/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "../dispatcher/InputDispatcher.h" #include "FakeApplicationHandle.h" #include "FakeInputDispatcherPolicy.h" #include "FakeInputTracingBackend.h" #include "FakeWindows.h" #include "TestEventMatchers.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using android::base::StringPrintf; using android::gui::FocusRequest; using android::gui::TouchOcclusionMode; using android::gui::WindowInfo; using android::gui::WindowInfoHandle; using android::os::InputEventInjectionResult; using android::os::InputEventInjectionSync; namespace android::inputdispatcher { using namespace ftl::flag_operators; using testing::AllOf; using testing::Not; using testing::Pointee; using testing::UnorderedElementsAre; namespace { // An arbitrary time value. static constexpr nsecs_t ARBITRARY_TIME = 1234; // An arbitrary device id. static constexpr int32_t DEVICE_ID = DEFAULT_DEVICE_ID; static constexpr int32_t SECOND_DEVICE_ID = 2; // An arbitrary display id. constexpr ui::LogicalDisplayId DISPLAY_ID = ui::LogicalDisplayId::DEFAULT; constexpr ui::LogicalDisplayId SECOND_DISPLAY_ID = ui::LogicalDisplayId{1}; // Ensure common actions are interchangeable between keys and motions for convenience. static_assert(AMOTION_EVENT_ACTION_DOWN == AKEY_EVENT_ACTION_DOWN); static_assert(AMOTION_EVENT_ACTION_UP == AKEY_EVENT_ACTION_UP); static constexpr int32_t ACTION_DOWN = AMOTION_EVENT_ACTION_DOWN; static constexpr int32_t ACTION_MOVE = AMOTION_EVENT_ACTION_MOVE; static constexpr int32_t ACTION_UP = AMOTION_EVENT_ACTION_UP; static constexpr int32_t ACTION_HOVER_ENTER = AMOTION_EVENT_ACTION_HOVER_ENTER; static constexpr int32_t ACTION_HOVER_MOVE = AMOTION_EVENT_ACTION_HOVER_MOVE; static constexpr int32_t ACTION_HOVER_EXIT = AMOTION_EVENT_ACTION_HOVER_EXIT; static constexpr int32_t ACTION_SCROLL = AMOTION_EVENT_ACTION_SCROLL; static constexpr int32_t ACTION_OUTSIDE = AMOTION_EVENT_ACTION_OUTSIDE; static constexpr int32_t ACTION_CANCEL = AMOTION_EVENT_ACTION_CANCEL; /** * The POINTER_DOWN(0) is an unusual, but valid, action. It just means that the new pointer in the * MotionEvent is at the index 0 rather than 1 (or later). That is, the pointer id=0 (which is at * index 0) is the new pointer going down. The same pointer could have been placed at a different * index, and the action would become POINTER_1_DOWN, 2, etc..; these would all be valid. In * general, we try to place pointer id = 0 at the index 0. Of course, this is not possible if * pointer id=0 leaves but the pointer id=1 remains. */ static constexpr int32_t POINTER_0_DOWN = AMOTION_EVENT_ACTION_POINTER_DOWN | (0 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); static constexpr int32_t POINTER_1_DOWN = AMOTION_EVENT_ACTION_POINTER_DOWN | (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); static constexpr int32_t POINTER_2_DOWN = AMOTION_EVENT_ACTION_POINTER_DOWN | (2 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); static constexpr int32_t POINTER_3_DOWN = AMOTION_EVENT_ACTION_POINTER_DOWN | (3 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); static constexpr int32_t POINTER_0_UP = AMOTION_EVENT_ACTION_POINTER_UP | (0 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); static constexpr int32_t POINTER_1_UP = AMOTION_EVENT_ACTION_POINTER_UP | (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); static constexpr int32_t POINTER_2_UP = AMOTION_EVENT_ACTION_POINTER_UP | (2 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); // The default pid and uid for the windows created on the secondary display by the test. static constexpr gui::Pid SECONDARY_WINDOW_PID{1010}; static constexpr gui::Uid SECONDARY_WINDOW_UID{1012}; // An arbitrary pid of the gesture monitor window static constexpr gui::Pid MONITOR_PID{2001}; static constexpr int EXPECTED_WALLPAPER_FLAGS = AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED | AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED; using ReservedInputDeviceId::VIRTUAL_KEYBOARD_ID; /** * Return a DOWN key event with KEYCODE_A. */ static KeyEvent getTestKeyEvent() { KeyEvent event; event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ui::LogicalDisplayId::INVALID, INVALID_HMAC, AKEY_EVENT_ACTION_DOWN, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0, ARBITRARY_TIME, ARBITRARY_TIME); return event; } /** * Provide a local override for a flag value. The value is restored when the object of this class * goes out of scope. * This class is not intended to be used directly, because its usage is cumbersome. * Instead, a wrapper macro SCOPED_FLAG_OVERRIDE is provided. */ class ScopedFlagOverride { public: ScopedFlagOverride(std::function read, std::function write, bool value) : mInitialValue(read()), mWriteValue(write) { mWriteValue(value); } ~ScopedFlagOverride() { mWriteValue(mInitialValue); } private: const bool mInitialValue; std::function mWriteValue; }; typedef bool (*readFlagValueFunction)(); typedef void (*writeFlagValueFunction)(bool); /** * Use this macro to locally override a flag value. * Example usage: * SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); * Note: this works by creating a local variable in your current scope. Don't call this twice for * the same flag, because the variable names will clash! */ #define SCOPED_FLAG_OVERRIDE(NAME, VALUE) \ readFlagValueFunction read##NAME = com::android::input::flags::NAME; \ writeFlagValueFunction write##NAME = com::android::input::flags::NAME; \ ScopedFlagOverride override##NAME(read##NAME, write##NAME, (VALUE)) } // namespace // --- InputDispatcherTest --- class InputDispatcherTest : public testing::Test { protected: std::unique_ptr mFakePolicy; std::unique_ptr mDispatcher; std::shared_ptr mVerifyingTrace; void SetUp() override { mVerifyingTrace = std::make_shared(); FakeWindowHandle::sOnEventReceivedCallback = [this](const auto& _1, const auto& _2) { handleEventReceivedByWindow(_1, _2); }; mFakePolicy = std::make_unique(); mDispatcher = std::make_unique(*mFakePolicy, std::make_unique( mVerifyingTrace)); mDispatcher->setInputDispatchMode(/*enabled=*/true, /*frozen=*/false); // Start InputDispatcher thread ASSERT_EQ(OK, mDispatcher->start()); } void TearDown() override { ASSERT_NO_FATAL_FAILURE(mVerifyingTrace->verifyExpectedEventsTraced()); FakeWindowHandle::sOnEventReceivedCallback = nullptr; ASSERT_EQ(OK, mDispatcher->stop()); mFakePolicy.reset(); mDispatcher.reset(); } void handleEventReceivedByWindow(const std::unique_ptr& event, const gui::WindowInfo& info) { if (!event) { return; } switch (event->getType()) { case InputEventType::KEY: { mVerifyingTrace->expectKeyDispatchTraced(static_cast(*event), info.id); break; } case InputEventType::MOTION: { mVerifyingTrace->expectMotionDispatchTraced(static_cast(*event), info.id); break; } default: break; } } /** * 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& window) { FocusRequest request; request.token = window->getToken(); request.windowName = window->getName(); request.timestamp = systemTime(SYSTEM_TIME_MONOTONIC); request.displayId = window->getInfo()->displayId.val(); mDispatcher->setFocusedWindow(request); } }; TEST_F(InputDispatcherTest, InjectInputEvent_ValidatesKeyEvents) { KeyEvent event; // Rejects undefined key actions. event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ui::LogicalDisplayId::INVALID, 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, ui::LogicalDisplayId::INVALID, 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_F(InputDispatcherTest, NotifySwitch_CallsPolicy) { NotifySwitchArgs args(InputEvent::nextId(), /*eventTime=*/20, /*policyFlags=*/0, /*switchValues=*/1, /*switchMask=*/2); mDispatcher->notifySwitch(args); // InputDispatcher adds POLICY_FLAG_TRUSTED because the event went through InputListener args.policyFlags |= POLICY_FLAG_TRUSTED; mFakePolicy->assertNotifySwitchWasCalled(args); } namespace { static constexpr std::chrono::duration INJECT_EVENT_TIMEOUT = 500ms; class FakeMonitorReceiver { public: FakeMonitorReceiver(InputDispatcher& dispatcher, const std::string name, ui::LogicalDisplayId displayId) : mInputReceiver(*dispatcher.createInputMonitor(displayId, name, MONITOR_PID), name) {} sp getToken() { return mInputReceiver.getToken(); } void consumeKeyDown(ui::LogicalDisplayId expectedDisplayId, int32_t expectedFlags = 0) { mInputReceiver.consumeEvent(InputEventType::KEY, AKEY_EVENT_ACTION_DOWN, expectedDisplayId, expectedFlags); } std::optional receiveEvent() { const auto [sequenceNum, _] = mInputReceiver.receiveEvent(CONSUME_TIMEOUT_EVENT_EXPECTED); return sequenceNum; } void finishEvent(uint32_t consumeSeq) { return mInputReceiver.finishEvent(consumeSeq); } void consumeMotionDown(ui::LogicalDisplayId expectedDisplayId, int32_t expectedFlags = 0) { mInputReceiver.consumeEvent(InputEventType::MOTION, AMOTION_EVENT_ACTION_DOWN, expectedDisplayId, expectedFlags); } void consumeMotionMove(ui::LogicalDisplayId expectedDisplayId, int32_t expectedFlags = 0) { mInputReceiver.consumeEvent(InputEventType::MOTION, AMOTION_EVENT_ACTION_MOVE, expectedDisplayId, expectedFlags); } void consumeMotionUp(ui::LogicalDisplayId expectedDisplayId, int32_t expectedFlags = 0) { mInputReceiver.consumeEvent(InputEventType::MOTION, AMOTION_EVENT_ACTION_UP, expectedDisplayId, expectedFlags); } void consumeMotionCancel(ui::LogicalDisplayId expectedDisplayId, int32_t expectedFlags = 0) { mInputReceiver.consumeMotionEvent( AllOf(WithMotionAction(AMOTION_EVENT_ACTION_CANCEL), WithDisplayId(expectedDisplayId), WithFlags(expectedFlags | AMOTION_EVENT_FLAG_CANCELED))); } void consumeMotionPointerDown(int32_t pointerIdx) { int32_t action = AMOTION_EVENT_ACTION_POINTER_DOWN | (pointerIdx << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); mInputReceiver.consumeEvent(InputEventType::MOTION, action, ui::LogicalDisplayId::DEFAULT, /*expectedFlags=*/0); } void consumeMotionEvent(const ::testing::Matcher& matcher) { mInputReceiver.consumeMotionEvent(matcher); } std::unique_ptr consumeMotion() { return mInputReceiver.consumeMotion(); } void assertNoEvents() { mInputReceiver.assertNoEvents(CONSUME_TIMEOUT_NO_EVENT_EXPECTED); } private: FakeInputReceiver mInputReceiver; }; static InputEventInjectionResult injectKey( InputDispatcher& dispatcher, int32_t action, int32_t repeatCount, ui::LogicalDisplayId displayId = ui::LogicalDisplayId::INVALID, InputEventInjectionSync syncMode = InputEventInjectionSync::WAIT_FOR_RESULT, std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT, bool allowKeyRepeat = true, std::optional 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 void assertInjectedKeyTimesOut(InputDispatcher& dispatcher) { InputEventInjectionResult result = injectKey(dispatcher, AKEY_EVENT_ACTION_DOWN, /*repeatCount=*/0, ui::LogicalDisplayId::INVALID, InputEventInjectionSync::WAIT_FOR_RESULT, CONSUME_TIMEOUT_NO_EVENT_EXPECTED); if (result != InputEventInjectionResult::TIMED_OUT) { FAIL() << "Injection should have timed out, but got " << ftl::enum_string(result); } } static InputEventInjectionResult injectKeyDown( InputDispatcher& dispatcher, ui::LogicalDisplayId displayId = ui::LogicalDisplayId::INVALID) { 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( InputDispatcher& dispatcher, ui::LogicalDisplayId displayId = ui::LogicalDisplayId::INVALID) { return injectKey(dispatcher, AKEY_EVENT_ACTION_DOWN, /*repeatCount=*/0, displayId, InputEventInjectionSync::WAIT_FOR_RESULT, INJECT_EVENT_TIMEOUT, /*allowKeyRepeat=*/false); } static InputEventInjectionResult injectKeyUp( InputDispatcher& dispatcher, ui::LogicalDisplayId displayId = ui::LogicalDisplayId::INVALID) { return injectKey(dispatcher, AKEY_EVENT_ACTION_UP, /*repeatCount=*/0, displayId); } static InputEventInjectionResult injectMotionEvent( InputDispatcher& dispatcher, const MotionEvent& event, std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT, InputEventInjectionSync injectionMode = InputEventInjectionSync::WAIT_FOR_RESULT, std::optional targetUid = {}, uint32_t policyFlags = DEFAULT_POLICY_FLAGS) { return dispatcher.injectInputEvent(&event, targetUid, injectionMode, injectionTimeout, policyFlags); } static InputEventInjectionResult injectMotionEvent( InputDispatcher& dispatcher, int32_t action, int32_t source, ui::LogicalDisplayId 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 targetUid = {}, uint32_t policyFlags = DEFAULT_POLICY_FLAGS) { MotionEventBuilder motionBuilder = MotionEventBuilder(action, source) .displayId(displayId) .eventTime(eventTime) .rawXCursorPosition(cursorPosition.x) .rawYCursorPosition(cursorPosition.y) .pointer( PointerBuilder(/*id=*/0, ToolType::FINGER).x(position.x).y(position.y)); if (MotionEvent::getActionMasked(action) == ACTION_DOWN) { motionBuilder.downTime(eventTime); } // Inject event until dispatch out. return injectMotionEvent(dispatcher, motionBuilder.build(), injectionTimeout, injectionMode, targetUid, policyFlags); } static InputEventInjectionResult injectMotionDown(InputDispatcher& dispatcher, int32_t source, ui::LogicalDisplayId displayId, const PointF& location = {100, 200}) { return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_DOWN, source, displayId, location); } static InputEventInjectionResult injectMotionUp(InputDispatcher& dispatcher, int32_t source, ui::LogicalDisplayId displayId, const PointF& location = {100, 200}) { return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_UP, source, displayId, location); } static NotifyKeyArgs generateKeyArgs( int32_t action, ui::LogicalDisplayId displayId = ui::LogicalDisplayId::INVALID) { nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC); // Define a valid key event. NotifyKeyArgs args(InputEvent::nextId(), currentTime, /*readTime=*/0, DEVICE_ID, AINPUT_SOURCE_KEYBOARD, displayId, POLICY_FLAG_PASS_TO_USER, action, /*flags=*/0, AKEYCODE_A, KEY_A, AMETA_NONE, currentTime); return args; } [[nodiscard]] static NotifyMotionArgs generateMotionArgs(int32_t action, int32_t source, ui::LogicalDisplayId displayId, const std::vector& 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 = ToolType::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(InputEvent::nextId(), currentTime, /*readTime=*/0, 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& points) { return generateMotionArgs(action, AINPUT_SOURCE_TOUCHSCREEN, DISPLAY_ID, points); } static NotifyMotionArgs generateMotionArgs(int32_t action, int32_t source, ui::LogicalDisplayId displayId) { return generateMotionArgs(action, source, displayId, {PointF{100, 200}}); } static NotifyPointerCaptureChangedArgs generatePointerCaptureChangedArgs( const PointerCaptureRequest& request) { return NotifyPointerCaptureChangedArgs(InputEvent::nextId(), systemTime(SYSTEM_TIME_MONOTONIC), request); } } // namespace /** * 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 application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window that breaks its input channel", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // Window closes its channel, but the window remains. window->destroyReceiver(); mFakePolicy->assertNotifyInputChannelBrokenWasCalled(window->getInfo()->token); } TEST_F(InputDispatcherTest, SetInputWindow_SingleWindowTouch) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; // Window should receive motion event. window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); } using InputDispatcherDeathTest = InputDispatcherTest; /** * When 'onWindowInfosChanged' arguments contain a duplicate entry for the same window, dispatcher * should crash. */ TEST_F(InputDispatcherDeathTest, DuplicateWindowInfosAbortDispatcher) { testing::GTEST_FLAG(death_test_style) = "threadsafe"; ScopedSilentDeath _silentDeath; std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); ASSERT_DEATH(mDispatcher->onWindowInfosChanged( {{*window->getInfo(), *window->getInfo()}, {}, 0, 0}), "Incorrect WindowInfosUpdate provided"); } TEST_F(InputDispatcherTest, WhenDisplayNotSpecified_InjectMotionToDefaultDisplay) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // Inject a MotionEvent to an unknown display. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::INVALID)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; // Window should receive motion event. window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); } /** * Calling onWindowInfosChanged once should not cause any issues. * This test serves as a sanity check for the next test, where onWindowInfosChanged is * called twice. */ TEST_F(InputDispatcherTest, SetInputWindowOnceWithSingleTouchWindow) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; // Window should receive motion event. window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); } /** * Calling onWindowInfosChanged twice, with the same info, should not cause any issues. */ TEST_F(InputDispatcherTest, SetInputWindowTwice_SingleWindowTouch) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; // Window should receive motion event. window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); } // The foreground window should receive the first touch down event. TEST_F(InputDispatcherTest, SetInputWindow_MultiWindowsTouch) { std::shared_ptr application = std::make_shared(); sp windowTop = sp::make(application, mDispatcher, "Top", ui::LogicalDisplayId::DEFAULT); sp windowSecond = sp::make(application, mDispatcher, "Second", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged( {{*windowTop->getInfo(), *windowSecond->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; // Top window should receive the touch down event. Second window should not receive anything. windowTop->consumeMotionDown(ui::LogicalDisplayId::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 application = std::make_shared(); sp foregroundWindow = sp::make(application, mDispatcher, "Foreground", ui::LogicalDisplayId::DEFAULT); foregroundWindow->setDupTouchToWallpaper(true); sp wallpaperWindow = sp::make(application, mDispatcher, "Wallpaper", ui::LogicalDisplayId::DEFAULT); wallpaperWindow->setIsWallpaper(true); mDispatcher->onWindowInfosChanged( {{*foregroundWindow->getInfo(), *wallpaperWindow->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(200)) .build())) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; // Both foreground window and its wallpaper should receive the touch down foregroundWindow->consumeMotionDown(); wallpaperWindow->consumeMotionDown(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(110).y(200)) .build())) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; foregroundWindow->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); wallpaperWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); // Now the foreground window goes away, but the wallpaper stays mDispatcher->onWindowInfosChanged({{*wallpaperWindow->getInfo()}, {}, 0, 0}); foregroundWindow->consumeMotionCancel(); // Since the "parent" window of the wallpaper is gone, wallpaper should receive cancel, too. wallpaperWindow->consumeMotionCancel(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); } /** * Two fingers down on the window, and lift off the first finger. * Next, cancel the gesture to the window by removing the window. Make sure that the CANCEL event * contains a single pointer. */ TEST_F(InputDispatcherTest, CancelAfterPointer0Up) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // First touch pointer down on right window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); // Second touch pointer down mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(110).y(100)) .build()); // First touch pointer lifts. The second one remains down mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_0_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(110).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); window->consumeMotionEvent(WithMotionAction(POINTER_1_DOWN)); window->consumeMotionEvent(WithMotionAction(POINTER_0_UP)); // Remove the window. The gesture should be canceled mDispatcher->onWindowInfosChanged({{}, {}, 0, 0}); const std::map expectedPointers{{1, PointF{110, 100}}}; window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithPointers(expectedPointers))); } /** * 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 application = std::make_shared(); sp foregroundWindow = sp::make(application, mDispatcher, "Foreground", ui::LogicalDisplayId::DEFAULT); foregroundWindow->setDupTouchToWallpaper(true); sp wallpaperWindow = sp::make(application, mDispatcher, "Wallpaper", ui::LogicalDisplayId::DEFAULT); wallpaperWindow->setIsWallpaper(true); mDispatcher->onWindowInfosChanged( {{*foregroundWindow->getInfo(), *wallpaperWindow->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {110, 200})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; foregroundWindow->consumeMotionMove(); wallpaperWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); // 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->onWindowInfosChanged({{*wallpaperWindow->getInfo()}, {}, 0, 0}); foregroundWindow->consumeMotionCancel(); } /** * Two windows: left and right, and a separate wallpaper window underneath each. Device A sends a * down event to the left window. Device B sends a down event to the right window. Next, the right * window disappears. Both the right window and its wallpaper window should receive cancel event. * The left window and its wallpaper window should not receive any events. */ TEST_F(InputDispatcherTest, MultiDeviceDisappearingWindowWithWallpaperWindows) { std::shared_ptr application = std::make_shared(); sp leftForegroundWindow = sp::make(application, mDispatcher, "Left foreground window", ui::LogicalDisplayId::DEFAULT); leftForegroundWindow->setFrame(Rect(0, 0, 100, 100)); leftForegroundWindow->setDupTouchToWallpaper(true); sp leftWallpaperWindow = sp::make(application, mDispatcher, "Left wallpaper window", ui::LogicalDisplayId::DEFAULT); leftWallpaperWindow->setFrame(Rect(0, 0, 100, 100)); leftWallpaperWindow->setIsWallpaper(true); sp rightForegroundWindow = sp::make(application, mDispatcher, "Right foreground window", ui::LogicalDisplayId::DEFAULT); rightForegroundWindow->setFrame(Rect(100, 0, 200, 100)); rightForegroundWindow->setDupTouchToWallpaper(true); sp rightWallpaperWindow = sp::make(application, mDispatcher, "Right wallpaper window", ui::LogicalDisplayId::DEFAULT); rightWallpaperWindow->setFrame(Rect(100, 0, 200, 100)); rightWallpaperWindow->setIsWallpaper(true); mDispatcher->onWindowInfosChanged( {{*leftForegroundWindow->getInfo(), *leftWallpaperWindow->getInfo(), *rightForegroundWindow->getInfo(), *rightWallpaperWindow->getInfo()}, {}, 0, 0}); const DeviceId deviceA = 9; const DeviceId deviceB = 3; mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .deviceId(deviceA) .build()); leftForegroundWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA))); leftWallpaperWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA), WithFlags(EXPECTED_WALLPAPER_FLAGS))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .deviceId(deviceB) .build()); rightForegroundWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB))); rightWallpaperWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB), WithFlags(EXPECTED_WALLPAPER_FLAGS))); // Now right foreground window disappears, but right wallpaper window remains. mDispatcher->onWindowInfosChanged( {{*leftForegroundWindow->getInfo(), *leftWallpaperWindow->getInfo(), *rightWallpaperWindow->getInfo()}, {}, 0, 0}); // Left foreground window and left wallpaper window still exist, and should not receive any // events. leftForegroundWindow->assertNoEvents(); leftWallpaperWindow->assertNoEvents(); // Since right foreground window disappeared, right wallpaper window and right foreground window // should receive cancel events. rightForegroundWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(deviceB))); rightWallpaperWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(deviceB), WithFlags(EXPECTED_WALLPAPER_FLAGS | AMOTION_EVENT_FLAG_CANCELED))); } /** * Three windows arranged horizontally and without any overlap. Every window has a * wallpaper window underneath. The middle window also has SLIPPERY flag. * Device A sends a down event to the left window. Device B sends a down event to the middle window. * Next, device B sends move event to the right window. Touch for device B should slip from the * middle window to the right window. Also, the right wallpaper window should receive a down event. * The middle window and its wallpaper window should receive a cancel event. The left window should * not receive any events. If device B continues to report events, the right window and its * wallpaper window should receive remaining events. */ TEST_F(InputDispatcherTest, MultiDeviceSlipperyTouchWithWallpaperWindow) { std::shared_ptr application = std::make_shared(); sp leftForegroundWindow = sp::make(application, mDispatcher, "Left foreground window", ui::LogicalDisplayId::DEFAULT); leftForegroundWindow->setFrame(Rect(0, 0, 100, 100)); leftForegroundWindow->setDupTouchToWallpaper(true); sp leftWallpaperWindow = sp::make(application, mDispatcher, "Left wallpaper window", ui::LogicalDisplayId::DEFAULT); leftWallpaperWindow->setFrame(Rect(0, 0, 100, 100)); leftWallpaperWindow->setIsWallpaper(true); sp middleForegroundWindow = sp::make(application, mDispatcher, "Middle foreground window", ui::LogicalDisplayId::DEFAULT); middleForegroundWindow->setFrame(Rect(100, 0, 200, 100)); middleForegroundWindow->setDupTouchToWallpaper(true); middleForegroundWindow->setSlippery(true); sp middleWallpaperWindow = sp::make(application, mDispatcher, "Middle wallpaper window", ui::LogicalDisplayId::DEFAULT); middleWallpaperWindow->setFrame(Rect(100, 0, 200, 100)); middleWallpaperWindow->setIsWallpaper(true); sp rightForegroundWindow = sp::make(application, mDispatcher, "Right foreground window", ui::LogicalDisplayId::DEFAULT); rightForegroundWindow->setFrame(Rect(200, 0, 300, 100)); rightForegroundWindow->setDupTouchToWallpaper(true); sp rightWallpaperWindow = sp::make(application, mDispatcher, "Right wallpaper window", ui::LogicalDisplayId::DEFAULT); rightWallpaperWindow->setFrame(Rect(200, 0, 300, 100)); rightWallpaperWindow->setIsWallpaper(true); mDispatcher->onWindowInfosChanged( {{*leftForegroundWindow->getInfo(), *leftWallpaperWindow->getInfo(), *middleForegroundWindow->getInfo(), *middleWallpaperWindow->getInfo(), *rightForegroundWindow->getInfo(), *rightWallpaperWindow->getInfo()}, {}, 0, 0}); const DeviceId deviceA = 9; const DeviceId deviceB = 3; // Device A sends a DOWN event to the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .deviceId(deviceA) .build()); leftForegroundWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA))); leftWallpaperWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA), WithFlags(EXPECTED_WALLPAPER_FLAGS))); // Device B sends a DOWN event to the middle window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .deviceId(deviceB) .build()); middleForegroundWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB))); middleWallpaperWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB), WithFlags(EXPECTED_WALLPAPER_FLAGS))); // Move the events of device B to the top of the right window. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(250).y(50)) .deviceId(deviceB) .build()); middleForegroundWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(deviceB))); middleWallpaperWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(deviceB), WithFlags(EXPECTED_WALLPAPER_FLAGS | AMOTION_EVENT_FLAG_CANCELED))); rightForegroundWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB))); rightWallpaperWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB), WithFlags(EXPECTED_WALLPAPER_FLAGS))); // Make sure the window on the right can receive the remaining events. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(251).y(51)) .deviceId(deviceB) .build()); leftForegroundWindow->assertNoEvents(); leftWallpaperWindow->assertNoEvents(); middleForegroundWindow->assertNoEvents(); middleWallpaperWindow->assertNoEvents(); rightForegroundWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceB))); rightWallpaperWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceB), WithFlags(EXPECTED_WALLPAPER_FLAGS))); } /** * Similar to the test above, we have three windows, they are arranged horizontally and without any * overlap, and every window has a wallpaper window. The middle window is a simple window, without * any special flags. Device A reports a down event that lands in left window. Device B sends a down * event to the middle window and then touch is transferred from the middle window to the right * window. The right window and its wallpaper window should receive a down event. The middle window * and its wallpaper window should receive a cancel event. The left window should not receive any * events. Subsequent events reported by device B should go to the right window and its wallpaper. */ TEST_F(InputDispatcherTest, MultiDeviceTouchTransferWithWallpaperWindows) { std::shared_ptr application = std::make_shared(); sp leftForegroundWindow = sp::make(application, mDispatcher, "Left foreground window", ui::LogicalDisplayId::DEFAULT); leftForegroundWindow->setFrame(Rect(0, 0, 100, 100)); leftForegroundWindow->setDupTouchToWallpaper(true); sp leftWallpaperWindow = sp::make(application, mDispatcher, "Left wallpaper window", ui::LogicalDisplayId::DEFAULT); leftWallpaperWindow->setFrame(Rect(0, 0, 100, 100)); leftWallpaperWindow->setIsWallpaper(true); sp middleForegroundWindow = sp::make(application, mDispatcher, "Middle foreground window", ui::LogicalDisplayId::DEFAULT); middleForegroundWindow->setFrame(Rect(100, 0, 200, 100)); middleForegroundWindow->setDupTouchToWallpaper(true); sp middleWallpaperWindow = sp::make(application, mDispatcher, "Middle wallpaper window", ui::LogicalDisplayId::DEFAULT); middleWallpaperWindow->setFrame(Rect(100, 0, 200, 100)); middleWallpaperWindow->setIsWallpaper(true); sp rightForegroundWindow = sp::make(application, mDispatcher, "Right foreground window", ui::LogicalDisplayId::DEFAULT); rightForegroundWindow->setFrame(Rect(200, 0, 300, 100)); rightForegroundWindow->setDupTouchToWallpaper(true); sp rightWallpaperWindow = sp::make(application, mDispatcher, "Right wallpaper window", ui::LogicalDisplayId::DEFAULT); rightWallpaperWindow->setFrame(Rect(200, 0, 300, 100)); rightWallpaperWindow->setIsWallpaper(true); mDispatcher->onWindowInfosChanged( {{*leftForegroundWindow->getInfo(), *leftWallpaperWindow->getInfo(), *middleForegroundWindow->getInfo(), *middleWallpaperWindow->getInfo(), *rightForegroundWindow->getInfo(), *rightWallpaperWindow->getInfo()}, {}, 0, 0}); const DeviceId deviceA = 9; const DeviceId deviceB = 3; // Device A touch down on the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .deviceId(deviceA) .build()); leftForegroundWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA))); leftWallpaperWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA), WithFlags(EXPECTED_WALLPAPER_FLAGS))); // Device B touch down on the middle window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .deviceId(deviceB) .build()); middleForegroundWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB))); middleWallpaperWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB), WithFlags(EXPECTED_WALLPAPER_FLAGS))); // Transfer touch from the middle window to the right window. ASSERT_TRUE(mDispatcher->transferTouchGesture(middleForegroundWindow->getToken(), rightForegroundWindow->getToken())); middleForegroundWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(deviceB))); middleWallpaperWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(deviceB), WithFlags(EXPECTED_WALLPAPER_FLAGS | AMOTION_EVENT_FLAG_CANCELED))); rightForegroundWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB), WithFlags(AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE))); rightWallpaperWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB), WithFlags(EXPECTED_WALLPAPER_FLAGS | AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE))); // Make sure the right window can receive the remaining events. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(251).y(51)) .deviceId(deviceB) .build()); leftForegroundWindow->assertNoEvents(); leftWallpaperWindow->assertNoEvents(); middleForegroundWindow->assertNoEvents(); middleWallpaperWindow->assertNoEvents(); rightForegroundWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceB), WithFlags(AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE))); rightWallpaperWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceB), WithFlags(EXPECTED_WALLPAPER_FLAGS | AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE))); } class ShouldSplitTouchFixture : public InputDispatcherTest, public ::testing::WithParamInterface {}; 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 application = std::make_shared(); sp foregroundWindow = sp::make(application, mDispatcher, "Foreground", ui::LogicalDisplayId::DEFAULT); foregroundWindow->setDupTouchToWallpaper(true); foregroundWindow->setPreventSplitting(GetParam()); sp wallpaperWindow = sp::make(application, mDispatcher, "Wallpaper", ui::LogicalDisplayId::DEFAULT); wallpaperWindow->setIsWallpaper(true); mDispatcher->onWindowInfosChanged( {{*foregroundWindow->getInfo(), *wallpaperWindow->getInfo()}, {}, 0, 0}); // Touch down on top window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); // 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, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(/*id=*/1, ToolType::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(/*pointerIndex=*/1); wallpaperWindow->consumeMotionPointerDown(/*pointerIndex=*/1, ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); const MotionEvent secondFingerUpEvent = MotionEventBuilder(POINTER_0_UP, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(/*id=*/1, ToolType::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(/*pointerIdx=*/0, WithDisplayId(ui::LogicalDisplayId::DEFAULT)); wallpaperWindow->consumeMotionPointerUp(/*pointerIdx=*/0, AllOf(WithDisplayId(ui::LogicalDisplayId::DEFAULT), WithFlags(EXPECTED_WALLPAPER_FLAGS))); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER) .x(100) .y(100)) .build(), INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; foregroundWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT); wallpaperWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); } /** * 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 application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); leftWindow->setDupTouchToWallpaper(true); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); rightWindow->setDupTouchToWallpaper(true); sp wallpaperWindow = sp::make(application, mDispatcher, "Wallpaper", ui::LogicalDisplayId::DEFAULT); wallpaperWindow->setFrame(Rect(0, 0, 400, 200)); wallpaperWindow->setIsWallpaper(true); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo(), *wallpaperWindow->getInfo()}, {}, 0, 0}); // Touch down on left window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); // 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, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(/*id=*/1, ToolType::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(ui::LogicalDisplayId::DEFAULT); wallpaperWindow->consumeMotionPointerDown(/*pointerIndex=*/1, ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); // Now, leftWindow, which received the first finger, disappears. mDispatcher->onWindowInfosChanged( {{*rightWindow->getInfo(), *wallpaperWindow->getInfo()}, {}, 0, 0}); leftWindow->consumeMotionCancel(); // Since a "parent" window of the wallpaper is gone, wallpaper should receive cancel, too. wallpaperWindow->consumeMotionCancel(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); // 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, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(/*id=*/1, ToolType::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 application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); leftWindow->setDupTouchToWallpaper(true); leftWindow->setSlippery(true); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); sp wallpaperWindow = sp::make(application, mDispatcher, "Wallpaper", ui::LogicalDisplayId::DEFAULT); wallpaperWindow->setIsWallpaper(true); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo(), *wallpaperWindow->getInfo()}, {}, 0, 0}); // Touch down on left window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); // Move to right window, the left window should receive cancel. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {201, 100})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; leftWindow->consumeMotionCancel(); rightWindow->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); wallpaperWindow->consumeMotionCancel(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); } /** * The policy typically sets POLICY_FLAG_PASS_TO_USER to the events. But when the display is not * interactive, it might stop sending this flag. * In this test, we check that if the policy stops sending this flag mid-gesture, we still ensure * to have a consistent input stream. * * Test procedure: * DOWN -> POINTER_DOWN -> (stop sending POLICY_FLAG_PASS_TO_USER) -> CANCEL. * DOWN (new gesture). * * In the bad implementation, we could potentially drop the CANCEL event, and get an inconsistent * state in the dispatcher. This would cause the final DOWN event to not be delivered to the app. * * We technically just need a single window here, but we are using two windows (spy on top and a * regular window below) to emulate the actual situation where it happens on the device. */ TEST_F(InputDispatcherTest, TwoPointerCancelInconsistentPolicy) { std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 200, 200)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*spyWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); const int32_t touchDeviceId = 4; // Two pointers down mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .policyFlags(DEFAULT_POLICY_FLAGS) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .policyFlags(DEFAULT_POLICY_FLAGS) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(120).y(120)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); spyWindow->consumeMotionEvent(WithMotionAction(POINTER_1_DOWN)); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); window->consumeMotionEvent(WithMotionAction(POINTER_1_DOWN)); // Cancel the current gesture. Send the cancel without the default policy flags. mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_CANCEL, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .policyFlags(0) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(120).y(120)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_CANCEL)); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_CANCEL)); // We don't need to reset the device to reproduce the issue, but the reset event typically // follows, so we keep it here to model the actual listener behaviour more closely. mDispatcher->notifyDeviceReset({/*id=*/1, systemTime(SYSTEM_TIME_MONOTONIC), touchDeviceId}); // Start new gesture mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .policyFlags(DEFAULT_POLICY_FLAGS) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); // No more events spyWindow->assertNoEvents(); window->assertNoEvents(); } /** * Same as the above 'TwoPointerCancelInconsistentPolicy' test, but for hovers. * The policy typically sets POLICY_FLAG_PASS_TO_USER to the events. But when the display is not * interactive, it might stop sending this flag. * We've already ensured the consistency of the touch event in this case, and we should also ensure * the consistency of the hover event in this case. * * Test procedure: * HOVER_ENTER -> HOVER_MOVE -> (stop sending POLICY_FLAG_PASS_TO_USER) -> HOVER_EXIT * HOVER_ENTER -> HOVER_MOVE -> HOVER_EXIT * * We expect to receive two full streams of hover events. */ TEST_F(InputDispatcherTest, HoverEventInconsistentPolicy) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 300, 300)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .policyFlags(DEFAULT_POLICY_FLAGS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(101)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .policyFlags(DEFAULT_POLICY_FLAGS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(102)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_MOVE)); // Send hover exit without the default policy flags. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_EXIT, AINPUT_SOURCE_STYLUS) .policyFlags(0) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(102)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); // Send a simple hover event stream, ensure dispatcher not crashed and window can receive // right event. