2->setWindowTransform(0, -1, 1, 0);
|
|
expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
|
|
touchAndAssertPositions(POINTER_1_DOWN, touchedPoints, expectedPoints);
|
|
}
|
|
|
|
TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchMoveDifferentTransform) {
|
|
mWindow2->setWindowScale(0.5f, 0.5f);
|
|
|
|
// Touch Window 1
|
|
std::vector<PointF> touchedPoints = {PointF{10, 10}};
|
|
std::vector<PointF> expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])};
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, touchedPoints, expectedPoints);
|
|
|
|
// Touch Window 2
|
|
touchedPoints.push_back(PointF{150, 150});
|
|
expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
|
|
|
|
touchAndAssertPositions(POINTER_1_DOWN, touchedPoints, expectedPoints);
|
|
|
|
// Move both windows
|
|
touchedPoints = {{20, 20}, {175, 175}};
|
|
expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0]),
|
|
getPointInWindow(mWindow2->getInfo(), touchedPoints[1])};
|
|
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_MOVE, touchedPoints, expectedPoints);
|
|
|
|
// Release Window 2
|
|
touchAndAssertPositions(POINTER_1_UP, touchedPoints, expectedPoints);
|
|
expectedPoints.pop_back();
|
|
|
|
// Touch Window 2
|
|
mWindow2->setWindowTransform(0, -1, 1, 0);
|
|
expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
|
|
touchAndAssertPositions(POINTER_1_DOWN, touchedPoints, expectedPoints);
|
|
|
|
// Move both windows
|
|
touchedPoints = {{20, 20}, {175, 175}};
|
|
expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0]),
|
|
getPointInWindow(mWindow2->getInfo(), touchedPoints[1])};
|
|
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_MOVE, touchedPoints, expectedPoints);
|
|
}
|
|
|
|
TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleWindowsFirstTouchWithScale) {
|
|
mWindow1->setWindowScale(0.5f, 0.5f);
|
|
|
|
// Touch Window 1
|
|
std::vector<PointF> touchedPoints = {PointF{10, 10}};
|
|
std::vector<PointF> expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])};
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_DOWN, touchedPoints, expectedPoints);
|
|
|
|
// Touch Window 2
|
|
touchedPoints.push_back(PointF{150, 150});
|
|
expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
|
|
|
|
touchAndAssertPositions(POINTER_1_DOWN, touchedPoints, expectedPoints);
|
|
|
|
// Move both windows
|
|
touchedPoints = {{20, 20}, {175, 175}};
|
|
expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0]),
|
|
getPointInWindow(mWindow2->getInfo(), touchedPoints[1])};
|
|
|
|
touchAndAssertPositions(AMOTION_EVENT_ACTION_MOVE, touchedPoints, expectedPoints);
|
|
}
|
|
|
|
class InputDispatcherSingleWindowAnr : public InputDispatcherTest {
|
|
virtual void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
|
|
mApplication = std::make_shared<FakeApplicationHandle>();
|
|
mApplication->setDispatchingTimeout(20ms);
|
|
mWindow =
|
|
new FakeWindowHandle(mApplication, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
|
|
mWindow->setFrame(Rect(0, 0, 30, 30));
|
|
mWindow->setDispatchingTimeout(30ms);
|
|
mWindow->setFocusable(true);
|
|
|
|
// Set focused application.
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApplication);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
|
|
setFocusedWindow(mWindow);
|
|
mWindow->consumeFocusEvent(true);
|
|
}
|
|
|
|
virtual void TearDown() override {
|
|
InputDispatcherTest::TearDown();
|
|
mWindow.clear();
|
|
}
|
|
|
|
protected:
|
|
std::shared_ptr<FakeApplicationHandle> mApplication;
|
|
sp<FakeWindowHandle> mWindow;
|
|
static constexpr PointF WINDOW_LOCATION = {20, 20};
|
|
|
|
void tapOnWindow() {
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
WINDOW_LOCATION));
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
WINDOW_LOCATION));
|
|
}
|
|
|
|
sp<FakeWindowHandle> addSpyWindow() {
|
|
sp<FakeWindowHandle> spy =
|
|
new FakeWindowHandle(mApplication, mDispatcher, "Spy", ADISPLAY_ID_DEFAULT);
|
|
spy->setTrustedOverlay(true);
|
|
spy->setFocusable(false);
|
|
spy->setSpy(true);
|
|
spy->setDispatchingTimeout(30ms);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy, mWindow}}});
|
|
return spy;
|
|
}
|
|
};
|
|
|
|
// Send a tap and respond, which should not cause an ANR.
|
|
TEST_F(InputDispatcherSingleWindowAnr, WhenTouchIsConsumed_NoAnr) {
|
|
tapOnWindow();
|
|
mWindow->consumeMotionDown();
|
|
mWindow->consumeMotionUp();
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
}
|
|
|
|
// Send a regular key and respond, which should not cause an ANR.
|
|
TEST_F(InputDispatcherSingleWindowAnr, WhenKeyIsConsumed_NoAnr) {
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDownNoRepeat(mDispatcher));
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
}
|
|
|
|
TEST_F(InputDispatcherSingleWindowAnr, WhenFocusedApplicationChanges_NoAnr) {
|
|
mWindow->setFocusable(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
|
|
mWindow->consumeFocusEvent(false);
|
|
|
|
InputEventInjectionResult result =
|
|
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
|
|
InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/,
|
|
false /* allowKeyRepeat */);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
|
|
// Key will not go to window because we have no focused window.
|
|
// The 'no focused window' ANR timer should start instead.
|
|
|
|
// Now, the focused application goes away.
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, nullptr);
|
|
// The key should get dropped and there should be no ANR.
|
|
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
}
|
|
|
|
// Send an event to the app and have the app not respond right away.
|
|
// When ANR is raised, policy will tell the dispatcher to cancel the events for that window.
|
|
// So InputDispatcher will enqueue ACTION_CANCEL event as well.
|
|
TEST_F(InputDispatcherSingleWindowAnr, OnPointerDown_BasicAnr) {
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
WINDOW_LOCATION));
|
|
|
|
std::optional<uint32_t> sequenceNum = mWindow->receiveEvent(); // ACTION_DOWN
|
|
ASSERT_TRUE(sequenceNum);
|
|
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow);
|
|
|
|
mWindow->finishEvent(*sequenceNum);
|
|
mWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL,
|
|
ADISPLAY_ID_DEFAULT, 0 /*flags*/);
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken(), mWindow->getPid());
|
|
}
|
|
|
|
// Send a key to the app and have the app not respond right away.
|
|
TEST_F(InputDispatcherSingleWindowAnr, OnKeyDown_BasicAnr) {
|
|
// Inject a key, and don't respond - expect that ANR is called.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDownNoRepeat(mDispatcher));
|
|
std::optional<uint32_t> sequenceNum = mWindow->receiveEvent();
|
|
ASSERT_TRUE(sequenceNum);
|
|
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow);
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
}
|
|
|
|
// We have a focused application, but no focused window
|
|
TEST_F(InputDispatcherSingleWindowAnr, FocusedApplication_NoFocusedWindow) {
|
|
mWindow->setFocusable(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
|
|
mWindow->consumeFocusEvent(false);
|
|
|
|
// taps on the window work as normal
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
WINDOW_LOCATION));
|
|
ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionDown());
|
|
mDispatcher->waitForIdle();
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
|
|
// Once a focused event arrives, we get an ANR for this application
|
|
// We specify the injection timeout to be smaller than the application timeout, to ensure that
|
|
// injection times out (instead of failing).
|
|
const InputEventInjectionResult result =
|
|
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT, 10ms, false /* allowKeyRepeat */);
|
|
ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
|
|
const std::chrono::duration timeout = mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyNoFocusedWindowAnrWasCalled(timeout, mApplication);
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
}
|
|
|
|
/**
|
|
* Make sure the stale key is dropped before causing an ANR. So even if there's no focused window,
|
|
* there will not be an ANR.
|
|
*/
|
|
TEST_F(InputDispatcherSingleWindowAnr, StaleKeyEventDoesNotAnr) {
|
|
mWindow->setFocusable(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
|
|
mWindow->consumeFocusEvent(false);
|
|
|
|
KeyEvent event;
|
|
const nsecs_t eventTime = systemTime(SYSTEM_TIME_MONOTONIC) -
|
|
std::chrono::nanoseconds(STALE_EVENT_TIMEOUT).count();
|
|
|
|
// Define a valid key down event that is stale (too old).
|
|
event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE,
|
|
INVALID_HMAC, AKEY_EVENT_ACTION_DOWN, /* flags */ 0, AKEYCODE_A, KEY_A,
|
|
AMETA_NONE, 1 /*repeatCount*/, eventTime, eventTime);
|
|
|
|
const int32_t policyFlags = POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER;
|
|
|
|
InputEventInjectionResult result =
|
|
mDispatcher->injectInputEvent(&event, {} /* targetUid */,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT,
|
|
INJECT_EVENT_TIMEOUT, policyFlags);
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED, result)
|
|
<< "Injection should fail because the event is stale";
|
|
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
// We have a focused application, but no focused window
|
|
// Make sure that we don't notify policy twice about the same ANR.
|
|
TEST_F(InputDispatcherSingleWindowAnr, NoFocusedWindow_DoesNotSendDuplicateAnr) {
|
|
mWindow->setFocusable(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
|
|
mWindow->consumeFocusEvent(false);
|
|
|
|
// Once a focused event arrives, we get an ANR for this application
|
|
// We specify the injection timeout to be smaller than the application timeout, to ensure that
|
|
// injection times out (instead of failing).
|
|
const InputEventInjectionResult result =
|
|
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT, 10ms, false /* allowKeyRepeat */);
|
|
ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
|
|
const std::chrono::duration appTimeout =
|
|
mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyNoFocusedWindowAnrWasCalled(appTimeout, mApplication);
|
|
|
|
std::this_thread::sleep_for(appTimeout);
|
|
// ANR should not be raised again. It is up to policy to do that if it desires.
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
|
|
// If we now get a focused window, the ANR should stop, but the policy handles that via
|
|
// 'notifyFocusChanged' callback. This is implemented in the policy so we can't test it here.
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
}
|
|
|
|
// We have a focused application, but no focused window
|
|
TEST_F(InputDispatcherSingleWindowAnr, NoFocusedWindow_DropsFocusedEvents) {
|
|
mWindow->setFocusable(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
|
|
mWindow->consumeFocusEvent(false);
|
|
|
|
// Once a focused event arrives, we get an ANR for this application
|
|
const InputEventInjectionResult result =
|
|
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
|
|
ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
|
|
|
|
const std::chrono::duration timeout = mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyNoFocusedWindowAnrWasCalled(timeout, mApplication);
|
|
|
|
// Future focused events get dropped right away
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED, injectKeyDown(mDispatcher));
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* Ensure that the implementation is valid. Since we are using multiset to keep track of the
|
|
* ANR timeouts, we are allowing entries with identical timestamps in the same connection.
|
|
* If we process 1 of the events, but ANR on the second event with the same timestamp,
|
|
* the ANR mechanism should still work.
|
|
*
|
|
* In this test, we are injecting DOWN and UP events with the same timestamps, and acknowledging the
|
|
* DOWN event, while not responding on the second one.
|
|
*/
|
|
TEST_F(InputDispatcherSingleWindowAnr, Anr_HandlesEventsWithIdenticalTimestamps) {
|
|
nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, WINDOW_LOCATION,
|
|
{AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION},
|
|
500ms, InputEventInjectionSync::WAIT_FOR_RESULT, currentTime);
|
|
|
|
// Now send ACTION_UP, with identical timestamp
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, WINDOW_LOCATION,
|
|
{AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION},
|
|
500ms, InputEventInjectionSync::WAIT_FOR_RESULT, currentTime);
|
|
|
|
// We have now sent down and up. Let's consume first event and then ANR on the second.
|
|
mWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow);
|
|
}
|
|
|
|
// A spy window can receive an ANR
|
|
TEST_F(InputDispatcherSingleWindowAnr, SpyWindowAnr) {
|
|
sp<FakeWindowHandle> spy = addSpyWindow();
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
WINDOW_LOCATION));
|
|
mWindow->consumeMotionDown();
|
|
|
|
std::optional<uint32_t> sequenceNum = spy->receiveEvent(); // ACTION_DOWN
|
|
ASSERT_TRUE(sequenceNum);
|
|
const std::chrono::duration timeout = spy->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, spy);
|
|
|
|
spy->finishEvent(*sequenceNum);
|
|
spy->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL, ADISPLAY_ID_DEFAULT,
|
|
0 /*flags*/);
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyWindowResponsiveWasCalled(spy->getToken(), mWindow->getPid());
|
|
}
|
|
|
|
// If an app is not responding to a key event, spy windows should continue to receive
|
|
// new motion events
|
|
TEST_F(InputDispatcherSingleWindowAnr, SpyWindowReceivesEventsDuringAppAnrOnKey) {
|
|
sp<FakeWindowHandle> spy = addSpyWindow();
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT));
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher, ADISPLAY_ID_DEFAULT));
|
|
|
|
// Stuck on the ACTION_UP
|
|
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow);
|
|
|
|
// New tap will go to the spy window, but not to the window
|
|
tapOnWindow();
|
|
spy->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
spy->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
|
|
mWindow->consumeKeyUp(ADISPLAY_ID_DEFAULT); // still the previous motion
|
|
mDispatcher->waitForIdle();
|
|
mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken(), mWindow->getPid());
|
|
mWindow->assertNoEvents();
|
|
spy->assertNoEvents();
|
|
}
|
|
|
|
// If an app is not responding to a motion event, spy windows should continue to receive
|
|
// new motion events
|
|
TEST_F(InputDispatcherSingleWindowAnr, SpyWindowReceivesEventsDuringAppAnrOnMotion) {
|
|
sp<FakeWindowHandle> spy = addSpyWindow();
|
|
|
|
tapOnWindow();
|
|
spy->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
spy->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
|
|
mWindow->consumeMotionDown();
|
|
// Stuck on the ACTION_UP
|
|
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow);
|
|
|
|
// New tap will go to the spy window, but not to the window
|
|
tapOnWindow();
|
|
spy->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
spy->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
|
|
mWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT); // still the previous motion
|
|
mDispatcher->waitForIdle();
|
|
mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken(), mWindow->getPid());
|
|
mWindow->assertNoEvents();
|
|
spy->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherSingleWindowAnr, UnresponsiveMonitorAnr) {
|
|
mDispatcher->setMonitorDispatchingTimeoutForTest(30ms);
|
|
|
|
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
WINDOW_LOCATION));
|
|
|
|
mWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
const std::optional<uint32_t> consumeSeq = monitor.receiveEvent();
|
|
ASSERT_TRUE(consumeSeq);
|
|
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(30ms, monitor.getToken(), MONITOR_PID);
|
|
|
|
monitor.finishEvent(*consumeSeq);
|
|
monitor.consumeMotionCancel(ADISPLAY_ID_DEFAULT);
|
|
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyWindowResponsiveWasCalled(monitor.getToken(), MONITOR_PID);
|
|
}
|
|
|
|
// If a window is unresponsive, then you get anr. if the window later catches up and starts to
|
|
// process events, you don't get an anr. When the window later becomes unresponsive again, you
|
|
// get an ANR again.
|
|
// 1. tap -> block on ACTION_UP -> receive ANR
|
|
// 2. consume all pending events (= queue becomes healthy again)
|
|
// 3. tap again -> block on ACTION_UP again -> receive ANR second time
|
|
TEST_F(InputDispatcherSingleWindowAnr, SameWindow_CanReceiveAnrTwice) {
|
|
tapOnWindow();
|
|
|
|
mWindow->consumeMotionDown();
|
|
// Block on ACTION_UP
|
|
const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow);
|
|
mWindow->consumeMotionUp(); // Now the connection should be healthy again
|
|
mDispatcher->waitForIdle();
|
|
mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken(), mWindow->getPid());
|
|
mWindow->assertNoEvents();
|
|
|
|
tapOnWindow();
|
|
mWindow->consumeMotionDown();
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow);
|
|
mWindow->consumeMotionUp();
|
|
|
|
mDispatcher->waitForIdle();
|
|
mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken(), mWindow->getPid());
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
// If a connection remains unresponsive for a while, make sure policy is only notified once about
|
|
// it.
|
|
TEST_F(InputDispatcherSingleWindowAnr, Policy_DoesNotGetDuplicateAnr) {
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
WINDOW_LOCATION));
|
|
|
|
const std::chrono::duration windowTimeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(windowTimeout, mWindow);
|
|
std::this_thread::sleep_for(windowTimeout);
|
|
// 'notifyConnectionUnresponsive' should only be called once per connection
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
// When the ANR happened, dispatcher should abort the current event stream via ACTION_CANCEL
|
|
mWindow->consumeMotionDown();
|
|
mWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL,
|
|
ADISPLAY_ID_DEFAULT, 0 /*flags*/);
|
|
mWindow->assertNoEvents();
|
|
mDispatcher->waitForIdle();
|
|
mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken(), mWindow->getPid());
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
}
|
|
|
|
/**
|
|
* If a window is processing a motion event, and then a key event comes in, the key event should
|
|
* not to to the focused window until the motion is processed.
|
|
*
|
|
* Warning!!!
|
|
* This test depends on the value of android::inputdispatcher::KEY_WAITING_FOR_MOTION_TIMEOUT
|
|
* and the injection timeout that we specify when injecting the key.
|
|
* We must have the injection timeout (10ms) be smaller than
|
|
* KEY_WAITING_FOR_MOTION_TIMEOUT (currently 500ms).
|
|
*
|
|
* If that value changes, this test should also change.
|
|
*/
|
|
TEST_F(InputDispatcherSingleWindowAnr, Key_StaysPendingWhileMotionIsProcessed) {
|
|
mWindow->setDispatchingTimeout(2s); // Set a long ANR timeout to prevent it from triggering
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
|
|
|
|
tapOnWindow();
|
|
std::optional<uint32_t> downSequenceNum = mWindow->receiveEvent();
|
|
ASSERT_TRUE(downSequenceNum);
|
|
std::optional<uint32_t> upSequenceNum = mWindow->receiveEvent();
|
|
ASSERT_TRUE(upSequenceNum);
|
|
// Don't finish the events yet, and send a key
|
|
// Injection will "succeed" because we will eventually give up and send the key to the focused
|
|
// window even if motions are still being processed. But because the injection timeout is short,
|
|
// we will receive INJECTION_TIMED_OUT as the result.
|
|
|
|
InputEventInjectionResult result =
|
|
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
|
|
ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
|
|
// Key will not be sent to the window, yet, because the window is still processing events
|
|
// and the key remains pending, waiting for the touch events to be processed
|
|
std::optional<uint32_t> keySequenceNum = mWindow->receiveEvent();
|
|
ASSERT_FALSE(keySequenceNum);
|
|
|
|
std::this_thread::sleep_for(500ms);
|
|
// if we wait long enough though, dispatcher will give up, and still send the key
|
|
// to the focused window, even though we have not yet finished the motion event
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
mWindow->finishEvent(*downSequenceNum);
|
|
mWindow->finishEvent(*upSequenceNum);
|
|
}
|
|
|
|
/**
|
|
* If a window is processing a motion event, and then a key event comes in, the key event should
|
|
* not go to the focused window until the motion is processed.
|
|
* If then a new motion comes in, then the pending key event should be going to the currently
|
|
* focused window right away.
|
|
*/
|
|
TEST_F(InputDispatcherSingleWindowAnr,
|
|
PendingKey_IsDroppedWhileMotionIsProcessedAndNewTouchComesIn) {
|
|
mWindow->setDispatchingTimeout(2s); // Set a long ANR timeout to prevent it from triggering
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
|
|
|
|
tapOnWindow();
|
|
std::optional<uint32_t> downSequenceNum = mWindow->receiveEvent();
|
|
ASSERT_TRUE(downSequenceNum);
|
|
std::optional<uint32_t> upSequenceNum = mWindow->receiveEvent();
|
|
ASSERT_TRUE(upSequenceNum);
|
|
// Don't finish the events yet, and send a key
|
|
// Injection is async, so it will succeed
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
|
|
ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
|
|
// At this point, key is still pending, and should not be sent to the application yet.
|
|
std::optional<uint32_t> keySequenceNum = mWindow->receiveEvent();
|
|
ASSERT_FALSE(keySequenceNum);
|
|
|
|
// Now tap down again. It should cause the pending key to go to the focused window right away.
|
|
tapOnWindow();
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT); // it doesn't matter that we haven't ack'd
|
|
// the other events yet. We can finish events in any order.
|
|
mWindow->finishEvent(*downSequenceNum); // first tap's ACTION_DOWN
|
|
mWindow->finishEvent(*upSequenceNum); // first tap's ACTION_UP
|
|
mWindow->consumeMotionDown();
|
|
mWindow->consumeMotionUp();
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
class InputDispatcherMultiWindowAnr : public InputDispatcherTest {
|
|
virtual void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
|
|
mApplication = std::make_shared<FakeApplicationHandle>();
|
|
mApplication->setDispatchingTimeout(10ms);
|
|
mUnfocusedWindow =
|
|
new FakeWindowHandle(mApplication, mDispatcher, "Unfocused", ADISPLAY_ID_DEFAULT);
|
|
mUnfocusedWindow->setFrame(Rect(0, 0, 30, 30));
|
|
// Adding FLAG_WATCH_OUTSIDE_TOUCH to receive ACTION_OUTSIDE when another window is tapped
|
|
mUnfocusedWindow->setWatchOutsideTouch(true);
|
|
|
|
mFocusedWindow =
|
|
new FakeWindowHandle(mApplication, mDispatcher, "Focused", ADISPLAY_ID_DEFAULT);
|
|
mFocusedWindow->setDispatchingTimeout(30ms);
|
|
mFocusedWindow->setFrame(Rect(50, 50, 100, 100));
|
|
|
|
// Set focused application.
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApplication);
|
|
mFocusedWindow->setFocusable(true);
|
|
|
|
// Expect one focus window exist in display.
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}});
|
|
setFocusedWindow(mFocusedWindow);
|
|
mFocusedWindow->consumeFocusEvent(true);
|
|
}
|
|
|
|
virtual void TearDown() override {
|
|
InputDispatcherTest::TearDown();
|
|
|
|
mUnfocusedWindow.clear();
|
|
mFocusedWindow.clear();
|
|
}
|
|
|
|
protected:
|
|
std::shared_ptr<FakeApplicationHandle> mApplication;
|
|
sp<FakeWindowHandle> mUnfocusedWindow;
|
|
sp<FakeWindowHandle> mFocusedWindow;
|
|
static constexpr PointF UNFOCUSED_WINDOW_LOCATION = {20, 20};
|
|
static constexpr PointF FOCUSED_WINDOW_LOCATION = {75, 75};
|
|
static constexpr PointF LOCATION_OUTSIDE_ALL_WINDOWS = {40, 40};
|
|
|
|
void tapOnFocusedWindow() { tap(FOCUSED_WINDOW_LOCATION); }
|
|
|
|
void tapOnUnfocusedWindow() { tap(UNFOCUSED_WINDOW_LOCATION); }
|
|
|
|
private:
|
|
void tap(const PointF& location) {
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
location));
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
location));
|
|
}
|
|
};
|
|
|
|
// If we have 2 windows that are both unresponsive, the one with the shortest timeout
|
|
// should be ANR'd first.
|
|
TEST_F(InputDispatcherMultiWindowAnr, TwoWindows_BothUnresponsive) {
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
FOCUSED_WINDOW_LOCATION))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mFocusedWindow->consumeMotionDown();
|
|
mUnfocusedWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_OUTSIDE,
|
|
ADISPLAY_ID_DEFAULT, 0 /*flags*/);
|
|
// We consumed all events, so no ANR
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
FOCUSED_WINDOW_LOCATION));
|
|
std::optional<uint32_t> unfocusedSequenceNum = mUnfocusedWindow->receiveEvent();
|
|
ASSERT_TRUE(unfocusedSequenceNum);
|
|
|
|
const std::chrono::duration timeout =
|
|
mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mFocusedWindow);
|
|
// Because we injected two DOWN events in a row, CANCEL is enqueued for the first event
|
|
// sequence to make it consistent
|
|
mFocusedWindow->consumeMotionCancel();
|
|
mUnfocusedWindow->finishEvent(*unfocusedSequenceNum);
|
|
mFocusedWindow->consumeMotionDown();
|
|
// This cancel is generated because the connection was unresponsive
|
|
mFocusedWindow->consumeMotionCancel();
|
|
mFocusedWindow->assertNoEvents();
|
|
mUnfocusedWindow->assertNoEvents();
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyWindowResponsiveWasCalled(mFocusedWindow->getToken(),
|
|
mFocusedWindow->getPid());
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
}
|
|
|
|
// If we have 2 windows with identical timeouts that are both unresponsive,
|
|
// it doesn't matter which order they should have ANR.
|
|
// But we should receive ANR for both.
|
|
TEST_F(InputDispatcherMultiWindowAnr, TwoWindows_BothUnresponsiveWithSameTimeout) {
|
|
// Set the timeout for unfocused window to match the focused window
|
|
mUnfocusedWindow->setDispatchingTimeout(10ms);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}});
|
|
|
|
tapOnFocusedWindow();
|
|
// we should have ACTION_DOWN/ACTION_UP on focused window and ACTION_OUTSIDE on unfocused window
|
|
sp<IBinder> anrConnectionToken1, anrConnectionToken2;
|
|
ASSERT_NO_FATAL_FAILURE(anrConnectionToken1 = mFakePolicy->getUnresponsiveWindowToken(10ms));
|
|
ASSERT_NO_FATAL_FAILURE(anrConnectionToken2 = mFakePolicy->getUnresponsiveWindowToken(0ms));
|
|
|
|
// We don't know which window will ANR first. But both of them should happen eventually.