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .policyFlags(DEFAULT_POLICY_FLAGS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(200).y(201)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .policyFlags(DEFAULT_POLICY_FLAGS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(201).y(202)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_MOVE)); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_EXIT, AINPUT_SOURCE_STYLUS) .policyFlags(DEFAULT_POLICY_FLAGS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(201).y(202)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); } /** * Two windows: a window on the left and a window on the right. * Mouse is hovered from the right window into the left window. * Next, we tap on the left window, where the cursor was last seen. * The second tap is done onto the right window. * The mouse and tap are from two different devices. * We technically don't need to set the downtime / eventtime for these events, but setting these * explicitly helps during debugging. * This test reproduces a crash where there is a mismatch between the downTime and eventTime. * In the buggy implementation, a tap on the right window would cause a crash. */ TEST_F(InputDispatcherTest, HoverFromLeftToRightAndTap_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); // All times need to start at the current time, otherwise the dispatcher will drop the events as // stale. const nsecs_t baseTime = systemTime(SYSTEM_TIME_MONOTONIC); const int32_t mouseDeviceId = 6; const int32_t touchDeviceId = 4; // Move the cursor from right ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .downTime(baseTime + 10) .eventTime(baseTime + 20) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(100)) .build())); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // .. to the left window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .downTime(baseTime + 10) .eventTime(baseTime + 30) .pointer(PointerBuilder(0, ToolType::MOUSE).x(110).y(100)) .build())); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_EXIT)); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // Now tap the left window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .downTime(baseTime + 40) .eventTime(baseTime + 40) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build())); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_EXIT)); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); // release tap ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .downTime(baseTime + 40) .eventTime(baseTime + 50) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build())); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_UP)); // Tap the window on the right ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .downTime(baseTime + 60) .eventTime(baseTime + 60) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build())); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); // release tap ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .downTime(baseTime + 60) .eventTime(baseTime + 70) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build())); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_UP)); // No more events leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * Two windows: a window on the left and a window on the right. * Mouse is hovered from the right window into the left window. * Next, we tap on the left window, where the cursor was last seen. * The second tap is done onto the right window. * The mouse and tap are from two different devices. * We technically don't need to set the downtime / eventtime for these events, but setting these * explicitly helps during debugging. * This test reproduces a crash where there is a mismatch between the downTime and eventTime. * In the buggy implementation, a tap on the right window would cause a crash. */ TEST_F(InputDispatcherTest, HoverFromLeftToRightAndTap) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); // All times need to start at the current time, otherwise the dispatcher will drop the events as // stale. const nsecs_t baseTime = systemTime(SYSTEM_TIME_MONOTONIC); const int32_t mouseDeviceId = 6; const int32_t touchDeviceId = 4; // Move the cursor from right mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .downTime(baseTime + 10) .eventTime(baseTime + 20) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(100)) .build()); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // .. to the left window mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .downTime(baseTime + 10) .eventTime(baseTime + 30) .pointer(PointerBuilder(0, ToolType::MOUSE).x(110).y(100)) .build()); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_EXIT)); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // Now tap the left window mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .downTime(baseTime + 40) .eventTime(baseTime + 40) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); // release tap mDispatcher->notifyMotion(MotionArgsBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .downTime(baseTime + 40) .eventTime(baseTime + 50) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_UP)); // Tap the window on the right mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .downTime(baseTime + 60) .eventTime(baseTime + 60) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); // release tap mDispatcher->notifyMotion(MotionArgsBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .downTime(baseTime + 60) .eventTime(baseTime + 70) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_UP)); // No more events leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * Start hovering in a window. While this hover is still active, make another window appear on top. * The top, obstructing window has no input channel, so it's not supposed to receive input. * While the top window is present, the hovering is stopped. * Later, hovering gets resumed again. * Ensure that new hover gesture is handled correctly. * This test reproduces a crash where the HOVER_EXIT event wasn't getting dispatched correctly * to the window that's currently being hovered over. */ TEST_F(InputDispatcherTest, HoverWhileWindowAppears) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); // Only a single window is present at first mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // Start hovering in the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // Now, an obscuring window appears! sp obscuringWindow = sp::make(application, mDispatcher, "Obscuring window", ui::LogicalDisplayId::DEFAULT, /*createInputChannel=*/false); obscuringWindow->setFrame(Rect(0, 0, 200, 200)); obscuringWindow->setTouchOcclusionMode(TouchOcclusionMode::BLOCK_UNTRUSTED); obscuringWindow->setOwnerInfo(SECONDARY_WINDOW_PID, SECONDARY_WINDOW_UID); obscuringWindow->setNoInputChannel(true); obscuringWindow->setFocusable(false); obscuringWindow->setAlpha(1.0); mDispatcher->onWindowInfosChanged( {{*obscuringWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); // While this new obscuring window is present, the hovering is stopped mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_EXIT, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); // Now the obscuring window goes away. mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // And a new hover gesture starts. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); } /** * Same test as 'HoverWhileWindowAppears' above, but here, we also send some HOVER_MOVE events to * the obscuring window. */ TEST_F(InputDispatcherTest, HoverMoveWhileWindowAppears) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); // Only a single window is present at first mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // Start hovering in the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // Now, an obscuring window appears! sp obscuringWindow = sp::make(application, mDispatcher, "Obscuring window", ui::LogicalDisplayId::DEFAULT, /*createInputChannel=*/false); obscuringWindow->setFrame(Rect(0, 0, 200, 200)); obscuringWindow->setTouchOcclusionMode(TouchOcclusionMode::BLOCK_UNTRUSTED); obscuringWindow->setOwnerInfo(SECONDARY_WINDOW_PID, SECONDARY_WINDOW_UID); obscuringWindow->setNoInputChannel(true); obscuringWindow->setFocusable(false); obscuringWindow->setAlpha(1.0); mDispatcher->onWindowInfosChanged( {{*obscuringWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); // While this new obscuring window is present, the hovering continues. The event can't go to the // bottom window due to obstructed touches, so it should generate HOVER_EXIT for that window. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100)) .build()); obscuringWindow->assertNoEvents(); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); // Now the obscuring window goes away. mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // Hovering continues in the same position. The hovering pointer re-enters the bottom window, // so it should generate a HOVER_ENTER mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // Now the MOVE should be getting dispatched normally mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(110).y(110)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_MOVE)); } /** * Hover mouse over a window, and then send ACTION_SCROLL. Ensure both the hover and the scroll * events are delivered to the window. */ TEST_F(InputDispatcherTest, HoverMoveAndScroll) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // Start hovering in the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(110)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(110).y(120)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_MOVE)); // Scroll with the mouse mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_SCROLL, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(110).y(120)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_SCROLL)); } /** * Two windows: a trusted overlay and a regular window underneath. Both windows are visible. * Mouse is hovered, and the hover event should only go to the overlay. * However, next, the touchable region of the trusted overlay shrinks. The mouse position hasn't * changed, but the cursor would now end up hovering above the regular window underneatch. * If the mouse is now clicked, this would generate an ACTION_DOWN event, which would go to the * regular window. However, the trusted overlay is also watching for outside touch. * The trusted overlay should get two events: * 1) The ACTION_OUTSIDE event, since the click is now not inside its touchable region * 2) The HOVER_EXIT event, since the mouse pointer is no longer hovering inside this window * * This test reproduces a crash where there is an overlap between dispatch modes for the trusted * overlay touch target, since the event is causing both an ACTION_OUTSIDE, and as a HOVER_EXIT. */ TEST_F(InputDispatcherTest, MouseClickUnderShrinkingTrustedOverlay) { std::shared_ptr app = std::make_shared(); sp overlay = sp::make(app, mDispatcher, "Trusted overlay", ui::LogicalDisplayId::DEFAULT); overlay->setTrustedOverlay(true); overlay->setWatchOutsideTouch(true); overlay->setFrame(Rect(0, 0, 200, 200)); sp window = sp::make(app, mDispatcher, "Regular window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*overlay->getInfo(), *window->getInfo()}, {}, 0, 0}); // Hover the mouse into the overlay mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(110)) .build()); overlay->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // Now, shrink the touchable region of the overlay! This will cause the cursor to suddenly have // the regular window as the touch target overlay->setTouchableRegion(Region({0, 0, 0, 0})); mDispatcher->onWindowInfosChanged({{*overlay->getInfo(), *window->getInfo()}, {}, 0, 0}); // Now we can click with the mouse. The click should go into the regular window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(110)) .build()); overlay->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); overlay->consumeMotionEvent(WithMotionAction(ACTION_OUTSIDE)); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); } /** * Similar to above, but also has a spy on top that also catches the HOVER * events. Also, instead of ACTION_DOWN, we are continuing to send the hovering * stream to ensure that the spy receives hover events correctly. */ TEST_F(InputDispatcherTest, MouseClickUnderShrinkingTrustedOverlayWithSpy) { std::shared_ptr app = std::make_shared(); sp spyWindow = sp::make(app, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 200, 200)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp overlay = sp::make(app, mDispatcher, "Trusted overlay", ui::LogicalDisplayId::DEFAULT); overlay->setTrustedOverlay(true); overlay->setWatchOutsideTouch(true); overlay->setFrame(Rect(0, 0, 200, 200)); sp window = sp::make(app, mDispatcher, "Regular window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged( {{*spyWindow->getInfo(), *overlay->getInfo(), *window->getInfo()}, {}, 0, 0}); // Hover the mouse into the overlay mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(110)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); overlay->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // Now, shrink the touchable region of the overlay! This will cause the cursor to suddenly have // the regular window as the touch target overlay->setTouchableRegion(Region({0, 0, 0, 0})); mDispatcher->onWindowInfosChanged( {{*spyWindow->getInfo(), *overlay->getInfo(), *window->getInfo()}, {}, 0, 0}); // Now we can click with the mouse. The click should go into the regular window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(110).y(110)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_HOVER_MOVE)); overlay->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); } using InputDispatcherMultiDeviceTest = InputDispatcherTest; /** * One window. Stylus down on the window. Next, touch from another device goes down. Ensure that * touch is dropped, because stylus should be preferred over touch. */ TEST_F(InputDispatcherMultiDeviceTest, StylusDownBlocksTouchDown) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); constexpr int32_t touchDeviceId = 4; constexpr int32_t stylusDeviceId = 2; // Stylus down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(110)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); // Touch down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(140).y(145)) .build()); // Touch move mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(141).y(146)) .build()); // Touch is ignored because stylus is already down // Subsequent stylus movements are delivered correctly mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(111)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); window->assertNoEvents(); } /** * One window. Stylus down on the window. Next, touch from another device goes down. Ensure that * touch is not dropped, because multiple devices are allowed to be active in the same window. */ TEST_F(InputDispatcherMultiDeviceTest, StylusDownDoesNotBlockTouchDown) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); constexpr int32_t touchDeviceId = 4; constexpr int32_t stylusDeviceId = 2; // Stylus down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(110)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); // Touch down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(140).y(145)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); // Touch move mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(141).y(146)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); // Stylus move mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(111)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); window->assertNoEvents(); } /** * One window and one spy window. Stylus down on the window. Next, touch from another device goes * down. Ensure that touch is dropped, because stylus should be preferred over touch. * Similar test as above, but with added SPY window. */ TEST_F(InputDispatcherMultiDeviceTest, StylusDownWithSpyBlocksTouchDown) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 200, 200)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*spyWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); constexpr int32_t touchDeviceId = 4; constexpr int32_t stylusDeviceId = 2; // Stylus down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(110)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); // Touch down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(140).y(145)) .build()); // Touch move mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(141).y(146)) .build()); // Touch is ignored because stylus is already down // Subsequent stylus movements are delivered correctly mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(111)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); window->assertNoEvents(); spyWindow->assertNoEvents(); } /** * One window and one spy window. Stylus down on the window. Next, touch from another device goes * down. Ensure that touch is not dropped, because multiple devices can be active at the same time. * Similar test as above, but with added SPY window. */ TEST_F(InputDispatcherMultiDeviceTest, StylusDownWithSpyDoesNotBlockTouchDown) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 200, 200)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*spyWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); constexpr int32_t touchDeviceId = 4; constexpr int32_t stylusDeviceId = 2; // Stylus down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(110)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); // Touch down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(140).y(145)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); // Touch move mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(141).y(146)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); // Subsequent stylus movements are delivered correctly mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(111)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); window->assertNoEvents(); spyWindow->assertNoEvents(); } /** * One window. Stylus hover on the window. Next, touch from another device goes down. Ensure that * touch is dropped, because stylus hover takes precedence. */ TEST_F(InputDispatcherMultiDeviceTest, StylusHoverBlocksTouchDown) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); constexpr int32_t touchDeviceId = 4; constexpr int32_t stylusDeviceId = 2; // Stylus down on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(110)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(stylusDeviceId))); // Touch down on window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(140).y(145)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(141).y(146)) .build()); // Touch is ignored because stylus is hovering // Subsequent stylus movements are delivered correctly mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(111)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); // and subsequent touches continue to be ignored mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(142).y(147)) .build()); window->assertNoEvents(); } /** * One window. Stylus hover on the window. Next, touch from another device goes down. Ensure that * touch is not dropped, because stylus hover and touch can be both active at the same time. */ TEST_F(InputDispatcherMultiDeviceTest, StylusHoverDoesNotBlockTouchDown) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); constexpr int32_t touchDeviceId = 4; constexpr int32_t stylusDeviceId = 2; // Stylus down on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(110)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(stylusDeviceId))); // Touch down on window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(140).y(145)) .build()); // Touch move on window window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(141).y(146)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); // Subsequent stylus movements are delivered correctly mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(111)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); // and subsequent touches continue to work mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(142).y(147)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); window->assertNoEvents(); } /** * One window. Touch down on the window. Then, stylus hover on the window from another device. * Ensure that touch is canceled, because stylus hover should take precedence. */ TEST_F(InputDispatcherMultiDeviceTest, TouchIsCanceledByStylusHover) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); constexpr int32_t touchDeviceId = 4; constexpr int32_t stylusDeviceId = 2; // Touch down on window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(140).y(145)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(141).y(146)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); // Stylus hover on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(110)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(111)) .build()); // Stylus hover movement causes touch to be canceled window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(touchDeviceId), WithCoords(141, 146))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(stylusDeviceId), WithCoords(100, 110))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); // Subsequent touch movements are ignored mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(142).y(147)) .build()); window->assertNoEvents(); } /** * One window. Touch down on the window. Then, stylus hover on the window from another device. * Ensure that touch is not canceled, because stylus hover can be active at the same time as touch. */ TEST_F(InputDispatcherMultiDeviceTest, TouchIsNotCanceledByStylusHover) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); constexpr int32_t touchDeviceId = 4; constexpr int32_t stylusDeviceId = 2; // Touch down on window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(140).y(145)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(141).y(146)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); // Stylus hover on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(110)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(111)) .build()); // Stylus hover movement is received normally window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(stylusDeviceId), WithCoords(100, 110))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); // Subsequent touch movements also work mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(142).y(147)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId), WithCoords(142, 147))); window->assertNoEvents(); } /** * One window. Stylus down on the window. Then, stylus from another device goes down. Ensure that * the latest stylus takes over. That is, old stylus should be canceled and the new stylus should * become active. */ TEST_F(InputDispatcherMultiDeviceTest, LatestStylusWins) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); constexpr int32_t stylusDeviceId1 = 3; constexpr int32_t stylusDeviceId2 = 5; // Touch down on window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId1) .pointer(PointerBuilder(0, ToolType::STYLUS).x(99).y(100)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId1) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(101)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId1))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId1))); // Second stylus down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId2) .pointer(PointerBuilder(0, ToolType::STYLUS).x(9).y(10)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId2) .pointer(PointerBuilder(0, ToolType::STYLUS).x(10).y(11)) .build()); // First stylus is canceled, second one takes over. window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(stylusDeviceId1))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId2))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId2))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId1) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(102)) .build()); // Subsequent stylus movements are delivered correctly window->assertNoEvents(); } /** * One window. Stylus down on the window. Then, stylus from another device goes down. Ensure that * both stylus devices can function simultaneously. */ TEST_F(InputDispatcherMultiDeviceTest, TwoStylusDevicesActiveAtTheSameTime) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); constexpr int32_t stylusDeviceId1 = 3; constexpr int32_t stylusDeviceId2 = 5; // Touch down on window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId1) .pointer(PointerBuilder(0, ToolType::STYLUS).x(99).y(100)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId1) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(101)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId1))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId1))); // Second stylus down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId2) .pointer(PointerBuilder(0, ToolType::STYLUS).x(9).y(10)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId2) .pointer(PointerBuilder(0, ToolType::STYLUS).x(10).y(11)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId2))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId2))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId1) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(102)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId1))); window->assertNoEvents(); } /** * One window. Touch down on the window. Then, stylus down on the window from another device. * Ensure that is canceled, because stylus down should be preferred over touch. */ TEST_F(InputDispatcherMultiDeviceTest, TouchIsCanceledByStylusDown) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); constexpr int32_t touchDeviceId = 4; constexpr int32_t stylusDeviceId = 2; // Touch down on window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(140).y(145)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(141).y(146)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); // Stylus down on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(110)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(touchDeviceId))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); // Subsequent stylus movements are delivered correctly mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(111)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); } /** * One window. Touch down on the window. Then, stylus down on the window from another device. * Ensure that both touch and stylus are functioning independently. */ TEST_F(InputDispatcherMultiDeviceTest, TouchIsNotCanceledByStylusDown) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); constexpr int32_t touchDeviceId = 4; constexpr int32_t stylusDeviceId = 2; // Touch down on window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(140).y(145)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(141).y(146)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); // Stylus down on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(110)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); // Subsequent stylus movements are delivered correctly mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(101).y(111)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId), WithCoords(101, 111))); // Touch continues to work too mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(148).y(149)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); } /** * Two windows: a window on the left and a window on the right. * Mouse is clicked on the left window and remains down. Touch is touched on the right and remains * down. Then, on the left window, also place second touch pointer down. * This test tries to reproduce a crash. * In the buggy implementation, second pointer down on the left window would cause a crash. */ TEST_F(InputDispatcherMultiDeviceTest, MultiDeviceSplitTouch_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const int32_t touchDeviceId = 4; const int32_t mouseDeviceId = 6; // Start hovering over the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(mouseDeviceId))); // Mouse down on left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_EXIT), WithDeviceId(mouseDeviceId))); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(mouseDeviceId))); mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .actionButton(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); // First touch pointer down on right window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); leftWindow->assertNoEvents(); rightWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); // Second touch pointer down on left window mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(100).y(100)) .build()); // Since this is now a new splittable pointer going down on the left window, and it's coming // from a different device, the current gesture in the left window (pointer down) should first // be canceled. leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(mouseDeviceId))); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); // This MOVE event is not necessary (doesn't carry any new information), but it's there in the // current implementation. const std::map expectedPointers{{0, PointF{100, 100}}}; rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithPointers(expectedPointers))); leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * Two windows: a window on the left and a window on the right. * Mouse is clicked on the left window and remains down. Touch is touched on the right and remains * down. Then, on the left window, also place second touch pointer down. * This test tries to reproduce a crash. * In the buggy implementation, second pointer down on the left window would cause a crash. */ TEST_F(InputDispatcherMultiDeviceTest, MultiDeviceSplitTouch) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const int32_t touchDeviceId = 4; const int32_t mouseDeviceId = 6; // Start hovering over the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(mouseDeviceId))); // Mouse down on left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_EXIT), WithDeviceId(mouseDeviceId))); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(mouseDeviceId))); mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .actionButton(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); // First touch pointer down on right window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); leftWindow->assertNoEvents(); rightWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); // Second touch pointer down on left window mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(100).y(100)) .build()); // Since this is now a new splittable pointer going down on the left window, and it's coming // from a different device, it will be split and delivered to left window separately. leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); // This MOVE event is not necessary (doesn't carry any new information), but it's there in the // current implementation. const std::map expectedPointers{{0, PointF{100, 100}}}; rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithPointers(expectedPointers))); leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * Two windows: a window on the left and a window on the right. * Mouse is hovered on the left window and stylus is hovered on the right window. */ TEST_F(InputDispatcherMultiDeviceTest, MultiDeviceHover) { std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const int32_t stylusDeviceId = 3; const int32_t mouseDeviceId = 6; // Start hovering over the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(110)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(mouseDeviceId))); // Stylus hovered on right window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(300).y(100)) .build()); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(stylusDeviceId))); // Subsequent HOVER_MOVE events are dispatched correctly. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .pointer(PointerBuilder(0, ToolType::MOUSE).x(110).y(120)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(mouseDeviceId))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(310).y(110)) .build()); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId))); leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * Three windows: a window on the left and a window on the right. * And a spy window that's positioned above all of them. * Stylus down on the left window and remains down. Touch goes down on the right and remains down. * Check the stream that's received by the spy. */ TEST_F(InputDispatcherMultiDeviceTest, MultiDeviceWithSpy_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 400, 400)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); mDispatcher->onWindowInfosChanged( {{*spyWindow->getInfo(), *leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const int32_t stylusDeviceId = 1; const int32_t touchDeviceId = 2; // Stylus down on the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); // Touch down on the right window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); leftWindow->assertNoEvents(); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); // Spy window does not receive touch events, because stylus events take precedence, and it // already has an active stylus gesture. // Stylus movements continue. They should be delivered to the left window and to the spy window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(110).y(110)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId))); // Further MOVE events keep going to the right window only mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(310).y(110)) .build()); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); spyWindow->assertNoEvents(); leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * Three windows: a window on the left and a window on the right. * And a spy window that's positioned above all of them. * Stylus down on the left window and remains down. Touch goes down on the right and remains down. * Check the stream that's received by the spy. */ TEST_F(InputDispatcherMultiDeviceTest, MultiDeviceWithSpy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 400, 400)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); mDispatcher->onWindowInfosChanged( {{*spyWindow->getInfo(), *leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const int32_t stylusDeviceId = 1; const int32_t touchDeviceId = 2; // Stylus down on the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); // Touch down on the right window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); leftWindow->assertNoEvents(); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); // Stylus movements continue. They should be delivered to the left window and to the spy window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(110).y(110)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId))); // Further touch MOVE events keep going to the right window and to the spy mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(310).y(110)) .build()); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); spyWindow->assertNoEvents(); leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * Three windows: a window on the left, a window on the right, and a spy window positioned above * both. * Check hover in left window and touch down in the right window. * At first, spy should receive hover. Spy shouldn't receive touch while stylus is hovering. * At the same time, left and right should be getting independent streams of hovering and touch, * respectively. */ TEST_F(InputDispatcherMultiDeviceTest, MultiDeviceHoverBlocksTouchWithSpy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 400, 400)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); mDispatcher->onWindowInfosChanged( {{*spyWindow->getInfo(), *leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const int32_t stylusDeviceId = 1; const int32_t touchDeviceId = 2; // Stylus hover on the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(stylusDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(stylusDeviceId))); // Touch down on the right window. Spy doesn't receive this touch because it already has // stylus hovering there. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); leftWindow->assertNoEvents(); spyWindow->assertNoEvents(); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); // Stylus movements continue. They should be delivered to the left window and the spy. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(110).y(110)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId))); // Touch movements continue. They should be delivered to the right window only mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(301).y(101)) .build()); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); spyWindow->assertNoEvents(); leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * Three windows: a window on the left, a window on the right, and a spy window positioned above * both. * Check hover in left window and touch down in the right window. * At first, spy should receive hover. Next, spy should receive touch. * At the same time, left and right should be getting independent streams of hovering and touch, * respectively. */ TEST_F(InputDispatcherMultiDeviceTest, MultiDeviceHoverDoesNotBlockTouchWithSpy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 400, 400)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); mDispatcher->onWindowInfosChanged( {{*spyWindow->getInfo(), *leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const int32_t stylusDeviceId = 1; const int32_t touchDeviceId = 2; // Stylus hover on the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(100).y(100)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(stylusDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(stylusDeviceId))); // Touch down on the right window. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); leftWindow->assertNoEvents(); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); // Stylus movements continue. They should be delivered to the left window and the spy. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(110).y(110)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId))); // Touch movements continue. They should be delivered to the right window and the spy mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(301).y(101)) .build()); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); spyWindow->assertNoEvents(); leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * On a single window, use two different devices: mouse and touch. * Touch happens first, with two pointers going down, and then the first pointer leaving. * Mouse is clicked next, which causes the touch stream to be aborted with ACTION_CANCEL. * Finally, a second touch pointer goes down again. Ensure the second touch pointer is ignored, * because the mouse is currently down, and a POINTER_DOWN event from the touchscreen does not * represent a new gesture. */ TEST_F(InputDispatcherMultiDeviceTest, MixedTouchAndMouseWithPointerDown_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 400, 400)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const int32_t touchDeviceId = 4; const int32_t mouseDeviceId = 6; // First touch pointer down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); // Second touch pointer down mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(350).y(100)) .build()); // First touch pointer lifts. The second one remains down mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_0_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(350).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); window->consumeMotionEvent(WithMotionAction(POINTER_1_DOWN)); window->consumeMotionEvent(WithMotionAction(POINTER_0_UP)); // Mouse down. The touch should be canceled mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(320).y(100)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(touchDeviceId), WithPointerCount(1u))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(mouseDeviceId))); mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .actionButton(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(320).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); // Second touch pointer down. mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_0_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(350).y(100)) .build()); // Since we already canceled this touch gesture, it will be ignored until a completely new // gesture is started. This is easier to implement than trying to keep track of the new pointer // and generating an ACTION_DOWN instead of ACTION_POINTER_DOWN. // However, mouse movements should continue to work. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(330).y(110)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(mouseDeviceId))); window->assertNoEvents(); } /** * On a single window, use two different devices: mouse and touch. * Touch happens first, with two pointers going down, and then the first pointer leaving. * Mouse is clicked next, which should not interfere with the touch stream. * Finally, a second touch pointer goes down again. Ensure the second touch pointer is also * delivered correctly. */ TEST_F(InputDispatcherMultiDeviceTest, MixedTouchAndMouseWithPointerDown) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 400, 400)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const int32_t touchDeviceId = 4; const int32_t mouseDeviceId = 6; // First touch pointer down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); // Second touch pointer down mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(350).y(100)) .build()); // First touch pointer lifts. The second one remains down mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_0_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(350).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); window->consumeMotionEvent(WithMotionAction(POINTER_1_DOWN)); window->consumeMotionEvent(WithMotionAction(POINTER_0_UP)); // Mouse down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(320).y(100)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(mouseDeviceId))); mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .actionButton(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(320).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); // Second touch pointer down. mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_0_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(350).y(100)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(POINTER_0_DOWN), WithDeviceId(touchDeviceId), WithPointerCount(2u))); // Mouse movements should continue to work mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(330).y(110)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(mouseDeviceId))); window->assertNoEvents(); } /** * Inject a touch down and then send a new event via 'notifyMotion'. Ensure the new event cancels * the injected event. */ TEST_F(InputDispatcherMultiDeviceTest, UnfinishedInjectedEvent_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 400, 400)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const int32_t touchDeviceId = 4; // Pretend a test injects an ACTION_DOWN mouse event, but forgets to lift up the touch after // completion. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .deviceId(ReservedInputDeviceId::VIRTUAL_KEYBOARD_ID) .pointer(PointerBuilder(0, ToolType::MOUSE).x(50).y(50)) .build())); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(VIRTUAL_KEYBOARD_ID))); // Now a real touch comes. Rather than crashing or dropping the real event, the injected pointer // should be canceled and the new gesture should take over. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(VIRTUAL_KEYBOARD_ID))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); } /** * Inject a touch down and then send a new event via 'notifyMotion'. Ensure the new event runs * parallel to the injected event. */ TEST_F(InputDispatcherMultiDeviceTest, UnfinishedInjectedEvent) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 400, 400)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const int32_t touchDeviceId = 4; // Pretend a test injects an ACTION_DOWN mouse event, but forgets to lift up the touch after // completion. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .deviceId(ReservedInputDeviceId::VIRTUAL_KEYBOARD_ID) .pointer(PointerBuilder(0, ToolType::MOUSE).x(50).y(50)) .build())); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(VIRTUAL_KEYBOARD_ID))); // Now a real touch comes. The injected pointer will remain, and the new gesture will also be // allowed through. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); } /** * This test is similar to the test above, but the sequence of injected events is different. * * Two windows: a window on the left and a window on the right. * Mouse is hovered over the left window. * Next, we tap on the left window, where the cursor was last seen. * * After that, we inject one finger down onto the right window, and then a second finger down onto * the left window. * The touch is split, so this last gesture should cause 2 ACTION_DOWN events, one in the right * window (first), and then another on the left window (second). * This test reproduces a crash where there is a mismatch between the downTime and eventTime. * In the buggy implementation, second finger down on the left window would cause a crash. */ TEST_F(InputDispatcherMultiDeviceTest, HoverTapAndSplitTouch_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const int32_t mouseDeviceId = 6; const int32_t touchDeviceId = 4; // Hover over the left window. Keep the cursor there. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .pointer(PointerBuilder(0, ToolType::MOUSE).x(50).y(50)) .build())); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // Tap on left window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build())); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build())); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_EXIT)); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_UP)); // First finger down on right window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build())); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); // Second finger down on the left window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(100).y(100)) .build())); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_MOVE)); // No more events leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * This test is similar to the test above, but the sequence of injected events is different. * * Two windows: a window on the left and a window on the right. * Mouse is hovered over the left window. * Next, we tap on the left window, where the cursor was last seen. * * After that, we send one finger down onto the right window, and then a second finger down onto * the left window. * The touch is split, so this last gesture should cause 2 ACTION_DOWN events, one in the right * window (first), and then another on the left window (second). * This test reproduces a crash where there is a mismatch between the downTime and eventTime. * In the buggy implementation, second finger down on the left window would cause a crash. */ TEST_F(InputDispatcherMultiDeviceTest, HoverTapAndSplitTouch) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 200, 200)); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 400, 200)); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const int32_t mouseDeviceId = 6; const int32_t touchDeviceId = 4; // Hover over the left window. Keep the cursor there. mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .pointer(PointerBuilder(0, ToolType::MOUSE).x(50).y(50)) .build()); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // Tap on left window mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(AMOTION_EVENT_ACTION_DOWN), WithDeviceId(touchDeviceId))); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(AMOTION_EVENT_ACTION_UP), WithDeviceId(touchDeviceId))); // First finger down on right window mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .build()); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); // Second finger down on the left window mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(300).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(100).y(100)) .build()); leftWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_DOWN)); rightWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_MOVE)); // No more events leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * Start hovering with a stylus device, and then tap with a touch device. Ensure no crash occurs. * While the touch is down, new hover events from the stylus device should be ignored. After the * touch is gone, stylus hovering should start working again. */ TEST_F(InputDispatcherMultiDeviceTest, StylusHoverIgnoresTouchTap) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const int32_t stylusDeviceId = 5; const int32_t touchDeviceId = 4; // Start hovering with stylus ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build())); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // Finger down on the window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build())); // The touch device should be ignored! // Continue hovering with stylus. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(60).y(60)) .build())); // Hovers continue to work window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId))); // Lift up the finger ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build())); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(70).y(70)) .build())); window->consumeMotionEvent( AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId))); window->assertNoEvents(); } /** * Start hovering with a stylus device, and then tap with a touch device. Ensure no crash occurs. * While the touch is down, hovering from the stylus is not affected. After the touch is gone, * check that the stylus hovering continues to work. */ TEST_F(InputDispatcherMultiDeviceTest, StylusHoverWithTouchTap) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const int32_t stylusDeviceId = 5; const int32_t touchDeviceId = 4; // Start hovering with stylus mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // Finger down on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); // Continue hovering with stylus. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(60).y(60)) .build()); // Hovers continue to work window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId))); // Lift up the finger mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_UP), WithDeviceId(touchDeviceId))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(70).y(70)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId))); window->assertNoEvents(); } /** * If stylus is down anywhere on the screen, then touches should not be delivered to windows that * have InputConfig::GLOBAL_STYLUS_BLOCKS_TOUCH. * * Two windows: one on the left and one on the right. * The window on the right has GLOBAL_STYLUS_BLOCKS_TOUCH config. * Stylus down on the left window, and then touch down on the right window. * Check that the right window doesn't get touches while the stylus is down on the left window. */ TEST_F(InputDispatcherMultiDeviceTest, GlobalStylusDownBlocksTouch) { std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left window", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 100, 100)); sp sbtRightWindow = sp::make(application, mDispatcher, "Stylus blocks touch (right) window", ui::LogicalDisplayId::DEFAULT); sbtRightWindow->setFrame(Rect(100, 100, 200, 200)); sbtRightWindow->setGlobalStylusBlocksTouch(true); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *sbtRightWindow->getInfo()}, {}, 0, 0}); const int32_t stylusDeviceId = 5; const int32_t touchDeviceId = 4; // Stylus down in the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(52)) .deviceId(stylusDeviceId) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); // Finger tap on the right window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(151)) .deviceId(touchDeviceId) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(151)) .deviceId(touchDeviceId) .build()); // The touch should be blocked, because stylus is down somewhere else on screen! sbtRightWindow->assertNoEvents(); // Continue stylus motion, and ensure it's not impacted. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(51).y(53)) .deviceId(stylusDeviceId) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(51).y(53)) .deviceId(stylusDeviceId) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId))); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_UP), WithDeviceId(stylusDeviceId))); // Now that the stylus gesture is done, touches should be getting delivered correctly. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(151).y(153)) .deviceId(touchDeviceId) .build()); sbtRightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); } /** * If stylus is hovering anywhere on the screen, then touches should not be delivered to windows * that have InputConfig::GLOBAL_STYLUS_BLOCKS_TOUCH. * * Two windows: one on the left and one on the right. * The window on the right has GLOBAL_STYLUS_BLOCKS_TOUCH config. * Stylus hover on the left window, and then touch down on the right window. * Check that the right window doesn't get touches while the stylus is hovering on the left window. */ TEST_F(InputDispatcherMultiDeviceTest, GlobalStylusHoverBlocksTouch) { std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left window", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 100, 100)); sp sbtRightWindow = sp::make(application, mDispatcher, "Stylus blocks touch (right) window", ui::LogicalDisplayId::DEFAULT); sbtRightWindow->setFrame(Rect(100, 100, 200, 200)); sbtRightWindow->setGlobalStylusBlocksTouch(true); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *sbtRightWindow->getInfo()}, {}, 0, 0}); const int32_t stylusDeviceId = 5; const int32_t touchDeviceId = 4; // Stylus hover in the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(52)) .deviceId(stylusDeviceId) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(stylusDeviceId))); // Finger tap on the right window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(151)) .deviceId(touchDeviceId) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(151)) .deviceId(touchDeviceId) .build()); // The touch should be blocked, because stylus is hovering somewhere else on screen! sbtRightWindow->assertNoEvents(); // Continue stylus motion, and ensure it's not impacted. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(51).y(53)) .deviceId(stylusDeviceId) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_EXIT, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(51).y(53)) .deviceId(stylusDeviceId) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithDeviceId(stylusDeviceId))); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_EXIT), WithDeviceId(stylusDeviceId))); // Now that the stylus gesture is done, touches should be getting delivered correctly. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(151).y(153)) .deviceId(touchDeviceId) .build()); sbtRightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); } /** * A spy window above a window with no input channel. * Start hovering with a stylus device, and then tap with it. * Ensure spy window receives the entire sequence. */ TEST_F(InputDispatcherTest, StylusHoverAndDownNoInputChannel) { std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 200, 200)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setNoInputChannel(true); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*spyWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); // Start hovering with stylus mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // Stop hovering mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_EXIT, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); // Stylus touches down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); // Stylus goes up mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_UP)); // Again hover mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // Stop hovering mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_EXIT, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); // No more events spyWindow->assertNoEvents(); window->assertNoEvents(); } /** * A stale stylus HOVER_EXIT event is injected. Since it's a stale event, it should generally be * rejected. But since we already have an ongoing gesture, this event should be processed. * This prevents inconsistent events being handled inside the dispatcher. */ TEST_F(InputDispatcherTest, StaleStylusHoverGestureIsComplete) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // Start hovering with stylus mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); NotifyMotionArgs hoverExit = MotionArgsBuilder(ACTION_HOVER_EXIT, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build(); // Make this 'hoverExit' event stale mFakePolicy->setStaleEventTimeout(100ms); std::this_thread::sleep_for(100ms); // It shouldn't be dropped by the dispatcher, even though it's stale. mDispatcher->notifyMotion(hoverExit); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); // Stylus starts hovering again! There should be no crash. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(51).y(51)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); } /** * Start hovering with a mouse, and then tap with a touch device. Pilfer the touch stream. * Next, click with the mouse device. Both windows (spy and regular) should receive the new mouse * ACTION_DOWN event because that's a new gesture, and pilfering should no longer be active. * While the mouse is down, new move events from the touch device should be ignored. */ TEST_F(InputDispatcherTest, TouchPilferAndMouseMove_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 200, 200)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*spyWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); const int32_t mouseDeviceId = 7; const int32_t touchDeviceId = 4; // Hover a bit with mouse first mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(mouseDeviceId))); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(mouseDeviceId))); // Start touching mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(55).y(55)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); window->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); // Pilfer the stream EXPECT_EQ(OK, mDispatcher->pilferPointers(spyWindow->getToken())); window->consumeMotionEvent(WithMotionAction(ACTION_CANCEL)); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(60).y(60)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); // Mouse down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(touchDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(mouseDeviceId))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(mouseDeviceId))); mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .actionButton(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); // Mouse move! mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(110).y(110)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); window->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); // Touch move! mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(65).y(65)) .build()); // No more events spyWindow->assertNoEvents(); window->assertNoEvents(); } /** * Start hovering with a mouse, and then tap with a touch device. Pilfer the touch stream. * Next, click with the mouse device. Both windows (spy and regular) should receive the new mouse * ACTION_DOWN event because that's a new gesture, and pilfering should no longer be active. * While the mouse is down, new move events from the touch device should continue to work. */ TEST_F(InputDispatcherTest, TouchPilferAndMouseMove) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 200, 200)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*spyWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); const int32_t mouseDeviceId = 7; const int32_t touchDeviceId = 4; // Hover a bit with mouse first mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(mouseDeviceId))); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(mouseDeviceId))); // Start touching mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(55).y(55)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); window->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); // Pilfer the stream EXPECT_EQ(OK, mDispatcher->pilferPointers(spyWindow->getToken())); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(touchDeviceId))); // Hover is not pilfered! Only touch. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(60).y(60)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); // Mouse down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_EXIT), WithDeviceId(mouseDeviceId))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(mouseDeviceId))); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_EXIT), WithDeviceId(mouseDeviceId))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(mouseDeviceId))); mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .actionButton(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); spyWindow->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); // Mouse move! mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(110).y(110)) .build()); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(mouseDeviceId))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(mouseDeviceId))); // Touch move! mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(65).y(65)) .build()); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); // No more events spyWindow->assertNoEvents(); window->assertNoEvents(); } /** * 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 application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", DISPLAY_ID); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // Touch down on the empty space mDispatcher->notifyMotion(generateTouchArgs(AMOTION_EVENT_ACTION_DOWN, {{-1, -1}})); mDispatcher->waitForIdle(); window->assertNoEvents(); // Now touch down on the window with another pointer mDispatcher->notifyMotion(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 application = std::make_shared(); sp window1 = sp::make(application, mDispatcher, "Window1", DISPLAY_ID); window1->setTouchableRegion(Region{{0, 0, 100, 100}}); window1->setTouchable(false); sp window2 = sp::make(application, mDispatcher, "Window2", DISPLAY_ID); window2->setTouchableRegion(Region{{100, 0, 200, 100}}); mDispatcher->onWindowInfosChanged({{*window1->getInfo(), *window2->getInfo()}, {}, 0, 0}); // Touch down on the non-touchable window mDispatcher->notifyMotion(generateTouchArgs(AMOTION_EVENT_ACTION_DOWN, {{50, 50}})); mDispatcher->waitForIdle(); window1->assertNoEvents(); window2->assertNoEvents(); // Now touch down on the window with another pointer mDispatcher->notifyMotion(generateTouchArgs(POINTER_1_DOWN, {{50, 50}, {150, 50}})); mDispatcher->waitForIdle(); window2->consumeMotionDown(); } /** * When splitting touch events the downTime should be adjusted such that the downTime corresponds * to the event time of the first ACTION_DOWN sent to the particular window. */ TEST_F(InputDispatcherTest, SplitTouchesSendCorrectActionDownTime) { std::shared_ptr application = std::make_shared(); sp window1 = sp::make(application, mDispatcher, "Window1", DISPLAY_ID); window1->setTouchableRegion(Region{{0, 0, 100, 100}}); sp window2 = sp::make(application, mDispatcher, "Window2", DISPLAY_ID); window2->setTouchableRegion(Region{{100, 0, 200, 100}}); mDispatcher->onWindowInfosChanged({{*window1->getInfo(), *window2->getInfo()}, {}, 0, 0}); // Touch down on the first window mDispatcher->notifyMotion(generateTouchArgs(AMOTION_EVENT_ACTION_DOWN, {{50, 50}})); mDispatcher->waitForIdle(); const std::unique_ptr firstDown = window1->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN))); ASSERT_EQ(firstDown->getDownTime(), firstDown->getEventTime()); window2->assertNoEvents(); // Now touch down on the window with another pointer mDispatcher->notifyMotion(generateTouchArgs(POINTER_1_DOWN, {{50, 50}, {150, 50}})); mDispatcher->waitForIdle(); const std::unique_ptr secondDown = window2->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN))); ASSERT_EQ(secondDown->getDownTime(), secondDown->getEventTime()); ASSERT_NE(firstDown->getDownTime(), secondDown->getDownTime()); // We currently send MOVE events to all windows receiving a split touch when there is any change // in the touch state, even when none of the pointers in the split window actually moved. // Document this behavior in the test. window1->consumeMotionMove(); // Now move the pointer on the second window mDispatcher->notifyMotion(generateTouchArgs(AMOTION_EVENT_ACTION_MOVE, {{50, 50}, {151, 51}})); mDispatcher->waitForIdle(); window2->consumeMotionEvent(WithDownTime(secondDown->getDownTime())); window1->consumeMotionEvent(WithDownTime(firstDown->getDownTime())); // Now add new touch down on the second window mDispatcher->notifyMotion(generateTouchArgs(POINTER_2_DOWN, {{50, 50}, {151, 51}, {150, 50}})); mDispatcher->waitForIdle(); window2->consumeMotionEvent( AllOf(WithMotionAction(POINTER_1_DOWN), WithDownTime(secondDown->getDownTime()))); window1->consumeMotionEvent(WithDownTime(firstDown->getDownTime())); // Now move the pointer on the first window mDispatcher->notifyMotion( generateTouchArgs(AMOTION_EVENT_ACTION_MOVE, {{51, 51}, {151, 51}, {150, 50}})); mDispatcher->waitForIdle(); window1->consumeMotionEvent(WithDownTime(firstDown->getDownTime())); window2->consumeMotionEvent(WithDownTime(secondDown->getDownTime())); // Now add new touch down on the first window mDispatcher->notifyMotion( generateTouchArgs(POINTER_3_DOWN, {{51, 51}, {151, 51}, {150, 50}, {50, 50}})); mDispatcher->waitForIdle(); window1->consumeMotionEvent( AllOf(WithMotionAction(POINTER_1_DOWN), WithDownTime(firstDown->getDownTime()))); window2->consumeMotionEvent(WithDownTime(secondDown->getDownTime())); } /** * When events are not split, the downTime should be adjusted such that the downTime corresponds * to the event time of the first ACTION_DOWN. If a new window appears, it should not affect * the event routing because the first window prevents splitting. */ TEST_F(InputDispatcherTest, SplitTouchesSendCorrectActionDownTimeForNewWindow) { SCOPED_FLAG_OVERRIDE(split_all_touches, false); std::shared_ptr application = std::make_shared(); sp window1 = sp::make(application, mDispatcher, "Window1", DISPLAY_ID); window1->setTouchableRegion(Region{{0, 0, 100, 100}}); window1->setPreventSplitting(true); sp window2 = sp::make(application, mDispatcher, "Window2", DISPLAY_ID); window2->setTouchableRegion(Region{{100, 0, 200, 100}}); mDispatcher->onWindowInfosChanged({{*window1->getInfo()}, {}, 0, 0}); // Touch down on the first window NotifyMotionArgs downArgs = MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build(); mDispatcher->notifyMotion(downArgs); window1->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDownTime(downArgs.downTime))); // Second window is added mDispatcher->onWindowInfosChanged({{*window1->getInfo(), *window2->getInfo()}, {}, 0, 0}); // Now touch down on the window with another pointer mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(150).y(50)) .downTime(downArgs.downTime) .build()); window1->consumeMotionPointerDown(1, AllOf(WithDownTime(downArgs.downTime))); // Finish the gesture mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(150).y(50)) .downTime(downArgs.downTime) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .downTime(downArgs.downTime) .build()); window1->consumeMotionPointerUp(1, AllOf(WithDownTime(downArgs.downTime))); window1->consumeMotionEvent( AllOf(WithMotionAction(ACTION_UP), WithDownTime(downArgs.downTime))); window2->assertNoEvents(); } /** * When splitting touch events, the downTime should be adjusted such that the downTime corresponds * to the event time of the first ACTION_DOWN sent to the new window. * If a new window that does not support split appears on the screen and gets touched with the * second finger, it should not get any events because it doesn't want split touches. At the same * time, the first window should not get the pointer_down event because it supports split touches * (and the touch occurred outside of the bounds of window1). */ TEST_F(InputDispatcherTest, SplitTouchesDropsEventForNonSplittableSecondWindow) { SCOPED_FLAG_OVERRIDE(split_all_touches, false); std::shared_ptr application = std::make_shared(); sp window1 = sp::make(application, mDispatcher, "Window1", DISPLAY_ID); window1->setTouchableRegion(Region{{0, 0, 100, 100}}); sp window2 = sp::make(application, mDispatcher, "Window2", DISPLAY_ID); window2->setTouchableRegion(Region{{100, 0, 200, 100}}); mDispatcher->onWindowInfosChanged({{*window1->getInfo()}, {}, 0, 0}); // Touch down on the first window NotifyMotionArgs downArgs = MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build(); mDispatcher->notifyMotion(downArgs); window1->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDownTime(downArgs.downTime))); // Second window is added window2->setPreventSplitting(true); mDispatcher->onWindowInfosChanged({{*window1->getInfo(), *window2->getInfo()}, {}, 0, 0}); // Now touch down on the window with another pointer mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(150).y(50)) .downTime(downArgs.downTime) .build()); // Event is dropped because window2 doesn't support split touch, and window1 does. // Complete the gesture mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(150).y(50)) .downTime(downArgs.downTime) .build()); // A redundant MOVE event is generated that doesn't carry any new information window1->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithDownTime(downArgs.downTime))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .downTime(downArgs.downTime) .build()); window1->consumeMotionEvent( AllOf(WithMotionAction(ACTION_UP), WithDownTime(downArgs.downTime))); window1->assertNoEvents(); window2->assertNoEvents(); } TEST_F(InputDispatcherTest, HoverMoveEnterMouseClickAndHoverMoveExit) { std::shared_ptr application = std::make_shared(); sp windowLeft = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); windowLeft->setFrame(Rect(0, 0, 600, 800)); sp windowRight = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); windowRight->setFrame(Rect(600, 0, 1200, 800)); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged( {{*windowLeft->getInfo(), *windowRight->getInfo()}, {}, 0, 0}); // 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, ToolType::MOUSE).x(900).y(400)) .build())); windowRight->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // Move cursor into left window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(400)) .build())); windowRight->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_EXIT)); windowLeft->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // 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, ToolType::MOUSE).x(300).y(400)) .build())); windowLeft->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); windowLeft->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); 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, ToolType::MOUSE).x(300).y(400)) .build())); windowLeft->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); 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, ToolType::MOUSE).x(300).y(400)) .build())); windowLeft->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_RELEASE)); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_MOUSE) .buttonState(0) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(400)) .build())); windowLeft->consumeMotionUp(ui::LogicalDisplayId::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, ToolType::MOUSE).x(900).y(400)) .build())); windowRight->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // No more events windowLeft->assertNoEvents(); windowRight->assertNoEvents(); } /** * Put two fingers down (and don't release them) and click the mouse button. * The clicking of mouse is a new ACTION_DOWN event. Since it's from a different device, the * currently active gesture should be canceled, and the new one should proceed. */ TEST_F(InputDispatcherTest, TwoPointersDownMouseClick_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 600, 800)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const int32_t touchDeviceId = 4; const int32_t mouseDeviceId = 6; // Two pointers down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(120).y(120)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); window->consumeMotionEvent(WithMotionAction(POINTER_1_DOWN)); // Inject a series of mouse events for a mouse click mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(400)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(touchDeviceId), WithPointerCount(2u))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(mouseDeviceId))); mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .actionButton(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(400)) .build()); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); // Try to send more touch events while the mouse is down. Since it's a continuation of an // already canceled gesture, it should be ignored. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(101).y(101)) .pointer(PointerBuilder(1, ToolType::FINGER).x(121).y(121)) .build()); window->assertNoEvents(); } /** * Put two fingers down (and don't release them) and click the mouse button. * The clicking of mouse is a new ACTION_DOWN event. Since it's from a different device, the * currently active gesture should not be canceled, and the new one should proceed in parallel. */ TEST_F(InputDispatcherTest, TwoPointersDownMouseClick) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 600, 800)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const int32_t touchDeviceId = 4; const int32_t mouseDeviceId = 6; // Two pointers down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(120).y(120)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); window->consumeMotionEvent(WithMotionAction(POINTER_1_DOWN)); // Send a series of mouse events for a mouse click mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(400)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(mouseDeviceId))); mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .buttonState(AMOTION_EVENT_BUTTON_PRIMARY) .actionButton(AMOTION_EVENT_BUTTON_PRIMARY) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(400)) .build()); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); // Try to send more touch events while the mouse is down. Since it's a continuation of an // already active gesture, it should be sent normally. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(101).y(101)) .pointer(PointerBuilder(1, ToolType::FINGER).x(121).y(121)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); window->assertNoEvents(); } /** * A spy window sits above a window with NO_INPUT_CHANNEL. Ensure that the spy receives events even * though the window underneath should not get any events. */ TEST_F(InputDispatcherTest, NonSplittableSpyAboveNoInputChannelWindowSinglePointer) { std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 100, 100)); spyWindow->setTrustedOverlay(true); spyWindow->setPreventSplitting(true); spyWindow->setSpy(true); // Another window below spy that has both NO_INPUT_CHANNEL and PREVENT_SPLITTING sp inputSinkWindow = sp::make(application, mDispatcher, "Input sink below spy", ui::LogicalDisplayId::DEFAULT); inputSinkWindow->setFrame(Rect(0, 0, 100, 100)); inputSinkWindow->setTrustedOverlay(true); inputSinkWindow->setPreventSplitting(true); inputSinkWindow->setNoInputChannel(true); mDispatcher->onWindowInfosChanged( {{*spyWindow->getInfo(), *inputSinkWindow->getInfo()}, {}, 0, 0}); // Tap the spy window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(51)) .build()); mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(51)) .build()); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN))); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_UP))); inputSinkWindow->assertNoEvents(); } /** * A spy window sits above a window with NO_INPUT_CHANNEL. Ensure that the spy receives events even * though the window underneath should not get any events. * Same test as above, but with two pointers touching instead of one. */ TEST_F(InputDispatcherTest, NonSplittableSpyAboveNoInputChannelWindowTwoPointers) { std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 100, 100)); spyWindow->setTrustedOverlay(true); spyWindow->setPreventSplitting(true); spyWindow->setSpy(true); // Another window below spy that would have both NO_INPUT_CHANNEL and PREVENT_SPLITTING sp inputSinkWindow = sp::make(application, mDispatcher, "Input sink below spy", ui::LogicalDisplayId::DEFAULT); inputSinkWindow->setFrame(Rect(0, 0, 100, 100)); inputSinkWindow->setTrustedOverlay(true); inputSinkWindow->setPreventSplitting(true); inputSinkWindow->setNoInputChannel(true); mDispatcher->onWindowInfosChanged( {{*spyWindow->getInfo(), *inputSinkWindow->getInfo()}, {}, 0, 0}); // Both fingers land into the spy window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(51)) .build()); mDispatcher->notifyMotion( MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(51)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(10).y(11)) .build()); mDispatcher->notifyMotion( MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(51)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(10).y(11)) .build()); mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(51)) .build()); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN))); spyWindow->consumeMotionPointerDown(1, WithPointerCount(2)); spyWindow->consumeMotionPointerUp(1, WithPointerCount(2)); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_UP))); inputSinkWindow->assertNoEvents(); } /** Check the behaviour for cases where input sink prevents or doesn't prevent splitting. */ class SpyThatPreventsSplittingWithApplicationFixture : public InputDispatcherTest, public ::testing::WithParamInterface { }; /** * Three windows: * - An application window (app window) * - A spy window that does not overlap the app window. Has PREVENT_SPLITTING flag * - A window below the spy that has NO_INPUT_CHANNEL (call it 'inputSink') * * The spy window is side-by-side with the app window. The inputSink is below the spy. * We first touch the area outside of the appWindow, but inside spyWindow. * Only the SPY window should get the DOWN event. * The spy pilfers after receiving the first DOWN event. * Next, we touch the app window. * The spy should receive POINTER_DOWN(1) (since spy is preventing splits). * Also, since the spy is already pilfering the first pointer, it will be sent the remaining new * pointers automatically, as well. * Next, the first pointer (from the spy) is lifted. * Spy should get POINTER_UP(0). * This event should not go to the app because the app never received this pointer to begin with. * Now, lift the remaining pointer and check that the spy receives UP event. * * Finally, send a new ACTION_DOWN event to the spy and check that it's received. * This test attempts to reproduce a crash in the dispatcher. */ TEST_P(SpyThatPreventsSplittingWithApplicationFixture, SpyThatPreventsSplittingWithApplication) { SCOPED_FLAG_OVERRIDE(split_all_touches, false); std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(100, 100, 200, 200)); spyWindow->setTrustedOverlay(true); spyWindow->setPreventSplitting(true); spyWindow->setSpy(true); // Another window below spy that has both NO_INPUT_CHANNEL and PREVENT_SPLITTING sp inputSinkWindow = sp::make(application, mDispatcher, "Input sink below spy", ui::LogicalDisplayId::DEFAULT); inputSinkWindow->setFrame(Rect(100, 100, 200, 200)); // directly below the spy inputSinkWindow->setTrustedOverlay(true); inputSinkWindow->setPreventSplitting(GetParam()); inputSinkWindow->setNoInputChannel(true); sp appWindow = sp::make(application, mDispatcher, "App", ui::LogicalDisplayId::DEFAULT); appWindow->setFrame(Rect(0, 0, 100, 100)); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged( {{*spyWindow->getInfo(), *inputSinkWindow->getInfo(), *appWindow->getInfo()}, {}, 0, 0}); // First finger lands outside of the appWindow, but inside of the spy window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(150)) .build()); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN))); mDispatcher->pilferPointers(spyWindow->getToken()); // Second finger lands in the app, and goes to the spy window. It doesn't go to the app because // the spy is already pilfering the first pointer, and this automatically grants the remaining // new pointers to the spy, as well. mDispatcher->notifyMotion( MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(150).y(150)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(50).y(50)) .build()); spyWindow->consumeMotionPointerDown(1, WithPointerCount(2)); // Now lift up the first pointer mDispatcher->notifyMotion( MotionArgsBuilder(POINTER_0_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(150).y(150)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(50).y(50)) .build()); spyWindow->consumeMotionPointerUp(0, WithPointerCount(2)); // And lift the remaining pointer! mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(50).y(50)) .build()); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_UP), WithPointerCount(1))); // Now send a new DOWN, which should again go to spy. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(150)) .build()); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN))); // The app window doesn't get any events this entire time because the spy received the events // first and pilfered, which makes all new pointers go to it as well. appWindow->assertNoEvents(); } // Behaviour should be the same regardless of whether inputSink supports splitting. INSTANTIATE_TEST_SUITE_P(SpyThatPreventsSplittingWithApplication, SpyThatPreventsSplittingWithApplicationFixture, testing::Bool()); TEST_F(InputDispatcherTest, HoverWithSpyWindows) { std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 600, 800)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 600, 800)); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged({{*spyWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); // Send mouse cursor to the window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build())); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER), WithSource(AINPUT_SOURCE_MOUSE))); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER), WithSource(AINPUT_SOURCE_MOUSE))); window->assertNoEvents(); spyWindow->assertNoEvents(); } TEST_F(InputDispatcherTest, MouseAndTouchWithSpyWindows_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 600, 800)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 600, 800)); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged({{*spyWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); // Send mouse cursor to the window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build())); // Move mouse cursor ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(110).y(110)) .build())); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER), WithSource(AINPUT_SOURCE_MOUSE))); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER), WithSource(AINPUT_SOURCE_MOUSE))); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_MOVE), WithSource(AINPUT_SOURCE_MOUSE))); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_MOVE), WithSource(AINPUT_SOURCE_MOUSE))); // Touch down on the window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(SECOND_DEVICE_ID) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(200)) .build())); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_EXIT), WithSource(AINPUT_SOURCE_MOUSE))); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_EXIT), WithSource(AINPUT_SOURCE_MOUSE))); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_DOWN), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_DOWN), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); // pilfer the motion, retaining the gesture on the spy window. EXPECT_EQ(OK, mDispatcher->pilferPointers(spyWindow->getToken())); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_CANCEL), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); // Touch UP on the window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(SECOND_DEVICE_ID) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(200)) .build())); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_UP), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); // Previously, a touch was pilfered. However, that gesture was just finished. Now, we are going // to send a new gesture. It should again go to both windows (spy and the window below), just // like the first gesture did, before pilfering. The window configuration has not changed. // One more tap - DOWN ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(SECOND_DEVICE_ID) .pointer(PointerBuilder(0, ToolType::FINGER).x(250).y(250)) .build())); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_DOWN), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_DOWN), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); // Touch UP on the window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(SECOND_DEVICE_ID) .pointer(PointerBuilder(0, ToolType::FINGER).x(250).y(250)) .build())); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_UP), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_UP), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); window->assertNoEvents(); spyWindow->assertNoEvents(); } TEST_F(InputDispatcherTest, MouseAndTouchWithSpyWindows) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(0, 0, 600, 800)); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 600, 800)); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged({{*spyWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); // Send mouse cursor to the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(100)) .build()); // Move mouse cursor mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(110).y(110)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithSource(AINPUT_SOURCE_MOUSE))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithSource(AINPUT_SOURCE_MOUSE))); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithSource(AINPUT_SOURCE_MOUSE))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithSource(AINPUT_SOURCE_MOUSE))); // Touch down on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(SECOND_DEVICE_ID) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(200)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); // pilfer the motion, retaining the gesture on the spy window. EXPECT_EQ(OK, mDispatcher->pilferPointers(spyWindow->getToken())); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); // Mouse hover is not pilfered // Touch UP on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(SECOND_DEVICE_ID) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(200)) .build()); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_UP), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); // Previously, a touch was pilfered. However, that gesture was just finished. Now, we are going // to send a new gesture. It should again go to both windows (spy and the window below), just // like the first gesture did, before pilfering. The window configuration has not changed. // One more tap - DOWN mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(SECOND_DEVICE_ID) .pointer(PointerBuilder(0, ToolType::FINGER).x(250).y(250)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); // Touch UP on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(SECOND_DEVICE_ID) .pointer(PointerBuilder(0, ToolType::FINGER).x(250).y(250)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_UP), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_UP), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); // Mouse movement continues normally as well // Move mouse cursor mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(120).y(130)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithSource(AINPUT_SOURCE_MOUSE))); spyWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithSource(AINPUT_SOURCE_MOUSE))); window->assertNoEvents(); spyWindow->assertNoEvents(); } // 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 application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 1200, 800)); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(400)) .build())); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // 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, ToolType::MOUSE).x(300).y(400)) .build())); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); 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, ToolType::MOUSE).x(300).y(400)) .build())); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_PRESS)); 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, ToolType::MOUSE).x(300).y(400)) .build())); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_BUTTON_RELEASE)); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_MOUSE) .buttonState(0) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(400)) .build())); window->consumeMotionUp(ui::LogicalDisplayId::DEFAULT); // We already canceled the hovering implicitly by injecting the "DOWN" event without lifting the // hover first. Therefore, injection of HOVER_EXIT is inconsistent, and should fail. ASSERT_EQ(InputEventInjectionResult::FAILED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_EXIT, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(400)) .build())); window->assertNoEvents(); } /** * Hover over a window, and then remove that window. Make sure that HOVER_EXIT for that event * is generated. */ TEST_F(InputDispatcherTest, HoverExitIsSentToRemovedWindow) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 1200, 800)); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(400)) .build())); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // Remove the window, but keep the channel. mDispatcher->onWindowInfosChanged({{}, {}, 0, 0}); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_EXIT)); } /** * Test that invalid HOVER events sent by accessibility do not cause a fatal crash. */ TEST_F(InputDispatcherTest, InvalidA11yHoverStreamDoesNotCrash) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 1200, 800)); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); MotionEventBuilder hoverEnterBuilder = MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(400)) .addFlag(AMOTION_EVENT_FLAG_IS_ACCESSIBILITY_EVENT); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, hoverEnterBuilder.build())); window->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // Another HOVER_ENTER would be inconsistent, and should therefore fail to // get injected. ASSERT_EQ(InputEventInjectionResult::FAILED, injectMotionEvent(*mDispatcher, hoverEnterBuilder.build())); } /** * Invalid events injected by input filter are rejected. */ TEST_F(InputDispatcherTest, InvalidA11yEventsGetRejected) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // a11y sets 'POLICY_FLAG_INJECTED_FROM_ACCESSIBILITY' policy flag during injection, so define // a custom injection function here for convenience. auto injectFromAccessibility = [&](int32_t action, float x, float y) { MotionEvent event = MotionEventBuilder(action, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(x).y(y)) .addFlag(AMOTION_EVENT_FLAG_IS_ACCESSIBILITY_EVENT) .build(); return injectMotionEvent(*mDispatcher, event, 100ms, InputEventInjectionSync::WAIT_FOR_RESULT, /*targetUid=*/{}, POLICY_FLAG_PASS_TO_USER | POLICY_FLAG_FILTERED | POLICY_FLAG_INJECTED_FROM_ACCESSIBILITY); }; ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectFromAccessibility(ACTION_DOWN, /*x=*/300, /*y=*/400)); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectFromAccessibility(ACTION_MOVE, /*x=*/310, /*y=*/420)); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); window->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); // finger is still down, so a new DOWN event should be rejected! ASSERT_EQ(InputEventInjectionResult::FAILED, injectFromAccessibility(ACTION_DOWN, /*x=*/340, /*y=*/410)); // if the gesture is correctly finished, new down event will succeed ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectFromAccessibility(ACTION_MOVE, /*x=*/320, /*y=*/430)); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectFromAccessibility(ACTION_UP, /*x=*/320, /*y=*/430)); window->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); window->consumeMotionEvent(WithMotionAction(ACTION_UP)); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectFromAccessibility(ACTION_DOWN, /*x=*/350, /*y=*/460)); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); } /** * If mouse is hovering when the touch goes down, the hovering should be stopped via HOVER_EXIT. */ TEST_F(InputDispatcherTest, TouchDownAfterMouseHover_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const int32_t mouseDeviceId = 7; const int32_t touchDeviceId = 4; // Start hovering with the mouse mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .pointer(PointerBuilder(0, ToolType::MOUSE).x(10).y(10)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(mouseDeviceId))); // Touch goes down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_EXIT), WithDeviceId(mouseDeviceId))); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); } /** * If mouse is hovering when the touch goes down, the hovering should not be stopped. */ TEST_F(InputDispatcherTest, TouchDownAfterMouseHover) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const int32_t mouseDeviceId = 7; const int32_t touchDeviceId = 4; // Start hovering with the mouse mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .deviceId(mouseDeviceId) .pointer(PointerBuilder(0, ToolType::MOUSE).x(10).y(10)) .build()); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithDeviceId(mouseDeviceId))); // Touch goes down mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); } /** * Inject a mouse hover event followed by a tap from touchscreen. * The tap causes a HOVER_EXIT event to be generated because the current event * stream's source has been switched. */ TEST_F(InputDispatcherTest, MouseHoverAndTouchTap_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(50).y(50)) .build()); ASSERT_NO_FATAL_FAILURE( window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER), WithSource(AINPUT_SOURCE_MOUSE)))); // Tap on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(10).y(10)) .build()); ASSERT_NO_FATAL_FAILURE( window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_EXIT), WithSource(AINPUT_SOURCE_MOUSE)))); ASSERT_NO_FATAL_FAILURE( window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_DOWN), WithSource(AINPUT_SOURCE_TOUCHSCREEN)))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(10).y(10)) .build()); ASSERT_NO_FATAL_FAILURE( window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_UP), WithSource(AINPUT_SOURCE_TOUCHSCREEN)))); } /** * Send a mouse hover event followed by a tap from touchscreen. * The tap causes a HOVER_EXIT event to be generated because the current event * stream's source has been switched. */ TEST_F(InputDispatcherTest, MouseHoverAndTouchTap) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(50).y(50)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER), WithSource(AINPUT_SOURCE_MOUSE))); // Tap on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(10).y(10)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_EXIT), WithSource(AINPUT_SOURCE_MOUSE))); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_DOWN), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(10).y(10)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(AMOTION_EVENT_ACTION_UP), WithSource(AINPUT_SOURCE_TOUCHSCREEN))); } TEST_F(InputDispatcherTest, HoverEnterMoveRemoveWindowsInSecondDisplay) { std::shared_ptr application = std::make_shared(); sp windowDefaultDisplay = sp::make(application, mDispatcher, "DefaultDisplay", ui::LogicalDisplayId::DEFAULT); windowDefaultDisplay->setFrame(Rect(0, 0, 600, 800)); sp windowSecondDisplay = sp::make(application, mDispatcher, "SecondDisplay", SECOND_DISPLAY_ID); windowSecondDisplay->setFrame(Rect(0, 0, 600, 800)); mDispatcher->onWindowInfosChanged( {{*windowDefaultDisplay->getInfo(), *windowSecondDisplay->getInfo()}, {}, 0, 0}); // Set cursor position in window in default display and check that hover enter and move // events are generated. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .displayId(ui::LogicalDisplayId::DEFAULT) .pointer(PointerBuilder(0, ToolType::MOUSE).x(300).y(600)) .build())); windowDefaultDisplay->consumeMotionEvent(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_ENTER)); // Remove all windows in secondary display and check that no event happens on window in // primary display. mDispatcher->onWindowInfosChanged({{*windowDefaultDisplay->getInfo()}, {}, 0, 0}); windowDefaultDisplay->assertNoEvents(); // Move cursor position in window in default display and check that only hover move // event is generated and not hover enter event. mDispatcher->onWindowInfosChanged( {{*windowDefaultDisplay->getInfo(), *windowSecondDisplay->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .displayId(ui::LogicalDisplayId::DEFAULT) .pointer(PointerBuilder(0, ToolType::MOUSE).x(400).y(700)) .build())); windowDefaultDisplay->consumeMotionEvent( AllOf(WithMotionAction(AMOTION_EVENT_ACTION_HOVER_MOVE), WithSource(AINPUT_SOURCE_MOUSE))); windowDefaultDisplay->assertNoEvents(); } TEST_F(InputDispatcherTest, DispatchMouseEventsUnderCursor) { std::shared_ptr application = std::make_shared(); sp windowLeft = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); windowLeft->setFrame(Rect(0, 0, 600, 800)); sp windowRight = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); windowRight->setFrame(Rect(600, 0, 1200, 800)); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged( {{*windowLeft->getInfo(), *windowRight->getInfo()}, {}, 0, 0}); // 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, ui::LogicalDisplayId::DEFAULT, {610, 400}, {599, 400})); windowLeft->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); windowRight->assertNoEvents(); } TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsKeyStream) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(true); mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ui::LogicalDisplayId::DEFAULT)); // Window should receive key down event. window->consumeKeyDown(ui::LogicalDisplayId::DEFAULT); // When device reset happens, that key stream should be terminated with FLAG_CANCELED // on the app side. mDispatcher->notifyDeviceReset({/*id=*/10, /*eventTime=*/20, DEVICE_ID}); window->consumeKeyUp(ui::LogicalDisplayId::DEFAULT, AKEY_EVENT_FLAG_CANCELED); } TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsMotionStream) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // Window should receive motion down event. window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); // When device reset happens, that motion stream should be terminated with ACTION_CANCEL // on the app side. mDispatcher->notifyDeviceReset({/*id=*/10, /*eventTime=*/20, DEVICE_ID}); window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); } TEST_F(InputDispatcherTest, NotifyDeviceResetCancelsHoveringStream) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(10).y(10)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // When device reset happens, that hover stream should be terminated with ACTION_HOVER_EXIT mDispatcher->notifyDeviceReset({/*id=*/10, /*eventTime=*/20, DEVICE_ID}); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); // After the device has been reset, a new hovering stream can be sent to the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(0, ToolType::STYLUS).x(15).y(15)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); } TEST_F(InputDispatcherTest, InterceptKeyByPolicy) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(true); const NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT); ASSERT_TRUE((systemTime(SYSTEM_TIME_MONOTONIC) - injectTime) >= std::chrono::nanoseconds(interceptKeyTimeout).count()); } /** * Keys with ACTION_UP are delivered immediately, even if a long 'intercept key timeout' is set. */ TEST_F(InputDispatcherTest, InterceptKeyIfKeyUp) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(true); mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ui::LogicalDisplayId::DEFAULT)); window->consumeKeyDown(ui::LogicalDisplayId::DEFAULT); // Set a value that's significantly larger than the default consumption timeout. If the // implementation is correct, the actual value doesn't matter; it won't slow down the test. mFakePolicy->setInterceptKeyTimeout(600ms); mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_UP, ui::LogicalDisplayId::DEFAULT)); // Window should receive key event immediately when same key up. window->consumeKeyUp(ui::LogicalDisplayId::DEFAULT); } /** * Two windows. First is a regular window. Second does not overlap with the first, and has * WATCH_OUTSIDE_TOUCH. * Both windows are owned by the same UID. * Tap first window. Make sure that the second window receives ACTION_OUTSIDE with correct, non-zero * coordinates. The coordinates are not zeroed out because both windows are owned by the same UID. */ TEST_F(InputDispatcherTest, ActionOutsideForOwnedWindowHasValidCoordinates) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect{0, 0, 100, 100}); sp outsideWindow = sp::make(application, mDispatcher, "Outside Window", ui::LogicalDisplayId::DEFAULT); outsideWindow->setFrame(Rect{100, 100, 200, 200}); outsideWindow->setWatchOutsideTouch(true); // outsideWindow must be above 'window' to receive ACTION_OUTSIDE events when 'window' is tapped mDispatcher->onWindowInfosChanged({{*outsideWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); // Tap on first window. mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {PointF{50, 50}})); window->consumeMotionDown(); // The coordinates of the tap in 'outsideWindow' are relative to its top left corner. // Therefore, we should offset them by (100, 100) relative to the screen's top left corner. outsideWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_OUTSIDE), WithCoords(-50, -50))); // Ensure outsideWindow doesn't get any more events for the gesture. mDispatcher->notifyMotion(generateMotionArgs(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {PointF{51, 51}})); window->consumeMotionMove(); outsideWindow->assertNoEvents(); } /** * Three windows: * - Left window * - Right window * - Outside window(watch for ACTION_OUTSIDE events) * The windows "left" and "outside" share the same owner, the window "right" has a different owner, * In order to allow the outside window can receive the ACTION_OUTSIDE events, the outside window is * positioned above the "left" and "right" windows, and it doesn't overlap with them. * * First, device A report a down event landed in the right window, the outside window can receive * an ACTION_OUTSIDE event that with zeroed coordinates, the device B report a down event landed * in the left window, the outside window can receive an ACTION_OUTSIDE event the with valid * coordinates, after these, device A and device B continue report MOVE event, the right and left * window can receive it, but outside window event can't receive it. */ TEST_F(InputDispatcherTest, ActionOutsideForOwnedWindowHasValidCoordinatesWhenMultiDevice) { std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left Window", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect{0, 0, 100, 100}); leftWindow->setOwnerInfo(gui::Pid{1}, gui::Uid{101}); sp outsideWindow = sp::make(application, mDispatcher, "Outside Window", ui::LogicalDisplayId::DEFAULT); outsideWindow->setFrame(Rect{100, 100, 200, 200}); outsideWindow->setOwnerInfo(gui::Pid{1}, gui::Uid{101}); outsideWindow->setWatchOutsideTouch(true); std::shared_ptr anotherApplication = std::make_shared(); sp rightWindow = sp::make(anotherApplication, mDispatcher, "Right Window", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect{100, 0, 200, 100}); rightWindow->setOwnerInfo(gui::Pid{2}, gui::Uid{202}); // OutsideWindow must be above left window and right window to receive ACTION_OUTSIDE events // when left window or right window is tapped mDispatcher->onWindowInfosChanged( {{*outsideWindow->getInfo(), *leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const DeviceId deviceA = 9; const DeviceId deviceB = 3; // Tap on right window use device A mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .deviceId(deviceA) .build()); leftWindow->assertNoEvents(); rightWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA))); // Right window is belonged to another owner, so outsideWindow should receive ACTION_OUTSIDE // with zeroed coords. outsideWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_OUTSIDE), WithDeviceId(deviceA), WithCoords(0, 0))); // Tap on left window use device B mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .deviceId(deviceB) .build()); leftWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB))); rightWindow->assertNoEvents(); // Because new gesture down on the left window that has the same owner with outside Window, the // outside Window should receive the ACTION_OUTSIDE with coords. outsideWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_OUTSIDE), WithDeviceId(deviceB), WithCoords(-50, -50))); // Ensure that windows that can only accept outside do not receive remaining gestures mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(151).y(51)) .deviceId(deviceA) .build()); leftWindow->assertNoEvents(); rightWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceA))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(51).y(51)) .deviceId(deviceB) .build()); leftWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceB))); rightWindow->assertNoEvents(); outsideWindow->assertNoEvents(); } /** * 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 application = std::make_shared(); sp window = sp::make(application, mDispatcher, "First Window", ui::LogicalDisplayId::DEFAULT); window->setWatchOutsideTouch(true); window->setFrame(Rect{0, 0, 100, 100}); sp secondWindow = sp::make(application, mDispatcher, "Second Window", ui::LogicalDisplayId::DEFAULT); secondWindow->setFrame(Rect{100, 100, 200, 200}); sp thirdWindow = sp::make(application, mDispatcher, "Third Window", ui::LogicalDisplayId::DEFAULT); thirdWindow->setFrame(Rect{200, 200, 300, 300}); mDispatcher->onWindowInfosChanged( {{*window->getInfo(), *secondWindow->getInfo(), *thirdWindow->getInfo()}, {}, 0, 0}); // First pointer lands outside all windows. `window` does not get ACTION_OUTSIDE. mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {PointF{-10, -10}})); window->assertNoEvents(); secondWindow->assertNoEvents(); // The second pointer lands inside `secondWindow`, which should receive a DOWN event. // Now, `window` should get ACTION_OUTSIDE. mDispatcher->notifyMotion(generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {PointF{-10, -10}, PointF{105, 105}})); const std::map expectedPointers{{0, PointF{-10, -10}}, {1, PointF{105, 105}}}; window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_OUTSIDE), WithPointers(expectedPointers))); 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. mDispatcher->notifyMotion( generateMotionArgs(POINTER_2_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {PointF{-10, -10}, PointF{105, 105}, PointF{205, 205}})); window->assertNoEvents(); secondWindow->consumeMotionMove(); thirdWindow->consumeMotionDown(); } TEST_F(InputDispatcherTest, OnWindowInfosChanged_RemoveAllWindowsOnDisplay) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(true); const NotifyKeyArgs keyDown = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ui::LogicalDisplayId::DEFAULT); const NotifyKeyArgs keyUp = generateKeyArgs(AKEY_EVENT_ACTION_UP, ui::LogicalDisplayId::DEFAULT); mDispatcher->notifyKey(keyDown); mDispatcher->notifyKey(keyUp); window->consumeKeyDown(ui::LogicalDisplayId::DEFAULT); window->consumeKeyUp(ui::LogicalDisplayId::DEFAULT); // All windows are removed from the display. Ensure that we can no longer dispatch to it. mDispatcher->onWindowInfosChanged({{}, {}, 0, 0}); window->consumeFocusEvent(false); mDispatcher->notifyKey(keyDown); mDispatcher->notifyKey(keyUp); window->assertNoEvents(); } TEST_F(InputDispatcherTest, NonSplitTouchableWindowReceivesMultiTouch) { SCOPED_FLAG_OVERRIDE(split_all_touches, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); // Ensure window is non-split and have some transform. window->setPreventSplitting(true); window->setWindowOffset(20, 40); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); const MotionEvent secondFingerDownEvent = MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::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"; std::unique_ptr event = window->consumeMotionEvent(); ASSERT_NE(nullptr, event); 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 } /** * Two windows: a splittable and a non-splittable. * The non-splittable window shouldn't receive any "incomplete" gestures. * Send the first pointer to the splittable window, and then touch the non-splittable window. * The second pointer should be dropped because the initial window is splittable, so it won't get * any pointers outside of it, and the second window is non-splittable, so it shouldn't get any * "incomplete" gestures. */ TEST_F(InputDispatcherTest, SplittableAndNonSplittableWindows) { SCOPED_FLAG_OVERRIDE(split_all_touches, false); std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left splittable Window", ui::LogicalDisplayId::DEFAULT); leftWindow->setPreventSplitting(false); leftWindow->setFrame(Rect(0, 0, 100, 100)); sp rightWindow = sp::make(application, mDispatcher, "Right non-splittable Window", ui::LogicalDisplayId::DEFAULT); rightWindow->setPreventSplitting(true); rightWindow->setFrame(Rect(100, 100, 200, 200)); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); // Touch down on left, splittable window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); leftWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); mDispatcher->notifyMotion( MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(150).y(150)) .build()); leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * Three windows: * 1) A window on the left, with flag dup_to_wallpaper * 2) A window on the right, with flag slippery * 3) A wallpaper window under the left window * When touch slips from right window to left, the wallpaper should receive a similar slippery * enter event. Later on, when another device becomes active, the wallpaper should receive * consistent streams from the new device, and also from the old device. * This test attempts to reproduce a crash in the dispatcher where the wallpaper target's downTime * was not getting set during slippery entrance. */ TEST_F(InputDispatcherTest, WallpaperWindowWhenSlipperyAndMultiWindowMultiTouch) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application1 = std::make_shared(); std::shared_ptr application2 = std::make_shared(); std::shared_ptr application3 = std::make_shared(); sp wallpaper = sp::make(application1, mDispatcher, "wallpaper", ui::LogicalDisplayId::DEFAULT); wallpaper->setIsWallpaper(true); wallpaper->setPreventSplitting(true); wallpaper->setTouchable(false); sp leftWindow = sp::make(application2, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setTouchableRegion(Region{{0, 0, 100, 100}}); leftWindow->setDupTouchToWallpaper(true); sp rightWindow = sp::make(application3, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setTouchableRegion(Region{{100, 0, 200, 100}}); rightWindow->setSlippery(true); rightWindow->setWatchOutsideTouch(true); rightWindow->setTrustedOverlay(true); mDispatcher->onWindowInfosChanged( {{*rightWindow->getInfo(), *leftWindow->getInfo(), *wallpaper->getInfo()}, {}, 0, 0}); const DeviceId deviceA = 3; const DeviceId deviceB = 9; // First finger from device A into right window NotifyMotionArgs deviceADownArgs = MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .deviceId(deviceA) .build(); mDispatcher->notifyMotion(deviceADownArgs); rightWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); // Move the finger of device A from right window into left window. It should slip. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(80).y(50)) .deviceId(deviceA) .downTime(deviceADownArgs.downTime) .build()); leftWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); rightWindow->consumeMotionEvent(WithMotionAction(ACTION_CANCEL)); wallpaper->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); // Finger from device B down into left window NotifyMotionArgs deviceBDownArgs = MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(40).y(40)) .deviceId(deviceB) .build(); mDispatcher->notifyMotion(deviceBDownArgs); leftWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_DOWN))); wallpaper->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_DOWN))); rightWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_OUTSIDE))); // Move finger from device B, still keeping it in the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(40).y(50)) .deviceId(deviceB) .downTime(deviceBDownArgs.downTime) .build()); leftWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_MOVE))); wallpaper->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_MOVE))); // Lift the finger from device B mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(40).y(50)) .deviceId(deviceB) .downTime(deviceBDownArgs.downTime) .build()); leftWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_UP))); wallpaper->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_UP))); // Move the finger of device A, keeping it in the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(70).y(50)) .deviceId(deviceA) .downTime(deviceADownArgs.downTime) .build()); leftWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceA), WithMotionAction(ACTION_MOVE))); wallpaper->consumeMotionEvent(AllOf(WithDeviceId(deviceA), WithMotionAction(ACTION_MOVE))); // Second finger down from device A, into the right window. It should be split into: // MOVE for the left window (due to existing implementation) + a DOWN into the right window // Wallpaper will not receive this new pointer, and it will only get the MOVE event. mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(70).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(140).y(50)) .deviceId(deviceA) .downTime(deviceADownArgs.downTime) .build()); auto firstFingerMoveFromDeviceA = AllOf(WithDeviceId(deviceA), WithMotionAction(ACTION_MOVE), WithPointerCount(1), WithPointerId(0, 0)); leftWindow->consumeMotionEvent(firstFingerMoveFromDeviceA); wallpaper->consumeMotionEvent(firstFingerMoveFromDeviceA); rightWindow->consumeMotionEvent( AllOf(WithDeviceId(deviceA), WithMotionAction(ACTION_DOWN), WithPointerId(0, 1))); // Lift up the second finger. mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(70).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(140).y(50)) .deviceId(deviceA) .downTime(deviceADownArgs.downTime) .build()); rightWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceA), WithMotionAction(ACTION_UP))); leftWindow->consumeMotionEvent(firstFingerMoveFromDeviceA); wallpaper->consumeMotionEvent(firstFingerMoveFromDeviceA); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(70).y(50)) .deviceId(deviceA) .downTime(deviceADownArgs.downTime) .build()); leftWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceA), WithMotionAction(ACTION_UP))); wallpaper->consumeMotionEvent(AllOf(WithDeviceId(deviceA), WithMotionAction(ACTION_UP))); rightWindow->assertNoEvents(); } /** * Same test as above, but with enable_multi_device_same_window_stream flag set to false. */ TEST_F(InputDispatcherTest, WallpaperWindowWhenSlipperyAndMultiWindowMultiTouch_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application1 = std::make_shared(); std::shared_ptr application2 = std::make_shared(); std::shared_ptr application3 = std::make_shared(); sp wallpaper = sp::make(application1, mDispatcher, "wallpaper", ui::LogicalDisplayId::DEFAULT); wallpaper->setIsWallpaper(true); wallpaper->setPreventSplitting(true); wallpaper->setTouchable(false); sp leftWindow = sp::make(application2, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setTouchableRegion(Region{{0, 0, 100, 100}}); leftWindow->setDupTouchToWallpaper(true); sp rightWindow = sp::make(application3, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setTouchableRegion(Region{{100, 0, 200, 100}}); rightWindow->setSlippery(true); rightWindow->setWatchOutsideTouch(true); rightWindow->setTrustedOverlay(true); mDispatcher->onWindowInfosChanged( {{*rightWindow->getInfo(), *leftWindow->getInfo(), *wallpaper->getInfo()}, {}, 0, 0}); const DeviceId deviceA = 3; const DeviceId deviceB = 9; // First finger from device A into right window NotifyMotionArgs deviceADownArgs = MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .deviceId(deviceA) .build(); mDispatcher->notifyMotion(deviceADownArgs); rightWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); // Move the finger of device A from right window into left window. It should slip. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(80).y(50)) .deviceId(deviceA) .downTime(deviceADownArgs.downTime) .build()); leftWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); rightWindow->consumeMotionEvent(WithMotionAction(ACTION_CANCEL)); wallpaper->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); // Finger from device B down into left window NotifyMotionArgs deviceBDownArgs = MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(40).y(40)) .deviceId(deviceB) .build(); mDispatcher->notifyMotion(deviceBDownArgs); leftWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceA), WithMotionAction(ACTION_CANCEL))); leftWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_DOWN))); wallpaper->consumeMotionEvent(AllOf(WithDeviceId(deviceA), WithMotionAction(ACTION_CANCEL))); wallpaper->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_DOWN))); rightWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_OUTSIDE))); // Move finger from device B, still keeping it in the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(40).y(50)) .deviceId(deviceB) .downTime(deviceBDownArgs.downTime) .build()); leftWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_MOVE))); wallpaper->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_MOVE))); // Lift the finger from device B mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(40).y(50)) .deviceId(deviceB) .downTime(deviceBDownArgs.downTime) .build()); leftWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_UP))); wallpaper->consumeMotionEvent(AllOf(WithDeviceId(deviceB), WithMotionAction(ACTION_UP))); // Move the finger of device A, keeping it in the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(70).y(50)) .deviceId(deviceA) .downTime(deviceADownArgs.downTime) .build()); // This device was already canceled, so MOVE events will not be arriving to the windows from it. // Second finger down from device A, into the right window. It should be split into: // MOVE for the left window (due to existing implementation) + a DOWN into the right window // Wallpaper will not receive this new pointer, and it will only get the MOVE event. mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(70).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(140).y(50)) .deviceId(deviceA) .downTime(deviceADownArgs.downTime) .build()); rightWindow->consumeMotionEvent( AllOf(WithDeviceId(deviceA), WithMotionAction(ACTION_DOWN), WithPointerId(0, 1))); // Lift up the second finger. mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(70).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(140).y(50)) .deviceId(deviceA) .downTime(deviceADownArgs.downTime) .build()); rightWindow->consumeMotionEvent(AllOf(WithDeviceId(deviceA), WithMotionAction(ACTION_UP))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(70).y(50)) .deviceId(deviceA) .downTime(deviceADownArgs.downTime) .build()); rightWindow->assertNoEvents(); } /** * Two windows: left and right. The left window has PREVENT_SPLITTING input config. Device A sends a * down event to the right window. Device B sends a down event to the left window, and then a * POINTER_DOWN event to the right window. However, since the left window prevents splitting, the * POINTER_DOWN event should only go to the left window, and not to the right window. * This test attempts to reproduce a crash. */ TEST_F(InputDispatcherTest, MultiDeviceTwoWindowsPreventSplitting) { SCOPED_FLAG_OVERRIDE(split_all_touches, false); std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left window (prevent splitting)", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 100, 100)); leftWindow->setPreventSplitting(true); sp rightWindow = sp::make(application, mDispatcher, "Right window", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(100, 0, 200, 100)); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const DeviceId deviceA = 9; const DeviceId deviceB = 3; // Touch the right window with device A mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .deviceId(deviceA) .build()); rightWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA))); // Touch the left window with device B mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .deviceId(deviceB) .build()); leftWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB))); // Send a second pointer from device B to the right window. It shouldn't go to the right window // because the left window prevents splitting. mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(deviceB) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(120).y(120)) .build()); leftWindow->consumeMotionPointerDown(1, WithDeviceId(deviceB)); // Finish the gesture for both devices mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(deviceB) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(120).y(120)) .build()); leftWindow->consumeMotionPointerUp(1, WithDeviceId(deviceB)); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .deviceId(deviceB) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_UP), WithDeviceId(deviceB), WithPointerId(0, 0))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .deviceId(deviceA) .build()); rightWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_UP), WithDeviceId(deviceA))); } TEST_F(InputDispatcherTest, TouchpadThreeFingerSwipeOnlySentToTrustedOverlays) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 400, 400)); sp trustedOverlay = sp::make(application, mDispatcher, "Trusted Overlay", ui::LogicalDisplayId::DEFAULT); trustedOverlay->setSpy(true); trustedOverlay->setTrustedOverlay(true); mDispatcher->onWindowInfosChanged({{*trustedOverlay->getInfo(), *window->getInfo()}, {}, 0, 0}); // Start a three-finger touchpad swipe mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(100)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(250).y(100)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_2_DOWN, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(250).y(100)) .pointer(PointerBuilder(2, ToolType::FINGER).x(300).y(100)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); trustedOverlay->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); trustedOverlay->consumeMotionEvent(WithMotionAction(POINTER_1_DOWN)); trustedOverlay->consumeMotionEvent(WithMotionAction(POINTER_2_DOWN)); // Move the swipe a bit mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(105)) .pointer(PointerBuilder(1, ToolType::FINGER).x(250).y(105)) .pointer(PointerBuilder(2, ToolType::FINGER).x(300).y(105)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); trustedOverlay->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); // End the swipe mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_2_UP, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(105)) .pointer(PointerBuilder(1, ToolType::FINGER).x(250).y(105)) .pointer(PointerBuilder(2, ToolType::FINGER).x(300).y(105)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(105)) .pointer(PointerBuilder(1, ToolType::FINGER).x(250).y(105)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(105)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); trustedOverlay->consumeMotionEvent(WithMotionAction(POINTER_2_UP)); trustedOverlay->consumeMotionEvent(WithMotionAction(POINTER_1_UP)); trustedOverlay->consumeMotionEvent(WithMotionAction(ACTION_UP)); window->assertNoEvents(); } TEST_F(InputDispatcherTest, TouchpadThreeFingerSwipeNotSentToSingleWindow) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 400, 400)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // Start a three-finger touchpad swipe mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(100)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(250).y(100)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_2_DOWN, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(250).y(100)) .pointer(PointerBuilder(2, ToolType::FINGER).x(300).y(100)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); // Move the swipe a bit mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(105)) .pointer(PointerBuilder(1, ToolType::FINGER).x(250).y(105)) .pointer(PointerBuilder(2, ToolType::FINGER).x(300).y(105)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); // End the swipe mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_2_UP, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(105)) .pointer(PointerBuilder(1, ToolType::FINGER).x(250).y(105)) .pointer(PointerBuilder(2, ToolType::FINGER).x(300).y(105)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(105)) .pointer(PointerBuilder(1, ToolType::FINGER).x(250).y(105)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(105)) .classification(MotionClassification::MULTI_FINGER_SWIPE) .build()); window->assertNoEvents(); } /** * Send a two-pointer gesture to a single window. The window's orientation changes in response to * the first pointer. * Ensure that the second pointer and the subsequent gesture is correctly delivered to the window. */ TEST_F(InputDispatcherTest, MultiplePointersWithRotatingWindow) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 400, 400)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const nsecs_t baseTime = systemTime(SYSTEM_TIME_MONOTONIC); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .downTime(baseTime + 10) .eventTime(baseTime + 10) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); // Change the transform so that the orientation is now different from original. window->setWindowTransform(0, -1, 1, 0); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .downTime(baseTime + 10) .eventTime(baseTime + 30) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(200).y(200)) .build()); window->consumeMotionEvent(WithMotionAction(POINTER_1_DOWN)); // Finish the gesture and start a new one. Ensure all events are sent to the window. mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN) .downTime(baseTime + 10) .eventTime(baseTime + 40) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .pointer(PointerBuilder(1, ToolType::FINGER).x(200).y(200)) .build()); window->consumeMotionEvent(WithMotionAction(POINTER_1_UP)); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .downTime(baseTime + 10) .eventTime(baseTime + 50) .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_UP)); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .downTime(baseTime + 60) .eventTime(baseTime + 60) .pointer(PointerBuilder(0, ToolType::FINGER).x(40).y(40)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); } /** * When there are multiple screens, such as screen projection to TV or screen recording, if the * cancel event occurs, the coordinates of the cancel event should be sent to the target screen, and * its coordinates should be converted by the transform of the windows of target screen. */ TEST_F(InputDispatcherTest, WhenMultiDisplayWindowSameToken_DispatchCancelToTargetDisplay) { // This case will create a window and a spy window on the default display and mirror // window on the second display. cancel event is sent through spy window pilferPointers std::shared_ptr application = std::make_shared(); sp spyWindowDefaultDisplay = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindowDefaultDisplay->setTrustedOverlay(true); spyWindowDefaultDisplay->setSpy(true); sp windowDefaultDisplay = sp::make(application, mDispatcher, "DefaultDisplay", ui::LogicalDisplayId::DEFAULT); windowDefaultDisplay->setWindowTransform(1, 0, 0, 1); sp windowSecondDisplay = windowDefaultDisplay->clone(SECOND_DISPLAY_ID); windowSecondDisplay->setWindowTransform(2, 0, 0, 2); // Add the windows to the dispatcher mDispatcher->onWindowInfosChanged( {{*spyWindowDefaultDisplay->getInfo(), *windowDefaultDisplay->getInfo(), *windowSecondDisplay->getInfo()}, {}, 0, 0}); // Send down to ui::LogicalDisplayId::DEFAULT ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {100, 100})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; spyWindowDefaultDisplay->consumeMotionDown(); windowDefaultDisplay->consumeMotionDown(); EXPECT_EQ(OK, mDispatcher->pilferPointers(spyWindowDefaultDisplay->getToken())); // windowDefaultDisplay gets cancel std::unique_ptr event = windowDefaultDisplay->consumeMotionEvent(); ASSERT_NE(nullptr, event); EXPECT_EQ(AMOTION_EVENT_ACTION_CANCEL, event->getAction()); // The cancel event is sent to windowDefaultDisplay of the ui::LogicalDisplayId::DEFAULT // display, so the coordinates of the cancel are converted by windowDefaultDisplay's transform, // the x and y coordinates are both 100, otherwise if the cancel event is sent to // windowSecondDisplay of SECOND_DISPLAY_ID, the x and y coordinates are 200 EXPECT_EQ(100, event->getX(0)); EXPECT_EQ(100, event->getY(0)); } /** * 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(); removeAllWindowsAndDisplays(); } void addDisplayInfo(ui::LogicalDisplayId displayId, const ui::Transform& transform) { gui::DisplayInfo info; info.displayId = displayId; info.transform = transform; mDisplayInfos.push_back(std::move(info)); mDispatcher->onWindowInfosChanged({mWindowInfos, mDisplayInfos, 0, 0}); } void addWindow(const sp& windowHandle) { mWindowInfos.push_back(*windowHandle->getInfo()); mDispatcher->onWindowInfosChanged({mWindowInfos, mDisplayInfos, 0, 0}); } void removeAllWindowsAndDisplays() { mDisplayInfos.clear(); mWindowInfos.clear(); } // Set up a test scenario where the display has a scaled projection and there are two windows // on the display. std::pair, sp> 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(ui::LogicalDisplayId::DEFAULT, displayTransform); std::shared_ptr application = std::make_shared(); // Add two windows to the display. Their frames are represented in the display space. sp firstWindow = sp::make(application, mDispatcher, "First Window", ui::LogicalDisplayId::DEFAULT); firstWindow->setFrame(Rect(0, 0, 100, 200), displayTransform); addWindow(firstWindow); sp secondWindow = sp::make(application, mDispatcher, "Second Window", ui::LogicalDisplayId::DEFAULT); secondWindow->setFrame(Rect(100, 200, 200, 400), displayTransform); addWindow(secondWindow); return {std::move(firstWindow), std::move(secondWindow)}; } private: std::vector mDisplayInfos; std::vector mWindowInfos; }; TEST_F(InputDispatcherDisplayProjectionTest, HitTestCoordinateSpaceConsistency) { 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 performed with the point and the bounds being in // different coordinate spaces, the event would end up in the incorrect window. mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {PointF{75, 55}})); 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, ui::LogicalDisplayId::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 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(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::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. mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {PointF{150, 220}})); firstWindow->assertNoEvents(); std::unique_ptr event = secondWindow->consumeMotionEvent(); ASSERT_NE(nullptr, event); 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)); } TEST_F(InputDispatcherDisplayProjectionTest, CancelMotionWithCorrectCoordinates) { auto [firstWindow, secondWindow] = setupScaledDisplayScenario(); // The monitor will always receive events in the logical display's coordinate space, because // it does not have a window. FakeMonitorReceiver monitor{*mDispatcher, "Monitor", ui::LogicalDisplayId::DEFAULT}; // Send down to the first window. mDispatcher->notifyMotion(generateMotionArgs(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {PointF{50, 100}})); firstWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithCoords(100, 400))); monitor.consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithCoords(100, 400))); // Second pointer goes down on second window. mDispatcher->notifyMotion(generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {PointF{50, 100}, PointF{150, 220}})); secondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithCoords(100, 80))); const std::map expectedMonitorPointers{{0, PointF{100, 400}}, {1, PointF{300, 880}}}; monitor.consumeMotionEvent( AllOf(WithMotionAction(POINTER_1_DOWN), WithPointers(expectedMonitorPointers))); mDispatcher->cancelCurrentTouch(); firstWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_CANCEL), WithCoords(100, 400))); secondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_CANCEL), WithCoords(100, 80))); monitor.consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithPointers(expectedMonitorPointers))); } TEST_F(InputDispatcherDisplayProjectionTest, SynthesizeDownWithCorrectCoordinates) { auto [firstWindow, secondWindow] = setupScaledDisplayScenario(); // Send down to the first window. mDispatcher->notifyMotion(generateMotionArgs(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {PointF{50, 100}})); firstWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithCoords(100, 400))); // The pointer is transferred to the second window, and the second window receives it in the // correct coordinate space. mDispatcher->transferTouchGesture(firstWindow->getToken(), secondWindow->getToken()); firstWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_CANCEL), WithCoords(100, 400))); secondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithCoords(-100, -400))); } TEST_F(InputDispatcherDisplayProjectionTest, SynthesizeHoverEnterExitWithCorrectCoordinates) { auto [firstWindow, secondWindow] = setupScaledDisplayScenario(); // Send hover move to the second window, and ensure it shows up as hover enter. mDispatcher->notifyMotion(generateMotionArgs(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, {PointF{150, 220}})); secondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithCoords(100, 80), WithRawCoords(300, 880))); // Touch down at the same location and ensure a hover exit is synthesized. mDispatcher->notifyMotion(generateMotionArgs(ACTION_DOWN, AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, {PointF{150, 220}})); secondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_EXIT), WithCoords(100, 80), WithRawCoords(300, 880))); secondWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithCoords(100, 80), WithRawCoords(300, 880))); secondWindow->assertNoEvents(); firstWindow->assertNoEvents(); } // Same as above, but while the window is being