|
|
ASSERT_TRUE(mFocusedWindow->getToken() == anrConnectionToken1 ||
|
|
mFocusedWindow->getToken() == anrConnectionToken2);
|
|
ASSERT_TRUE(mUnfocusedWindow->getToken() == anrConnectionToken1 ||
|
|
mUnfocusedWindow->getToken() == anrConnectionToken2);
|
|
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
|
|
mFocusedWindow->consumeMotionDown();
|
|
mFocusedWindow->consumeMotionUp();
|
|
mUnfocusedWindow->consumeMotionOutside();
|
|
|
|
sp<IBinder> responsiveToken1, responsiveToken2;
|
|
ASSERT_NO_FATAL_FAILURE(responsiveToken1 = mFakePolicy->getResponsiveWindowToken());
|
|
ASSERT_NO_FATAL_FAILURE(responsiveToken2 = mFakePolicy->getResponsiveWindowToken());
|
|
|
|
// Both applications should be marked as responsive, in any order
|
|
ASSERT_TRUE(mFocusedWindow->getToken() == responsiveToken1 ||
|
|
mFocusedWindow->getToken() == responsiveToken2);
|
|
ASSERT_TRUE(mUnfocusedWindow->getToken() == responsiveToken1 ||
|
|
mUnfocusedWindow->getToken() == responsiveToken2);
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
}
|
|
|
|
// If a window is already not responding, the second tap on the same window should be ignored.
|
|
// We should also log an error to account for the dropped event (not tested here).
|
|
// At the same time, FLAG_WATCH_OUTSIDE_TOUCH targets should not receive any events.
|
|
TEST_F(InputDispatcherMultiWindowAnr, DuringAnr_SecondTapIsIgnored) {
|
|
tapOnFocusedWindow();
|
|
mUnfocusedWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_OUTSIDE,
|
|
ADISPLAY_ID_DEFAULT, 0 /*flags*/);
|
|
// Receive the events, but don't respond
|
|
std::optional<uint32_t> downEventSequenceNum = mFocusedWindow->receiveEvent(); // ACTION_DOWN
|
|
ASSERT_TRUE(downEventSequenceNum);
|
|
std::optional<uint32_t> upEventSequenceNum = mFocusedWindow->receiveEvent(); // ACTION_UP
|
|
ASSERT_TRUE(upEventSequenceNum);
|
|
const std::chrono::duration timeout =
|
|
mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mFocusedWindow);
|
|
|
|
// Tap once again
|
|
// We cannot use "tapOnFocusedWindow" because it asserts the injection result to be success
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
FOCUSED_WINDOW_LOCATION));
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
FOCUSED_WINDOW_LOCATION));
|
|
// Unfocused window does not receive ACTION_OUTSIDE because the tapped window is not a
|
|
// valid touch target
|
|
mUnfocusedWindow->assertNoEvents();
|
|
|
|
// Consume the first tap
|
|
mFocusedWindow->finishEvent(*downEventSequenceNum);
|
|
mFocusedWindow->finishEvent(*upEventSequenceNum);
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
// The second tap did not go to the focused window
|
|
mFocusedWindow->assertNoEvents();
|
|
// Since all events are finished, connection should be deemed healthy again
|
|
mFakePolicy->assertNotifyWindowResponsiveWasCalled(mFocusedWindow->getToken(),
|
|
mFocusedWindow->getPid());
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
}
|
|
|
|
// If you tap outside of all windows, there will not be ANR
|
|
TEST_F(InputDispatcherMultiWindowAnr, TapOutsideAllWindows_DoesNotAnr) {
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
LOCATION_OUTSIDE_ALL_WINDOWS));
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
}
|
|
|
|
// Since the focused window is paused, tapping on it should not produce any events
|
|
TEST_F(InputDispatcherMultiWindowAnr, Window_CanBePaused) {
|
|
mFocusedWindow->setPaused(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
FOCUSED_WINDOW_LOCATION));
|
|
|
|
std::this_thread::sleep_for(mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT));
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
// Should not ANR because the window is paused, and touches shouldn't go to it
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
|
|
mFocusedWindow->assertNoEvents();
|
|
mUnfocusedWindow->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* If a window is processing a motion event, and then a key event comes in, the key event should
|
|
* not to to the focused window until the motion is processed.
|
|
* If a different window becomes focused at this time, the key should go to that window instead.
|
|
*
|
|
* Warning!!!
|
|
* This test depends on the value of android::inputdispatcher::KEY_WAITING_FOR_MOTION_TIMEOUT
|
|
* and the injection timeout that we specify when injecting the key.
|
|
* We must have the injection timeout (10ms) be smaller than
|
|
* KEY_WAITING_FOR_MOTION_TIMEOUT (currently 500ms).
|
|
*
|
|
* If that value changes, this test should also change.
|
|
*/
|
|
TEST_F(InputDispatcherMultiWindowAnr, PendingKey_GoesToNewlyFocusedWindow) {
|
|
// Set a long ANR timeout to prevent it from triggering
|
|
mFocusedWindow->setDispatchingTimeout(2s);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mFocusedWindow, mUnfocusedWindow}}});
|
|
|
|
tapOnUnfocusedWindow();
|
|
std::optional<uint32_t> downSequenceNum = mUnfocusedWindow->receiveEvent();
|
|
ASSERT_TRUE(downSequenceNum);
|
|
std::optional<uint32_t> upSequenceNum = mUnfocusedWindow->receiveEvent();
|
|
ASSERT_TRUE(upSequenceNum);
|
|
// Don't finish the events yet, and send a key
|
|
// Injection will succeed because we will eventually give up and send the key to the focused
|
|
// window even if motions are still being processed.
|
|
|
|
InputEventInjectionResult result =
|
|
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
|
|
InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
|
|
// Key will not be sent to the window, yet, because the window is still processing events
|
|
// and the key remains pending, waiting for the touch events to be processed
|
|
std::optional<uint32_t> keySequenceNum = mFocusedWindow->receiveEvent();
|
|
ASSERT_FALSE(keySequenceNum);
|
|
|
|
// Switch the focus to the "unfocused" window that we tapped. Expect the key to go there
|
|
mFocusedWindow->setFocusable(false);
|
|
mUnfocusedWindow->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mFocusedWindow, mUnfocusedWindow}}});
|
|
setFocusedWindow(mUnfocusedWindow);
|
|
|
|
// Focus events should precede the key events
|
|
mUnfocusedWindow->consumeFocusEvent(true);
|
|
mFocusedWindow->consumeFocusEvent(false);
|
|
|
|
// Finish the tap events, which should unblock dispatcher
|
|
mUnfocusedWindow->finishEvent(*downSequenceNum);
|
|
mUnfocusedWindow->finishEvent(*upSequenceNum);
|
|
|
|
// Now that all queues are cleared and no backlog in the connections, the key event
|
|
// can finally go to the newly focused "mUnfocusedWindow".
|
|
mUnfocusedWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
mFocusedWindow->assertNoEvents();
|
|
mUnfocusedWindow->assertNoEvents();
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
}
|
|
|
|
// When the touch stream is split across 2 windows, and one of them does not respond,
|
|
// then ANR should be raised and the touch should be canceled for the unresponsive window.
|
|
// The other window should not be affected by that.
|
|
TEST_F(InputDispatcherMultiWindowAnr, SplitTouch_SingleWindowAnr) {
|
|
// Touch Window 1
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {FOCUSED_WINDOW_LOCATION});
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
mUnfocusedWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_OUTSIDE,
|
|
ADISPLAY_ID_DEFAULT, 0 /*flags*/);
|
|
|
|
// Touch Window 2
|
|
motionArgs = generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{FOCUSED_WINDOW_LOCATION, UNFOCUSED_WINDOW_LOCATION});
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
|
|
const std::chrono::duration timeout =
|
|
mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
|
|
mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mFocusedWindow);
|
|
|
|
mUnfocusedWindow->consumeMotionDown();
|
|
mFocusedWindow->consumeMotionDown();
|
|
// Focused window may or may not receive ACTION_MOVE
|
|
// But it should definitely receive ACTION_CANCEL due to the ANR
|
|
InputEvent* event;
|
|
std::optional<int32_t> moveOrCancelSequenceNum = mFocusedWindow->receiveEvent(&event);
|
|
ASSERT_TRUE(moveOrCancelSequenceNum);
|
|
mFocusedWindow->finishEvent(*moveOrCancelSequenceNum);
|
|
ASSERT_NE(nullptr, event);
|
|
ASSERT_EQ(event->getType(), AINPUT_EVENT_TYPE_MOTION);
|
|
MotionEvent& motionEvent = static_cast<MotionEvent&>(*event);
|
|
if (motionEvent.getAction() == AMOTION_EVENT_ACTION_MOVE) {
|
|
mFocusedWindow->consumeMotionCancel();
|
|
} else {
|
|
ASSERT_EQ(AMOTION_EVENT_ACTION_CANCEL, motionEvent.getAction());
|
|
}
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
mFakePolicy->assertNotifyWindowResponsiveWasCalled(mFocusedWindow->getToken(),
|
|
mFocusedWindow->getPid());
|
|
|
|
mUnfocusedWindow->assertNoEvents();
|
|
mFocusedWindow->assertNoEvents();
|
|
mFakePolicy->assertNotifyAnrWasNotCalled();
|
|
}
|
|
|
|
/**
|
|
* If we have no focused window, and a key comes in, we start the ANR timer.
|
|
* The focused application should add a focused window before the timer runs out to prevent ANR.
|
|
*
|
|
* If the user touches another application during this time, the key should be dropped.
|
|
* Next, if a new focused window comes in, without toggling the focused application,
|
|
* then no ANR should occur.
|
|
*
|
|
* Normally, we would expect the new focused window to be accompanied by 'setFocusedApplication',
|
|
* but in some cases the policy may not update the focused application.
|
|
*/
|
|
TEST_F(InputDispatcherMultiWindowAnr, FocusedWindowWithoutSetFocusedApplication_NoAnr) {
|
|
std::shared_ptr<FakeApplicationHandle> focusedApplication =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
focusedApplication->setDispatchingTimeout(60ms);
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, focusedApplication);
|
|
// The application that owns 'mFocusedWindow' and 'mUnfocusedWindow' is not focused.
|
|
mFocusedWindow->setFocusable(false);
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mFocusedWindow, mUnfocusedWindow}}});
|
|
mFocusedWindow->consumeFocusEvent(false);
|
|
|
|
// Send a key. The ANR timer should start because there is no focused window.
|
|
// 'focusedApplication' will get blamed if this timer completes.
|
|
// Key will not be sent anywhere because we have no focused window. It will remain pending.
|
|
InputEventInjectionResult result =
|
|
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
|
|
InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/,
|
|
false /* allowKeyRepeat */);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
|
|
|
|
// Wait until dispatcher starts the "no focused window" timer. If we don't wait here,
|
|
// then the injected touches won't cause the focused event to get dropped.
|
|
// The dispatcher only checks for whether the queue should be pruned upon queueing.
|
|
// If we inject the touch right away and the ANR timer hasn't started, the touch event would
|
|
// simply be added to the queue without 'shouldPruneInboundQueueLocked' returning 'true'.
|
|
// For this test, it means that the key would get delivered to the window once it becomes
|
|
// focused.
|
|
std::this_thread::sleep_for(10ms);
|
|
|
|
// Touch unfocused window. This should force the pending key to get dropped.
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {UNFOCUSED_WINDOW_LOCATION});
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
|
|
// We do not consume the motion right away, because that would require dispatcher to first
|
|
// process (== drop) the key event, and by that time, ANR will be raised.
|
|
// Set the focused window first.
|
|
mFocusedWindow->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mFocusedWindow, mUnfocusedWindow}}});
|
|
setFocusedWindow(mFocusedWindow);
|
|
mFocusedWindow->consumeFocusEvent(true);
|
|
// We do not call "setFocusedApplication" here, even though the newly focused window belongs
|
|
// to another application. This could be a bug / behaviour in the policy.
|
|
|
|
mUnfocusedWindow->consumeMotionDown();
|
|
|
|
ASSERT_TRUE(mDispatcher->waitForIdle());
|
|
// Should not ANR because we actually have a focused window. It was just added too slowly.
|
|
ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertNotifyAnrWasNotCalled());
|
|
}
|
|
|
|
// These tests ensure we cannot send touch events to a window that's positioned behind a window
|
|
// that has feature NO_INPUT_CHANNEL.
|
|
// Layout:
|
|
// Top (closest to user)
|
|
// mNoInputWindow (above all windows)
|
|
// mBottomWindow
|
|
// Bottom (furthest from user)
|
|
class InputDispatcherMultiWindowOcclusionTests : public InputDispatcherTest {
|
|
virtual void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
|
|
mApplication = std::make_shared<FakeApplicationHandle>();
|
|
mNoInputWindow = new FakeWindowHandle(mApplication, mDispatcher,
|
|
"Window without input channel", ADISPLAY_ID_DEFAULT,
|
|
std::make_optional<sp<IBinder>>(nullptr) /*token*/);
|
|
|
|
mNoInputWindow->setNoInputChannel(true);
|
|
mNoInputWindow->setFrame(Rect(0, 0, 100, 100));
|
|
// It's perfectly valid for this window to not have an associated input channel
|
|
|
|
mBottomWindow = new FakeWindowHandle(mApplication, mDispatcher, "Bottom window",
|
|
ADISPLAY_ID_DEFAULT);
|
|
mBottomWindow->setFrame(Rect(0, 0, 100, 100));
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mNoInputWindow, mBottomWindow}}});
|
|
}
|
|
|
|
protected:
|
|
std::shared_ptr<FakeApplicationHandle> mApplication;
|
|
sp<FakeWindowHandle> mNoInputWindow;
|
|
sp<FakeWindowHandle> mBottomWindow;
|
|
};
|
|
|
|
TEST_F(InputDispatcherMultiWindowOcclusionTests, NoInputChannelFeature_DropsTouches) {
|
|
PointF touchedPoint = {10, 10};
|
|
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {touchedPoint});
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
|
|
mNoInputWindow->assertNoEvents();
|
|
// Even though the window 'mNoInputWindow' positioned above 'mBottomWindow' does not have
|
|
// an input channel, it is not marked as FLAG_NOT_TOUCHABLE,
|
|
// and therefore should prevent mBottomWindow from receiving touches
|
|
mBottomWindow->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* If a window has feature NO_INPUT_CHANNEL, and somehow (by mistake) still has an input channel,
|
|
* ensure that this window does not receive any touches, and blocks touches to windows underneath.
|
|
*/
|
|
TEST_F(InputDispatcherMultiWindowOcclusionTests,
|
|
NoInputChannelFeature_DropsTouchesWithValidChannel) {
|
|
mNoInputWindow = new FakeWindowHandle(mApplication, mDispatcher,
|
|
"Window with input channel and NO_INPUT_CHANNEL",
|
|
ADISPLAY_ID_DEFAULT);
|
|
|
|
mNoInputWindow->setNoInputChannel(true);
|
|
mNoInputWindow->setFrame(Rect(0, 0, 100, 100));
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mNoInputWindow, mBottomWindow}}});
|
|
|
|
PointF touchedPoint = {10, 10};
|
|
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {touchedPoint});
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
|
|
mNoInputWindow->assertNoEvents();
|
|
mBottomWindow->assertNoEvents();
|
|
}
|
|
|
|
class InputDispatcherMirrorWindowFocusTests : public InputDispatcherTest {
|
|
protected:
|
|
std::shared_ptr<FakeApplicationHandle> mApp;
|
|
sp<FakeWindowHandle> mWindow;
|
|
sp<FakeWindowHandle> mMirror;
|
|
|
|
virtual void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
mApp = std::make_shared<FakeApplicationHandle>();
|
|
mWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
|
|
mMirror = new FakeWindowHandle(mApp, mDispatcher, "TestWindowMirror", ADISPLAY_ID_DEFAULT,
|
|
mWindow->getToken());
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApp);
|
|
mWindow->setFocusable(true);
|
|
mMirror->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
|
|
}
|
|
};
|
|
|
|
TEST_F(InputDispatcherMirrorWindowFocusTests, CanGetFocus) {
|
|
// Request focus on a mirrored window
|
|
setFocusedWindow(mMirror);
|
|
|
|
// window gets focused
|
|
mWindow->consumeFocusEvent(true);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
}
|
|
|
|
// A focused & mirrored window remains focused only if the window and its mirror are both
|
|
// focusable.
|
|
TEST_F(InputDispatcherMirrorWindowFocusTests, FocusedIfAllWindowsFocusable) {
|
|
setFocusedWindow(mMirror);
|
|
|
|
// window gets focused
|
|
mWindow->consumeFocusEvent(true);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
|
|
|
|
mMirror->setFocusable(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
|
|
|
|
// window loses focus since one of the windows associated with the token in not focusable
|
|
mWindow->consumeFocusEvent(false);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::TIMED_OUT";
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
// A focused & mirrored window remains focused until the window and its mirror both become
|
|
// invisible.
|
|
TEST_F(InputDispatcherMirrorWindowFocusTests, FocusedIfAnyWindowVisible) {
|
|
setFocusedWindow(mMirror);
|
|
|
|
// window gets focused
|
|
mWindow->consumeFocusEvent(true);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
|
|
|
|
mMirror->setVisible(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
|
|
|
|
mWindow->setVisible(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
|
|
|
|
// window loses focus only after all windows associated with the token become invisible.
|
|
mWindow->consumeFocusEvent(false);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::TIMED_OUT";
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
// A focused & mirrored window remains focused until both windows are removed.
|
|
TEST_F(InputDispatcherMirrorWindowFocusTests, FocusedWhileWindowsAlive) {
|
|
setFocusedWindow(mMirror);
|
|
|
|
// window gets focused
|
|
mWindow->consumeFocusEvent(true);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
|
|
|
|
// single window is removed but the window token remains focused
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mMirror}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
|
|
|
|
// Both windows are removed
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {}}});
|
|
mWindow->consumeFocusEvent(false);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::TIMED_OUT";
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
// Focus request can be pending until one window becomes visible.
|
|
TEST_F(InputDispatcherMirrorWindowFocusTests, DeferFocusWhenInvisible) {
|
|
// Request focus on an invisible mirror.
|
|
mWindow->setVisible(false);
|
|
mMirror->setVisible(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
|
|
setFocusedWindow(mMirror);
|
|
|
|
// Injected key goes to pending queue.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
|
|
ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
|
|
|
|
mMirror->setVisible(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
|
|
|
|
// window gets focused
|
|
mWindow->consumeFocusEvent(true);
|
|
// window gets the pending key event
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
class InputDispatcherPointerCaptureTests : public InputDispatcherTest {
|
|
protected:
|
|
std::shared_ptr<FakeApplicationHandle> mApp;
|
|
sp<FakeWindowHandle> mWindow;
|
|
sp<FakeWindowHandle> mSecondWindow;
|
|
|
|
void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
mApp = std::make_shared<FakeApplicationHandle>();
|
|
mWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
|
|
mWindow->setFocusable(true);
|
|
mSecondWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow2", ADISPLAY_ID_DEFAULT);
|
|
mSecondWindow->setFocusable(true);
|
|
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApp);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mSecondWindow}}});
|
|
|
|
setFocusedWindow(mWindow);
|
|
mWindow->consumeFocusEvent(true);
|
|
}
|
|
|
|
void notifyPointerCaptureChanged(const PointerCaptureRequest& request) {
|
|
const NotifyPointerCaptureChangedArgs args = generatePointerCaptureChangedArgs(request);
|
|
mDispatcher->notifyPointerCaptureChanged(&args);
|
|
}
|
|
|
|
PointerCaptureRequest requestAndVerifyPointerCapture(const sp<FakeWindowHandle>& window,
|
|
bool enabled) {
|
|
mDispatcher->requestPointerCapture(window->getToken(), enabled);
|
|
auto request = mFakePolicy->assertSetPointerCaptureCalled(enabled);
|
|
notifyPointerCaptureChanged(request);
|
|
window->consumeCaptureEvent(enabled);
|
|
return request;
|
|
}
|
|
};
|
|
|
|
TEST_F(InputDispatcherPointerCaptureTests, EnablePointerCaptureWhenFocused) {
|
|
// Ensure that capture cannot be obtained for unfocused windows.
|
|
mDispatcher->requestPointerCapture(mSecondWindow->getToken(), true);
|
|
mFakePolicy->assertSetPointerCaptureNotCalled();
|
|
mSecondWindow->assertNoEvents();
|
|
|
|
// Ensure that capture can be enabled from the focus window.
|
|
requestAndVerifyPointerCapture(mWindow, true);
|
|
|
|
// Ensure that capture cannot be disabled from a window that does not have capture.
|
|
mDispatcher->requestPointerCapture(mSecondWindow->getToken(), false);
|
|
mFakePolicy->assertSetPointerCaptureNotCalled();
|
|
|
|
// Ensure that capture can be disabled from the window with capture.
|
|
requestAndVerifyPointerCapture(mWindow, false);
|
|
}
|
|
|
|
TEST_F(InputDispatcherPointerCaptureTests, DisablesPointerCaptureAfterWindowLosesFocus) {
|
|
auto request = requestAndVerifyPointerCapture(mWindow, true);
|
|
|
|
setFocusedWindow(mSecondWindow);
|
|
|
|
// Ensure that the capture disabled event was sent first.
|
|
mWindow->consumeCaptureEvent(false);
|
|
mWindow->consumeFocusEvent(false);
|
|
mSecondWindow->consumeFocusEvent(true);
|
|
mFakePolicy->assertSetPointerCaptureCalled(false);
|
|
|
|
// Ensure that additional state changes from InputReader are not sent to the window.
|
|
notifyPointerCaptureChanged({});
|
|
notifyPointerCaptureChanged(request);
|
|
notifyPointerCaptureChanged({});
|
|
mWindow->assertNoEvents();
|
|
mSecondWindow->assertNoEvents();
|
|
mFakePolicy->assertSetPointerCaptureNotCalled();
|
|
}
|
|
|
|
TEST_F(InputDispatcherPointerCaptureTests, UnexpectedStateChangeDisablesPointerCapture) {
|
|
auto request = requestAndVerifyPointerCapture(mWindow, true);
|
|
|
|
// InputReader unexpectedly disables and enables pointer capture.
|
|
notifyPointerCaptureChanged({});
|
|
notifyPointerCaptureChanged(request);
|
|
|
|
// Ensure that Pointer Capture is disabled.
|
|
mFakePolicy->assertSetPointerCaptureCalled(false);
|
|
mWindow->consumeCaptureEvent(false);
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherPointerCaptureTests, OutOfOrderRequests) {
|
|
requestAndVerifyPointerCapture(mWindow, true);
|
|
|
|
// The first window loses focus.
|
|
setFocusedWindow(mSecondWindow);
|
|
mFakePolicy->assertSetPointerCaptureCalled(false);
|
|
mWindow->consumeCaptureEvent(false);
|
|
|
|
// Request Pointer Capture from the second window before the notification from InputReader
|
|
// arrives.
|
|
mDispatcher->requestPointerCapture(mSecondWindow->getToken(), true);
|
|
auto request = mFakePolicy->assertSetPointerCaptureCalled(true);
|
|
|
|
// InputReader notifies Pointer Capture was disabled (because of the focus change).
|
|
notifyPointerCaptureChanged({});
|
|
|
|
// InputReader notifies Pointer Capture was enabled (because of mSecondWindow's request).
|
|
notifyPointerCaptureChanged(request);
|
|
|
|
mSecondWindow->consumeFocusEvent(true);
|
|
mSecondWindow->consumeCaptureEvent(true);
|
|
}
|
|
|
|
TEST_F(InputDispatcherPointerCaptureTests, EnableRequestFollowsSequenceNumbers) {
|
|
// App repeatedly enables and disables capture.
|
|
mDispatcher->requestPointerCapture(mWindow->getToken(), true);
|
|
auto firstRequest = mFakePolicy->assertSetPointerCaptureCalled(true);
|
|
mDispatcher->requestPointerCapture(mWindow->getToken(), false);
|
|
mFakePolicy->assertSetPointerCaptureCalled(false);
|
|
mDispatcher->requestPointerCapture(mWindow->getToken(), true);
|
|
auto secondRequest = mFakePolicy->assertSetPointerCaptureCalled(true);
|
|
|
|
// InputReader notifies that PointerCapture has been enabled for the first request. Since the
|
|
// first request is now stale, this should do nothing.
|
|
notifyPointerCaptureChanged(firstRequest);
|
|
mWindow->assertNoEvents();
|
|
|
|
// InputReader notifies that the second request was enabled.
|
|
notifyPointerCaptureChanged(secondRequest);
|
|
mWindow->consumeCaptureEvent(true);
|
|
}
|
|
|
|
TEST_F(InputDispatcherPointerCaptureTests, RapidToggleRequests) {
|
|
requestAndVerifyPointerCapture(mWindow, true);
|
|
|
|
// App toggles pointer capture off and on.
|
|
mDispatcher->requestPointerCapture(mWindow->getToken(), false);
|
|
mFakePolicy->assertSetPointerCaptureCalled(false);
|
|
|
|
mDispatcher->requestPointerCapture(mWindow->getToken(), true);
|
|
auto enableRequest = mFakePolicy->assertSetPointerCaptureCalled(true);
|
|
|
|
// InputReader notifies that the latest "enable" request was processed, while skipping over the
|
|
// preceding "disable" request.
|
|
notifyPointerCaptureChanged(enableRequest);
|
|
|
|
// Since pointer capture was never disabled during the rapid toggle, the window does not receive
|
|
// any notifications.