mirrored. TEST_F(InputDispatcherDisplayProjectionTest, SynthesizeHoverEnterExitWithCorrectCoordinatesWhenMirrored) { auto [firstWindow, secondWindow] = setupScaledDisplayScenario(); const std::array matrix = {1.1, 2.2, 3.3, 4.4, 5.5, 6.6, 0.0, 0.0, 1.0}; ui::Transform secondDisplayTransform; secondDisplayTransform.set(matrix); addDisplayInfo(SECOND_DISPLAY_ID, secondDisplayTransform); sp secondWindowClone = secondWindow->clone(SECOND_DISPLAY_ID); secondWindowClone->setWindowTransform(1.1, 2.2, 3.3, 4.4); addWindow(secondWindowClone); // Send hover move to the second window, and ensure it shows up as hover enter. mDispatcher->notifyMotion(generateMotionArgs(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, {PointF{150, 220}})); secondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithCoords(100, 80), WithRawCoords(300, 880))); // Touch down at the same location and ensure a hover exit is synthesized for the correct // display. mDispatcher->notifyMotion(generateMotionArgs(ACTION_DOWN, AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, {PointF{150, 220}})); secondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_EXIT), WithCoords(100, 80), WithRawCoords(300, 880))); secondWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithCoords(100, 80), WithRawCoords(300, 880))); secondWindow->assertNoEvents(); firstWindow->assertNoEvents(); } TEST_F(InputDispatcherDisplayProjectionTest, SynthesizeHoverCancelationWithCorrectCoordinates) { auto [firstWindow, secondWindow] = setupScaledDisplayScenario(); // Send hover enter to second window mDispatcher->notifyMotion(generateMotionArgs(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, {PointF{150, 220}})); secondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithCoords(100, 80), WithRawCoords(300, 880))); mDispatcher->cancelCurrentTouch(); secondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_EXIT), WithCoords(100, 80), WithRawCoords(300, 880))); secondWindow->assertNoEvents(); firstWindow->assertNoEvents(); } // Same as above, but while the window is being mirrored. TEST_F(InputDispatcherDisplayProjectionTest, SynthesizeHoverCancelationWithCorrectCoordinatesWhenMirrored) { auto [firstWindow, secondWindow] = setupScaledDisplayScenario(); const std::array matrix = {1.1, 2.2, 3.3, 4.4, 5.5, 6.6, 0.0, 0.0, 1.0}; ui::Transform secondDisplayTransform; secondDisplayTransform.set(matrix); addDisplayInfo(SECOND_DISPLAY_ID, secondDisplayTransform); sp secondWindowClone = secondWindow->clone(SECOND_DISPLAY_ID); secondWindowClone->setWindowTransform(1.1, 2.2, 3.3, 4.4); addWindow(secondWindowClone); // Send hover enter to second window mDispatcher->notifyMotion(generateMotionArgs(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, {PointF{150, 220}})); secondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_ENTER), WithCoords(100, 80), WithRawCoords(300, 880), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); mDispatcher->cancelCurrentTouch(); // Ensure the cancelation happens with the correct displayId and the correct coordinates. secondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_EXIT), WithCoords(100, 80), WithRawCoords(300, 880), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); secondWindow->assertNoEvents(); firstWindow->assertNoEvents(); } /** Ensure consistent behavior of InputDispatcher in all orientations. */ class InputDispatcherDisplayOrientationFixture : public InputDispatcherDisplayProjectionTest, public ::testing::WithParamInterface {}; // This test verifies the touchable region of a window for all rotations of the display by tapping // in different locations on the display, specifically points close to the four corners of a // window. TEST_P(InputDispatcherDisplayOrientationFixture, HitTestInDifferentOrientations) { constexpr static int32_t displayWidth = 400; constexpr static int32_t displayHeight = 800; std::shared_ptr application = std::make_shared(); const auto rotation = GetParam(); // Set up the display with the specified rotation. const bool isRotated = rotation == ui::ROTATION_90 || rotation == ui::ROTATION_270; const int32_t logicalDisplayWidth = isRotated ? displayHeight : displayWidth; const int32_t logicalDisplayHeight = isRotated ? displayWidth : displayHeight; const ui::Transform displayTransform(ui::Transform::toRotationFlags(rotation), logicalDisplayWidth, logicalDisplayHeight); addDisplayInfo(ui::LogicalDisplayId::DEFAULT, displayTransform); // Create a window with its bounds determined in the logical display. const Rect frameInLogicalDisplay(100, 100, 200, 300); const Rect frameInDisplay = displayTransform.inverse().transform(frameInLogicalDisplay); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(frameInDisplay, displayTransform); addWindow(window); // The following points in logical display space should be inside the window. static const std::array insidePoints{ {{100, 100}, {199.99, 100}, {100, 299.99}, {199.99, 299.99}}}; for (const auto pointInsideWindow : insidePoints) { const vec2 p = displayTransform.inverse().transform(pointInsideWindow); const PointF pointInDisplaySpace{p.x, p.y}; mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInDisplaySpace})); window->consumeMotionDown(); mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInDisplaySpace})); window->consumeMotionUp(); } // The following points in logical display space should be outside the window. static const std::array outsidePoints{ {{200, 100}, {100, 300}, {200, 300}, {100, 99.99}, {99.99, 100}}}; for (const auto pointOutsideWindow : outsidePoints) { const vec2 p = displayTransform.inverse().transform(pointOutsideWindow); const PointF pointInDisplaySpace{p.x, p.y}; mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInDisplaySpace})); mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInDisplaySpace})); } window->assertNoEvents(); } // This test verifies the occlusion detection for all rotations of the display by tapping // in different locations on the display, specifically points close to the four corners of a // window. TEST_P(InputDispatcherDisplayOrientationFixture, BlockUntrustClickInDifferentOrientations) { constexpr static int32_t displayWidth = 400; constexpr static int32_t displayHeight = 800; std::shared_ptr untrustedWindowApplication = std::make_shared(); std::shared_ptr application = std::make_shared(); const auto rotation = GetParam(); // Set up the display with the specified rotation. const bool isRotated = rotation == ui::ROTATION_90 || rotation == ui::ROTATION_270; const int32_t logicalDisplayWidth = isRotated ? displayHeight : displayWidth; const int32_t logicalDisplayHeight = isRotated ? displayWidth : displayHeight; const ui::Transform displayTransform(ui::Transform::toRotationFlags(rotation), logicalDisplayWidth, logicalDisplayHeight); addDisplayInfo(ui::LogicalDisplayId::DEFAULT, displayTransform); // Create a window that not trusted. const Rect untrustedWindowFrameInLogicalDisplay(100, 100, 200, 300); const Rect untrustedWindowFrameInDisplay = displayTransform.inverse().transform(untrustedWindowFrameInLogicalDisplay); sp untrustedWindow = sp::make(untrustedWindowApplication, mDispatcher, "UntrustedWindow", ui::LogicalDisplayId::DEFAULT); untrustedWindow->setFrame(untrustedWindowFrameInDisplay, displayTransform); untrustedWindow->setTrustedOverlay(false); untrustedWindow->setTouchOcclusionMode(TouchOcclusionMode::BLOCK_UNTRUSTED); untrustedWindow->setTouchable(false); untrustedWindow->setAlpha(1.0f); untrustedWindow->setOwnerInfo(gui::Pid{1}, gui::Uid{101}); addWindow(untrustedWindow); // Create a simple app window below the untrusted window. const Rect simpleAppWindowFrameInLogicalDisplay(0, 0, 300, 600); const Rect simpleAppWindowFrameInDisplay = displayTransform.inverse().transform(simpleAppWindowFrameInLogicalDisplay); sp simpleAppWindow = sp::make(application, mDispatcher, "SimpleAppWindow", ui::LogicalDisplayId::DEFAULT); simpleAppWindow->setFrame(simpleAppWindowFrameInDisplay, displayTransform); simpleAppWindow->setOwnerInfo(gui::Pid{2}, gui::Uid{202}); addWindow(simpleAppWindow); // The following points in logical display space should be inside the untrusted window, so // the simple window could not receive events that coordinate is these point. static const std::array untrustedPoints{ {{100, 100}, {199.99, 100}, {100, 299.99}, {199.99, 299.99}}}; for (const auto untrustedPoint : untrustedPoints) { const vec2 p = displayTransform.inverse().transform(untrustedPoint); const PointF pointInDisplaySpace{p.x, p.y}; mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInDisplaySpace})); mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInDisplaySpace})); } untrustedWindow->assertNoEvents(); simpleAppWindow->assertNoEvents(); // The following points in logical display space should be outside the untrusted window, so // the simple window should receive events that coordinate is these point. static const std::array trustedPoints{ {{200, 100}, {100, 300}, {200, 300}, {100, 99.99}, {99.99, 100}}}; for (const auto trustedPoint : trustedPoints) { const vec2 p = displayTransform.inverse().transform(trustedPoint); const PointF pointInDisplaySpace{p.x, p.y}; mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInDisplaySpace})); simpleAppWindow->consumeMotionDown(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED); mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInDisplaySpace})); simpleAppWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED); } untrustedWindow->assertNoEvents(); } // Run the precision tests for all rotations. INSTANTIATE_TEST_SUITE_P(InputDispatcherDisplayOrientationTests, InputDispatcherDisplayOrientationFixture, ::testing::Values(ui::ROTATION_0, ui::ROTATION_90, ui::ROTATION_180, ui::ROTATION_270), [](const testing::TestParamInfo& testParamInfo) { return ftl::enum_string(testParamInfo.param); }); using TransferFunction = std::function& dispatcher, sp, sp)>; class TransferTouchFixture : public InputDispatcherTest, public ::testing::WithParamInterface {}; TEST_P(TransferTouchFixture, TransferTouch_OnePointer) { std::shared_ptr application = std::make_shared(); // Create a couple of windows sp firstWindow = sp::make(application, mDispatcher, "First Window", ui::LogicalDisplayId::DEFAULT); firstWindow->setDupTouchToWallpaper(true); sp secondWindow = sp::make(application, mDispatcher, "Second Window", ui::LogicalDisplayId::DEFAULT); sp wallpaper = sp::make(application, mDispatcher, "Wallpaper", ui::LogicalDisplayId::DEFAULT); wallpaper->setIsWallpaper(true); // Add the windows to the dispatcher, and ensure the first window is focused mDispatcher->onWindowInfosChanged( {{*firstWindow->getInfo(), *secondWindow->getInfo(), *wallpaper->getInfo()}, {}, 0, 0}); setFocusedWindow(firstWindow); firstWindow->consumeFocusEvent(true); // Send down to the first window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // Only the first window should get the down event firstWindow->consumeMotionDown(); secondWindow->assertNoEvents(); wallpaper->consumeMotionDown(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); // Dispatcher reports pointer down outside focus for the wallpaper mFakePolicy->assertOnPointerDownEquals(wallpaper->getToken()); // 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(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); wallpaper->consumeMotionCancel(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); // There should not be any changes to the focused window when transferring touch ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertOnPointerDownWasNotCalled()); // Send up event to the second window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // The first window gets no events and the second gets up firstWindow->assertNoEvents(); secondWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); wallpaper->assertNoEvents(); } /** * When 'transferTouchGesture' 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 'transferTouchGesture' API, but it's still valid * to test the other API, as well. */ TEST_P(TransferTouchFixture, TransferTouch_MultipleWindowsWithSpy) { std::shared_ptr application = std::make_shared(); // Create a couple of windows + a spy window sp spyWindow = sp::make(application, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spyWindow->setTrustedOverlay(true); spyWindow->setSpy(true); sp firstWindow = sp::make(application, mDispatcher, "First", ui::LogicalDisplayId::DEFAULT); sp secondWindow = sp::make(application, mDispatcher, "Second", ui::LogicalDisplayId::DEFAULT); // Add the windows to the dispatcher mDispatcher->onWindowInfosChanged( {{*spyWindow->getInfo(), *firstWindow->getInfo(), *secondWindow->getInfo()}, {}, 0, 0}); // Send down to the first window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // 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 === 'transferTouchGesture'. 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(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); // Send up event to the second window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // The first window gets no events and the second+spy get up firstWindow->assertNoEvents(); spyWindow->consumeMotionUp(); secondWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); } TEST_P(TransferTouchFixture, TransferTouch_TwoPointersNonSplitTouch) { std::shared_ptr application = std::make_shared(); PointF touchPoint = {10, 10}; // Create a couple of windows sp firstWindow = sp::make(application, mDispatcher, "First Window", ui::LogicalDisplayId::DEFAULT); firstWindow->setPreventSplitting(true); sp secondWindow = sp::make(application, mDispatcher, "Second Window", ui::LogicalDisplayId::DEFAULT); secondWindow->setPreventSplitting(true); // Add the windows to the dispatcher mDispatcher->onWindowInfosChanged( {{*firstWindow->getInfo(), *secondWindow->getInfo()}, {}, 0, 0}); // Send down to the first window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {touchPoint})); // Only the first window should get the down event firstWindow->consumeMotionDown(); secondWindow->assertNoEvents(); // Send pointer down to the first window mDispatcher->notifyMotion(generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {touchPoint, touchPoint})); // 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(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); secondWindow->consumeMotionPointerDown(1, ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); // Send pointer up to the second window mDispatcher->notifyMotion(generateMotionArgs(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {touchPoint, touchPoint})); // The first window gets nothing and the second gets pointer up firstWindow->assertNoEvents(); secondWindow->consumeMotionPointerUp(/*pointerIdx=*/1, AllOf(WithDisplayId(ui::LogicalDisplayId::DEFAULT), WithFlags(AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE), WithPointerCount(2))); // Send up event to the second window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // The first window gets nothing and the second gets up firstWindow->assertNoEvents(); secondWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); } TEST_P(TransferTouchFixture, TransferTouch_MultipleWallpapers) { std::shared_ptr application = std::make_shared(); // Create a couple of windows sp firstWindow = sp::make(application, mDispatcher, "First Window", ui::LogicalDisplayId::DEFAULT); firstWindow->setDupTouchToWallpaper(true); sp secondWindow = sp::make(application, mDispatcher, "Second Window", ui::LogicalDisplayId::DEFAULT); secondWindow->setDupTouchToWallpaper(true); sp wallpaper1 = sp::make(application, mDispatcher, "Wallpaper1", ui::LogicalDisplayId::DEFAULT); wallpaper1->setIsWallpaper(true); sp wallpaper2 = sp::make(application, mDispatcher, "Wallpaper2", ui::LogicalDisplayId::DEFAULT); wallpaper2->setIsWallpaper(true); // Add the windows to the dispatcher mDispatcher->onWindowInfosChanged({{*firstWindow->getInfo(), *wallpaper1->getInfo(), *secondWindow->getInfo(), *wallpaper2->getInfo()}, {}, 0, 0}); // Send down to the first window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // Only the first window should get the down event firstWindow->consumeMotionDown(); secondWindow->assertNoEvents(); wallpaper1->consumeMotionDown(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); 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(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); wallpaper1->consumeMotionCancel(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS); wallpaper2->consumeMotionDown(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS | AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); // Send up event to the second window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // The first window gets no events and the second gets up firstWindow->assertNoEvents(); secondWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); wallpaper1->assertNoEvents(); wallpaper2->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, EXPECTED_WALLPAPER_FLAGS | AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); } // For the cases of single pointer touch and two pointers non-split touch, the api's // 'transferTouchGesture' and 'transferTouchOnDisplay' are equivalent in behaviour. They only differ // for the case where there are multiple pointers split across several windows. INSTANTIATE_TEST_SUITE_P( InputDispatcherTransferFunctionTests, TransferTouchFixture, ::testing::Values( [&](const std::unique_ptr& dispatcher, sp /*ignored*/, sp destChannelToken) { return dispatcher->transferTouchOnDisplay(destChannelToken, ui::LogicalDisplayId::DEFAULT); }, [&](const std::unique_ptr& dispatcher, sp from, sp to) { return dispatcher->transferTouchGesture(from, to, /*isDragAndDrop=*/false); })); TEST_F(InputDispatcherTest, TransferTouch_TwoPointersSplitTouch) { std::shared_ptr application = std::make_shared(); sp firstWindow = sp::make(application, mDispatcher, "First Window", ui::LogicalDisplayId::DEFAULT); firstWindow->setFrame(Rect(0, 0, 600, 400)); sp secondWindow = sp::make(application, mDispatcher, "Second Window", ui::LogicalDisplayId::DEFAULT); secondWindow->setFrame(Rect(0, 400, 600, 800)); // Add the windows to the dispatcher mDispatcher->onWindowInfosChanged( {{*firstWindow->getInfo(), *secondWindow->getInfo()}, {}, 0, 0}); PointF pointInFirst = {300, 200}; PointF pointInSecond = {300, 600}; // Send down to the first window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInFirst})); // Only the first window should get the down event firstWindow->consumeMotionDown(); secondWindow->assertNoEvents(); // Send down to the second window mDispatcher->notifyMotion(generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInFirst, pointInSecond})); // The first window gets a move and the second a down firstWindow->consumeMotionMove(); secondWindow->consumeMotionDown(); // Transfer touch to the second window mDispatcher->transferTouchGesture(firstWindow->getToken(), secondWindow->getToken()); // The first window gets cancel and the new gets pointer down (it already saw down) firstWindow->consumeMotionCancel(); secondWindow->consumeMotionPointerDown(1, ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); // Send pointer up to the second window mDispatcher->notifyMotion(generateMotionArgs(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInFirst, pointInSecond})); // The first window gets nothing and the second gets pointer up firstWindow->assertNoEvents(); secondWindow->consumeMotionPointerUp(/*pointerIdx=*/1, AllOf(WithDisplayId(ui::LogicalDisplayId::DEFAULT), WithFlags(AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE), WithPointerCount(2))); // Send up event to the second window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // The first window gets nothing and the second gets up firstWindow->assertNoEvents(); secondWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); } // Same as TransferTouch_TwoPointersSplitTouch, but using 'transferTouchOnDisplay' api. // Unlike 'transferTouchGesture', calling 'transferTouchOnDisplay' 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, TransferTouchOnDisplay_TwoPointersSplitTouch) { std::shared_ptr application = std::make_shared(); sp firstWindow = sp::make(application, mDispatcher, "First Window", ui::LogicalDisplayId::DEFAULT); firstWindow->setFrame(Rect(0, 0, 600, 400)); sp secondWindow = sp::make(application, mDispatcher, "Second Window", ui::LogicalDisplayId::DEFAULT); secondWindow->setFrame(Rect(0, 400, 600, 800)); // Add the windows to the dispatcher mDispatcher->onWindowInfosChanged( {{*firstWindow->getInfo(), *secondWindow->getInfo()}, {}, 0, 0}); PointF pointInFirst = {300, 200}; PointF pointInSecond = {300, 600}; // Send down to the first window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInFirst})); // Only the first window should get the down event firstWindow->consumeMotionDown(); secondWindow->assertNoEvents(); // Send down to the second window mDispatcher->notifyMotion(generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInFirst, pointInSecond})); // 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->transferTouchOnDisplay(secondWindow->getToken(), ui::LogicalDisplayId::DEFAULT); // The 'transferTouchOnDisplay' 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 mDispatcher->notifyMotion(generateMotionArgs(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInFirst, pointInSecond})); // The first window gets MOVE and the second gets pointer up firstWindow->consumeMotionMove(); secondWindow->consumeMotionUp(); // Send up event to the first window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // 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 'transferTouchGesture' works fine if we put // the windows info of second display before default display. TEST_F(InputDispatcherTest, TransferTouch_CloneSurface) { std::shared_ptr application = std::make_shared(); sp firstWindowInPrimary = sp::make(application, mDispatcher, "D_1_W1", ui::LogicalDisplayId::DEFAULT); firstWindowInPrimary->setFrame(Rect(0, 0, 100, 100)); sp secondWindowInPrimary = sp::make(application, mDispatcher, "D_1_W2", ui::LogicalDisplayId::DEFAULT); secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100)); sp mirrorWindowInPrimary = firstWindowInPrimary->clone(ui::LogicalDisplayId::DEFAULT); mirrorWindowInPrimary->setFrame(Rect(0, 100, 100, 200)); sp firstWindowInSecondary = firstWindowInPrimary->clone(SECOND_DISPLAY_ID); firstWindowInSecondary->setFrame(Rect(0, 0, 100, 100)); sp secondWindowInSecondary = secondWindowInPrimary->clone(SECOND_DISPLAY_ID); secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100)); // Update window info, let it find window handle of second display first. mDispatcher->onWindowInfosChanged( {{*firstWindowInSecondary->getInfo(), *secondWindowInSecondary->getInfo(), *mirrorWindowInPrimary->getInfo(), *firstWindowInPrimary->getInfo(), *secondWindowInPrimary->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; // Window should receive motion event. firstWindowInPrimary->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); // Transfer touch ASSERT_TRUE(mDispatcher->transferTouchGesture(firstWindowInPrimary->getToken(), secondWindowInPrimary->getToken())); // The first window gets cancel. firstWindowInPrimary->consumeMotionCancel(); secondWindowInPrimary->consumeMotionDown(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; firstWindowInPrimary->assertNoEvents(); secondWindowInPrimary->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; firstWindowInPrimary->assertNoEvents(); secondWindowInPrimary->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); } // Same as TransferTouch_CloneSurface, but this touch on the secondary display and use // 'transferTouchOnDisplay' api. TEST_F(InputDispatcherTest, TransferTouchOnDisplay_CloneSurface) { std::shared_ptr application = std::make_shared(); sp firstWindowInPrimary = sp::make(application, mDispatcher, "D_1_W1", ui::LogicalDisplayId::DEFAULT); firstWindowInPrimary->setFrame(Rect(0, 0, 100, 100)); sp secondWindowInPrimary = sp::make(application, mDispatcher, "D_1_W2", ui::LogicalDisplayId::DEFAULT); secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100)); sp mirrorWindowInPrimary = firstWindowInPrimary->clone(ui::LogicalDisplayId::DEFAULT); mirrorWindowInPrimary->setFrame(Rect(0, 100, 100, 200)); sp firstWindowInSecondary = firstWindowInPrimary->clone(SECOND_DISPLAY_ID); firstWindowInSecondary->setFrame(Rect(0, 0, 100, 100)); sp secondWindowInSecondary = secondWindowInPrimary->clone(SECOND_DISPLAY_ID); secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100)); // Update window info, let it find window handle of second display first. mDispatcher->onWindowInfosChanged( {{*firstWindowInSecondary->getInfo(), *secondWindowInSecondary->getInfo(), *mirrorWindowInPrimary->getInfo(), *firstWindowInPrimary->getInfo(), *secondWindowInPrimary->getInfo()}, {}, 0, 0}); // 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. firstWindowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID); // Transfer touch focus ASSERT_TRUE(mDispatcher->transferTouchOnDisplay(secondWindowInSecondary->getToken(), SECOND_DISPLAY_ID)); // The first window gets cancel. firstWindowInSecondary->consumeMotionCancel(SECOND_DISPLAY_ID); secondWindowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); 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"; firstWindowInSecondary->assertNoEvents(); secondWindowInSecondary->consumeMotionMove(SECOND_DISPLAY_ID, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; firstWindowInSecondary->assertNoEvents(); secondWindowInSecondary->consumeMotionUp(SECOND_DISPLAY_ID, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); } TEST_F(InputDispatcherTest, FocusedWindow_ReceivesFocusEventAndKeyEvent) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(true); mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ui::LogicalDisplayId::DEFAULT)); // Window should receive key down event. window->consumeKeyDown(ui::LogicalDisplayId::DEFAULT); // Should have poked user activity mDispatcher->waitForIdle(); mFakePolicy->assertUserActivityPoked(); } TEST_F(InputDispatcherTest, FocusedWindow_DisableUserActivity) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); window->setDisableUserActivity(true); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(true); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); // Window should receive key down event. window->consumeKeyDown(ui::LogicalDisplayId::DEFAULT); // Should have not poked user activity mDispatcher->waitForIdle(); mFakePolicy->assertUserActivityNotPoked(); } TEST_F(InputDispatcherTest, FocusedWindow_DoesNotReceivePolicyConsumedKey) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(true); mFakePolicy->setConsumeKeyBeforeDispatching(true); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); mDispatcher->waitForIdle(); // Key is not passed down window->assertNoEvents(); // Should have poked user activity mFakePolicy->assertUserActivityPoked(); } TEST_F(InputDispatcherTest, FocusedWindow_PolicyConsumedKeyIgnoresDisableUserActivity) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); window->setDisableUserActivity(true); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(true); mFakePolicy->setConsumeKeyBeforeDispatching(true); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); mDispatcher->waitForIdle(); // System key is not passed down window->assertNoEvents(); // Should have poked user activity mFakePolicy->assertUserActivityPoked(); } class DisableUserActivityInputDispatcherTest : public InputDispatcherTest, public ::testing::WithParamInterface {}; TEST_P(DisableUserActivityInputDispatcherTest, NotPassedToUserUserActivity) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); window->setDisableUserActivity(GetParam()); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(true); mDispatcher->notifyKey(KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD) .keyCode(AKEYCODE_A) .policyFlags(0) .build()); mDispatcher->waitForIdle(); // Key is not passed down window->assertNoEvents(); // Should not have poked user activity mFakePolicy->assertUserActivityNotPoked(); } INSTANTIATE_TEST_CASE_P(DisableUserActivity, DisableUserActivityInputDispatcherTest, ::testing::Bool()); TEST_F(InputDispatcherTest, InjectedTouchesPokeUserActivity) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {100, 100})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); // Should have poked user activity mDispatcher->waitForIdle(); mFakePolicy->assertUserActivityPoked(); } TEST_F(InputDispatcherTest, UnfocusedWindow_DoesNotReceiveFocusEventOrKeyEvent) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ui::LogicalDisplayId::DEFAULT)); 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 application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // Send key mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ui::LogicalDisplayId::DEFAULT)); // Send motion mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // Window should receive only the motion event window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); window->assertNoEvents(); // Key event or focus event will not be received } TEST_F(InputDispatcherTest, PointerCancel_SendCancelWhenSplitTouch) { std::shared_ptr application = std::make_shared(); sp firstWindow = sp::make(application, mDispatcher, "First Window", ui::LogicalDisplayId::DEFAULT); firstWindow->setFrame(Rect(0, 0, 600, 400)); sp secondWindow = sp::make(application, mDispatcher, "Second Window", ui::LogicalDisplayId::DEFAULT); secondWindow->setFrame(Rect(0, 400, 600, 800)); // Add the windows to the dispatcher mDispatcher->onWindowInfosChanged( {{*firstWindow->getInfo(), *secondWindow->getInfo()}, {}, 0, 0}); PointF pointInFirst = {300, 200}; PointF pointInSecond = {300, 600}; // Send down to the first window mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInFirst})); // Only the first window should get the down event firstWindow->consumeMotionDown(); secondWindow->assertNoEvents(); // Send down to the second window mDispatcher->notifyMotion(generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {pointInFirst, pointInSecond})); // 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, ui::LogicalDisplayId::DEFAULT, {pointInFirst, pointInSecond}); pointerUpMotionArgs.flags |= AMOTION_EVENT_FLAG_CANCELED; mDispatcher->notifyMotion(pointerUpMotionArgs); // The first window gets move and the second gets cancel. firstWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_CANCELED); secondWindow->consumeMotionCancel(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_CANCELED); // Send up event. mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); // The first window gets up and the second gets nothing. firstWindow->consumeMotionUp(); secondWindow->assertNoEvents(); } TEST_F(InputDispatcherTest, SendTimeline_DoesNotCrashDispatcher) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); std::array graphicsTimeline; graphicsTimeline[GraphicsTimeline::GPU_COMPLETED_TIME] = 2; graphicsTimeline[GraphicsTimeline::PRESENT_TIME] = 3; window->sendTimeline(/*inputEventId=*/1, graphicsTimeline); window->assertNoEvents(); mDispatcher->waitForIdle(); } 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 application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Foreground", ui::LogicalDisplayId::DEFAULT); FakeMonitorReceiver monitor = FakeMonitorReceiver(*mDispatcher, "M_1", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {110, 200})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionMove(); monitor.consumeMotionMove(ui::LogicalDisplayId::DEFAULT); // Now the foreground window goes away mDispatcher->onWindowInfosChanged({{}, {}, 0, 0}); 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, ui::LogicalDisplayId::DEFAULT, {120, 200})) << "Injection should fail because the window was removed"; window->assertNoEvents(); // Global monitor now gets the cancel monitor.consumeMotionCancel(ui::LogicalDisplayId::DEFAULT); } TEST_F(InputDispatcherMonitorTest, ReceivesMotionEvents) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); FakeMonitorReceiver monitor = FakeMonitorReceiver(*mDispatcher, "M_1", ui::LogicalDisplayId::DEFAULT); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); monitor.consumeMotionDown(ui::LogicalDisplayId::DEFAULT); } TEST_F(InputDispatcherMonitorTest, MonitorCannotPilferPointers) { FakeMonitorReceiver monitor = FakeMonitorReceiver(*mDispatcher, "M_1", ui::LogicalDisplayId::DEFAULT); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; monitor.consumeMotionDown(ui::LogicalDisplayId::DEFAULT); window->consumeMotionDown(ui::LogicalDisplayId::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, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; monitor.consumeMotionMove(ui::LogicalDisplayId::DEFAULT); window->consumeMotionMove(ui::LogicalDisplayId::DEFAULT); } TEST_F(InputDispatcherMonitorTest, NoWindowTransform) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); window->setWindowOffset(20, 40); window->setWindowTransform(0, 1, -1, 0); FakeMonitorReceiver monitor = FakeMonitorReceiver(*mDispatcher, "M_1", ui::LogicalDisplayId::DEFAULT); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); std::unique_ptr event = monitor.consumeMotion(); ASSERT_NE(nullptr, event); // Even though window has transform, gesture monitor must not. ASSERT_EQ(ui::Transform(), event->getTransform()); } TEST_F(InputDispatcherMonitorTest, InjectionFailsWithNoWindow) { std::shared_ptr application = std::make_shared(); FakeMonitorReceiver monitor = FakeMonitorReceiver(*mDispatcher, "M_1", ui::LogicalDisplayId::DEFAULT); ASSERT_EQ(InputEventInjectionResult::FAILED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Injection should fail if there is a monitor, but no touchable window"; monitor.assertNoEvents(); } /** * Two displays * The first monitor has a foreground window, a monitor * The second window has only one monitor. * We first inject a Down event into the first display, this injection should succeed and both * the foreground window and monitor should receive a down event, then inject a Down event into * the second display as well, this injection should fail, at this point, the first display * window and monitor should not receive a cancel or any other event. * Continue to inject Move and UP events to the first display, the events should be received * normally by the foreground window and monitor. */ TEST_F(InputDispatcherMonitorTest, MonitorTouchIsNotCanceledWhenAnotherEmptyDisplayReceiveEvents) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Foreground", ui::LogicalDisplayId::DEFAULT); FakeMonitorReceiver monitor = FakeMonitorReceiver(*mDispatcher, "M_1", ui::LogicalDisplayId::DEFAULT); FakeMonitorReceiver secondMonitor = FakeMonitorReceiver(*mDispatcher, "M_2", SECOND_DISPLAY_ID); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {100, 200})) << "The down event injected into the first display should succeed"; window->consumeMotionDown(); monitor.consumeMotionDown(ui::LogicalDisplayId::DEFAULT); ASSERT_EQ(InputEventInjectionResult::FAILED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID, {100, 200})) << "The down event injected into the second display should fail since there's no " "touchable window"; // Continue to inject event to first display. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {110, 220})) << "The move event injected into the first display should succeed"; window->consumeMotionMove(); monitor.consumeMotionMove(ui::LogicalDisplayId::DEFAULT); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {110, 220})) << "The up event injected into the first display should succeed"; window->consumeMotionUp(); monitor.consumeMotionUp(ui::LogicalDisplayId::DEFAULT); window->assertNoEvents(); monitor.assertNoEvents(); secondMonitor.assertNoEvents(); } /** * Two displays * There is a monitor and foreground window on each display. * First, we inject down events into each of the two displays, at this point, the foreground windows * and monitors on both displays should receive down events. * At this point, the foreground window of the second display goes away, the gone window should * receive the cancel event, and the other windows and monitors should not receive any events. * Inject a move event into the second display. At this point, the injection should fail because * the second display no longer has a foreground window. At this point, the monitor on the second * display should receive a cancel event, and any windows or monitors on the first display should * not receive any events, and any subsequent injection of events into the second display should * also fail. * Continue to inject events into the first display, and the events should all be injected * successfully and received normally. */ TEST_F(InputDispatcherMonitorTest, MonitorTouchIsNotCancelWhenAnotherDisplayMonitorTouchCanceled) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Foreground", ui::LogicalDisplayId::DEFAULT); sp secondWindow = sp::make(application, mDispatcher, "SecondForeground", SECOND_DISPLAY_ID); FakeMonitorReceiver monitor = FakeMonitorReceiver(*mDispatcher, "M_1", ui::LogicalDisplayId::DEFAULT); FakeMonitorReceiver secondMonitor = FakeMonitorReceiver(*mDispatcher, "M_2", SECOND_DISPLAY_ID); // There is a foreground window on both displays. mDispatcher->onWindowInfosChanged({{*window->getInfo(), *secondWindow->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {100, 200})) << "The down event injected into the first display should succeed"; window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); monitor.consumeMotionDown(ui::LogicalDisplayId::DEFAULT); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID, {100, 200})) << "The down event injected into the second display should succeed"; secondWindow->consumeMotionDown(SECOND_DISPLAY_ID); secondMonitor.consumeMotionDown(SECOND_DISPLAY_ID); // Now second window is gone away. mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // The gone window should receive a cancel, and the monitor on the second display should not // receive any events. secondWindow->consumeMotionCancel(SECOND_DISPLAY_ID); secondMonitor.assertNoEvents(); ASSERT_EQ(InputEventInjectionResult::FAILED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID, {110, 220})) << "The move event injected into the second display should fail because there's no " "touchable window"; // Now the monitor on the second display should receive a cancel event. secondMonitor.consumeMotionCancel(SECOND_DISPLAY_ID); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {110, 200})) << "The move event injected into the first display should succeed"; window->consumeMotionMove(); monitor.consumeMotionMove(ui::LogicalDisplayId::DEFAULT); ASSERT_EQ(InputEventInjectionResult::FAILED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID, {110, 220})) << "The up event injected into the second display should fail because there's no " "touchable window"; ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {110, 220})) << "The up event injected into the first display should succeed"; window->consumeMotionUp(ui::LogicalDisplayId::DEFAULT); monitor.consumeMotionUp(ui::LogicalDisplayId::DEFAULT); window->assertNoEvents(); monitor.assertNoEvents(); secondWindow->assertNoEvents(); secondMonitor.assertNoEvents(); } /** * One display with transform * There is a foreground window and a monitor on the display * Inject down event and move event sequentially, the foreground window and monitor can receive down * event and move event, then let the foreground window go away, the foreground window receives * cancel event, inject move event again, the monitor receives cancel event, all the events received * by the monitor should be with the same transform as the display */ TEST_F(InputDispatcherMonitorTest, MonitorTouchCancelEventWithDisplayTransform) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Foreground", ui::LogicalDisplayId::DEFAULT); FakeMonitorReceiver monitor = FakeMonitorReceiver(*mDispatcher, "M_1", ui::LogicalDisplayId::DEFAULT); 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 = ui::LogicalDisplayId::DEFAULT; displayInfo.transform = transform; mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {displayInfo}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {100, 200})) << "The down event injected should succeed"; window->consumeMotionDown(); std::unique_ptr downMotionEvent = monitor.consumeMotion(); EXPECT_EQ(transform, downMotionEvent->getTransform()); EXPECT_EQ(AMOTION_EVENT_ACTION_DOWN, downMotionEvent->getAction()); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {110, 220})) << "The move event injected should succeed"; window->consumeMotionMove(); std::unique_ptr moveMotionEvent = monitor.consumeMotion(); EXPECT_EQ(transform, moveMotionEvent->getTransform()); EXPECT_EQ(AMOTION_EVENT_ACTION_MOVE, moveMotionEvent->getAction()); // Let foreground window gone mDispatcher->onWindowInfosChanged({{}, {displayInfo}, 0, 0}); // Foreground window should receive a cancel event, but not the monitor. window->consumeMotionCancel(); ASSERT_EQ(InputEventInjectionResult::FAILED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {110, 220})) << "The move event injected should failed"; // Now foreground should not receive any events, but monitor should receive a cancel event // with transform that same as display's display. std::unique_ptr cancelMotionEvent = monitor.consumeMotion(); EXPECT_EQ(transform, cancelMotionEvent->getTransform()); EXPECT_EQ(ui::LogicalDisplayId::DEFAULT, cancelMotionEvent->getDisplayId()); EXPECT_EQ(AMOTION_EVENT_ACTION_CANCEL, cancelMotionEvent->getAction()); // Other event inject to this display should fail. ASSERT_EQ(InputEventInjectionResult::FAILED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {110, 220})) << "The up event injected should fail because the touched window was removed"; window->assertNoEvents(); monitor.assertNoEvents(); } TEST_F(InputDispatcherTest, TestMoveEvent) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT); mDispatcher->notifyMotion(motionArgs); // Window should receive motion down event. window->consumeMotionDown(ui::LogicalDisplayId::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->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, /*expectedFlags=*/0); } /** * 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 application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Test window", ui::LogicalDisplayId::DEFAULT); const WindowInfo& windowInfo = *window->getInfo(); // Set focused application. mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); window->setFocusable(true); SCOPED_TRACE("Check default value of touch mode"); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(/*hasFocus=*/true, /*inTouchMode=*/true); SCOPED_TRACE("Remove the window to trigger focus loss"); window->setFocusable(false); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); window->consumeFocusEvent(/*hasFocus=*/false, /*inTouchMode=*/true); SCOPED_TRACE("Disable touch mode"); mDispatcher->setInTouchMode(false, windowInfo.ownerPid, windowInfo.ownerUid, /*hasPermission=*/true, ui::LogicalDisplayId::DEFAULT); window->consumeTouchModeEvent(false); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(/*hasFocus=*/true, /*inTouchMode=*/false); SCOPED_TRACE("Remove the window to trigger focus loss"); window->setFocusable(false); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); window->consumeFocusEvent(/*hasFocus=*/false, /*inTouchMode=*/false); SCOPED_TRACE("Enable touch mode again"); mDispatcher->setInTouchMode(true, windowInfo.ownerPid, windowInfo.ownerUid, /*hasPermission=*/true, ui::LogicalDisplayId::DEFAULT); window->consumeTouchModeEvent(true); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(/*hasFocus=*/true, /*inTouchMode=*/true); window->assertNoEvents(); } TEST_F(InputDispatcherTest, VerifyInputEvent_KeyEvent) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Test window", ui::LogicalDisplayId::DEFAULT); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(/*hasFocus=*/true, /*inTouchMode=*/true); const NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN); mDispatcher->notifyKey(keyArgs); std::unique_ptr