|
|
mWindow->assertNoEvents();
|
|
}
|
|
|
|
class InputDispatcherUntrustedTouchesTest : public InputDispatcherTest {
|
|
protected:
|
|
constexpr static const float MAXIMUM_OBSCURING_OPACITY = 0.8;
|
|
|
|
constexpr static const float OPACITY_ABOVE_THRESHOLD = 0.9;
|
|
static_assert(OPACITY_ABOVE_THRESHOLD > MAXIMUM_OBSCURING_OPACITY);
|
|
|
|
constexpr static const float OPACITY_BELOW_THRESHOLD = 0.7;
|
|
static_assert(OPACITY_BELOW_THRESHOLD < MAXIMUM_OBSCURING_OPACITY);
|
|
|
|
// When combined twice, ie 1 - (1 - 0.5)*(1 - 0.5) = 0.75 < 8, is still below the threshold
|
|
constexpr static const float OPACITY_FAR_BELOW_THRESHOLD = 0.5;
|
|
static_assert(OPACITY_FAR_BELOW_THRESHOLD < MAXIMUM_OBSCURING_OPACITY);
|
|
static_assert(1 - (1 - OPACITY_FAR_BELOW_THRESHOLD) * (1 - OPACITY_FAR_BELOW_THRESHOLD) <
|
|
MAXIMUM_OBSCURING_OPACITY);
|
|
|
|
static const int32_t TOUCHED_APP_UID = 10001;
|
|
static const int32_t APP_B_UID = 10002;
|
|
static const int32_t APP_C_UID = 10003;
|
|
|
|
sp<FakeWindowHandle> mTouchWindow;
|
|
|
|
virtual void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
mTouchWindow = getWindow(TOUCHED_APP_UID, "Touched");
|
|
mDispatcher->setBlockUntrustedTouchesMode(android::os::BlockUntrustedTouchesMode::BLOCK);
|
|
mDispatcher->setMaximumObscuringOpacityForTouch(MAXIMUM_OBSCURING_OPACITY);
|
|
}
|
|
|
|
virtual void TearDown() override {
|
|
InputDispatcherTest::TearDown();
|
|
mTouchWindow.clear();
|
|
}
|
|
|
|
sp<FakeWindowHandle> getOccludingWindow(int32_t uid, std::string name, TouchOcclusionMode mode,
|
|
float alpha = 1.0f) {
|
|
sp<FakeWindowHandle> window = getWindow(uid, name);
|
|
window->setTouchable(false);
|
|
window->setTouchOcclusionMode(mode);
|
|
window->setAlpha(alpha);
|
|
return window;
|
|
}
|
|
|
|
sp<FakeWindowHandle> getWindow(int32_t uid, std::string name) {
|
|
std::shared_ptr<FakeApplicationHandle> app = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(app, mDispatcher, name, ADISPLAY_ID_DEFAULT);
|
|
// Generate an arbitrary PID based on the UID
|
|
window->setOwnerInfo(1777 + (uid % 10000), uid);
|
|
return window;
|
|
}
|
|
|
|
void touch(const std::vector<PointF>& points = {PointF{100, 200}}) {
|
|
NotifyMotionArgs args =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, points);
|
|
mDispatcher->notifyMotion(&args);
|
|
}
|
|
};
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithBlockUntrustedOcclusionMode_BlocksTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest,
|
|
WindowWithBlockUntrustedOcclusionModeWithOpacityBelowThreshold_BlocksTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.7f);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest,
|
|
WindowWithBlockUntrustedOcclusionMode_DoesNotReceiveTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
w->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithAllowOcclusionMode_AllowsTouch) {
|
|
const sp<FakeWindowHandle>& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::ALLOW);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, TouchOutsideOccludingWindow_AllowsTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED);
|
|
w->setFrame(Rect(0, 0, 50, 50));
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch({PointF{100, 100}});
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, WindowFromSameUid_AllowsTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(TOUCHED_APP_UID, "A", TouchOcclusionMode::BLOCK_UNTRUSTED);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithZeroOpacity_AllowsTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithZeroOpacity_DoesNotReceiveTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
w->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* This is important to make sure apps can't indirectly learn the position of touches (outside vs
|
|
* inside) while letting them pass-through. Note that even though touch passes through the occluding
|
|
* window, the occluding window will still receive ACTION_OUTSIDE event.
|
|
*/
|
|
TEST_F(InputDispatcherUntrustedTouchesTest,
|
|
WindowWithZeroOpacityAndWatchOutside_ReceivesOutsideEvent) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f);
|
|
w->setWatchOutsideTouch(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
w->consumeMotionOutside();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, OutsideEvent_HasZeroCoordinates) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f);
|
|
w->setWatchOutsideTouch(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
w->consumeMotionOutsideWithZeroedCoords();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityBelowThreshold_AllowsTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityAtThreshold_AllowsTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
|
|
MAXIMUM_OBSCURING_OPACITY);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityAboveThreshold_BlocksTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_ABOVE_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, WindowsWithCombinedOpacityAboveThreshold_BlocksTouch) {
|
|
// Resulting opacity = 1 - (1 - 0.7)*(1 - 0.7) = .91
|
|
const sp<FakeWindowHandle>& w1 =
|
|
getOccludingWindow(APP_B_UID, "B1", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
const sp<FakeWindowHandle>& w2 =
|
|
getOccludingWindow(APP_B_UID, "B2", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w1, w2, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, WindowsWithCombinedOpacityBelowThreshold_AllowsTouch) {
|
|
// Resulting opacity = 1 - (1 - 0.5)*(1 - 0.5) = .75
|
|
const sp<FakeWindowHandle>& w1 =
|
|
getOccludingWindow(APP_B_UID, "B1", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_FAR_BELOW_THRESHOLD);
|
|
const sp<FakeWindowHandle>& w2 =
|
|
getOccludingWindow(APP_B_UID, "B2", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_FAR_BELOW_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w1, w2, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest,
|
|
WindowsFromDifferentAppsEachBelowThreshold_AllowsTouch) {
|
|
const sp<FakeWindowHandle>& wB =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
const sp<FakeWindowHandle>& wC =
|
|
getOccludingWindow(APP_C_UID, "C", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wB, wC, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, WindowsFromDifferentAppsOneAboveThreshold_BlocksTouch) {
|
|
const sp<FakeWindowHandle>& wB =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
const sp<FakeWindowHandle>& wC =
|
|
getOccludingWindow(APP_C_UID, "C", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_ABOVE_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wB, wC, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest,
|
|
WindowWithOpacityAboveThresholdAndSelfWindow_BlocksTouch) {
|
|
const sp<FakeWindowHandle>& wA =
|
|
getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
const sp<FakeWindowHandle>& wB =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_ABOVE_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wA, wB, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest,
|
|
WindowWithOpacityBelowThresholdAndSelfWindow_AllowsTouch) {
|
|
const sp<FakeWindowHandle>& wA =
|
|
getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_ABOVE_THRESHOLD);
|
|
const sp<FakeWindowHandle>& wB =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wA, wB, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, SelfWindowWithOpacityAboveThreshold_AllowsTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_ABOVE_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, SelfWindowWithBlockUntrustedMode_AllowsTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::BLOCK_UNTRUSTED);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest,
|
|
OpacityThresholdIs0AndWindowAboveThreshold_BlocksTouch) {
|
|
mDispatcher->setMaximumObscuringOpacityForTouch(0.0f);
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, 0.1f);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest, OpacityThresholdIs0AndWindowAtThreshold_AllowsTouch) {
|
|
mDispatcher->setMaximumObscuringOpacityForTouch(0.0f);
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, 0.0f);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest,
|
|
OpacityThresholdIs1AndWindowBelowThreshold_AllowsTouch) {
|
|
mDispatcher->setMaximumObscuringOpacityForTouch(1.0f);
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_ABOVE_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherUntrustedTouchesTest,
|
|
WindowWithBlockUntrustedModeAndWindowWithOpacityBelowFromSameApp_BlocksTouch) {
|
|
const sp<FakeWindowHandle>& w1 =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
const sp<FakeWindowHandle>& w2 =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w1, w2, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* Window B of BLOCK_UNTRUSTED occlusion mode is enough to block the touch, we're testing that the
|
|
* addition of another window (C) of USE_OPACITY occlusion mode and opacity below the threshold
|
|
* (which alone would result in allowing touches) does not affect the blocking behavior.
|
|
*/
|
|
TEST_F(InputDispatcherUntrustedTouchesTest,
|
|
WindowWithBlockUntrustedModeAndWindowWithOpacityBelowFromDifferentApps_BlocksTouch) {
|
|
const sp<FakeWindowHandle>& wB =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
const sp<FakeWindowHandle>& wC =
|
|
getOccludingWindow(APP_C_UID, "C", TouchOcclusionMode::USE_OPACITY,
|
|
OPACITY_BELOW_THRESHOLD);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {wB, wC, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* This test is testing that a window from a different UID but with same application token doesn't
|
|
* block the touch. Apps can share the application token for close UI collaboration for example.
|
|
*/
|
|
TEST_F(InputDispatcherUntrustedTouchesTest,
|
|
WindowWithSameApplicationTokenFromDifferentApp_AllowsTouch) {
|
|
const sp<FakeWindowHandle>& w =
|
|
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED);
|
|
w->setApplicationToken(mTouchWindow->getApplicationToken());
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
|
|
|
|
touch();
|
|
|
|
mTouchWindow->consumeAnyMotionDown();
|
|
}
|
|
|
|
class InputDispatcherDragTests : public InputDispatcherTest {
|
|
protected:
|
|
std::shared_ptr<FakeApplicationHandle> mApp;
|
|
sp<FakeWindowHandle> mWindow;
|
|
sp<FakeWindowHandle> mSecondWindow;
|
|
sp<FakeWindowHandle> mDragWindow;
|
|
// Mouse would force no-split, set the id as non-zero to verify if drag state could track it.
|
|
static constexpr int32_t MOUSE_POINTER_ID = 1;
|
|
|
|
void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
mApp = std::make_shared<FakeApplicationHandle>();
|
|
mWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
|
|
mWindow->setFrame(Rect(0, 0, 100, 100));
|
|
|
|
mSecondWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow2", ADISPLAY_ID_DEFAULT);
|
|
mSecondWindow->setFrame(Rect(100, 0, 200, 100));
|
|
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApp);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mSecondWindow}}});
|
|
}
|
|
|
|
void injectDown(int fromSource = AINPUT_SOURCE_TOUCHSCREEN) {
|
|
switch (fromSource) {
|
|
case AINPUT_SOURCE_TOUCHSCREEN:
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
break;
|
|
case AINPUT_SOURCE_STYLUS:
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(
|
|
mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN,
|
|
AINPUT_SOURCE_STYLUS)
|
|
.buttonState(AMOTION_EVENT_BUTTON_STYLUS_PRIMARY)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_STYLUS)
|
|
.x(50)
|
|
.y(50))
|
|
.build()));
|
|
break;
|
|
case AINPUT_SOURCE_MOUSE:
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(
|
|
mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE)
|
|
.buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
|
|
.pointer(PointerBuilder(MOUSE_POINTER_ID,
|
|
AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(50)
|
|
.y(50))
|
|
.build()));
|
|
break;
|
|
default:
|
|
FAIL() << "Source " << fromSource << " doesn't support drag and drop";
|
|
}
|
|
|
|
// Window should receive motion event.
|
|
mWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
// Start performing drag, we will create a drag window and transfer touch to it.
|
|
// @param sendDown : if true, send a motion down on first window before perform drag and drop.
|
|
// Returns true on success.
|
|
bool startDrag(bool sendDown = true, int fromSource = AINPUT_SOURCE_TOUCHSCREEN) {
|
|
if (sendDown) {
|
|
injectDown(fromSource);
|
|
}
|
|
|
|
// The drag window covers the entire display
|
|
mDragWindow = new FakeWindowHandle(mApp, mDispatcher, "DragWindow", ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->setInputWindows(
|
|
{{ADISPLAY_ID_DEFAULT, {mDragWindow, mWindow, mSecondWindow}}});
|
|
|
|
// Transfer touch focus to the drag window
|
|
bool transferred =
|
|
mDispatcher->transferTouchFocus(mWindow->getToken(), mDragWindow->getToken(),
|
|
true /* isDragDrop */);
|
|
if (transferred) {
|
|
mWindow->consumeMotionCancel();
|
|
mDragWindow->consumeMotionDown();
|
|
}
|
|
return transferred;
|
|
}
|
|
};
|
|
|
|
TEST_F(InputDispatcherDragTests, DragEnterAndDragExit) {
|
|
startDrag();
|
|
|
|
// Move on window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(false, 50, 50);
|
|
mSecondWindow->assertNoEvents();
|
|
|
|
// Move to another window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(true, 150, 50);
|
|
mSecondWindow->consumeDragEvent(false, 50, 50);
|
|
|
|
// Move back to original window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(false, 50, 50);
|
|
mSecondWindow->consumeDragEvent(true, -50, 50);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
mWindow->assertNoEvents();
|
|
mSecondWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherDragTests, DragAndDrop) {
|
|
startDrag();
|
|
|
|
// Move on window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(false, 50, 50);
|
|
mSecondWindow->assertNoEvents();
|
|
|
|
// Move to another window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(true, 150, 50);
|
|
mSecondWindow->consumeDragEvent(false, 50, 50);
|
|
|
|
// drop to another window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
mFakePolicy->assertDropTargetEquals(mSecondWindow->getToken());
|
|
mWindow->assertNoEvents();
|
|
mSecondWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherDragTests, StylusDragAndDrop) {
|
|
startDrag(true, AINPUT_SOURCE_STYLUS);
|
|
|
|
// Move on window and keep button pressed.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_STYLUS)
|
|
.buttonState(AMOTION_EVENT_BUTTON_STYLUS_PRIMARY)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_STYLUS)
|
|
.x(50)
|
|
.y(50))
|
|
.build()))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(false, 50, 50);
|
|
mSecondWindow->assertNoEvents();
|
|
|
|
// Move to another window and release button, expect to drop item.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_STYLUS)
|
|
.buttonState(0)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_STYLUS)
|
|
.x(150)
|
|
.y(50))
|
|
.build()))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->assertNoEvents();
|
|
mSecondWindow->assertNoEvents();
|
|
mFakePolicy->assertDropTargetEquals(mSecondWindow->getToken());
|
|
|
|
// nothing to the window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_STYLUS)
|
|
.buttonState(0)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_STYLUS)
|
|
.x(150)
|
|
.y(50))
|
|
.build()))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
mWindow->assertNoEvents();
|
|
mSecondWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherDragTests, DragAndDropOnInvalidWindow) {
|
|
startDrag();
|
|
|
|
// Set second window invisible.
|
|
mSecondWindow->setVisible(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mDragWindow, mWindow, mSecondWindow}}});
|
|
|
|
// Move on window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(false, 50, 50);
|
|
mSecondWindow->assertNoEvents();
|
|
|
|
// Move to another window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(true, 150, 50);
|
|
mSecondWindow->assertNoEvents();
|
|
|
|
// drop to another window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
mFakePolicy->assertDropTargetEquals(nullptr);
|
|
mWindow->assertNoEvents();
|
|
mSecondWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherDragTests, NoDragAndDropWhenMultiFingers) {
|
|
// Ensure window could track pointerIds if it didn't support split touch.
|
|
mWindow->setPreventSplitting(true);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
const MotionEvent secondFingerDownEvent =
|
|
MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.displayId(ADISPLAY_ID_DEFAULT)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(75).y(50))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeMotionPointerDown(1 /* pointerIndex */);
|
|
|
|
// Should not perform drag and drop when window has multi fingers.
|
|
ASSERT_FALSE(startDrag(false));
|
|
}
|
|
|
|
TEST_F(InputDispatcherDragTests, DragAndDropWhenSplitTouch) {
|
|
// First down on second window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
mSecondWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
// Second down on first window.
|
|
const MotionEvent secondFingerDownEvent =
|
|
MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.displayId(ADISPLAY_ID_DEFAULT)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(
|
|
PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(150).y(50))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
// Perform drag and drop from first window.
|
|
ASSERT_TRUE(startDrag(false));
|
|
|
|
// Move on window.
|
|
const MotionEvent secondFingerMoveEvent =
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(
|
|
PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(150).y(50))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerMoveEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT));
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(false, 50, 50);
|
|
mSecondWindow->consumeMotionMove();
|
|
|
|
// Release the drag pointer should perform drop.
|
|
const MotionEvent secondFingerUpEvent =
|
|
MotionEventBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(
|
|
PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(150).y(50))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerUpEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT));
|
|
mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
mFakePolicy->assertDropTargetEquals(mWindow->getToken());
|
|
mWindow->assertNoEvents();
|
|
mSecondWindow->consumeMotionMove();
|
|
}
|
|
|
|
TEST_F(InputDispatcherDragTests, DragAndDropWhenMultiDisplays) {
|
|
startDrag();
|
|
|
|
// Update window of second display.
|
|
sp<FakeWindowHandle> windowInSecondary =
|
|
new FakeWindowHandle(mApp, mDispatcher, "D_2", SECOND_DISPLAY_ID);
|
|
mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {windowInSecondary}}});
|
|
|
|
// Let second display has a touch state.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN,
|
|
AINPUT_SOURCE_TOUCHSCREEN)
|
|
.displayId(SECOND_DISPLAY_ID)
|
|
.pointer(PointerBuilder(0, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(100)
|
|
.y(100))
|
|
.build()));
|
|
windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_DOWN,
|
|
SECOND_DISPLAY_ID, 0 /* expectedFlag */);
|
|
// Update window again.
|
|
mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {windowInSecondary}}});
|
|
|
|
// Move on window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(false, 50, 50);
|
|
mSecondWindow->assertNoEvents();
|
|
|
|
// Move to another window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(true, 150, 50);
|
|
mSecondWindow->consumeDragEvent(false, 50, 50);
|
|
|
|
// drop to another window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{150, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
mFakePolicy->assertDropTargetEquals(mSecondWindow->getToken());
|
|
mWindow->assertNoEvents();
|
|
mSecondWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherDragTests, MouseDragAndDrop) {
|
|
startDrag(true, AINPUT_SOURCE_MOUSE);
|
|
// Move on window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_MOUSE)
|
|
.buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
|
|
.pointer(PointerBuilder(MOUSE_POINTER_ID,
|
|
AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(50)
|
|
.y(50))
|
|
.build()))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(false, 50, 50);
|
|
mSecondWindow->assertNoEvents();
|
|
|
|
// Move to another window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_MOUSE)
|
|
.buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
|
|
.pointer(PointerBuilder(MOUSE_POINTER_ID,
|
|
AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(150)
|
|
.y(50))
|
|
.build()))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionMove(ADISPLAY_ID_DEFAULT);
|
|
mWindow->consumeDragEvent(true, 150, 50);
|
|
mSecondWindow->consumeDragEvent(false, 50, 50);
|
|
|
|
// drop to another window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher,
|
|
MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_MOUSE)
|
|
.buttonState(0)
|
|
.pointer(PointerBuilder(MOUSE_POINTER_ID,
|
|
AMOTION_EVENT_TOOL_TYPE_MOUSE)
|
|
.x(150)
|
|
.y(50))
|
|
.build()))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
mDragWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
mFakePolicy->assertDropTargetEquals(mSecondWindow->getToken());
|
|
mWindow->assertNoEvents();
|
|
mSecondWindow->assertNoEvents();
|
|
}
|
|
|
|
class InputDispatcherDropInputFeatureTest : public InputDispatcherTest {};
|
|
|
|
TEST_F(InputDispatcherDropInputFeatureTest, WindowDropsInput) {
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
|
|
window->setDropInput(true);
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
window->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
setFocusedWindow(window);
|
|
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
|
|
|
|
// With the flag set, window should not get any input
|
|
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
window->assertNoEvents();
|
|
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
window->assertNoEvents();
|
|
|
|
// With the flag cleared, the window should get input
|
|
window->setDropInput(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
window->consumeKeyUp(ADISPLAY_ID_DEFAULT);
|
|
|
|
motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherDropInputFeatureTest, ObscuredWindowDropsInput) {
|
|
std::shared_ptr<FakeApplicationHandle> obscuringApplication =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> obscuringWindow =
|
|
new FakeWindowHandle(obscuringApplication, mDispatcher, "obscuringWindow",
|
|
ADISPLAY_ID_DEFAULT);
|
|
obscuringWindow->setFrame(Rect(0, 0, 50, 50));
|
|
obscuringWindow->setOwnerInfo(111, 111);
|
|
obscuringWindow->setTouchable(false);
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
|
|
window->setDropInputIfObscured(true);
|
|
window->setOwnerInfo(222, 222);
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
window->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {obscuringWindow, window}}});
|
|
setFocusedWindow(window);
|
|
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
|
|
|
|
// With the flag set, window should not get any input
|
|
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
window->assertNoEvents();
|
|
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
window->assertNoEvents();
|
|
|
|
// With the flag cleared, the window should get input
|
|
window->setDropInputIfObscured(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {obscuringWindow, window}}});
|
|
|
|
keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
window->consumeKeyUp(ADISPLAY_ID_DEFAULT);
|
|
|
|
motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT, AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED);
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherDropInputFeatureTest, UnobscuredWindowGetsInput) {
|
|
std::shared_ptr<FakeApplicationHandle> obscuringApplication =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> obscuringWindow =
|
|
new FakeWindowHandle(obscuringApplication, mDispatcher, "obscuringWindow",
|
|
ADISPLAY_ID_DEFAULT);
|
|
obscuringWindow->setFrame(Rect(0, 0, 50, 50));
|
|
obscuringWindow->setOwnerInfo(111, 111);
|
|
obscuringWindow->setTouchable(false);
|
|
std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
|
|
window->setDropInputIfObscured(true);
|
|
window->setOwnerInfo(222, 222);
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
window->setFocusable(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {obscuringWindow, window}}});
|
|
setFocusedWindow(window);
|
|
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
|
|
|
|
// With the flag set, window should not get any input
|
|
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
window->assertNoEvents();
|
|
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
window->assertNoEvents();
|
|
|
|
// When the window is no longer obscured because it went on top, it should get input
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window, obscuringWindow}}});
|
|
|
|
keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyKey(&keyArgs);
|
|
window->consumeKeyUp(ADISPLAY_ID_DEFAULT);
|
|
|
|
motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT);
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
class InputDispatcherTouchModeChangedTests : public InputDispatcherTest {
|
|
protected:
|
|
std::shared_ptr<FakeApplicationHandle> mApp;
|
|
sp<FakeWindowHandle> mWindow;
|
|
sp<FakeWindowHandle> mSecondWindow;
|
|
|
|
void SetUp() override {
|
|
InputDispatcherTest::SetUp();
|
|
|
|
mApp = std::make_shared<FakeApplicationHandle>();
|
|
mWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT);
|
|
mWindow->setFocusable(true);
|
|
setFocusedWindow(mWindow);
|
|
mSecondWindow = new FakeWindowHandle(mApp, mDispatcher, "TestWindow2", ADISPLAY_ID_DEFAULT);
|
|
mSecondWindow->setFocusable(true);
|
|
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApp);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mSecondWindow}}});
|
|
mWindow->consumeFocusEvent(true);
|
|
|
|
// Set initial touch mode to InputDispatcher::kDefaultInTouchMode.
|
|
if (mDispatcher->setInTouchMode(InputDispatcher::kDefaultInTouchMode, WINDOW_PID,
|
|
WINDOW_UID, /* hasPermission */ true)) {
|
|
mWindow->consumeTouchModeEvent(InputDispatcher::kDefaultInTouchMode);
|
|
mSecondWindow->consumeTouchModeEvent(InputDispatcher::kDefaultInTouchMode);
|
|
}
|
|
}
|
|
|
|
void changeAndVerifyTouchMode(bool inTouchMode, int32_t pid, int32_t uid, bool hasPermission) {
|
|
ASSERT_TRUE(mDispatcher->setInTouchMode(inTouchMode, pid, uid, hasPermission));
|
|
mWindow->consumeTouchModeEvent(inTouchMode);
|
|
mSecondWindow->consumeTouchModeEvent(inTouchMode);
|
|
}
|
|
};
|
|
|
|
TEST_F(InputDispatcherTouchModeChangedTests, FocusedWindowCanChangeTouchMode) {
|
|
const WindowInfo& windowInfo = *mWindow->getInfo();
|
|
changeAndVerifyTouchMode(!InputDispatcher::kDefaultInTouchMode, windowInfo.ownerPid,
|
|
windowInfo.ownerUid, /* hasPermission */ false);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTouchModeChangedTests, NonFocusedWindowOwnerCannotChangeTouchMode) {
|
|
const WindowInfo& windowInfo = *mWindow->getInfo();
|
|
int32_t ownerPid = windowInfo.ownerPid;
|
|
int32_t ownerUid = windowInfo.ownerUid;
|
|
mWindow->setOwnerInfo(/* pid */ -1, /* uid */ -1);
|
|
ASSERT_FALSE(mDispatcher->setInTouchMode(InputDispatcher::kDefaultInTouchMode, ownerPid,
|
|
ownerUid, /* hasPermission */ false));
|
|
mWindow->assertNoEvents();
|
|
mSecondWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTouchModeChangedTests, NonWindowOwnerMayChangeTouchModeOnPermissionGranted) {
|
|
const WindowInfo& windowInfo = *mWindow->getInfo();
|
|
int32_t ownerPid = windowInfo.ownerPid;
|
|
int32_t ownerUid = windowInfo.ownerUid;
|
|
mWindow->setOwnerInfo(/* pid */ -1, /* uid */ -1);
|
|
changeAndVerifyTouchMode(!InputDispatcher::kDefaultInTouchMode, ownerPid, ownerUid,
|
|
/* hasPermission */ true);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTouchModeChangedTests, EventIsNotGeneratedIfNotChangingTouchMode) {
|
|
const WindowInfo& windowInfo = *mWindow->getInfo();
|
|
ASSERT_FALSE(mDispatcher->setInTouchMode(InputDispatcher::kDefaultInTouchMode,
|
|
windowInfo.ownerPid, windowInfo.ownerUid,
|
|
/* hasPermission */ true));
|
|
mWindow->assertNoEvents();
|
|
mSecondWindow->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTouchModeChangedTests, CanChangeTouchModeWhenOwningLastInteractedWindow) {
|
|
// Interact with the window first.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
// Then remove focus.
|
|
mWindow->setFocusable(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
|
|
|
|
// Assert that caller can switch touch mode by owning one of the last interacted window.
|
|
const WindowInfo& windowInfo = *mWindow->getInfo();
|
|
ASSERT_TRUE(mDispatcher->setInTouchMode(!InputDispatcher::kDefaultInTouchMode,
|
|
windowInfo.ownerPid, windowInfo.ownerUid,
|
|
/* hasPermission= */ false));
|
|
}
|
|
|
|
class InputDispatcherSpyWindowTest : public InputDispatcherTest {
|
|
public:
|
|
sp<FakeWindowHandle> createSpy() {
|
|
std::shared_ptr<FakeApplicationHandle> application =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
std::string name = "Fake Spy ";
|
|
name += std::to_string(mSpyCount++);
|
|
sp<FakeWindowHandle> spy =
|
|
new FakeWindowHandle(application, mDispatcher, name.c_str(), ADISPLAY_ID_DEFAULT);
|
|
spy->setSpy(true);
|
|
spy->setTrustedOverlay(true);
|
|
return spy;
|
|
}
|
|
|
|
sp<FakeWindowHandle> createForeground() {
|
|
std::shared_ptr<FakeApplicationHandle> application =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
|
|
window->setFocusable(true);
|
|
return window;
|
|
}
|
|
|
|
private:
|
|
int mSpyCount{0};
|
|
};
|
|
|
|
using InputDispatcherSpyWindowDeathTest = InputDispatcherSpyWindowTest;
|
|
/**
|
|
* Adding a spy window that is not a trusted overlay causes Dispatcher to abort.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowDeathTest, UntrustedSpy_AbortsDispatcher) {
|
|
ScopedSilentDeath _silentDeath;
|
|
|
|
auto spy = createSpy();
|
|
spy->setTrustedOverlay(false);
|
|
ASSERT_DEATH(mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy}}}),
|
|
".* not a trusted overlay");
|
|
}
|
|
|
|
/**
|
|
* Input injection into a display with a spy window but no foreground windows should succeed.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, NoForegroundWindow) {
|
|
auto spy = createSpy();
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
spy->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
/**
|
|
* Verify the order in which different input windows receive events. The touched foreground window
|
|
* (if there is one) should always receive the event first. When there are multiple spy windows, the
|
|
* spy windows will receive the event according to their Z-order, where the top-most spy window will
|
|
* receive events before ones belows it.
|
|
*
|
|
* Here, we set up a scenario with four windows in the following Z order from the top:
|
|
* spy1, spy2, window, spy3.
|
|
* We then inject an event and verify that the foreground "window" receives it first, followed by
|
|
* "spy1" and "spy2". The "spy3" does not receive the event because it is underneath the foreground
|
|
* window.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, ReceivesInputInOrder) {
|
|
auto window = createForeground();
|
|
auto spy1 = createSpy();
|
|
auto spy2 = createSpy();
|
|
auto spy3 = createSpy();
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy1, spy2, window, spy3}}});
|
|
const std::vector<sp<FakeWindowHandle>> channels{spy1, spy2, window, spy3};
|
|
const size_t numChannels = channels.size();
|
|
|
|
base::unique_fd epollFd(epoll_create1(EPOLL_CLOEXEC));
|
|
if (!epollFd.ok()) {
|
|
FAIL() << "Failed to create epoll fd";
|
|
}
|
|
|
|
for (size_t i = 0; i < numChannels; i++) {
|
|
struct epoll_event event = {.events = EPOLLIN, .data.u64 = i};
|
|
if (epoll_ctl(epollFd.get(), EPOLL_CTL_ADD, channels[i]->getChannelFd(), &event) < 0) {
|
|
FAIL() << "Failed to add fd to epoll";
|
|
}
|
|
}
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
std::vector<size_t> eventOrder;
|
|
std::vector<struct epoll_event> events(numChannels);
|
|
for (;;) {
|
|
const int nFds = epoll_wait(epollFd.get(), events.data(), static_cast<int>(numChannels),
|
|
(100ms).count());
|
|
if (nFds < 0) {
|
|
FAIL() << "Failed to call epoll_wait";
|
|
}
|
|
if (nFds == 0) {
|
|
break; // epoll_wait timed out
|
|
}
|
|
for (int i = 0; i < nFds; i++) {
|
|
ASSERT_EQ(EPOLLIN, events[i].events);
|
|
eventOrder.push_back(events[i].data.u64);
|
|
channels[i]->consumeMotionDown();
|
|
}
|
|
}
|
|
|
|
// Verify the order in which the events were received.
|
|
EXPECT_EQ(3u, eventOrder.size());
|
|
EXPECT_EQ(2u, eventOrder[0]); // index 2: window
|
|
EXPECT_EQ(0u, eventOrder[1]); // index 0: spy1
|
|
EXPECT_EQ(1u, eventOrder[2]); // index 1: spy2
|
|
}
|
|
|
|
/**
|
|
* A spy window using the NOT_TOUCHABLE flag does not receive events.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, NotTouchable) {
|
|
auto window = createForeground();
|
|
auto spy = createSpy();
|
|
spy->setTouchable(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy, window}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
spy->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* A spy window will only receive gestures that originate within its touchable region. Gestures that
|
|
* have their ACTION_DOWN outside of the touchable region of the spy window will not be dispatched
|
|
* to the window.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, TouchableRegion) {
|
|
auto window = createForeground();
|
|
auto spy = createSpy();
|
|
spy->setTouchableRegion(Region{{0, 0, 20, 20}});
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy, window}}});
|
|
|
|
// Inject an event outside the spy window's touchable region.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionDown();
|
|
spy->assertNoEvents();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionUp();
|
|
spy->assertNoEvents();
|
|
|
|
// Inject an event inside the spy window's touchable region.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{5, 10}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionDown();
|
|
spy->consumeMotionDown();
|
|
}
|
|
|
|
/**
|
|
* A spy window can listen for touches outside its touchable region using the WATCH_OUTSIDE_TOUCHES
|
|
* flag, but it will get zero-ed out coordinates if the foreground has a different owner.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, WatchOutsideTouches) {
|
|
auto window = createForeground();
|
|
window->setOwnerInfo(12, 34);
|
|
auto spy = createSpy();
|
|
spy->setWatchOutsideTouch(true);
|
|
spy->setOwnerInfo(56, 78);
|
|
spy->setFrame(Rect{0, 0, 20, 20});
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy, window}}});
|
|
|
|
// Inject an event outside the spy window's frame and touchable region.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{100, 200}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionDown();
|
|
spy->consumeMotionOutsideWithZeroedCoords();
|
|
}
|
|
|
|
/**
|
|
* A spy window can pilfer pointers. When this happens, touch gestures that are currently sent to
|
|
* any other windows - including other spy windows - will also be cancelled.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, PilferPointers) {
|
|
auto window = createForeground();
|
|
auto spy1 = createSpy();
|
|
auto spy2 = createSpy();
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy1, spy2, window}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionDown();
|
|
spy1->consumeMotionDown();
|
|
spy2->consumeMotionDown();
|
|
|
|
// Pilfer pointers from the second spy window.
|
|
EXPECT_EQ(OK, mDispatcher->pilferPointers(spy2->getToken()));
|
|
spy2->assertNoEvents();
|
|
spy1->consumeMotionCancel();
|
|
window->consumeMotionCancel();
|
|
|
|
// The rest of the gesture should only be sent to the second spy window.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
spy2->consumeMotionMove();
|
|
spy1->assertNoEvents();
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* A spy window can pilfer pointers for a gesture even after the foreground window has been removed
|
|
* in the middle of the gesture.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, CanPilferAfterWindowIsRemovedMidStream) {
|
|
auto window = createForeground();
|
|
auto spy = createSpy();
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy, window}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
spy->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
|
|
window->releaseChannel();
|
|
|
|
EXPECT_EQ(OK, mDispatcher->pilferPointers(spy->getToken()));
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
spy->consumeMotionUp(ADISPLAY_ID_DEFAULT);
|
|
}
|
|
|
|
/**
|
|
* After a spy window pilfers pointers, new pointers that go down in its bounds should be sent to
|
|
* the spy, but not to any other windows.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, ContinuesToReceiveGestureAfterPilfer) {
|
|
auto spy = createSpy();
|
|
auto window = createForeground();
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy, window}}});
|
|
|
|
// First finger down on the window and the spy.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{100, 200}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
spy->consumeMotionDown();
|
|
window->consumeMotionDown();
|
|
|
|
// Spy window pilfers the pointers.
|
|
EXPECT_EQ(OK, mDispatcher->pilferPointers(spy->getToken()));
|
|
window->consumeMotionCancel();
|
|
|
|
// Second finger down on the window and spy, but the window should not receive the pointer down.
|
|
const MotionEvent secondFingerDownEvent =
|
|
MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.displayId(ADISPLAY_ID_DEFAULT)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(100)
|
|
.y(200))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
spy->consumeMotionPointerDown(1 /*pointerIndex*/);
|
|
|
|
// Third finger goes down outside all windows, so injection should fail.
|
|
const MotionEvent thirdFingerDownEvent =
|
|
MotionEventBuilder(POINTER_2_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.displayId(ADISPLAY_ID_DEFAULT)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(100)
|
|
.y(200))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
|
|
.pointer(PointerBuilder(/* id */ 2, AMOTION_EVENT_TOOL_TYPE_FINGER).x(-5).y(-5))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::FAILED,
|
|
injectMotionEvent(mDispatcher, thirdFingerDownEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
spy->assertNoEvents();
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* Even when a spy window spans over multiple foreground windows, the spy should receive all
|
|
* pointers that are down within its bounds.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, ReceivesMultiplePointers) {
|
|
auto windowLeft = createForeground();
|
|
windowLeft->setFrame({0, 0, 100, 200});
|
|
auto windowRight = createForeground();
|
|
windowRight->setFrame({100, 0, 200, 200});
|
|
auto spy = createSpy();
|
|
spy->setFrame({0, 0, 200, 200});
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy, windowLeft, windowRight}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowLeft->consumeMotionDown();
|
|
spy->consumeMotionDown();
|
|
|
|
const MotionEvent secondFingerDownEvent =
|
|
MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
|
|
.pointer(
|
|
PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(150).y(50))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
windowRight->consumeMotionDown();
|
|
spy->consumeMotionPointerDown(1 /*pointerIndex*/);
|
|
}
|
|
|
|
/**
|
|
* When the first pointer lands outside the spy window and the second pointer lands inside it, the
|
|
* the spy should receive the second pointer with ACTION_DOWN.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, ReceivesSecondPointerAsDown) {
|
|
auto window = createForeground();
|
|
window->setFrame({0, 0, 200, 200});
|
|
auto spyRight = createSpy();
|
|
spyRight->setFrame({100, 0, 200, 200});
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spyRight, window}}});
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{50, 50}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionDown();
|
|
spyRight->assertNoEvents();
|
|
|
|
const MotionEvent secondFingerDownEvent =
|
|
MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
|
|
.pointer(
|
|
PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(150).y(50))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeMotionPointerDown(1 /*pointerIndex*/);
|
|
spyRight->consumeMotionDown();
|
|
}
|
|
|
|
/**
|
|
* The spy window should not be able to affect whether or not touches are split. Only the foreground
|
|
* windows should be allowed to control split touch.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, SplitIfNoForegroundWindowTouched) {
|
|
// This spy window prevents touch splitting. However, we still expect to split touches
|
|
// because a foreground window has not disabled splitting.
|
|
auto spy = createSpy();
|
|
spy->setPreventSplitting(true);
|
|
|
|
auto window = createForeground();
|
|
window->setFrame(Rect(0, 0, 100, 100));
|
|
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy, window}}});
|
|
|
|
// First finger down, no window touched.
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
|
|
{100, 200}))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
spy->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
window->assertNoEvents();
|
|
|
|
// Second finger down on window, the window should receive touch down.
|
|
const MotionEvent secondFingerDownEvent =
|
|
MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
|
|
.displayId(ADISPLAY_ID_DEFAULT)
|
|
.eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
|
|
.pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER)
|
|
.x(100)
|
|
.y(200))
|
|
.pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
|
|
.build();
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT))
|
|
<< "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
|
|
|
|
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
|
|
spy->consumeMotionPointerDown(1 /* pointerIndex */);
|
|
}
|
|
|
|
/**
|
|
* A spy window will usually be implemented as an un-focusable window. Verify that these windows
|
|
* do not receive key events.
|
|
*/
|
|
TEST_F(InputDispatcherSpyWindowTest, UnfocusableSpyDoesNotReceiveKeyEvents) {
|
|
auto spy = createSpy();
|
|
spy->setFocusable(false);
|
|
|
|
auto window = createForeground();
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy, window}}});
|
|
setFocusedWindow(window);
|
|
window->consumeFocusEvent(true);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
|
|
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
|
|
<< "Inject key event should return InputEventInjectionResult::SUCCEEDED";
|
|
window->consumeKeyUp(ADISPLAY_ID_NONE);
|
|
|
|
spy->assertNoEvents();
|
|
}
|
|
|
|
class InputDispatcherStylusInterceptorTest : public InputDispatcherTest {
|
|
public:
|
|
std::pair<sp<FakeWindowHandle>, sp<FakeWindowHandle>> setupStylusOverlayScenario() {
|
|
std::shared_ptr<FakeApplicationHandle> overlayApplication =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> overlay =
|
|
new FakeWindowHandle(overlayApplication, mDispatcher, "Stylus interceptor window",
|
|
ADISPLAY_ID_DEFAULT);
|
|
overlay->setFocusable(false);
|
|
overlay->setOwnerInfo(111, 111);
|
|
overlay->setTouchable(false);
|
|
overlay->setInterceptsStylus(true);
|
|
overlay->setTrustedOverlay(true);
|
|
|
|
std::shared_ptr<FakeApplicationHandle> application =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window =
|
|
new FakeWindowHandle(application, mDispatcher, "Application window",
|
|
ADISPLAY_ID_DEFAULT);
|
|
window->setFocusable(true);
|
|
window->setOwnerInfo(222, 222);
|
|
|
|
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {overlay, window}}});
|
|
setFocusedWindow(window);
|
|
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
|
|
return {std::move(overlay), std::move(window)};
|
|
}
|
|
|
|
void sendFingerEvent(int32_t action) {
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(action, AINPUT_SOURCE_TOUCHSCREEN | AINPUT_SOURCE_STYLUS,
|
|
ADISPLAY_ID_DEFAULT, {PointF{20, 20}});
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
}
|
|
|
|
void sendStylusEvent(int32_t action) {
|
|
NotifyMotionArgs motionArgs =
|
|
generateMotionArgs(action, AINPUT_SOURCE_TOUCHSCREEN | AINPUT_SOURCE_STYLUS,
|
|
ADISPLAY_ID_DEFAULT, {PointF{30, 40}});
|
|
motionArgs.pointerProperties[0].toolType = AMOTION_EVENT_TOOL_TYPE_STYLUS;
|
|
mDispatcher->notifyMotion(&motionArgs);
|
|
}
|
|
};
|
|
|
|
using InputDispatcherStylusInterceptorDeathTest = InputDispatcherStylusInterceptorTest;
|
|
|
|
TEST_F(InputDispatcherStylusInterceptorDeathTest, UntrustedOverlay_AbortsDispatcher) {
|
|
ScopedSilentDeath _silentDeath;
|
|
|
|
auto [overlay, window] = setupStylusOverlayScenario();
|
|
overlay->setTrustedOverlay(false);
|
|
// Configuring an untrusted overlay as a stylus interceptor should cause Dispatcher to abort.
|
|
ASSERT_DEATH(mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {overlay, window}}}),
|
|
".* not a trusted overlay");
|
|
}
|
|
|
|
TEST_F(InputDispatcherStylusInterceptorTest, ConsmesOnlyStylusEvents) {
|
|
auto [overlay, window] = setupStylusOverlayScenario();
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {overlay, window}}});
|
|
|
|
sendStylusEvent(AMOTION_EVENT_ACTION_DOWN);
|
|
overlay->consumeMotionDown();
|
|
sendStylusEvent(AMOTION_EVENT_ACTION_UP);
|
|
overlay->consumeMotionUp();
|
|
|
|
sendFingerEvent(AMOTION_EVENT_ACTION_DOWN);
|
|
window->consumeMotionDown();
|
|
sendFingerEvent(AMOTION_EVENT_ACTION_UP);
|
|
window->consumeMotionUp();
|
|
|
|
overlay->assertNoEvents();
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherStylusInterceptorTest, SpyWindowStylusInterceptor) {
|
|
auto [overlay, window] = setupStylusOverlayScenario();
|
|
overlay->setSpy(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {overlay, window}}});
|
|
|
|
sendStylusEvent(AMOTION_EVENT_ACTION_DOWN);
|
|
overlay->consumeMotionDown();
|
|
window->consumeMotionDown();
|
|
sendStylusEvent(AMOTION_EVENT_ACTION_UP);
|
|
overlay->consumeMotionUp();
|
|
window->consumeMotionUp();
|
|
|
|
sendFingerEvent(AMOTION_EVENT_ACTION_DOWN);
|
|
window->consumeMotionDown();
|
|
sendFingerEvent(AMOTION_EVENT_ACTION_UP);
|
|
window->consumeMotionUp();
|
|
|
|
overlay->assertNoEvents();
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
/**
|
|
* Set up a scenario to test the behavior used by the stylus handwriting detection feature.
|
|
* The scenario is as follows:
|
|
* - The stylus interceptor overlay is configured as a spy window.
|
|
* - The stylus interceptor spy receives the start of a new stylus gesture.
|
|
* - It pilfers pointers and then configures itself to no longer be a spy.
|
|
* - The stylus interceptor continues to receive the rest of the gesture.
|
|
*/
|
|
TEST_F(InputDispatcherStylusInterceptorTest, StylusHandwritingScenario) {
|
|
auto [overlay, window] = setupStylusOverlayScenario();
|
|
overlay->setSpy(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {overlay, window}}});
|
|
|
|
sendStylusEvent(AMOTION_EVENT_ACTION_DOWN);
|
|
overlay->consumeMotionDown();
|
|
window->consumeMotionDown();
|
|
|
|
// The interceptor pilfers the pointers.
|
|
EXPECT_EQ(OK, mDispatcher->pilferPointers(overlay->getToken()));
|
|
window->consumeMotionCancel();
|
|
|
|
// The interceptor configures itself so that it is no longer a spy.
|
|
overlay->setSpy(false);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {overlay, window}}});
|
|
|
|
// It continues to receive the rest of the stylus gesture.
|
|
sendStylusEvent(AMOTION_EVENT_ACTION_MOVE);
|
|
overlay->consumeMotionMove();
|
|
sendStylusEvent(AMOTION_EVENT_ACTION_UP);
|
|
overlay->consumeMotionUp();
|
|
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
struct User {
|
|
int32_t mPid;
|
|
int32_t mUid;
|
|
uint32_t mPolicyFlags{DEFAULT_POLICY_FLAGS};
|
|
std::unique_ptr<InputDispatcher>& mDispatcher;
|
|
|
|
User(std::unique_ptr<InputDispatcher>& dispatcher, int32_t pid, int32_t uid)
|
|
: mPid(pid), mUid(uid), mDispatcher(dispatcher) {}
|
|
|
|
InputEventInjectionResult injectTargetedMotion(int32_t action) const {
|
|
return injectMotionEvent(mDispatcher, action, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT, {100, 200},
|
|
{AMOTION_EVENT_INVALID_CURSOR_POSITION,
|
|
AMOTION_EVENT_INVALID_CURSOR_POSITION},
|
|
INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT,
|
|
systemTime(SYSTEM_TIME_MONOTONIC), {mUid}, mPolicyFlags);
|
|
}
|
|
|
|
InputEventInjectionResult injectTargetedKey(int32_t action) const {
|
|
return inputdispatcher::injectKey(mDispatcher, action, 0 /* repeatCount*/, ADISPLAY_ID_NONE,
|
|
InputEventInjectionSync::WAIT_FOR_RESULT,
|
|
INJECT_EVENT_TIMEOUT, false /*allowKeyRepeat*/, {mUid},
|
|
mPolicyFlags);
|
|
}
|
|
|
|
sp<FakeWindowHandle> createWindow() const {
|
|
std::shared_ptr<FakeApplicationHandle> overlayApplication =
|
|
std::make_shared<FakeApplicationHandle>();
|
|
sp<FakeWindowHandle> window = new FakeWindowHandle(overlayApplication, mDispatcher,
|
|
"Owned Window", ADISPLAY_ID_DEFAULT);
|
|
window->setOwnerInfo(mPid, mUid);
|
|
return window;
|
|
}
|
|
};
|
|
|
|
using InputDispatcherTargetedInjectionTest = InputDispatcherTest;
|
|
|
|
TEST_F(InputDispatcherTargetedInjectionTest, CanInjectIntoOwnedWindow) {
|
|
auto owner = User(mDispatcher, 10, 11);
|
|
auto window = owner.createWindow();
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
EXPECT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
owner.injectTargetedMotion(AMOTION_EVENT_ACTION_DOWN));
|
|
window->consumeMotionDown();
|
|
|
|
setFocusedWindow(window);
|
|
window->consumeFocusEvent(true);
|
|
|
|
EXPECT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
owner.injectTargetedKey(AKEY_EVENT_ACTION_DOWN));
|
|
window->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
}
|
|
|
|
TEST_F(InputDispatcherTargetedInjectionTest, CannotInjectIntoUnownedWindow) {
|
|
auto owner = User(mDispatcher, 10, 11);
|
|
auto window = owner.createWindow();
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
|
|
|
|
auto rando = User(mDispatcher, 20, 21);
|
|
EXPECT_EQ(InputEventInjectionResult::TARGET_MISMATCH,
|
|
rando.injectTargetedMotion(AMOTION_EVENT_ACTION_DOWN));
|
|
|
|
setFocusedWindow(window);
|
|
window->consumeFocusEvent(true);
|
|
|
|
EXPECT_EQ(InputEventInjectionResult::TARGET_MISMATCH,
|
|
rando.injectTargetedKey(AKEY_EVENT_ACTION_DOWN));
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTargetedInjectionTest, CanInjectIntoOwnedSpyWindow) {
|
|
auto owner = User(mDispatcher, 10, 11);
|
|
auto window = owner.createWindow();
|
|
auto spy = owner.createWindow();
|
|
spy->setSpy(true);
|
|
spy->setTrustedOverlay(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {spy, window}}});
|
|
|
|
EXPECT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
owner.injectTargetedMotion(AMOTION_EVENT_ACTION_DOWN));
|
|
spy->consumeMotionDown();
|
|
window->consumeMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTargetedInjectionTest, CannotInjectIntoUnownedSpyWindow) {
|
|
auto owner = User(mDispatcher, 10, 11);
|
|
auto window = owner.createWindow();
|
|
|
|
auto rando = User(mDispatcher, 20, 21);
|
|
auto randosSpy = rando.createWindow();
|
|
randosSpy->setSpy(true);
|
|
randosSpy->setTrustedOverlay(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {randosSpy, window}}});
|
|
|
|
// The event is targeted at owner's window, so injection should succeed, but the spy should
|
|
// not receive the event.
|
|
EXPECT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
owner.injectTargetedMotion(AMOTION_EVENT_ACTION_DOWN));
|
|
randosSpy->assertNoEvents();
|
|
window->consumeMotionDown();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTargetedInjectionTest, CanInjectIntoAnyWindowWhenNotTargeting) {
|
|
auto owner = User(mDispatcher, 10, 11);
|
|
auto window = owner.createWindow();
|
|
|
|
auto rando = User(mDispatcher, 20, 21);
|
|
auto randosSpy = rando.createWindow();
|
|
randosSpy->setSpy(true);
|
|
randosSpy->setTrustedOverlay(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {randosSpy, window}}});
|
|
|
|
// A user that has injection permission can inject into any window.
|
|
EXPECT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
|
|
ADISPLAY_ID_DEFAULT));
|
|
randosSpy->consumeMotionDown();
|
|
window->consumeMotionDown();
|
|
|
|
setFocusedWindow(randosSpy);
|
|
randosSpy->consumeFocusEvent(true);
|
|
|
|
EXPECT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher));
|
|
randosSpy->consumeKeyDown(ADISPLAY_ID_NONE);
|
|
window->assertNoEvents();
|
|
}
|
|
|
|
TEST_F(InputDispatcherTargetedInjectionTest, CanGenerateActionOutsideToOtherUids) {
|
|
auto owner = User(mDispatcher, 10, 11);
|
|
auto window = owner.createWindow();
|
|
|
|
auto rando = User(mDispatcher, 20, 21);
|
|
auto randosWindow = rando.createWindow();
|
|
randosWindow->setFrame(Rect{-10, -10, -5, -5});
|
|
randosWindow->setWatchOutsideTouch(true);
|
|
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {randosWindow, window}}});
|
|
|
|
// We allow generation of ACTION_OUTSIDE events into windows owned by different uids.
|
|
EXPECT_EQ(InputEventInjectionResult::SUCCEEDED,
|
|
owner.injectTargetedMotion(AMOTION_EVENT_ACTION_DOWN));
|
|
window->consumeMotionDown();
|
|
randosWindow->consumeMotionOutside();
|
|
}
|
|
|
|
} // namespace android::inputdispatcher
|