event = window->consumeKey(); ASSERT_NE(event, nullptr); std::unique_ptr 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(*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 application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Test window", ui::LogicalDisplayId::DEFAULT); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::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 = ui::LogicalDisplayId::DEFAULT; displayInfo.transform = transform; mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {displayInfo}, 0, 0}); const NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT); mDispatcher->notifyMotion(motionArgs); std::unique_ptr event = window->consumeMotionEvent(); ASSERT_NE(nullptr, event); std::unique_ptr 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(*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 hmac1 = mDispatcher->sign(verifiedEvent); std::array 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 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 = ui::LogicalDisplayId{verifiedEvent.displayId.val() + 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 application = std::make_shared(); sp windowTop = sp::make(application, mDispatcher, "Top", ui::LogicalDisplayId::DEFAULT); sp windowSecond = sp::make(application, mDispatcher, "Second", ui::LogicalDisplayId::DEFAULT); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); // Top window is also focusable but is not granted focus. windowTop->setFocusable(true); windowSecond->setFocusable(true); mDispatcher->onWindowInfosChanged( {{*windowTop->getInfo(), *windowSecond->getInfo()}, {}, 0, 0}); 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(ui::LogicalDisplayId::INVALID); windowTop->assertNoEvents(); } TEST_F(InputDispatcherTest, SetFocusedWindow_DropRequestInvalidChannel) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "TestWindow", ui::LogicalDisplayId::DEFAULT); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); window->setFocusable(true); // Release channel for window is no longer valid. window->releaseChannel(); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); // Test inject a key down, should timeout. ASSERT_NO_FATAL_FAILURE(assertInjectedKeyTimesOut(*mDispatcher)); // window channel is invalid, so it should not receive any input event. window->assertNoEvents(); } TEST_F(InputDispatcherTest, SetFocusedWindow_DropRequestNoFocusableWindow) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "TestWindow", ui::LogicalDisplayId::DEFAULT); window->setFocusable(false); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); // Test inject a key down, should timeout. ASSERT_NO_FATAL_FAILURE(assertInjectedKeyTimesOut(*mDispatcher)); // window is not focusable, so it should not receive any input event. window->assertNoEvents(); } TEST_F(InputDispatcherTest, SetFocusedWindow_CheckFocusedToken) { std::shared_ptr application = std::make_shared(); sp windowTop = sp::make(application, mDispatcher, "Top", ui::LogicalDisplayId::DEFAULT); sp windowSecond = sp::make(application, mDispatcher, "Second", ui::LogicalDisplayId::DEFAULT); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); windowTop->setFocusable(true); windowSecond->setFocusable(true); mDispatcher->onWindowInfosChanged( {{*windowTop->getInfo(), *windowSecond->getInfo()}, {}, 0, 0}); setFocusedWindow(windowTop); windowTop->consumeFocusEvent(true); windowTop->editInfo()->focusTransferTarget = windowSecond->getToken(); mDispatcher->onWindowInfosChanged( {{*windowTop->getInfo(), *windowSecond->getInfo()}, {}, 0, 0}); 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(ui::LogicalDisplayId::INVALID); } TEST_F(InputDispatcherTest, SetFocusedWindow_TransferFocusTokenNotFocusable) { std::shared_ptr application = std::make_shared(); sp windowTop = sp::make(application, mDispatcher, "Top", ui::LogicalDisplayId::DEFAULT); sp windowSecond = sp::make(application, mDispatcher, "Second", ui::LogicalDisplayId::DEFAULT); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); windowTop->setFocusable(true); windowSecond->setFocusable(false); windowTop->editInfo()->focusTransferTarget = windowSecond->getToken(); mDispatcher->onWindowInfosChanged( {{*windowTop->getInfo(), *windowSecond->getInfo()}, {}, 0, 0}); setFocusedWindow(windowTop); windowTop->consumeFocusEvent(true); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(*mDispatcher)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; // Event should be dropped. windowTop->consumeKeyDown(ui::LogicalDisplayId::INVALID); windowSecond->assertNoEvents(); } TEST_F(InputDispatcherTest, SetFocusedWindow_DeferInvisibleWindow) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "TestWindow", ui::LogicalDisplayId::DEFAULT); sp previousFocusedWindow = sp::make(application, mDispatcher, "previousFocusedWindow", ui::LogicalDisplayId::DEFAULT); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); window->setFocusable(true); previousFocusedWindow->setFocusable(true); window->setVisible(false); mDispatcher->onWindowInfosChanged( {{*window->getInfo(), *previousFocusedWindow->getInfo()}, {}, 0, 0}); 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, /*repeatCount=*/0, ui::LogicalDisplayId::DEFAULT, InputEventInjectionSync::NONE)); // Window does not get focus event or key down. window->assertNoEvents(); // Window becomes visible. window->setVisible(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); // Window receives focus event. window->consumeFocusEvent(true); // Focused window receives key down. window->consumeKeyDown(ui::LogicalDisplayId::DEFAULT); } TEST_F(InputDispatcherTest, DisplayRemoved) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "window", ui::LogicalDisplayId::DEFAULT); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); // window is granted focus. window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(true); // When a display is removed window loses focus. mDispatcher->displayRemoved(ui::LogicalDisplayId::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 gui::Pid SLIPPERY_PID{WINDOW_PID.val() + 1}; constexpr gui::Uid SLIPPERY_UID{WINDOW_UID.val() + 1}; std::shared_ptr application = std::make_shared(); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); sp slipperyExitWindow = sp::make(application, mDispatcher, "Top", ui::LogicalDisplayId::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 slipperyEnterWindow = sp::make(application, mDispatcher, "Second", ui::LogicalDisplayId::DEFAULT); slipperyExitWindow->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged( {{*slipperyExitWindow->getInfo(), *slipperyEnterWindow->getInfo()}, {}, 0, 0}); // Use notifyMotion instead of injecting to avoid dealing with injection permissions mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {{50, 50}})); slipperyExitWindow->consumeMotionDown(); slipperyExitWindow->setFrame(Rect(70, 70, 100, 100)); mDispatcher->onWindowInfosChanged( {{*slipperyExitWindow->getInfo(), *slipperyEnterWindow->getInfo()}, {}, 0, 0}); mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {{51, 51}})); slipperyExitWindow->consumeMotionCancel(); slipperyEnterWindow->consumeMotionDown(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED); } /** * Two windows, one on the left and another on the right. The left window is slippery. The right * window isn't eligible to receive touch because it specifies InputConfig::DROP_INPUT. When the * touch moves from the left window into the right window, the gesture should continue to go to the * left window. Touch shouldn't slip because the right window can't receive touches. This test * reproduces a crash. */ TEST_F(InputDispatcherTest, TouchSlippingIntoWindowThatDropsTouches) { std::shared_ptr application = std::make_shared(); sp leftSlipperyWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftSlipperyWindow->setSlippery(true); leftSlipperyWindow->setFrame(Rect(0, 0, 100, 100)); sp rightDropTouchesWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightDropTouchesWindow->setFrame(Rect(100, 0, 200, 100)); rightDropTouchesWindow->setDropInput(true); mDispatcher->onWindowInfosChanged( {{*leftSlipperyWindow->getInfo(), *rightDropTouchesWindow->getInfo()}, {}, 0, 0}); // Start touch in the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); leftSlipperyWindow->consumeMotionDown(); // And move it into the right window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .build()); // Since the right window isn't eligible to receive input, touch does not slip. // The left window continues to receive the gesture. leftSlipperyWindow->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); rightDropTouchesWindow->assertNoEvents(); } /** * A single window is on screen first. Touch is injected into that window. Next, a second window * appears. Since the first window is slippery, touch will move from the first window to the second. */ TEST_F(InputDispatcherTest, InjectedTouchSlips) { std::shared_ptr application = std::make_shared(); sp originalWindow = sp::make(application, mDispatcher, "Original", ui::LogicalDisplayId::DEFAULT); originalWindow->setFrame(Rect(0, 0, 200, 200)); originalWindow->setSlippery(true); sp appearingWindow = sp::make(application, mDispatcher, "Appearing", ui::LogicalDisplayId::DEFAULT); appearingWindow->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*originalWindow->getInfo()}, {}, 0, 0}); // Touch down on the original window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(1, ToolType::FINGER).x(100).y(100)) .build())); originalWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); // Now, a new window appears. This could be, for example, a notification shade that appears // after user starts to drag down on the launcher window. mDispatcher->onWindowInfosChanged( {{*appearingWindow->getInfo(), *originalWindow->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(1, ToolType::FINGER).x(110).y(110)) .build())); originalWindow->consumeMotionEvent(WithMotionAction(ACTION_CANCEL)); appearingWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(1, ToolType::FINGER).x(120).y(120)) .build())); appearingWindow->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); originalWindow->assertNoEvents(); appearingWindow->assertNoEvents(); } /** * Three windows: * - left window, which has FLAG_SLIPPERY, so it supports slippery exit * - right window * - spy window * The three windows do not overlap. * * We have two devices reporting events: * - Device A reports ACTION_DOWN, which lands in the left window * - Device B reports ACTION_DOWN, which lands in the spy window. * - Now, device B reports ACTION_MOVE events which move to the right window. * * The right window should not receive any events because the spy window is not a foreground window, * and also it does not support slippery touches. */ TEST_F(InputDispatcherTest, MultiDeviceSpyWindowSlipTest) { std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left window", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 100, 100)); leftWindow->setSlippery(true); sp rightWindow = sp::make(application, mDispatcher, "Right window", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(100, 0, 200, 100)); sp spyWindow = sp::make(application, mDispatcher, "Spy Window", ui::LogicalDisplayId::DEFAULT); spyWindow->setFrame(Rect(200, 0, 300, 100)); spyWindow->setSpy(true); spyWindow->setTrustedOverlay(true); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *rightWindow->getInfo(), *spyWindow->getInfo()}, {}, 0, 0}); const DeviceId deviceA = 9; const DeviceId deviceB = 3; // Tap on left window with device A mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .deviceId(deviceA) .build()); leftWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA))); // Tap on spy window with device B mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(250).y(50)) .deviceId(deviceB) .build()); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB))); // Move to right window with device B. Touches should not slip to the right window, because spy // window is not a foreground window, and it does not have FLAG_SLIPPERY mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .deviceId(deviceB) .build()); leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); spyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceB))); } /** * Three windows arranged horizontally and without any overlap. * The left and right windows have FLAG_SLIPPERY. The middle window does not have any special flags. * * We have two devices reporting events: * - Device A reports ACTION_DOWN which lands in the left window * - Device B reports ACTION_DOWN which lands in the right window * - Device B reports ACTION_MOVE that shifts to the middle window. * This should cause touches for Device B to slip from the right window to the middle window. * The right window should receive ACTION_CANCEL for device B and the * middle window should receive down event for Device B. * If device B reports more ACTION_MOVE events, the middle window should receive remaining events. */ TEST_F(InputDispatcherTest, MultiDeviceSlipperyWindowTest) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left window", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 100, 100)); leftWindow->setSlippery(true); sp middleWindow = sp::make(application, mDispatcher, "middle window", ui::LogicalDisplayId::DEFAULT); middleWindow->setFrame(Rect(100, 0, 200, 100)); sp rightWindow = sp::make(application, mDispatcher, "Right window", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(200, 0, 300, 100)); rightWindow->setSlippery(true); mDispatcher->onWindowInfosChanged( {{*leftWindow->getInfo(), *middleWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); const DeviceId deviceA = 9; const DeviceId deviceB = 3; // Tap on left window with device A mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .deviceId(deviceA) .build()); leftWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA))); // Tap on right window with device B mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(250).y(50)) .deviceId(deviceB) .build()); rightWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB))); // Move to middle window with device B. Touches should slip to middle window, because right // window is a foreground window that's associated with device B and has FLAG_SLIPPERY. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .deviceId(deviceB) .build()); rightWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(deviceB))); middleWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB))); // Move to middle window with device A. Touches should slip to middle window, because left // window is a foreground window that's associated with device A and has FLAG_SLIPPERY. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .deviceId(deviceA) .build()); leftWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(deviceA))); middleWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA))); // Ensure that middle window can receive the remaining move events. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(151).y(51)) .deviceId(deviceB) .build()); leftWindow->assertNoEvents(); middleWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceB))); rightWindow->assertNoEvents(); } TEST_F(InputDispatcherTest, NotifiesDeviceInteractionsWithMotions) { using Uid = gui::Uid; std::shared_ptr application = std::make_shared(); sp leftWindow = sp::make(application, mDispatcher, "Left", ui::LogicalDisplayId::DEFAULT); leftWindow->setFrame(Rect(0, 0, 100, 100)); leftWindow->setOwnerInfo(gui::Pid{1}, Uid{101}); sp rightSpy = sp::make(application, mDispatcher, "Right spy", ui::LogicalDisplayId::DEFAULT); rightSpy->setFrame(Rect(100, 0, 200, 100)); rightSpy->setOwnerInfo(gui::Pid{2}, Uid{102}); rightSpy->setSpy(true); rightSpy->setTrustedOverlay(true); sp rightWindow = sp::make(application, mDispatcher, "Right", ui::LogicalDisplayId::DEFAULT); rightWindow->setFrame(Rect(100, 0, 200, 100)); rightWindow->setOwnerInfo(gui::Pid{3}, Uid{103}); mDispatcher->onWindowInfosChanged( {{*rightSpy->getInfo(), *rightWindow->getInfo(), *leftWindow->getInfo()}, {}, 0, 0}); // Touch in the left window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); ASSERT_NO_FATAL_FAILURE(leftWindow->consumeMotionDown()); mDispatcher->waitForIdle(); ASSERT_NO_FATAL_FAILURE( mFakePolicy->assertNotifyDeviceInteractionWasCalled(DEVICE_ID, {Uid{101}})); // Touch another finger over the right windows mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(150).y(50)) .build()); ASSERT_NO_FATAL_FAILURE(rightSpy->consumeMotionDown()); ASSERT_NO_FATAL_FAILURE(rightWindow->consumeMotionDown()); ASSERT_NO_FATAL_FAILURE(leftWindow->consumeMotionMove()); mDispatcher->waitForIdle(); ASSERT_NO_FATAL_FAILURE( mFakePolicy->assertNotifyDeviceInteractionWasCalled(DEVICE_ID, {Uid{101}, Uid{102}, Uid{103}})); // Release finger over left window. The UP actions are not treated as device interaction. // The windows that did not receive the UP pointer will receive MOVE events, but since this // is part of the UP action, we do not treat this as device interaction. mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_0_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(150).y(50)) .build()); ASSERT_NO_FATAL_FAILURE(leftWindow->consumeMotionUp()); ASSERT_NO_FATAL_FAILURE(rightSpy->consumeMotionMove()); ASSERT_NO_FATAL_FAILURE(rightWindow->consumeMotionMove()); mDispatcher->waitForIdle(); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertNotifyDeviceInteractionWasNotCalled()); // Move remaining finger mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(1, ToolType::FINGER).x(150).y(50)) .build()); ASSERT_NO_FATAL_FAILURE(rightSpy->consumeMotionMove()); ASSERT_NO_FATAL_FAILURE(rightWindow->consumeMotionMove()); mDispatcher->waitForIdle(); ASSERT_NO_FATAL_FAILURE( mFakePolicy->assertNotifyDeviceInteractionWasCalled(DEVICE_ID, {Uid{102}, Uid{103}})); // Release all fingers mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(1, ToolType::FINGER).x(150).y(50)) .build()); ASSERT_NO_FATAL_FAILURE(rightSpy->consumeMotionUp()); ASSERT_NO_FATAL_FAILURE(rightWindow->consumeMotionUp()); mDispatcher->waitForIdle(); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertNotifyDeviceInteractionWasNotCalled()); } TEST_F(InputDispatcherTest, NotifiesDeviceInteractionsWithKeys) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 100, 100)); window->setOwnerInfo(gui::Pid{1}, gui::Uid{101}); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); ASSERT_NO_FATAL_FAILURE(window->consumeFocusEvent(true)); mDispatcher->notifyKey(KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).build()); ASSERT_NO_FATAL_FAILURE(window->consumeKeyDown(ui::LogicalDisplayId::DEFAULT)); mDispatcher->waitForIdle(); ASSERT_NO_FATAL_FAILURE( mFakePolicy->assertNotifyDeviceInteractionWasCalled(DEVICE_ID, {gui::Uid{101}})); // The UP actions are not treated as device interaction. mDispatcher->notifyKey(KeyArgsBuilder(ACTION_UP, AINPUT_SOURCE_KEYBOARD).build()); ASSERT_NO_FATAL_FAILURE(window->consumeKeyUp(ui::LogicalDisplayId::DEFAULT)); mDispatcher->waitForIdle(); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertNotifyDeviceInteractionWasNotCalled()); } TEST_F(InputDispatcherTest, HoverEnterExitSynthesisUsesNewEventId) { std::shared_ptr application = std::make_shared(); sp left = sp::make(application, mDispatcher, "Left Window", ui::LogicalDisplayId::DEFAULT); left->setFrame(Rect(0, 0, 100, 100)); sp right = sp::make(application, mDispatcher, "Right Window", ui::LogicalDisplayId::DEFAULT); right->setFrame(Rect(100, 0, 200, 100)); sp spy = sp::make(application, mDispatcher, "Spy Window", ui::LogicalDisplayId::DEFAULT); spy->setFrame(Rect(0, 0, 200, 100)); spy->setTrustedOverlay(true); spy->setSpy(true); mDispatcher->onWindowInfosChanged( {{*spy->getInfo(), *left->getInfo(), *right->getInfo()}, {}, 0, 0}); // Send hover move to the left window, and ensure hover enter is synthesized with a new eventId. NotifyMotionArgs notifyArgs = generateMotionArgs(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, {PointF{50, 50}}); mDispatcher->notifyMotion(notifyArgs); std::unique_ptr leftEnter = left->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_ENTER), Not(WithEventId(notifyArgs.id)), WithEventIdSource(IdGenerator::Source::INPUT_DISPATCHER))); ASSERT_NE(nullptr, leftEnter); spy->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_ENTER), Not(WithEventId(notifyArgs.id)), Not(WithEventId(leftEnter->getId())), WithEventIdSource(IdGenerator::Source::INPUT_DISPATCHER))); // Send move to the right window, and ensure hover exit and enter are synthesized with new ids. notifyArgs = generateMotionArgs(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, {PointF{150, 50}}); mDispatcher->notifyMotion(notifyArgs); std::unique_ptr leftExit = left->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_EXIT), Not(WithEventId(notifyArgs.id)), WithEventIdSource(IdGenerator::Source::INPUT_DISPATCHER))); ASSERT_NE(nullptr, leftExit); right->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_ENTER), Not(WithEventId(notifyArgs.id)), Not(WithEventId(leftExit->getId())), WithEventIdSource(IdGenerator::Source::INPUT_DISPATCHER))); spy->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithEventId(notifyArgs.id))); } /** * When a device reports a DOWN event, which lands in a window that supports splits, and then the * device then reports a POINTER_DOWN, which lands in the location of a non-existing window, then * the previous window should receive this event and not be dropped. */ TEST_F(InputDispatcherMultiDeviceTest, SingleDevicePointerDownEventRetentionWithoutWindowTarget) { SCOPED_FLAG_OVERRIDE(split_all_touches, false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN))); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(200).y(200)) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(POINTER_1_DOWN))); } /** * When deviceA reports a DOWN event, which lands in a window that supports splits, and then deviceB * also reports a DOWN event, which lands in the location of a non-existing window, then the * previous window should receive deviceB's event and it should be dropped. */ TEST_F(InputDispatcherMultiDeviceTest, SecondDeviceDownEventDroppedWithoutWindowTarget) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); window->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); const DeviceId deviceA = 9; const DeviceId deviceB = 3; mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .deviceId(deviceA) .build()); window->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(200).y(200)) .deviceId(deviceB) .build()); window->assertNoEvents(); } class InputDispatcherFallbackKeyTest : public InputDispatcherTest { protected: std::shared_ptr mApp; sp mWindow; virtual void SetUp() override { InputDispatcherTest::SetUp(); mApp = std::make_shared(); mWindow = sp::make(mApp, mDispatcher, "Window", ui::LogicalDisplayId::DEFAULT); mWindow->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); setFocusedWindow(mWindow); ASSERT_NO_FATAL_FAILURE(mWindow->consumeFocusEvent(/*hasFocus=*/true)); } void setFallback(int32_t keycode) { mFakePolicy->setUnhandledKeyHandler([keycode](const KeyEvent& event) { return KeyEventBuilder(event).keyCode(keycode).build(); }); } void consumeKey(bool handled, const ::testing::Matcher& matcher) { std::unique_ptr event = mWindow->consumeKey(handled); ASSERT_NE(nullptr, event); ASSERT_THAT(*event, matcher); } }; TEST_F(InputDispatcherFallbackKeyTest, PolicyNotNotifiedForHandledKey) { mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_A))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyNotReported()); } TEST_F(InputDispatcherFallbackKeyTest, PolicyNotifiedForUnhandledKey) { mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_A))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); } TEST_F(InputDispatcherFallbackKeyTest, NoFallbackRequestedByPolicy) { mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); // Do not handle this key event. consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); // Since the policy did not request any fallback to be generated, ensure there are no events. ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyNotReported()); } TEST_F(InputDispatcherFallbackKeyTest, FallbackDispatchForUnhandledKey) { setFallback(AKEYCODE_B); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); // Do not handle this key event. consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_A), WithFlags(0))); // Since the key was not handled, ensure the fallback event was dispatched instead. ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK))); // Release the original key, and ensure the fallback key is also released. mDispatcher->notifyKey( KeyArgsBuilder(ACTION_UP, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyNotReported()); mWindow->assertNoEvents(); } TEST_F(InputDispatcherFallbackKeyTest, AppHandlesPreviouslyUnhandledKey) { setFallback(AKEYCODE_B); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); // Do not handle this key event, but handle the fallback. consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK))); // Release the original key, and ensure the fallback key is also released. mDispatcher->notifyKey( KeyArgsBuilder(ACTION_UP, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); // But this time, the app handles the original key. consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); // Ensure the fallback key is canceled. consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK | AKEY_EVENT_FLAG_CANCELED))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyNotReported()); mWindow->assertNoEvents(); } TEST_F(InputDispatcherFallbackKeyTest, AppDoesNotHandleFallback) { setFallback(AKEYCODE_B); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); // Do not handle this key event. consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); // App does not handle the fallback either, so ensure another fallback is not generated. setFallback(AKEYCODE_C); consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK))); // Release the original key, and ensure the fallback key is also released. setFallback(AKEYCODE_B); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_UP, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyNotReported()); mWindow->assertNoEvents(); } TEST_F(InputDispatcherFallbackKeyTest, InconsistentPolicyCancelsFallback) { setFallback(AKEYCODE_B); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); // Do not handle this key event, so fallback is generated. consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK))); // Release the original key, but assume the policy is misbehaving and it // generates an inconsistent fallback to the one from the DOWN event. setFallback(AKEYCODE_C); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_UP, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); // Ensure the fallback key reported before as DOWN is canceled due to the inconsistency. consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK | AKEY_EVENT_FLAG_CANCELED))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyNotReported()); mWindow->assertNoEvents(); } TEST_F(InputDispatcherFallbackKeyTest, CanceledKeyCancelsFallback) { setFallback(AKEYCODE_B); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); // Do not handle this key event, so fallback is generated. consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK))); // The original key is canceled. mDispatcher->notifyKey(KeyArgsBuilder(ACTION_UP, AINPUT_SOURCE_KEYBOARD) .keyCode(AKEYCODE_A) .addFlag(AKEY_EVENT_FLAG_CANCELED) .build()); consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_A), WithFlags(AKEY_EVENT_FLAG_CANCELED))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); // Ensure the fallback key is also canceled due to the original key being canceled. consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK | AKEY_EVENT_FLAG_CANCELED))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyNotReported()); mWindow->assertNoEvents(); } TEST_F(InputDispatcherFallbackKeyTest, InputChannelRemovedDuringPolicyCall) { setFallback(AKEYCODE_B); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); // Do not handle this key event. consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK))); mFakePolicy->setUnhandledKeyHandler([&](const KeyEvent& event) { // When the unhandled key is reported to the policy next, remove the input channel. mDispatcher->removeInputChannel(mWindow->getToken()); return KeyEventBuilder(event).keyCode(AKEYCODE_B).build(); }); // Release the original key, and let the app now handle the previously unhandled key. // This should result in the previously generated fallback key to be cancelled. // Since the policy was notified of the unhandled DOWN event earlier, it will also be notified // of the UP event for consistency. The Dispatcher calls into the policy from its own thread // without holding the lock, because it need to synchronously fetch the fallback key. While in // the policy call, we will now remove the input channel. Once the policy call returns, the // Dispatcher will no longer have a channel to send cancellation events to. Ensure this does // not cause any crashes. mDispatcher->notifyKey( KeyArgsBuilder(ACTION_UP, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); } TEST_F(InputDispatcherFallbackKeyTest, WindowRemovedDuringPolicyCall) { setFallback(AKEYCODE_B); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); // Do not handle this key event. consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK))); mFakePolicy->setUnhandledKeyHandler([&](const KeyEvent& event) { // When the unhandled key is reported to the policy next, remove the window. mDispatcher->onWindowInfosChanged({{}, {}, 0, 0}); return KeyEventBuilder(event).keyCode(AKEYCODE_B).build(); }); // Release the original key, which the app will not handle. When this unhandled key is reported // to the policy, the window will be removed. mDispatcher->notifyKey( KeyArgsBuilder(ACTION_UP, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); // Since the window was removed, it loses focus, and the channel state will be reset. consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK | AKEY_EVENT_FLAG_CANCELED))); mWindow->consumeFocusEvent(false); mWindow->assertNoEvents(); } TEST_F(InputDispatcherFallbackKeyTest, WindowRemovedWhileAwaitingFinishedSignal) { setFallback(AKEYCODE_B); mDispatcher->notifyKey( KeyArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_KEYBOARD).keyCode(AKEYCODE_A).build()); // Do not handle this key event. consumeKey(/*handled=*/false, AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_A), WithFlags(0))); ASSERT_NO_FATAL_FAILURE(mFakePolicy->assertUnhandledKeyReported(AKEYCODE_A)); const auto [seq, event] = mWindow->receiveEvent(); ASSERT_TRUE(seq.has_value() && event != nullptr) << "Failed to receive fallback event"; ASSERT_EQ(event->getType(), InputEventType::KEY); ASSERT_THAT(static_cast(*event), AllOf(WithKeyAction(ACTION_DOWN), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK))); // Remove the window now, which should generate a cancellations and make the window lose focus. mDispatcher->onWindowInfosChanged({{}, {}, 0, 0}); consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_A), WithFlags(AKEY_EVENT_FLAG_CANCELED))); consumeKey(/*handled=*/true, AllOf(WithKeyAction(ACTION_UP), WithKeyCode(AKEYCODE_B), WithFlags(AKEY_EVENT_FLAG_FALLBACK | AKEY_EVENT_FLAG_CANCELED))); mWindow->consumeFocusEvent(false); // Finish the event by reporting it as handled. mWindow->finishEvent(*seq); mWindow->assertNoEvents(); } class InputDispatcherKeyRepeatTest : public InputDispatcherTest { protected: static constexpr std::chrono::nanoseconds KEY_REPEAT_TIMEOUT = 40ms; static constexpr std::chrono::nanoseconds KEY_REPEAT_DELAY = 40ms; static constexpr bool KEY_REPEAT_ENABLED = true; std::shared_ptr mApp; sp mWindow; virtual void SetUp() override { InputDispatcherTest::SetUp(); mDispatcher->setKeyRepeatConfiguration(KEY_REPEAT_TIMEOUT, KEY_REPEAT_DELAY, KEY_REPEAT_ENABLED); setUpWindow(); } void setUpWindow() { mApp = std::make_shared(); mWindow = sp::make(mApp, mDispatcher, "Fake Window", ui::LogicalDisplayId::DEFAULT); mWindow->setFocusable(true); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); setFocusedWindow(mWindow); mWindow->consumeFocusEvent(true); } void sendAndConsumeKeyDown(int32_t deviceId) { NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT); } void expectKeyRepeatOnce(int32_t repeatCount) { SCOPED_TRACE(StringPrintf("Checking event with repeat count %" PRId32, repeatCount)); mWindow->consumeKeyEvent( AllOf(WithKeyAction(AKEY_EVENT_ACTION_DOWN), WithRepeatCount(repeatCount))); } void sendAndConsumeKeyUp(int32_t deviceId) { NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP, ui::LogicalDisplayId::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->consumeKeyUp(ui::LogicalDisplayId::DEFAULT, /*expectedFlags=*/0); } void injectKeyRepeat(int32_t repeatCount) { ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKey(*mDispatcher, AKEY_EVENT_ACTION_DOWN, repeatCount, ui::LogicalDisplayId::DEFAULT)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; } }; TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_ReceivesKeyRepeat) { sendAndConsumeKeyDown(/*deviceId=*/1); for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) { expectKeyRepeatOnce(repeatCount); } } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_ReceivesKeyRepeatFromTwoDevices) { sendAndConsumeKeyDown(/*deviceId=*/1); for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) { expectKeyRepeatOnce(repeatCount); } sendAndConsumeKeyDown(/*deviceId=*/2); /* repeatCount will start from 1 for deviceId 2 */ for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) { expectKeyRepeatOnce(repeatCount); } } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_StopsKeyRepeatAfterUp) { sendAndConsumeKeyDown(/*deviceId=*/1); expectKeyRepeatOnce(/*repeatCount=*/1); sendAndConsumeKeyUp(/*deviceId=*/1); mWindow->assertNoEvents(); } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_KeyRepeatAfterStaleDeviceKeyUp) { sendAndConsumeKeyDown(/*deviceId=*/1); expectKeyRepeatOnce(/*repeatCount=*/1); sendAndConsumeKeyDown(/*deviceId=*/2); expectKeyRepeatOnce(/*repeatCount=*/1); // Stale key up from device 1. sendAndConsumeKeyUp(/*deviceId=*/1); // Device 2 is still down, keep repeating expectKeyRepeatOnce(/*repeatCount=*/2); expectKeyRepeatOnce(/*repeatCount=*/3); // Device 2 key up sendAndConsumeKeyUp(/*deviceId=*/2); mWindow->assertNoEvents(); } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_KeyRepeatStopsAfterRepeatingKeyUp) { sendAndConsumeKeyDown(/*deviceId=*/1); expectKeyRepeatOnce(/*repeatCount=*/1); sendAndConsumeKeyDown(/*deviceId=*/2); expectKeyRepeatOnce(/*repeatCount=*/1); // Device 2 which holds the key repeating goes up, expect the repeating to stop. sendAndConsumeKeyUp(/*deviceId=*/2); // Device 1 still holds key down, but the repeating was already stopped mWindow->assertNoEvents(); } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_StopsKeyRepeatAfterDisableInputDevice) { sendAndConsumeKeyDown(DEVICE_ID); expectKeyRepeatOnce(/*repeatCount=*/1); mDispatcher->notifyDeviceReset({/*id=*/10, /*eventTime=*/20, DEVICE_ID}); mWindow->consumeKeyUp(ui::LogicalDisplayId::DEFAULT, AKEY_EVENT_FLAG_CANCELED | AKEY_EVENT_FLAG_LONG_PRESS); mWindow->assertNoEvents(); } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_RepeatKeyEventsUseEventIdFromInputDispatcher) { GTEST_SKIP() << "Flaky test (b/270393106)"; sendAndConsumeKeyDown(/*deviceId=*/1); for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) { std::unique_ptr repeatEvent = mWindow->consumeKey(); ASSERT_NE(nullptr, repeatEvent); EXPECT_EQ(IdGenerator::Source::INPUT_DISPATCHER, IdGenerator::getSource(repeatEvent->getId())); } } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_RepeatKeyEventsUseUniqueEventId) { GTEST_SKIP() << "Flaky test (b/270393106)"; sendAndConsumeKeyDown(/*deviceId=*/1); std::unordered_set idSet; for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) { std::unique_ptr repeatEvent = mWindow->consumeKey(); ASSERT_NE(nullptr, repeatEvent); int32_t id = repeatEvent->getId(); EXPECT_EQ(idSet.end(), idSet.find(id)); idSet.insert(id); } } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_CorrectRepeatCountWhenInjectKeyRepeat) { injectKeyRepeat(0); mWindow->consumeKeyDown(ui::LogicalDisplayId::DEFAULT); for (int32_t repeatCount = 1; repeatCount <= 2; ++repeatCount) { expectKeyRepeatOnce(repeatCount); } injectKeyRepeat(1); // Expect repeatCount to be 3 instead of 1 expectKeyRepeatOnce(3); } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_NoRepeatWhenKeyRepeatDisabled) { SCOPED_FLAG_OVERRIDE(keyboard_repeat_keys, true); static constexpr std::chrono::milliseconds KEY_NO_REPEAT_ASSERTION_TIMEOUT = 100ms; mDispatcher->setKeyRepeatConfiguration(KEY_REPEAT_TIMEOUT, KEY_REPEAT_DELAY, /*repeatKeyEnabled=*/false); sendAndConsumeKeyDown(/*deviceId=*/1); ASSERT_GT(KEY_NO_REPEAT_ASSERTION_TIMEOUT, KEY_REPEAT_TIMEOUT) << "Ensure the check for no key repeats extends beyond the repeat timeout duration."; ASSERT_GT(KEY_NO_REPEAT_ASSERTION_TIMEOUT, KEY_REPEAT_DELAY) << "Ensure the check for no key repeats extends beyond the repeat delay duration."; // No events should be returned if key repeat is turned off. // Wait for KEY_NO_REPEAT_ASSERTION_TIMEOUT to return no events to ensure key repeat disabled. mWindow->assertNoEvents(KEY_NO_REPEAT_ASSERTION_TIMEOUT); } /* Test InputDispatcher for MultiDisplay */ class InputDispatcherFocusOnTwoDisplaysTest : public InputDispatcherTest { public: virtual void SetUp() override { InputDispatcherTest::SetUp(); application1 = std::make_shared(); windowInPrimary = sp::make(application1, mDispatcher, "D_1", ui::LogicalDisplayId::DEFAULT); // Set focus window for primary display, but focused display would be second one. mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application1); windowInPrimary->setFocusable(true); mDispatcher->onWindowInfosChanged({{*windowInPrimary->getInfo()}, {}, 0, 0}); setFocusedWindow(windowInPrimary); windowInPrimary->consumeFocusEvent(true); application2 = std::make_shared(); windowInSecondary = sp::make(application2, mDispatcher, "D_2", SECOND_DISPLAY_ID); // Set focus to second display window. // Set focus display to second one. mDispatcher->setFocusedDisplay(SECOND_DISPLAY_ID); mFakePolicy->assertFocusedDisplayNotified(SECOND_DISPLAY_ID); // Set focus window for second display. mDispatcher->setFocusedApplication(SECOND_DISPLAY_ID, application2); windowInSecondary->setFocusable(true); mDispatcher->onWindowInfosChanged( {{*windowInPrimary->getInfo(), *windowInSecondary->getInfo()}, {}, 0, 0}); setFocusedWindow(windowInSecondary); windowInSecondary->consumeFocusEvent(true); } virtual void TearDown() override { InputDispatcherTest::TearDown(); application1.reset(); windowInPrimary.clear(); application2.reset(); windowInSecondary.clear(); } protected: std::shared_ptr application1; sp windowInPrimary; std::shared_ptr application2; sp windowInSecondary; }; TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayTouch) { // Test touch down on primary display. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; windowInPrimary->consumeMotionDown(ui::LogicalDisplayId::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, ui::LogicalDisplayId::DEFAULT)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; windowInPrimary->consumeKeyDown(ui::LogicalDisplayId::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(ui::LogicalDisplayId::INVALID); // Remove all windows in secondary display. mDispatcher->onWindowInfosChanged({{*windowInPrimary->getInfo()}, {}, 0, 0}); // Old focus should receive a cancel event. windowInSecondary->consumeKeyUp(ui::LogicalDisplayId::INVALID, AKEY_EVENT_FLAG_CANCELED); // Test inject a key down, should timeout because of no target window. ASSERT_NO_FATAL_FAILURE(assertInjectedKeyTimesOut(*mDispatcher)); 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", ui::LogicalDisplayId::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, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; windowInPrimary->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); monitorInPrimary.consumeMotionDown(ui::LogicalDisplayId::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); // Lift up the touch from the second display ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; windowInSecondary->consumeMotionUp(SECOND_DISPLAY_ID); monitorInSecondary.consumeMotionUp(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, ui::LogicalDisplayId::INVALID)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; windowInPrimary->assertNoEvents(); monitorInPrimary.assertNoEvents(); windowInSecondary->consumeMotionDown(ui::LogicalDisplayId::INVALID); monitorInSecondary.consumeMotionDown(ui::LogicalDisplayId::INVALID); } // Test per-display input monitors for key event. TEST_F(InputDispatcherFocusOnTwoDisplaysTest, MonitorKeyEvent_MultiDisplay) { // Input monitor per display. FakeMonitorReceiver monitorInPrimary = FakeMonitorReceiver(*mDispatcher, "M_1", ui::LogicalDisplayId::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(ui::LogicalDisplayId::INVALID); monitorInSecondary.consumeKeyDown(ui::LogicalDisplayId::INVALID); } TEST_F(InputDispatcherFocusOnTwoDisplaysTest, CanFocusWindowOnUnfocusedDisplay) { sp secondWindowInPrimary = sp::make(application1, mDispatcher, "D_1_W2", ui::LogicalDisplayId::DEFAULT); secondWindowInPrimary->setFocusable(true); mDispatcher->onWindowInfosChanged( {{*windowInPrimary->getInfo(), *secondWindowInPrimary->getInfo(), *windowInSecondary->getInfo()}, {}, 0, 0}); setFocusedWindow(secondWindowInPrimary); windowInPrimary->consumeFocusEvent(false); secondWindowInPrimary->consumeFocusEvent(true); // Test inject a key down. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(*mDispatcher, ui::LogicalDisplayId::DEFAULT)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; windowInPrimary->assertNoEvents(); windowInSecondary->assertNoEvents(); secondWindowInPrimary->consumeKeyDown(ui::LogicalDisplayId::DEFAULT); } TEST_F(InputDispatcherFocusOnTwoDisplaysTest, CancelTouch_MultiDisplay) { FakeMonitorReceiver monitorInPrimary = FakeMonitorReceiver(*mDispatcher, "M_1", ui::LogicalDisplayId::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, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; windowInPrimary->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); monitorInPrimary.consumeMotionDown(ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT); monitorInPrimary.consumeMotionCancel(ui::LogicalDisplayId::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, ui::LogicalDisplayId::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(); } /** * Send a key to the primary display and to the secondary display. * Then cause the key on the primary display to be canceled by sending in a stale key. * Ensure that the key on the primary display is canceled, and that the key on the secondary display * does not get canceled. */ TEST_F(InputDispatcherFocusOnTwoDisplaysTest, WhenDropKeyEvent_OnlyCancelCorrespondingKeyGesture) { // Send a key down on primary display mDispatcher->notifyKey( KeyArgsBuilder(AKEY_EVENT_ACTION_DOWN, AINPUT_SOURCE_KEYBOARD) .displayId(ui::LogicalDisplayId::DEFAULT) .policyFlags(DEFAULT_POLICY_FLAGS | POLICY_FLAG_DISABLE_KEY_REPEAT) .build()); windowInPrimary->consumeKeyEvent(AllOf(WithKeyAction(AKEY_EVENT_ACTION_DOWN), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); windowInSecondary->assertNoEvents(); // Send a key down on second display mDispatcher->notifyKey( KeyArgsBuilder(AKEY_EVENT_ACTION_DOWN, AINPUT_SOURCE_KEYBOARD) .displayId(SECOND_DISPLAY_ID) .policyFlags(DEFAULT_POLICY_FLAGS | POLICY_FLAG_DISABLE_KEY_REPEAT) .build()); windowInSecondary->consumeKeyEvent( AllOf(WithKeyAction(AKEY_EVENT_ACTION_DOWN), WithDisplayId(SECOND_DISPLAY_ID))); windowInPrimary->assertNoEvents(); // Send a valid key up event on primary display that will be dropped because it is stale NotifyKeyArgs staleKeyUp = KeyArgsBuilder(AKEY_EVENT_ACTION_UP, AINPUT_SOURCE_KEYBOARD) .displayId(ui::LogicalDisplayId::DEFAULT) .policyFlags(DEFAULT_POLICY_FLAGS | POLICY_FLAG_DISABLE_KEY_REPEAT) .build(); static constexpr std::chrono::duration STALE_EVENT_TIMEOUT = 10ms; mFakePolicy->setStaleEventTimeout(STALE_EVENT_TIMEOUT); std::this_thread::sleep_for(STALE_EVENT_TIMEOUT); mDispatcher->notifyKey(staleKeyUp); // Only the key gesture corresponding to the dropped event should receive the cancel event. // Therefore, windowInPrimary should get the cancel event and windowInSecondary should not // receive any events. windowInPrimary->consumeKeyEvent(AllOf(WithKeyAction(AKEY_EVENT_ACTION_UP), WithDisplayId(ui::LogicalDisplayId::DEFAULT), WithFlags(AKEY_EVENT_FLAG_CANCELED))); windowInSecondary->assertNoEvents(); } /** * Similar to 'WhenDropKeyEvent_OnlyCancelCorrespondingKeyGesture' but for motion events. */ TEST_F(InputDispatcherFocusOnTwoDisplaysTest, WhenDropMotionEvent_OnlyCancelCorrespondingGesture) { // Send touch down on primary display. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(100).y(200)) .displayId(ui::LogicalDisplayId::DEFAULT) .build()); windowInPrimary->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); windowInSecondary->assertNoEvents(); // Send touch down on second display. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(100).y(200)) .displayId(SECOND_DISPLAY_ID) .build()); windowInPrimary->assertNoEvents(); windowInSecondary->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDisplayId(SECOND_DISPLAY_ID))); // inject a valid MotionEvent on primary display that will be stale when it arrives. NotifyMotionArgs staleMotionUp = MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(100).y(200)) .build(); static constexpr std::chrono::duration STALE_EVENT_TIMEOUT = 10ms; mFakePolicy->setStaleEventTimeout(STALE_EVENT_TIMEOUT); std::this_thread::sleep_for(STALE_EVENT_TIMEOUT); mDispatcher->notifyMotion(staleMotionUp); // For stale motion events, we let the gesture to complete. This behaviour is different from key // events, where we would cancel the current keys instead. windowInPrimary->consumeMotionEvent(WithMotionAction(ACTION_UP)); windowInSecondary->assertNoEvents(); } class InputFilterTest : public InputDispatcherTest { protected: void testNotifyMotion(ui::LogicalDisplayId 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[0].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(ui::LogicalDisplayId::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(ui::LogicalDisplayId::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(ui::LogicalDisplayId::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 displayInfos(2); displayInfos[0].displayId = ui::LogicalDisplayId::DEFAULT; displayInfos[0].transform = firstDisplayTransform; displayInfos[1].displayId = SECOND_DISPLAY_ID; displayInfos[1].transform = secondDisplayTransform; mDispatcher->onWindowInfosChanged({{}, displayInfos, 0, 0}); // Enable InputFilter mDispatcher->setInputFilterEnabled(true); // Ensure the correct transforms are used for the displays. testNotifyMotion(ui::LogicalDisplayId::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 application = std::make_shared(); mWindow = sp::make(application, mDispatcher, "Test Window", ui::LogicalDisplayId::DEFAULT); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mWindow->setFocusable(true); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); 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, ui::LogicalDisplayId::INVALID, INVALID_HMAC, AKEY_EVENT_ACTION_DOWN, 0, AKEYCODE_A, KEY_A, AMETA_NONE, /*repeatCount=*/0, 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, 100ms, policyFlags | additionalPolicyFlags)); mWindow->consumeKeyEvent(AllOf(WithDeviceId(resolvedDeviceId), WithFlags(flags))); } 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, 100ms, policyFlags | additionalPolicyFlags)); mWindow->consumeMotionEvent(AllOf(WithFlags(flags), WithDeviceId(resolvedDeviceId))); } private: sp 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, /*injectedDeviceId=*/3, /*resolvedDeviceId=*/3, /*flags=*/0); } TEST_F(InputFilterInjectionPolicyTest, KeyEventsInjectedFromAccessibility_HaveAccessibilityFlag) { testInjectedKey(POLICY_FLAG_FILTERED | POLICY_FLAG_INJECTED_FROM_ACCESSIBILITY, /*injectedDeviceId=*/3, /*resolvedDeviceId=*/3, AKEY_EVENT_FLAG_IS_ACCESSIBILITY_EVENT); } TEST_F(InputFilterInjectionPolicyTest, MotionEventsInjectedFromAccessibility_HaveAccessibilityFlag) { testInjectedMotion(POLICY_FLAG_FILTERED | POLICY_FLAG_INJECTED_FROM_ACCESSIBILITY, /*injectedDeviceId=*/3, /*resolvedDeviceId=*/3, AMOTION_EVENT_FLAG_IS_ACCESSIBILITY_EVENT); } TEST_F(InputFilterInjectionPolicyTest, RegularInjectedEvents_ReceiveVirtualDeviceId) { testInjectedKey(/*policyFlags=*/0, /*injectedDeviceId=*/3, /*resolvedDeviceId=*/VIRTUAL_KEYBOARD_ID, /*flags=*/0); } class InputDispatcherUserActivityPokeTests : public InputDispatcherTest { protected: virtual void SetUp() override { InputDispatcherTest::SetUp(); std::shared_ptr application = std::make_shared(); application->setDispatchingTimeout(100ms); mWindow = sp::make(application, mDispatcher, "TestWindow", ui::LogicalDisplayId::DEFAULT); mWindow->setFrame(Rect(0, 0, 100, 100)); mWindow->setDispatchingTimeout(100ms); mWindow->setFocusable(true); // Set focused application. mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); setFocusedWindow(mWindow); mWindow->consumeFocusEvent(true); } void notifyAndConsumeMotion(int32_t action, uint32_t source, ui::LogicalDisplayId displayId, nsecs_t eventTime) { mDispatcher->notifyMotion(MotionArgsBuilder(action, source) .displayId(displayId) .eventTime(eventTime) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); mWindow->consumeMotionEvent(WithMotionAction(action)); } private: sp mWindow; }; TEST_F_WITH_FLAGS( InputDispatcherUserActivityPokeTests, MinPokeTimeObserved, REQUIRES_FLAGS_ENABLED(ACONFIG_FLAG(com::android::input::flags, rate_limit_user_activity_poke_in_dispatcher))) { mDispatcher->setMinTimeBetweenUserActivityPokes(50ms); // First event of type TOUCH. Should poke. notifyAndConsumeMotion(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, milliseconds_to_nanoseconds(50)); mFakePolicy->assertUserActivityPoked( {{milliseconds_to_nanoseconds(50), USER_ACTIVITY_EVENT_TOUCH, ui::LogicalDisplayId::DEFAULT}}); // 80ns > 50ns has passed since previous TOUCH event. Should poke. notifyAndConsumeMotion(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, milliseconds_to_nanoseconds(130)); mFakePolicy->assertUserActivityPoked( {{milliseconds_to_nanoseconds(130), USER_ACTIVITY_EVENT_TOUCH, ui::LogicalDisplayId::DEFAULT}}); // First event of type OTHER. Should poke (despite being within 50ns of previous TOUCH event). notifyAndConsumeMotion(ACTION_SCROLL, AINPUT_SOURCE_ROTARY_ENCODER, ui::LogicalDisplayId::DEFAULT, milliseconds_to_nanoseconds(135)); mFakePolicy->assertUserActivityPoked( {{milliseconds_to_nanoseconds(135), USER_ACTIVITY_EVENT_OTHER, ui::LogicalDisplayId::DEFAULT}}); // Within 50ns of previous TOUCH event. Should NOT poke. notifyAndConsumeMotion(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, milliseconds_to_nanoseconds(140)); mFakePolicy->assertUserActivityNotPoked(); // Within 50ns of previous OTHER event. Should NOT poke. notifyAndConsumeMotion(ACTION_SCROLL, AINPUT_SOURCE_ROTARY_ENCODER, ui::LogicalDisplayId::DEFAULT, milliseconds_to_nanoseconds(150)); mFakePolicy->assertUserActivityNotPoked(); // Within 50ns of previous TOUCH event (which was at time 130). Should NOT poke. // Note that STYLUS is mapped to TOUCH user activity, since it's a pointer-type source. notifyAndConsumeMotion(ACTION_DOWN, AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, milliseconds_to_nanoseconds(160)); mFakePolicy->assertUserActivityNotPoked(); // 65ns > 50ns has passed since previous OTHER event. Should poke. notifyAndConsumeMotion(ACTION_SCROLL, AINPUT_SOURCE_ROTARY_ENCODER, ui::LogicalDisplayId::DEFAULT, milliseconds_to_nanoseconds(200)); mFakePolicy->assertUserActivityPoked( {{milliseconds_to_nanoseconds(200), USER_ACTIVITY_EVENT_OTHER, ui::LogicalDisplayId::DEFAULT}}); // 170ns > 50ns has passed since previous TOUCH event. Should poke. notifyAndConsumeMotion(ACTION_UP, AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, milliseconds_to_nanoseconds(300)); mFakePolicy->assertUserActivityPoked( {{milliseconds_to_nanoseconds(300), USER_ACTIVITY_EVENT_TOUCH, ui::LogicalDisplayId::DEFAULT}}); // Assert that there's no more user activity poke event. mFakePolicy->assertUserActivityNotPoked(); } TEST_F_WITH_FLAGS( InputDispatcherUserActivityPokeTests, DefaultMinPokeTimeOf100MsUsed, REQUIRES_FLAGS_ENABLED(ACONFIG_FLAG(com::android::input::flags, rate_limit_user_activity_poke_in_dispatcher))) { notifyAndConsumeMotion(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, milliseconds_to_nanoseconds(200)); mFakePolicy->assertUserActivityPoked( {{milliseconds_to_nanoseconds(200), USER_ACTIVITY_EVENT_TOUCH, ui::LogicalDisplayId::DEFAULT}}); notifyAndConsumeMotion(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, milliseconds_to_nanoseconds(280)); mFakePolicy->assertUserActivityNotPoked(); notifyAndConsumeMotion(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, milliseconds_to_nanoseconds(340)); mFakePolicy->assertUserActivityPoked( {{milliseconds_to_nanoseconds(340), USER_ACTIVITY_EVENT_TOUCH, ui::LogicalDisplayId::DEFAULT}}); } TEST_F_WITH_FLAGS( InputDispatcherUserActivityPokeTests, ZeroMinPokeTimeDisablesRateLimiting, REQUIRES_FLAGS_ENABLED(ACONFIG_FLAG(com::android::input::flags, rate_limit_user_activity_poke_in_dispatcher))) { mDispatcher->setMinTimeBetweenUserActivityPokes(0ms); notifyAndConsumeMotion(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, 20); mFakePolicy->assertUserActivityPoked(); notifyAndConsumeMotion(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, 30); mFakePolicy->assertUserActivityPoked(); } class InputDispatcherOnPointerDownOutsideFocus : public InputDispatcherTest { virtual void SetUp() override { InputDispatcherTest::SetUp(); std::shared_ptr application = std::make_shared(); mUnfocusedWindow = sp::make(application, mDispatcher, "Top", ui::LogicalDisplayId::DEFAULT); mUnfocusedWindow->setFrame(Rect(0, 0, 30, 30)); mFocusedWindow = sp::make(application, mDispatcher, "Second", ui::LogicalDisplayId::DEFAULT); mFocusedWindow->setFrame(Rect(50, 50, 100, 100)); // Set focused application. mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mFocusedWindow->setFocusable(true); // Expect one focus window exist in display. mDispatcher->onWindowInfosChanged( {{*mUnfocusedWindow->getInfo(), *mFocusedWindow->getInfo()}, {}, 0, 0}); setFocusedWindow(mFocusedWindow); mFocusedWindow->consumeFocusEvent(true); } virtual void TearDown() override { InputDispatcherTest::TearDown(); mUnfocusedWindow.clear(); mFocusedWindow.clear(); } protected: sp mUnfocusedWindow; sp 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, ui::LogicalDisplayId::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, ui::LogicalDisplayId::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, ui::LogicalDisplayId::DEFAULT)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; mFocusedWindow->consumeKeyDown(ui::LogicalDisplayId::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, ui::LogicalDisplayId::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, ToolType::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(ui::LogicalDisplayId::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 application = std::make_shared(); mWindow1 = sp::make(application, mDispatcher, "Fake Window 1", ui::LogicalDisplayId::DEFAULT); mWindow1->setFrame(Rect(0, 0, 100, 100)); mWindow2 = mWindow1->clone(ui::LogicalDisplayId::DEFAULT); mWindow2->setFrame(Rect(100, 100, 200, 200)); mDispatcher->onWindowInfosChanged({{*mWindow1->getInfo(), *mWindow2->getInfo()}, {}, 0, 0}); } protected: sp mWindow1; sp 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& window, int32_t expectedAction, const std::vector& points) { const std::string name = window->getName(); std::unique_ptr motionEvent = window->consumeMotionEvent(WithMotionAction(expectedAction)); ASSERT_NE(nullptr, motionEvent); ASSERT_EQ(points.size(), motionEvent->getPointerCount()); 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(sp touchedWindow, int32_t action, const std::vector& touchedPoints, std::vector expectedPoints) { mDispatcher->notifyMotion(generateMotionArgs(action, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, touchedPoints)); consumeMotionEvent(touchedWindow, action, expectedPoints); } }; TEST_F(InputDispatcherMultiWindowSameTokenTests, SingleTouchSameScale) { // Touch Window 1 PointF touchedPoint = {10, 10}; PointF expectedPoint = getPointInWindow(mWindow1->getInfo(), touchedPoint); touchAndAssertPositions(mWindow1, AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint}); // Release touch on Window 1 touchAndAssertPositions(mWindow1, AMOTION_EVENT_ACTION_UP, {touchedPoint}, {expectedPoint}); // Touch Window 2 touchedPoint = {150, 150}; expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint); touchAndAssertPositions(mWindow2, AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint}); } TEST_F(InputDispatcherMultiWindowSameTokenTests, SingleTouchDifferentTransform) { // Set scale value for window2 mWindow2->setWindowScale(0.5f, 0.5f); mDispatcher->onWindowInfosChanged({{*mWindow1->getInfo(), *mWindow2->getInfo()}, {}, 0, 0}); // Touch Window 1 PointF touchedPoint = {10, 10}; PointF expectedPoint = getPointInWindow(mWindow1->getInfo(), touchedPoint); touchAndAssertPositions(mWindow1, AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint}); // Release touch on Window 1 touchAndAssertPositions(mWindow1, AMOTION_EVENT_ACTION_UP, {touchedPoint}, {expectedPoint}); // Touch Window 2 touchedPoint = {150, 150}; expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint); touchAndAssertPositions(mWindow2, AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint}); touchAndAssertPositions(mWindow2, AMOTION_EVENT_ACTION_UP, {touchedPoint}, {expectedPoint}); // Update the transform so rotation is set mWindow2->setWindowTransform(0, -1, 1, 0); mDispatcher->onWindowInfosChanged({{*mWindow1->getInfo(), *mWindow2->getInfo()}, {}, 0, 0}); expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint); touchAndAssertPositions(mWindow2, AMOTION_EVENT_ACTION_DOWN, {touchedPoint}, {expectedPoint}); } TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchDifferentTransform) { mWindow2->setWindowScale(0.5f, 0.5f); mDispatcher->onWindowInfosChanged({{*mWindow1->getInfo(), *mWindow2->getInfo()}, {}, 0, 0}); // Touch Window 1 std::vector touchedPoints = {PointF{10, 10}}; std::vector expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])}; touchAndAssertPositions(mWindow1, AMOTION_EVENT_ACTION_DOWN, touchedPoints, expectedPoints); // Touch Window 2 // Since this is part of the same touch gesture that has already been dispatched to Window 1, // the touch stream from Window 2 will be merged with the stream in Window 1. The merged stream // will continue to be dispatched through Window 1. touchedPoints.push_back(PointF{150, 150}); expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1])); touchAndAssertPositions(mWindow1, POINTER_1_DOWN, touchedPoints, expectedPoints); // Release Window 2 touchAndAssertPositions(mWindow1, POINTER_1_UP, touchedPoints, expectedPoints); expectedPoints.pop_back(); // Update the transform so rotation is set for Window 2 mWindow2->setWindowTransform(0, -1, 1, 0); mDispatcher->onWindowInfosChanged({{*mWindow1->getInfo(), *mWindow2->getInfo()}, {}, 0, 0}); expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1])); touchAndAssertPositions(mWindow1, POINTER_1_DOWN, touchedPoints, expectedPoints); } TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchMoveDifferentTransform) { mWindow2->setWindowScale(0.5f, 0.5f); mDispatcher->onWindowInfosChanged({{*mWindow1->getInfo(), *mWindow2->getInfo()}, {}, 0, 0}); // Touch Window 1 std::vector touchedPoints = {PointF{10, 10}}; std::vector expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])}; touchAndAssertPositions(mWindow1, AMOTION_EVENT_ACTION_DOWN, touchedPoints, expectedPoints); // Touch Window 2 touchedPoints.push_back(PointF{150, 150}); expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1])); touchAndAssertPositions(mWindow1, 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(mWindow1, AMOTION_EVENT_ACTION_MOVE, touchedPoints, expectedPoints); // Release Window 2 touchAndAssertPositions(mWindow1, POINTER_1_UP, touchedPoints, expectedPoints); expectedPoints.pop_back(); // Touch Window 2 mWindow2->setWindowTransform(0, -1, 1, 0); mDispatcher->onWindowInfosChanged({{*mWindow1->getInfo(), *mWindow2->getInfo()}, {}, 0, 0}); expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1])); touchAndAssertPositions(mWindow1, 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(mWindow1, AMOTION_EVENT_ACTION_MOVE, touchedPoints, expectedPoints); } TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleWindowsFirstTouchWithScale) { mWindow1->setWindowScale(0.5f, 0.5f); mDispatcher->onWindowInfosChanged({{*mWindow1->getInfo(), *mWindow2->getInfo()}, {}, 0, 0}); // Touch Window 1 std::vector touchedPoints = {PointF{10, 10}}; std::vector expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])}; touchAndAssertPositions(mWindow1, AMOTION_EVENT_ACTION_DOWN, touchedPoints, expectedPoints); // Touch Window 2 touchedPoints.push_back(PointF{150, 150}); expectedPoints.push_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1])); touchAndAssertPositions(mWindow1, 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(mWindow1, AMOTION_EVENT_ACTION_MOVE, touchedPoints, expectedPoints); } /** * When one of the windows is slippery, the touch should not slip into the other window with the * same input channel. */ TEST_F(InputDispatcherMultiWindowSameTokenTests, TouchDoesNotSlipEvenIfSlippery) { mWindow1->setSlippery(true); mDispatcher->onWindowInfosChanged({{*mWindow1->getInfo(), *mWindow2->getInfo()}, {}, 0, 0}); // Touch down in window 1 mDispatcher->notifyMotion(generateMotionArgs(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {{50, 50}})); consumeMotionEvent(mWindow1, ACTION_DOWN, {{50, 50}}); // Move touch to be above window 2. Even though window 1 is slippery, touch should not slip. // That means the gesture should continue normally, without any ACTION_CANCEL or ACTION_DOWN // getting generated. mDispatcher->notifyMotion(generateMotionArgs(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {{150, 150}})); consumeMotionEvent(mWindow1, ACTION_MOVE, {{150, 150}}); } /** * When hover starts in one window and continues into the other, there should be a HOVER_EXIT and * a HOVER_ENTER generated, even if the windows have the same token. This is because the new window * that the pointer is hovering over may have a different transform. */ TEST_F(InputDispatcherMultiWindowSameTokenTests, HoverIntoClone) { mDispatcher->onWindowInfosChanged({{*mWindow1->getInfo(), *mWindow2->getInfo()}, {}, 0, 0}); // Start hover in window 1 mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); consumeMotionEvent(mWindow1, ACTION_HOVER_ENTER, {getPointInWindow(mWindow1->getInfo(), PointF{50, 50})}); // Move hover to window 2. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(150)) .build()); consumeMotionEvent(mWindow1, ACTION_HOVER_EXIT, {{50, 50}}); consumeMotionEvent(mWindow2, ACTION_HOVER_ENTER, {getPointInWindow(mWindow2->getInfo(), PointF{150, 150})}); } class InputDispatcherSingleWindowAnr : public InputDispatcherTest { virtual void SetUp() override { InputDispatcherTest::SetUp(); mApplication = std::make_shared(); mApplication->setDispatchingTimeout(100ms); mWindow = sp::make(mApplication, mDispatcher, "TestWindow", ui::LogicalDisplayId::DEFAULT); mWindow->setFrame(Rect(0, 0, 30, 30)); mWindow->setDispatchingTimeout(100ms); mWindow->setFocusable(true); // Set focused application. mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, mApplication); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); setFocusedWindow(mWindow); mWindow->consumeFocusEvent(true); } virtual void TearDown() override { InputDispatcherTest::TearDown(); mWindow.clear(); } protected: static constexpr std::chrono::duration SPY_TIMEOUT = 200ms; std::shared_ptr mApplication; sp mWindow; static constexpr PointF WINDOW_LOCATION = {20, 20}; void tapOnWindow() { const auto touchingPointer = PointerBuilder(/*id=*/0, ToolType::FINGER) .x(WINDOW_LOCATION.x) .y(WINDOW_LOCATION.y); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(touchingPointer) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(touchingPointer) .build()); } sp addSpyWindow() { sp spy = sp::make(mApplication, mDispatcher, "Spy", ui::LogicalDisplayId::DEFAULT); spy->setTrustedOverlay(true); spy->setFocusable(false); spy->setSpy(true); spy->setDispatchingTimeout(SPY_TIMEOUT); mDispatcher->onWindowInfosChanged({{*spy->getInfo(), *mWindow->getInfo()}, {}, 0, 0}); 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(ui::LogicalDisplayId::INVALID); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertNotifyAnrWasNotCalled(); } TEST_F(InputDispatcherSingleWindowAnr, WhenFocusedApplicationChanges_NoAnr) { mWindow->setFocusable(false); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); mWindow->consumeFocusEvent(false); InputEventInjectionResult result = injectKey(*mDispatcher, AKEY_EVENT_ACTION_DOWN, /*repeatCount=*/0, ui::LogicalDisplayId::DEFAULT, InputEventInjectionSync::NONE, CONSUME_TIMEOUT_EVENT_EXPECTED, /*allowKeyRepeat=*/false); 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(ui::LogicalDisplayId::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, ui::LogicalDisplayId::DEFAULT, WINDOW_LOCATION)); const auto [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->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); 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)); const auto [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->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); mWindow->consumeFocusEvent(false); // taps on the window work as normal ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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, /*repeatCount=*/0, ui::LogicalDisplayId::DEFAULT, InputEventInjectionSync::WAIT_FOR_RESULT, 50ms, /*allowKeyRepeat=*/false); 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->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); mWindow->consumeFocusEvent(false); KeyEvent event; static constexpr std::chrono::duration STALE_EVENT_TIMEOUT = 1000ms; mFakePolicy->setStaleEventTimeout(STALE_EVENT_TIMEOUT); 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, ui::LogicalDisplayId::INVALID, INVALID_HMAC, AKEY_EVENT_ACTION_DOWN, /*flags=*/0, AKEYCODE_A, KEY_A, AMETA_NONE, /*repeatCount=*/0, eventTime, eventTime); const int32_t policyFlags = POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER | POLICY_FLAG_DISABLE_KEY_REPEAT; 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) { const std::chrono::duration appTimeout = 400ms; mApplication->setDispatchingTimeout(appTimeout); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, mApplication); mWindow->setFocusable(false); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); 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 std::chrono::duration eventInjectionTimeout = 100ms; ASSERT_LT(eventInjectionTimeout, appTimeout); const InputEventInjectionResult result = injectKey(*mDispatcher, AKEY_EVENT_ACTION_DOWN, /*repeatCount=*/0, ui::LogicalDisplayId::DEFAULT, InputEventInjectionSync::WAIT_FOR_RESULT, eventInjectionTimeout, /*allowKeyRepeat=*/false); ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result) << "result=" << ftl::enum_string(result); // We already waited for 'eventInjectionTimeout`, because the countdown started when the event // was first injected. So now we have (appTimeout - eventInjectionTimeout) left to wait. std::chrono::duration remainingWaitTime = appTimeout - eventInjectionTimeout; mFakePolicy->assertNotifyNoFocusedWindowAnrWasCalled(remainingWaitTime, 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->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); mWindow->consumeFocusEvent(false); // Once a focused event arrives, we get an ANR for this application ASSERT_NO_FATAL_FAILURE(assertInjectedKeyTimesOut(*mDispatcher)); 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, ui::LogicalDisplayId::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, ui::LogicalDisplayId::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(ui::LogicalDisplayId::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 spy = addSpyWindow(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, WINDOW_LOCATION)); mWindow->consumeMotionDown(); const auto [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->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); 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 spy = addSpyWindow(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(*mDispatcher, ui::LogicalDisplayId::DEFAULT)); mWindow->consumeKeyDown(ui::LogicalDisplayId::DEFAULT); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(*mDispatcher, ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT); spy->consumeMotionUp(ui::LogicalDisplayId::DEFAULT); mWindow->consumeKeyUp(ui::LogicalDisplayId::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 spy = addSpyWindow(); tapOnWindow(); spy->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); spy->consumeMotionUp(ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT); spy->consumeMotionUp(ui::LogicalDisplayId::DEFAULT); mWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT); // still the previous motion mDispatcher->waitForIdle(); mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken(), mWindow->getPid()); mWindow->assertNoEvents(); spy->assertNoEvents(); } TEST_F(InputDispatcherSingleWindowAnr, UnresponsiveMonitorAnr) { mDispatcher->setMonitorDispatchingTimeoutForTest(SPY_TIMEOUT); FakeMonitorReceiver monitor = FakeMonitorReceiver(*mDispatcher, "M_1", ui::LogicalDisplayId::DEFAULT); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, WINDOW_LOCATION)); mWindow->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); const std::optional consumeSeq = monitor.receiveEvent(); ASSERT_TRUE(consumeSeq); mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(SPY_TIMEOUT, monitor.getToken(), MONITOR_PID); monitor.finishEvent(*consumeSeq); monitor.consumeMotionCancel(ui::LogicalDisplayId::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, ui::LogicalDisplayId::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->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); 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 get delivered to the focused window until the motion is processed. */ TEST_F(InputDispatcherSingleWindowAnr, Key_StaysPendingWhileMotionIsProcessed) { // The timeouts in this test are established by relying on the fact that the "key waiting for // events timeout" is equal to 500ms. ASSERT_EQ(mFakePolicy->getKeyWaitingForEventsTimeout(), 500ms); mWindow->setDispatchingTimeout(2s); // Set a long ANR timeout to prevent it from triggering mDispatcher->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); tapOnWindow(); const auto& [downSequenceNum, downEvent] = mWindow->receiveEvent(); ASSERT_TRUE(downSequenceNum); const auto& [upSequenceNum, upEvent] = mWindow->receiveEvent(); ASSERT_TRUE(upSequenceNum); // Don't finish the events yet, and send a key mDispatcher->notifyKey( KeyArgsBuilder(AKEY_EVENT_ACTION_DOWN, AINPUT_SOURCE_KEYBOARD) .policyFlags(DEFAULT_POLICY_FLAGS | POLICY_FLAG_DISABLE_KEY_REPEAT) .build()); // 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 // Make sure that `assertNoEvents` doesn't wait too long, because it could cause an ANR. mWindow->assertNoEvents(100ms); std::this_thread::sleep_for(400ms); // 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(ui::LogicalDisplayId::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_IsDeliveredWhileMotionIsProcessingAndNewTouchComesIn) { // The timeouts in this test are established by relying on the fact that the "key waiting for // events timeout" is equal to 500ms. ASSERT_EQ(mFakePolicy->getKeyWaitingForEventsTimeout(), 500ms); mWindow->setDispatchingTimeout(2s); // Set a long ANR timeout to prevent it from triggering mDispatcher->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); tapOnWindow(); const auto& [downSequenceNum, _] = mWindow->receiveEvent(); ASSERT_TRUE(downSequenceNum); const auto& [upSequenceNum, upEvent] = mWindow->receiveEvent(); ASSERT_TRUE(upSequenceNum); // Don't finish the events yet, and send a key mDispatcher->notifyKey( KeyArgsBuilder(AKEY_EVENT_ACTION_DOWN, AINPUT_SOURCE_KEYBOARD) .policyFlags(DEFAULT_POLICY_FLAGS | POLICY_FLAG_DISABLE_KEY_REPEAT) .build()); // At this point, key is still pending, and should not be sent to the application yet. mWindow->assertNoEvents(100ms); // Now tap down again. It should cause the pending key to go to the focused window right away. tapOnWindow(); // Now that we tapped, we should receive the key immediately. // Since there's still room for slowness, we use 200ms, which is much less than // the "key waiting for events' timeout of 500ms minus the already waited 100ms duration. std::unique_ptr keyEvent = mWindow->consume(200ms); ASSERT_NE(nullptr, keyEvent); ASSERT_EQ(InputEventType::KEY, keyEvent->getType()); ASSERT_THAT(static_cast(*keyEvent), WithKeyAction(AKEY_EVENT_ACTION_DOWN)); // 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->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); mWindow->consumeMotionEvent(WithMotionAction(ACTION_UP)); mWindow->assertNoEvents(); } /** * 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. * At some point, the window becomes responsive again. * Ensure that subsequent events get dropped, and the next gesture is delivered. */ TEST_F(InputDispatcherSingleWindowAnr, TwoGesturesWithAnr) { mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(10).y(10)) .build()); const auto [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->consumeMotionEvent(WithMotionAction(ACTION_CANCEL)); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken(), mWindow->getPid()); // Now that the window is responsive, let's continue the gesture. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(11).y(11)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(11).y(11)) .pointer(PointerBuilder(1, ToolType::FINGER).x(3).y(3)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(11).y(11)) .pointer(PointerBuilder(1, ToolType::FINGER).x(3).y(3)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(11).y(11)) .build()); // We already canceled this pointer, so the window shouldn't get any new events. mWindow->assertNoEvents(); // Start another one. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(15).y(15)) .build()); mWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); } // Send an event to the app and have the app not respond right away. Then remove the app window. // When the window is removed, the dispatcher will cancel the events for that window. // So InputDispatcher will enqueue ACTION_CANCEL event as well. TEST_F(InputDispatcherSingleWindowAnr, AnrAfterWindowRemoval) { mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {WINDOW_LOCATION})); const auto [sequenceNum, _] = mWindow->receiveEvent(); // ACTION_DOWN ASSERT_TRUE(sequenceNum); // Remove the window, but the input channel should remain alive. mDispatcher->onWindowInfosChanged({{}, {}, 0, 0}); const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); // Since the window was removed, Dispatcher does not know the PID associated with the window // anymore, so the policy is notified without the PID. mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow->getToken(), /*pid=*/std::nullopt); mWindow->finishEvent(*sequenceNum); // The cancellation was generated when the window was removed, along with the focus event. mWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); mWindow->consumeFocusEvent(false); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken(), /*pid=*/std::nullopt); } // Send an event to the app and have the app not respond right away. Wait for the policy to be // notified of the unresponsive window, then remove the app window. TEST_F(InputDispatcherSingleWindowAnr, AnrFollowedByWindowRemoval) { mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {WINDOW_LOCATION})); const auto [sequenceNum, _] = mWindow->receiveEvent(); // ACTION_DOWN ASSERT_TRUE(sequenceNum); const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow); // Remove the window, but the input channel should remain alive. mDispatcher->onWindowInfosChanged({{}, {}, 0, 0}); mWindow->finishEvent(*sequenceNum); // The cancellation was generated during the ANR, and the window lost focus when it was removed. mWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); mWindow->consumeFocusEvent(false); ASSERT_TRUE(mDispatcher->waitForIdle()); // Since the window was removed, Dispatcher does not know the PID associated with the window // becoming responsive, so the policy is notified without the PID. mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken(), /*pid=*/std::nullopt); } class InputDispatcherMultiWindowAnr : public InputDispatcherTest { virtual void SetUp() override { InputDispatcherTest::SetUp(); mApplication = std::make_shared(); mApplication->setDispatchingTimeout(100ms); mUnfocusedWindow = sp::make(mApplication, mDispatcher, "Unfocused", ui::LogicalDisplayId::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 = sp::make(mApplication, mDispatcher, "Focused", ui::LogicalDisplayId::DEFAULT); mFocusedWindow->setDispatchingTimeout(100ms); mFocusedWindow->setFrame(Rect(50, 50, 100, 100)); // Set focused application. mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, mApplication); mFocusedWindow->setFocusable(true); // Expect one focus window exist in display. mDispatcher->onWindowInfosChanged( {{*mUnfocusedWindow->getInfo(), *mFocusedWindow->getInfo()}, {}, 0, 0}); setFocusedWindow(mFocusedWindow); mFocusedWindow->consumeFocusEvent(true); } virtual void TearDown() override { InputDispatcherTest::TearDown(); mUnfocusedWindow.clear(); mFocusedWindow.clear(); } protected: std::shared_ptr mApplication; sp mUnfocusedWindow; sp 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, ui::LogicalDisplayId::DEFAULT, location)); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER) .x(FOCUSED_WINDOW_LOCATION.x) .y(FOCUSED_WINDOW_LOCATION.y)) .build())); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER) .x(FOCUSED_WINDOW_LOCATION.x) .y(FOCUSED_WINDOW_LOCATION.y)) .build())); mFocusedWindow->consumeMotionDown(); mFocusedWindow->consumeMotionUp(); mUnfocusedWindow->consumeMotionOutside(ui::LogicalDisplayId::DEFAULT, /*flags=*/0); // We consumed all events, so no ANR ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertNotifyAnrWasNotCalled(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER) .x(FOCUSED_WINDOW_LOCATION.x) .y(FOCUSED_WINDOW_LOCATION.y)) .build())); const auto [unfocusedSequenceNum, _] = mUnfocusedWindow->receiveEvent(); ASSERT_TRUE(unfocusedSequenceNum); const std::chrono::duration timeout = mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mFocusedWindow); 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( mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT)); mDispatcher->onWindowInfosChanged( {{*mUnfocusedWindow->getInfo(), *mFocusedWindow->getInfo()}, {}, 0, 0}); tapOnFocusedWindow(); // we should have ACTION_DOWN/ACTION_UP on focused window and ACTION_OUTSIDE on unfocused window // We don't know which window will ANR first. But both of them should happen eventually. std::array, 2> anrConnectionTokens = {mFakePolicy->getUnresponsiveWindowToken( mFocusedWindow->getDispatchingTimeout( DISPATCHING_TIMEOUT)), mFakePolicy->getUnresponsiveWindowToken(0ms)}; ASSERT_THAT(anrConnectionTokens, ::testing::UnorderedElementsAre(testing::Eq(mFocusedWindow->getToken()), testing::Eq(mUnfocusedWindow->getToken()))); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertNotifyAnrWasNotCalled(); mFocusedWindow->consumeMotionDown(); mFocusedWindow->consumeMotionUp(); mUnfocusedWindow->consumeMotionOutside(); std::array, 2> responsiveTokens = {mFakePolicy->getResponsiveWindowToken(), mFakePolicy->getResponsiveWindowToken()}; // Both applications should be marked as responsive, in any order ASSERT_THAT(responsiveTokens, ::testing::UnorderedElementsAre(testing::Eq(mFocusedWindow->getToken()), testing::Eq(mUnfocusedWindow->getToken()))); 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->consumeMotionOutside(ui::LogicalDisplayId::DEFAULT, /*flags=*/0); // Receive the events, but don't respond const auto [downEventSequenceNum, downEvent] = mFocusedWindow->receiveEvent(); // ACTION_DOWN ASSERT_TRUE(downEventSequenceNum); const auto [upEventSequenceNum, upEvent] = 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, ui::LogicalDisplayId::DEFAULT, FOCUSED_WINDOW_LOCATION)); ASSERT_EQ(InputEventInjectionResult::FAILED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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, ui::LogicalDisplayId::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->onWindowInfosChanged( {{*mUnfocusedWindow->getInfo(), *mFocusedWindow->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::FAILED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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 get delivered 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 (100ms) 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->onWindowInfosChanged( {{*mFocusedWindow->getInfo(), *mUnfocusedWindow->getInfo()}, {}, 0, 0}); tapOnUnfocusedWindow(); const auto [downSequenceNum, downEvent] = mUnfocusedWindow->receiveEvent(); ASSERT_TRUE(downSequenceNum); const auto [upSequenceNum, upEvent] = 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, /*repeatCount=*/0, ui::LogicalDisplayId::DEFAULT, InputEventInjectionSync::NONE, /*injectionTimeout=*/100ms); 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. // Make sure `assertNoEvents` doesn't take too long. It uses CONSUME_TIMEOUT_NO_EVENT_EXPECTED // under the hood. static_assert(CONSUME_TIMEOUT_NO_EVENT_EXPECTED < 100ms); mFocusedWindow->assertNoEvents(); // Switch the focus to the "unfocused" window that we tapped. Expect the key to go there mFocusedWindow->setFocusable(false); mUnfocusedWindow->setFocusable(true); mDispatcher->onWindowInfosChanged( {{*mFocusedWindow->getInfo(), *mUnfocusedWindow->getInfo()}, {}, 0, 0}); 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(ui::LogicalDisplayId::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 mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {FOCUSED_WINDOW_LOCATION})); mUnfocusedWindow->consumeMotionOutside(ui::LogicalDisplayId::DEFAULT, /*flags=*/0); // Touch Window 2 mDispatcher->notifyMotion( generateMotionArgs(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {FOCUSED_WINDOW_LOCATION, UNFOCUSED_WINDOW_LOCATION})); 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 const auto [moveOrCancelSequenceNum, event] = mFocusedWindow->receiveEvent(); ASSERT_TRUE(moveOrCancelSequenceNum); mFocusedWindow->finishEvent(*moveOrCancelSequenceNum); ASSERT_NE(nullptr, event); ASSERT_EQ(event->getType(), InputEventType::MOTION); MotionEvent& motionEvent = static_cast(*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 focusedApplication = std::make_shared(); focusedApplication->setDispatchingTimeout(300ms); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, focusedApplication); // The application that owns 'mFocusedWindow' and 'mUnfocusedWindow' is not focused. mFocusedWindow->setFocusable(false); mDispatcher->onWindowInfosChanged( {{*mFocusedWindow->getInfo(), *mUnfocusedWindow->getInfo()}, {}, 0, 0}); 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, /*repeatCount=*/0, ui::LogicalDisplayId::DEFAULT, InputEventInjectionSync::NONE, /*injectionTimeout=*/100ms, /*allowKeyRepeat=*/false); 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(100ms); // Touch unfocused window. This should force the pending key to get dropped. mDispatcher->notifyMotion( generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {UNFOCUSED_WINDOW_LOCATION})); // 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->onWindowInfosChanged( {{*mFocusedWindow->getInfo(), *mUnfocusedWindow->getInfo()}, {}, 0, 0}); 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()); } /** * If we are pruning input queue, we should never drop pointer events. Otherwise, we risk having * an inconsistent event stream inside the dispatcher. In this test, we make sure that the * dispatcher doesn't prune pointer events incorrectly. * * This test reproduces a crash in InputDispatcher. * To reproduce the crash, we need to simulate the conditions for "pruning input queue" to occur. * * Keep the currently focused application (mApplication), and have no focused window. * We set up two additional windows: * 1) The navigation bar window. This simulates the system "NavigationBar", which is used in the * 3-button navigation mode. This window injects a BACK button when it's touched. 2) The application * window. This window is not focusable, but is touchable. * * We first touch the navigation bar, which causes it to inject a key. Since there's no focused * window, the dispatcher doesn't process this key, and all other events inside dispatcher are now * blocked. The dispatcher is waiting for 'mApplication' to add a focused window. * * Now, we touch "Another window". This window is owned by a different application than * 'mApplication'. This causes the dispatcher to stop waiting for 'mApplication' to add a focused * window. Now, the "pruning input queue" behaviour should kick in, and the dispatcher should start * dropping the events from its queue. Ensure that no crash occurs. * * In this test, we are setting long timeouts to prevent ANRs and events dropped due to being stale. * This does not affect the test running time. */ TEST_F(InputDispatcherMultiWindowAnr, PruningInputQueueShouldNotDropPointerEvents) { std::shared_ptr systemUiApplication = std::make_shared(); systemUiApplication->setDispatchingTimeout(3000ms); mFakePolicy->setStaleEventTimeout(3000ms); sp navigationBar = sp::make(systemUiApplication, mDispatcher, "NavigationBar", ui::LogicalDisplayId::DEFAULT); navigationBar->setFocusable(false); navigationBar->setWatchOutsideTouch(true); navigationBar->setFrame(Rect(0, 0, 100, 100)); mApplication->setDispatchingTimeout(3000ms); // 'mApplication' is already focused, but we call it again here to make it explicit. mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, mApplication); std::shared_ptr anotherApplication = std::make_shared(); sp appWindow = sp::make(anotherApplication, mDispatcher, "Another window", ui::LogicalDisplayId::DEFAULT); appWindow->setFocusable(false); appWindow->setFrame(Rect(100, 100, 200, 200)); mDispatcher->onWindowInfosChanged( {{*navigationBar->getInfo(), *appWindow->getInfo()}, {}, 0, 0}); // 'mFocusedWindow' is no longer in the dispatcher window list, and therefore loses focus mFocusedWindow->consumeFocusEvent(false); // Touch down the navigation bar. It consumes the touch and injects a key into the dispatcher // in response. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); navigationBar->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); // Key will not be sent anywhere because we have no focused window. It will remain pending. // Pretend we are injecting KEYCODE_BACK, but it doesn't actually matter what key it is. InputEventInjectionResult result = injectKey(*mDispatcher, AKEY_EVENT_ACTION_DOWN, /*repeatCount=*/0, ui::LogicalDisplayId::DEFAULT, InputEventInjectionSync::NONE, /*injectionTimeout=*/100ms, /*allowKeyRepeat=*/false); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result); // Finish the gesture - lift up finger and inject ACTION_UP key event mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); result = injectKey(*mDispatcher, AKEY_EVENT_ACTION_UP, /*repeatCount=*/0, ui::LogicalDisplayId::DEFAULT, InputEventInjectionSync::NONE, /*injectionTimeout=*/100ms, /*allowKeyRepeat=*/false); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result); // The key that was injected is blocking the dispatcher, so the navigation bar shouldn't be // getting any events yet. navigationBar->assertNoEvents(); // Now touch "Another window". This touch is going to a different application than the one we // are waiting for (which is 'mApplication'). // This should cause the dispatcher to drop the pending focus-dispatched events (like the key // trying to be injected) and to continue processing the rest of the events in the original // order. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(150)) .build()); navigationBar->consumeMotionEvent(WithMotionAction(ACTION_UP)); navigationBar->consumeMotionEvent(WithMotionAction(ACTION_OUTSIDE)); appWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN)); appWindow->assertNoEvents(); navigationBar->assertNoEvents(); } // 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(); mNoInputWindow = sp::make(mApplication, mDispatcher, "Window without input channel", ui::LogicalDisplayId::DEFAULT, /*createInputChannel=*/false); 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 = sp::make(mApplication, mDispatcher, "Bottom window", ui::LogicalDisplayId::DEFAULT); mBottomWindow->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged( {{*mNoInputWindow->getInfo(), *mBottomWindow->getInfo()}, {}, 0, 0}); } protected: std::shared_ptr mApplication; sp mNoInputWindow; sp mBottomWindow; }; TEST_F(InputDispatcherMultiWindowOcclusionTests, NoInputChannelFeature_DropsTouches) { PointF touchedPoint = {10, 10}; mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {touchedPoint})); 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 = sp::make(mApplication, mDispatcher, "Window with input channel and NO_INPUT_CHANNEL", ui::LogicalDisplayId::DEFAULT); mNoInputWindow->setNoInputChannel(true); mNoInputWindow->setFrame(Rect(0, 0, 100, 100)); mDispatcher->onWindowInfosChanged( {{*mNoInputWindow->getInfo(), *mBottomWindow->getInfo()}, {}, 0, 0}); PointF touchedPoint = {10, 10}; mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {touchedPoint})); mNoInputWindow->assertNoEvents(); mBottomWindow->assertNoEvents(); } class InputDispatcherMirrorWindowFocusTests : public InputDispatcherTest { protected: std::shared_ptr mApp; sp mWindow; sp mMirror; virtual void SetUp() override { InputDispatcherTest::SetUp(); mApp = std::make_shared(); mWindow = sp::make(mApp, mDispatcher, "TestWindow", ui::LogicalDisplayId::DEFAULT); mMirror = mWindow->clone(ui::LogicalDisplayId::DEFAULT); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, mApp); mWindow->setFocusable(true); mMirror->setFocusable(true); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo(), *mMirror->getInfo()}, {}, 0, 0}); } }; 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(ui::LogicalDisplayId::INVALID); } // 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 because it is above the mirror mWindow->consumeFocusEvent(true); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(*mDispatcher)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; mWindow->consumeKeyDown(ui::LogicalDisplayId::INVALID); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(*mDispatcher)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; mWindow->consumeKeyUp(ui::LogicalDisplayId::INVALID); mMirror->setFocusable(false); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo(), *mMirror->getInfo()}, {}, 0, 0}); // 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(ui::LogicalDisplayId::INVALID); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(*mDispatcher)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; mWindow->consumeKeyUp(ui::LogicalDisplayId::INVALID); mMirror->setVisible(false); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo(), *mMirror->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(*mDispatcher)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; mWindow->consumeKeyDown(ui::LogicalDisplayId::INVALID); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(*mDispatcher)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; mWindow->consumeKeyUp(ui::LogicalDisplayId::INVALID); mWindow->setVisible(false); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo(), *mMirror->getInfo()}, {}, 0, 0}); // 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(ui::LogicalDisplayId::INVALID); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(*mDispatcher)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; mWindow->consumeKeyUp(ui::LogicalDisplayId::INVALID); // single window is removed but the window token remains focused mDispatcher->onWindowInfosChanged({{*mMirror->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(*mDispatcher)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; mMirror->consumeKeyDown(ui::LogicalDisplayId::INVALID); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(*mDispatcher)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; mMirror->consumeKeyUp(ui::LogicalDisplayId::INVALID); // Both windows are removed mDispatcher->onWindowInfosChanged({{}, {}, 0, 0}); 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->onWindowInfosChanged({{*mWindow->getInfo(), *mMirror->getInfo()}, {}, 0, 0}); setFocusedWindow(mMirror); // Injected key goes to pending queue. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKey(*mDispatcher, AKEY_EVENT_ACTION_DOWN, /*repeatCount=*/0, ui::LogicalDisplayId::DEFAULT, InputEventInjectionSync::NONE)); mMirror->setVisible(true); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo(), *mMirror->getInfo()}, {}, 0, 0}); // window gets focused mWindow->consumeFocusEvent(true); // window gets the pending key event mWindow->consumeKeyDown(ui::LogicalDisplayId::DEFAULT); } class InputDispatcherPointerCaptureTests : public InputDispatcherTest { protected: std::shared_ptr mApp; sp mWindow; sp mSecondWindow; void SetUp() override { InputDispatcherTest::SetUp(); mApp = std::make_shared(); mWindow = sp::make(mApp, mDispatcher, "TestWindow", ui::LogicalDisplayId::DEFAULT); mWindow->setFocusable(true); mSecondWindow = sp::make(mApp, mDispatcher, "TestWindow2", ui::LogicalDisplayId::DEFAULT); mSecondWindow->setFocusable(true); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, mApp); mDispatcher->onWindowInfosChanged( {{*mWindow->getInfo(), *mSecondWindow->getInfo()}, {}, 0, 0}); setFocusedWindow(mWindow); mWindow->consumeFocusEvent(true); } void notifyPointerCaptureChanged(const PointerCaptureRequest& request) { mDispatcher->notifyPointerCaptureChanged(generatePointerCaptureChangedArgs(request)); } PointerCaptureRequest requestAndVerifyPointerCapture(const sp& window, bool enabled) { mDispatcher->requestPointerCapture(window->getToken(), enabled); auto request = mFakePolicy->assertSetPointerCaptureCalled(window, 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(mWindow, 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(mWindow, false); mWindow->consumeCaptureEvent(false); mWindow->assertNoEvents(); } TEST_F(InputDispatcherPointerCaptureTests, OutOfOrderRequests) { requestAndVerifyPointerCapture(mWindow, true); // The first window loses focus. setFocusedWindow(mSecondWindow); mFakePolicy->assertSetPointerCaptureCalled(mWindow, 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(mSecondWindow, 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(mWindow, true); mDispatcher->requestPointerCapture(mWindow->getToken(), false); mFakePolicy->assertSetPointerCaptureCalled(mWindow, false); mDispatcher->requestPointerCapture(mWindow->getToken(), true); auto secondRequest = mFakePolicy->assertSetPointerCaptureCalled(mWindow, 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(mWindow, false); mDispatcher->requestPointerCapture(mWindow->getToken(), true); auto enableRequest = mFakePolicy->assertSetPointerCaptureCalled(mWindow, 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(); } /** * One window. Hover mouse in the window, and then start capture. Make sure that the relative * mouse movements don't affect the previous mouse hovering state. * When pointer capture is enabled, the incoming events are always ACTION_MOVE (there are no * HOVER_MOVE events). */ TEST_F(InputDispatcherPointerCaptureTests, MouseHoverAndPointerCapture) { // Mouse hover on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(110)) .build()); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(100).y(110)) .build()); mWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_ENTER))); mWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_HOVER_MOVE))); // Start pointer capture requestAndVerifyPointerCapture(mWindow, true); // Send some relative mouse movements and receive them in the window. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_MOUSE_RELATIVE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(10).y(11)) .build()); mWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithCoords(10, 11), WithSource(AINPUT_SOURCE_MOUSE_RELATIVE))); // Stop pointer capture requestAndVerifyPointerCapture(mWindow, false); // Continue hovering on the window mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(0, ToolType::MOUSE).x(105).y(115)) .build()); mWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_HOVER_MOVE), WithSource(AINPUT_SOURCE_MOUSE))); mWindow->assertNoEvents(); } TEST_F(InputDispatcherPointerCaptureTests, MultiDisplayPointerCapture) { // The default display is the focused display to begin with. requestAndVerifyPointerCapture(mWindow, true); // Move the second window to a second display, make it the focused window on that display. mSecondWindow->editInfo()->displayId = SECOND_DISPLAY_ID; mDispatcher->onWindowInfosChanged({{*mWindow->getInfo(), *mSecondWindow->getInfo()}, {}, 0, 0}); setFocusedWindow(mSecondWindow); mSecondWindow->consumeFocusEvent(true); mWindow->assertNoEvents(); // The second window cannot gain capture because it is not on the focused display. mDispatcher->requestPointerCapture(mSecondWindow->getToken(), true); mFakePolicy->assertSetPointerCaptureNotCalled(); mSecondWindow->assertNoEvents(); // Make the second display the focused display. mDispatcher->setFocusedDisplay(SECOND_DISPLAY_ID); mFakePolicy->assertFocusedDisplayNotified(SECOND_DISPLAY_ID); // This causes the first window to lose pointer capture, and it's unable to request capture. mWindow->consumeCaptureEvent(false); mFakePolicy->assertSetPointerCaptureCalled(mWindow, false); mDispatcher->requestPointerCapture(mWindow->getToken(), true); mFakePolicy->assertSetPointerCaptureNotCalled(); // The second window is now able to gain pointer capture successfully. requestAndVerifyPointerCapture(mSecondWindow, true); } using InputDispatcherPointerCaptureDeathTest = InputDispatcherPointerCaptureTests; TEST_F(InputDispatcherPointerCaptureDeathTest, NotifyPointerCaptureChangedWithWrongTokenAbortsDispatcher) { testing::GTEST_FLAG(death_test_style) = "threadsafe"; ScopedSilentDeath _silentDeath; mDispatcher->requestPointerCapture(mWindow->getToken(), true); auto request = mFakePolicy->assertSetPointerCaptureCalled(mWindow, true); // Dispatch a pointer changed event with a wrong token. request.window = mSecondWindow->getToken(); ASSERT_DEATH( { notifyPointerCaptureChanged(request); mSecondWindow->consumeCaptureEvent(true); }, "Unexpected requested window for Pointer Capture."); } 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 constexpr gui::Uid TOUCHED_APP_UID{10001}; static constexpr gui::Uid APP_B_UID{10002}; static constexpr gui::Uid APP_C_UID{10003}; sp mTouchWindow; virtual void SetUp() override { InputDispatcherTest::SetUp(); mTouchWindow = getWindow(TOUCHED_APP_UID, "Touched"); mDispatcher->setMaximumObscuringOpacityForTouch(MAXIMUM_OBSCURING_OPACITY); } virtual void TearDown() override { InputDispatcherTest::TearDown(); mTouchWindow.clear(); } sp getOccludingWindow(gui::Uid uid, std::string name, TouchOcclusionMode mode, float alpha = 1.0f) { sp window = getWindow(uid, name); window->setTouchable(false); window->setTouchOcclusionMode(mode); window->setAlpha(alpha); return window; } sp getWindow(gui::Uid uid, std::string name) { std::shared_ptr app = std::make_shared(); sp window = sp::make(app, mDispatcher, name, ui::LogicalDisplayId::DEFAULT); // Generate an arbitrary PID based on the UID window->setOwnerInfo(gui::Pid{static_cast(1777 + (uid.val() % 10000))}, uid); return window; } void touch(const std::vector& points = {PointF{100, 200}}) { mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, points)); } }; TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithBlockUntrustedOcclusionMode_BlocksTouch) { const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->assertNoEvents(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithBlockUntrustedOcclusionModeWithOpacityBelowThreshold_BlocksTouch) { const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.7f); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->assertNoEvents(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithBlockUntrustedOcclusionMode_DoesNotReceiveTouch) { const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); w->assertNoEvents(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithAllowOcclusionMode_AllowsTouch) { const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::ALLOW); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, TouchOutsideOccludingWindow_AllowsTouch) { const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED); w->setFrame(Rect(0, 0, 50, 50)); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch({PointF{100, 100}}); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowFromSameUid_AllowsTouch) { const sp& w = getOccludingWindow(TOUCHED_APP_UID, "A", TouchOcclusionMode::BLOCK_UNTRUSTED); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithZeroOpacity_AllowsTouch) { const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithZeroOpacity_DoesNotReceiveTouch) { const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); 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& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f); w->setWatchOutsideTouch(true); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); w->consumeMotionOutside(); } TEST_F(InputDispatcherUntrustedTouchesTest, OutsideEvent_HasZeroCoordinates) { const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f); w->setWatchOutsideTouch(true); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); w->consumeMotionOutsideWithZeroedCoords(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityBelowThreshold_AllowsTouch) { const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, OPACITY_BELOW_THRESHOLD); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityAtThreshold_AllowsTouch) { const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, MAXIMUM_OBSCURING_OPACITY); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityAboveThreshold_BlocksTouch) { const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, OPACITY_ABOVE_THRESHOLD); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->assertNoEvents(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowsWithCombinedOpacityAboveThreshold_BlocksTouch) { // Resulting opacity = 1 - (1 - 0.7)*(1 - 0.7) = .91 const sp& w1 = getOccludingWindow(APP_B_UID, "B1", TouchOcclusionMode::USE_OPACITY, OPACITY_BELOW_THRESHOLD); const sp& w2 = getOccludingWindow(APP_B_UID, "B2", TouchOcclusionMode::USE_OPACITY, OPACITY_BELOW_THRESHOLD); mDispatcher->onWindowInfosChanged( {{*w1->getInfo(), *w2->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->assertNoEvents(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowsWithCombinedOpacityBelowThreshold_AllowsTouch) { // Resulting opacity = 1 - (1 - 0.5)*(1 - 0.5) = .75 const sp& w1 = getOccludingWindow(APP_B_UID, "B1", TouchOcclusionMode::USE_OPACITY, OPACITY_FAR_BELOW_THRESHOLD); const sp& w2 = getOccludingWindow(APP_B_UID, "B2", TouchOcclusionMode::USE_OPACITY, OPACITY_FAR_BELOW_THRESHOLD); mDispatcher->onWindowInfosChanged( {{*w1->getInfo(), *w2->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowsFromDifferentAppsEachBelowThreshold_AllowsTouch) { const sp& wB = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, OPACITY_BELOW_THRESHOLD); const sp& wC = getOccludingWindow(APP_C_UID, "C", TouchOcclusionMode::USE_OPACITY, OPACITY_BELOW_THRESHOLD); mDispatcher->onWindowInfosChanged( {{*wB->getInfo(), *wC->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowsFromDifferentAppsOneAboveThreshold_BlocksTouch) { const sp& wB = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, OPACITY_BELOW_THRESHOLD); const sp& wC = getOccludingWindow(APP_C_UID, "C", TouchOcclusionMode::USE_OPACITY, OPACITY_ABOVE_THRESHOLD); mDispatcher->onWindowInfosChanged( {{*wB->getInfo(), *wC->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->assertNoEvents(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityAboveThresholdAndSelfWindow_BlocksTouch) { const sp& wA = getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::USE_OPACITY, OPACITY_BELOW_THRESHOLD); const sp& wB = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, OPACITY_ABOVE_THRESHOLD); mDispatcher->onWindowInfosChanged( {{*wA->getInfo(), *wB->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->assertNoEvents(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityBelowThresholdAndSelfWindow_AllowsTouch) { const sp& wA = getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::USE_OPACITY, OPACITY_ABOVE_THRESHOLD); const sp& wB = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, OPACITY_BELOW_THRESHOLD); mDispatcher->onWindowInfosChanged( {{*wA->getInfo(), *wB->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, SelfWindowWithOpacityAboveThreshold_AllowsTouch) { const sp& w = getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::USE_OPACITY, OPACITY_ABOVE_THRESHOLD); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, SelfWindowWithBlockUntrustedMode_AllowsTouch) { const sp& w = getOccludingWindow(TOUCHED_APP_UID, "T", TouchOcclusionMode::BLOCK_UNTRUSTED); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, OpacityThresholdIs0AndWindowAboveThreshold_BlocksTouch) { mDispatcher->setMaximumObscuringOpacityForTouch(0.0f); const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, 0.1f); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->assertNoEvents(); } TEST_F(InputDispatcherUntrustedTouchesTest, OpacityThresholdIs0AndWindowAtThreshold_AllowsTouch) { mDispatcher->setMaximumObscuringOpacityForTouch(0.0f); const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, 0.0f); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, OpacityThresholdIs1AndWindowBelowThreshold_AllowsTouch) { mDispatcher->setMaximumObscuringOpacityForTouch(1.0f); const sp& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, OPACITY_ABOVE_THRESHOLD); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithBlockUntrustedModeAndWindowWithOpacityBelowFromSameApp_BlocksTouch) { const sp& w1 = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, OPACITY_BELOW_THRESHOLD); const sp& w2 = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, OPACITY_BELOW_THRESHOLD); mDispatcher->onWindowInfosChanged( {{*w1->getInfo(), *w2->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); 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& wB = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, OPACITY_BELOW_THRESHOLD); const sp& wC = getOccludingWindow(APP_C_UID, "C", TouchOcclusionMode::USE_OPACITY, OPACITY_BELOW_THRESHOLD); mDispatcher->onWindowInfosChanged( {{*wB->getInfo(), *wC->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); 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& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED); w->setApplicationToken(mTouchWindow->getApplicationToken()); mDispatcher->onWindowInfosChanged({{*w->getInfo(), *mTouchWindow->getInfo()}, {}, 0, 0}); touch(); mTouchWindow->consumeAnyMotionDown(); } class InputDispatcherDragTests : public InputDispatcherTest { protected: std::shared_ptr mApp; sp mWindow; sp mSecondWindow; sp mDragWindow; sp mSpyWindow; // 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(); mWindow = sp::make(mApp, mDispatcher, "TestWindow", ui::LogicalDisplayId::DEFAULT); mWindow->setFrame(Rect(0, 0, 100, 100)); mSecondWindow = sp::make(mApp, mDispatcher, "TestWindow2", ui::LogicalDisplayId::DEFAULT); mSecondWindow->setFrame(Rect(100, 0, 200, 100)); mSpyWindow = sp::make(mApp, mDispatcher, "SpyWindow", ui::LogicalDisplayId::DEFAULT); mSpyWindow->setSpy(true); mSpyWindow->setTrustedOverlay(true); mSpyWindow->setFrame(Rect(0, 0, 200, 100)); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, mApp); mDispatcher->onWindowInfosChanged( {{*mSpyWindow->getInfo(), *mWindow->getInfo(), *mSecondWindow->getInfo()}, {}, 0, 0}); } void injectDown(int fromSource = AINPUT_SOURCE_TOUCHSCREEN) { switch (fromSource) { case AINPUT_SOURCE_TOUCHSCREEN: ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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, ToolType::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, ToolType::MOUSE) .x(50) .y(50)) .build())); break; default: FAIL() << "Source " << fromSource << " doesn't support drag and drop"; } // Window should receive motion event. mWindow->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); // Spy window should also receive motion event mSpyWindow->consumeMotionDown(ui::LogicalDisplayId::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 = sp::make(mApp, mDispatcher, "DragWindow", ui::LogicalDisplayId::DEFAULT); mDragWindow->setTouchableRegion(Region{{0, 0, 0, 0}}); mDispatcher->onWindowInfosChanged({{*mDragWindow->getInfo(), *mSpyWindow->getInfo(), *mWindow->getInfo(), *mSecondWindow->getInfo()}, {}, 0, 0}); // Transfer touch focus to the drag window bool transferred = mDispatcher->transferTouchGesture(mWindow->getToken(), mDragWindow->getToken(), /*isDragDrop=*/true); if (transferred) { mWindow->consumeMotionCancel(); mDragWindow->consumeMotionDown(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); } return transferred; } }; TEST_F(InputDispatcherDragTests, DragEnterAndDragExit) { startDrag(); // Move on window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mWindow->consumeDragEvent(false, 50, 50); mSecondWindow->assertNoEvents(); // Move to another window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); 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, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mWindow->consumeDragEvent(false, 50, 50); mSecondWindow->consumeDragEvent(true, -50, 50); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mWindow->assertNoEvents(); mSecondWindow->assertNoEvents(); } TEST_F(InputDispatcherDragTests, DragEnterAndPointerDownPilfersPointers) { startDrag(); // No cancel event after drag start mSpyWindow->assertNoEvents(); const MotionEvent secondFingerDownEvent = MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(60).y(60)) .build(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; // Receives cancel for first pointer after next pointer down mSpyWindow->consumeMotionCancel(); mSpyWindow->consumeMotionDown(); mSpyWindow->assertNoEvents(); } TEST_F(InputDispatcherDragTests, DragAndDrop) { startDrag(); // Move on window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mWindow->consumeDragEvent(false, 50, 50); mSecondWindow->assertNoEvents(); // Move to another window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mWindow->consumeDragEvent(true, 150, 50); mSecondWindow->consumeDragEvent(false, 50, 50); // drop to another window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mFakePolicy->assertDropTargetEquals(*mDispatcher, mSecondWindow->getToken()); mWindow->assertNoEvents(); mSecondWindow->assertNoEvents(); } TEST_F(InputDispatcherDragTests, DragAndDropNotCancelledIfSomeOtherPointerIsPilfered) { startDrag(); // No cancel event after drag start mSpyWindow->assertNoEvents(); const MotionEvent secondFingerDownEvent = MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(60).y(60)) .build(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; // Receives cancel for first pointer after next pointer down mSpyWindow->consumeMotionEvent(WithMotionAction(ACTION_CANCEL)); mSpyWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithPointerIds({1}))); mDragWindow->consumeMotionEvent(WithMotionAction(ACTION_MOVE)); mSpyWindow->assertNoEvents(); // Spy window calls pilfer pointers EXPECT_EQ(OK, mDispatcher->pilferPointers(mSpyWindow->getToken())); mDragWindow->assertNoEvents(); const MotionEvent firstFingerMoveEvent = MotionEventBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(60).y(60)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(60).y(60)) .build(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, firstFingerMoveEvent, INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; // Drag window should still receive the new event mDragWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_MOVE), WithFlags(AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE))); mDragWindow->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, ToolType::STYLUS).x(50).y(50)) .build())) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); 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, ToolType::STYLUS).x(150).y(50)) .build())) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mWindow->assertNoEvents(); mSecondWindow->assertNoEvents(); mFakePolicy->assertDropTargetEquals(*mDispatcher, 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, ToolType::STYLUS).x(150).y(50)) .build())) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mWindow->assertNoEvents(); mSecondWindow->assertNoEvents(); } TEST_F(InputDispatcherDragTests, DragAndDropOnInvalidWindow) { startDrag(); // Set second window invisible. mSecondWindow->setVisible(false); mDispatcher->onWindowInfosChanged( {{*mDragWindow->getInfo(), *mWindow->getInfo(), *mSecondWindow->getInfo()}, {}, 0, 0}); // Move on window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mWindow->consumeDragEvent(false, 50, 50); mSecondWindow->assertNoEvents(); // Move to another window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mWindow->consumeDragEvent(true, 150, 50); mSecondWindow->assertNoEvents(); // drop to another window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mFakePolicy->assertDropTargetEquals(*mDispatcher, 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, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mWindow->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); const MotionEvent secondFingerDownEvent = MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::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(/*pointerIndex=*/1); // 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, ui::LogicalDisplayId::DEFAULT, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mSecondWindow->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); // Second down on first window. const MotionEvent secondFingerDownEvent = MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(150).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::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(ui::LogicalDisplayId::DEFAULT); mSecondWindow->consumeMotionMove(ui::LogicalDisplayId::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, ToolType::FINGER).x(150).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(50).y(50)) .build(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, secondFingerMoveEvent, INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT)); mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); 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, ToolType::FINGER).x(150).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(50).y(50)) .build(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, secondFingerUpEvent, INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT)); mDragWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mFakePolicy->assertDropTargetEquals(*mDispatcher, mWindow->getToken()); mWindow->assertNoEvents(); mSecondWindow->consumeMotionMove(); } TEST_F(InputDispatcherDragTests, DragAndDropWhenMultiDisplays) { startDrag(); // Update window of second display. sp windowInSecondary = sp::make(mApp, mDispatcher, "D_2", SECOND_DISPLAY_ID); mDispatcher->onWindowInfosChanged( {{*mDragWindow->getInfo(), *mSpyWindow->getInfo(), *mWindow->getInfo(), *mSecondWindow->getInfo(), *windowInSecondary->getInfo()}, {}, 0, 0}); // 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, ToolType::FINGER).x(100).y(100)) .build())); windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID, /*expectedFlag=*/0); // Update window again. mDispatcher->onWindowInfosChanged( {{*mDragWindow->getInfo(), *mSpyWindow->getInfo(), *mWindow->getInfo(), *mSecondWindow->getInfo(), *windowInSecondary->getInfo()}, {}, 0, 0}); // Move on window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mWindow->consumeDragEvent(false, 50, 50); mSecondWindow->assertNoEvents(); // Move to another window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mWindow->consumeDragEvent(true, 150, 50); mSecondWindow->consumeDragEvent(false, 50, 50); // drop to another window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mFakePolicy->assertDropTargetEquals(*mDispatcher, 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, ToolType::MOUSE) .x(50) .y(50)) .build())) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); 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, ToolType::MOUSE) .x(150) .y(50)) .build())) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionMove(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); 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, ToolType::MOUSE) .x(150) .y(50)) .build())) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; mDragWindow->consumeMotionUp(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE); mFakePolicy->assertDropTargetEquals(*mDispatcher, mSecondWindow->getToken()); mWindow->assertNoEvents(); mSecondWindow->assertNoEvents(); } /** * Start drag and drop with a pointer whose id is not 0, cancel the current touch, and ensure drag * and drop is also canceled. Then inject a simple gesture, and ensure dispatcher does not crash. */ TEST_F(InputDispatcherDragTests, DragAndDropFinishedWhenCancelCurrentTouch) { // Down on second window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {150, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; ASSERT_NO_FATAL_FAILURE(mSecondWindow->consumeMotionDown()); ASSERT_NO_FATAL_FAILURE(mSpyWindow->consumeMotionDown()); // Down on first window const MotionEvent secondFingerDownEvent = MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(150).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::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"; ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionDown()); ASSERT_NO_FATAL_FAILURE(mSecondWindow->consumeMotionMove()); ASSERT_NO_FATAL_FAILURE(mSpyWindow->consumeMotionPointerDown(1)); // Start drag on first window ASSERT_TRUE(startDrag(/*sendDown=*/false, AINPUT_SOURCE_TOUCHSCREEN)); // Trigger cancel mDispatcher->cancelCurrentTouch(); ASSERT_NO_FATAL_FAILURE(mSecondWindow->consumeMotionCancel()); ASSERT_NO_FATAL_FAILURE(mDragWindow->consumeMotionCancel(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE)); ASSERT_NO_FATAL_FAILURE(mSpyWindow->consumeMotionCancel()); ASSERT_TRUE(mDispatcher->waitForIdle()); // The D&D finished with nullptr mFakePolicy->assertDropTargetEquals(*mDispatcher, nullptr); // Remove drag window mDispatcher->onWindowInfosChanged({{*mWindow->getInfo(), *mSecondWindow->getInfo()}, {}, 0, 0}); // Complete the first event stream, even though the injection will fail because there aren't any // valid targets to dispatch this event to. This is still needed to make the input stream // consistent ASSERT_EQ(InputEventInjectionResult::FAILED, injectMotionEvent(*mDispatcher, MotionEventBuilder(ACTION_CANCEL, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER) .x(150) .y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER) .x(50) .y(50)) .build(), INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT)); // Inject a simple gesture, ensure dispatcher not crashed ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, PointF{50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionDown()); const MotionEvent moveEvent = MotionEventBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50)) .build(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, moveEvent, INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionMove()); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {50, 50})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionUp()); } TEST_F(InputDispatcherDragTests, NoDragAndDropWithHoveringPointer) { // Start hovering over the window. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE, ui::LogicalDisplayId::DEFAULT, {50, 50})); ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER))); ASSERT_NO_FATAL_FAILURE(mSpyWindow->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER))); ASSERT_FALSE(startDrag(/*sendDown=*/false)) << "Drag and drop should not work with a hovering pointer"; } /** * Two devices, we use the second pointer of Device A to start the drag, during the drag process, if * we perform a click using Device B, the dispatcher should work well. */ TEST_F(InputDispatcherDragTests, DragAndDropWhenSplitTouchAndMultiDevice) { const DeviceId deviceA = 1; const DeviceId deviceB = 2; // First down on second window with deviceA. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(deviceA) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .build()); mSecondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); // Second down on first window with deviceA mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(deviceA) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .pointer(PointerBuilder(1, ToolType::FINGER).x(50).y(50)) .build()); mWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceA), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); mSecondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceA), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); // Perform drag and drop from first window. ASSERT_TRUE(startDrag(/*sendDown=*/false)); // Click first window with device B, we should ensure dispatcher work well. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_MOUSE) .deviceId(deviceB) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); mWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(deviceB), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_MOUSE) .deviceId(deviceB) .pointer(PointerBuilder(0, ToolType::FINGER).x(50).y(50)) .build()); mWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_UP), WithDeviceId(deviceB), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); // Move with device A. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(deviceA) .pointer(PointerBuilder(0, ToolType::FINGER).x(151).y(51)) .pointer(PointerBuilder(1, ToolType::FINGER).x(51).y(51)) .build()); mDragWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceA), WithDisplayId(ui::LogicalDisplayId::DEFAULT), WithFlags(AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE))); mWindow->consumeDragEvent(false, 51, 51); mSecondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceA), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); // Releasing the drag pointer should cause drop. mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(deviceA) .pointer(PointerBuilder(0, ToolType::FINGER).x(151).y(51)) .pointer(PointerBuilder(1, ToolType::FINGER).x(51).y(51)) .build()); mDragWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_UP), WithDeviceId(deviceA), WithDisplayId(ui::LogicalDisplayId::DEFAULT), WithFlags(AMOTION_EVENT_FLAG_NO_FOCUS_CHANGE))); mFakePolicy->assertDropTargetEquals(*mDispatcher, mWindow->getToken()); mSecondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(deviceA), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); // Release all pointers. mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(deviceA) .pointer(PointerBuilder(0, ToolType::FINGER).x(151).y(51)) .build()); mSecondWindow->consumeMotionEvent(AllOf(WithMotionAction(ACTION_UP), WithDeviceId(deviceA), WithDisplayId(ui::LogicalDisplayId::DEFAULT))); mWindow->assertNoEvents(); } class InputDispatcherDropInputFeatureTest : public InputDispatcherTest {}; TEST_F(InputDispatcherDropInputFeatureTest, WindowDropsInput) { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Test window", ui::LogicalDisplayId::DEFAULT); window->setDropInput(true); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); window->setFocusable(true); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(/*hasFocus=*/true, /*inTouchMode=*/true); // With the flag set, window should not get any input mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ui::LogicalDisplayId::DEFAULT)); window->assertNoEvents(); mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); mDispatcher->waitForIdle(); window->assertNoEvents(); // With the flag cleared, the window should get input window->setDropInput(false); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_UP, ui::LogicalDisplayId::DEFAULT)); window->consumeKeyUp(ui::LogicalDisplayId::DEFAULT); mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); window->assertNoEvents(); } TEST_F(InputDispatcherDropInputFeatureTest, ObscuredWindowDropsInput) { std::shared_ptr obscuringApplication = std::make_shared(); sp obscuringWindow = sp::make(obscuringApplication, mDispatcher, "obscuringWindow", ui::LogicalDisplayId::DEFAULT); obscuringWindow->setFrame(Rect(0, 0, 50, 50)); obscuringWindow->setOwnerInfo(gui::Pid{111}, gui::Uid{111}); obscuringWindow->setTouchable(false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Test window", ui::LogicalDisplayId::DEFAULT); window->setDropInputIfObscured(true); window->setOwnerInfo(gui::Pid{222}, gui::Uid{222}); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); window->setFocusable(true); mDispatcher->onWindowInfosChanged( {{*obscuringWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(/*hasFocus=*/true, /*inTouchMode=*/true); // With the flag set, window should not get any input mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ui::LogicalDisplayId::DEFAULT)); window->assertNoEvents(); mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); window->assertNoEvents(); // With the flag cleared, the window should get input window->setDropInputIfObscured(false); mDispatcher->onWindowInfosChanged( {{*obscuringWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_UP, ui::LogicalDisplayId::DEFAULT)); window->consumeKeyUp(ui::LogicalDisplayId::DEFAULT); mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT, AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED); window->assertNoEvents(); } TEST_F(InputDispatcherDropInputFeatureTest, UnobscuredWindowGetsInput) { std::shared_ptr obscuringApplication = std::make_shared(); sp obscuringWindow = sp::make(obscuringApplication, mDispatcher, "obscuringWindow", ui::LogicalDisplayId::DEFAULT); obscuringWindow->setFrame(Rect(0, 0, 50, 50)); obscuringWindow->setOwnerInfo(gui::Pid{111}, gui::Uid{111}); obscuringWindow->setTouchable(false); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Test window", ui::LogicalDisplayId::DEFAULT); window->setDropInputIfObscured(true); window->setOwnerInfo(gui::Pid{222}, gui::Uid{222}); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); window->setFocusable(true); mDispatcher->onWindowInfosChanged( {{*obscuringWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(/*hasFocus=*/true, /*inTouchMode=*/true); // With the flag set, window should not get any input mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ui::LogicalDisplayId::DEFAULT)); window->assertNoEvents(); mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); window->assertNoEvents(); // When the window is no longer obscured because it went on top, it should get input mDispatcher->onWindowInfosChanged( {{*window->getInfo(), *obscuringWindow->getInfo()}, {}, 0, 0}); mDispatcher->notifyKey(generateKeyArgs(AKEY_EVENT_ACTION_UP, ui::LogicalDisplayId::DEFAULT)); window->consumeKeyUp(ui::LogicalDisplayId::DEFAULT); mDispatcher->notifyMotion(generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); window->assertNoEvents(); } class InputDispatcherTouchModeChangedTests : public InputDispatcherTest { protected: std::shared_ptr mApp; std::shared_ptr mSecondaryApp; sp mWindow; sp mSecondWindow; sp mThirdWindow; void SetUp() override { InputDispatcherTest::SetUp(); mApp = std::make_shared(); mSecondaryApp = std::make_shared(); mWindow = sp::make(mApp, mDispatcher, "TestWindow", ui::LogicalDisplayId::DEFAULT); mWindow->setFocusable(true); setFocusedWindow(mWindow); mSecondWindow = sp::make(mApp, mDispatcher, "TestWindow2", ui::LogicalDisplayId::DEFAULT); mSecondWindow->setFocusable(true); mThirdWindow = sp::make(mSecondaryApp, mDispatcher, "TestWindow3_SecondaryDisplay", SECOND_DISPLAY_ID); mThirdWindow->setFocusable(true); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, mApp); mDispatcher->onWindowInfosChanged( {{*mWindow->getInfo(), *mSecondWindow->getInfo(), *mThirdWindow->getInfo()}, {}, 0, 0}); mThirdWindow->setOwnerInfo(SECONDARY_WINDOW_PID, SECONDARY_WINDOW_UID); mWindow->consumeFocusEvent(true); // Set main display initial touch mode to InputDispatcher::kDefaultInTouchMode. if (mDispatcher->setInTouchMode(InputDispatcher::kDefaultInTouchMode, WINDOW_PID, WINDOW_UID, /*hasPermission=*/true, ui::LogicalDisplayId::DEFAULT)) { mWindow->consumeTouchModeEvent(InputDispatcher::kDefaultInTouchMode); mSecondWindow->consumeTouchModeEvent(InputDispatcher::kDefaultInTouchMode); mThirdWindow->assertNoEvents(); } // Set secondary display initial touch mode to InputDispatcher::kDefaultInTouchMode. if (mDispatcher->setInTouchMode(InputDispatcher::kDefaultInTouchMode, SECONDARY_WINDOW_PID, SECONDARY_WINDOW_UID, /*hasPermission=*/true, SECOND_DISPLAY_ID)) { mWindow->assertNoEvents(); mSecondWindow->assertNoEvents(); mThirdWindow->consumeTouchModeEvent(InputDispatcher::kDefaultInTouchMode); } } void changeAndVerifyTouchModeInMainDisplayOnly(bool inTouchMode, gui::Pid pid, gui::Uid uid, bool hasPermission) { ASSERT_TRUE(mDispatcher->setInTouchMode(inTouchMode, pid, uid, hasPermission, ui::LogicalDisplayId::DEFAULT)); mWindow->consumeTouchModeEvent(inTouchMode); mSecondWindow->consumeTouchModeEvent(inTouchMode); mThirdWindow->assertNoEvents(); } }; TEST_F(InputDispatcherTouchModeChangedTests, FocusedWindowCanChangeTouchMode) { const WindowInfo& windowInfo = *mWindow->getInfo(); changeAndVerifyTouchModeInMainDisplayOnly(!InputDispatcher::kDefaultInTouchMode, windowInfo.ownerPid, windowInfo.ownerUid, /* hasPermission=*/false); } TEST_F(InputDispatcherTouchModeChangedTests, NonFocusedWindowOwnerCannotChangeTouchMode) { const WindowInfo& windowInfo = *mWindow->getInfo(); gui::Pid ownerPid = windowInfo.ownerPid; gui::Uid ownerUid = windowInfo.ownerUid; mWindow->setOwnerInfo(gui::Pid::INVALID, gui::Uid::INVALID); ASSERT_FALSE(mDispatcher->setInTouchMode(InputDispatcher::kDefaultInTouchMode, ownerPid, ownerUid, /*hasPermission=*/false, ui::LogicalDisplayId::DEFAULT)); mWindow->assertNoEvents(); mSecondWindow->assertNoEvents(); } TEST_F(InputDispatcherTouchModeChangedTests, NonWindowOwnerMayChangeTouchModeOnPermissionGranted) { const WindowInfo& windowInfo = *mWindow->getInfo(); gui::Pid ownerPid = windowInfo.ownerPid; gui::Uid ownerUid = windowInfo.ownerUid; mWindow->setOwnerInfo(gui::Pid::INVALID, gui::Uid::INVALID); changeAndVerifyTouchModeInMainDisplayOnly(!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, ui::LogicalDisplayId::DEFAULT)); mWindow->assertNoEvents(); mSecondWindow->assertNoEvents(); } TEST_F(InputDispatcherTouchModeChangedTests, ChangeTouchOnSecondaryDisplayOnly) { const WindowInfo& windowInfo = *mThirdWindow->getInfo(); ASSERT_TRUE(mDispatcher->setInTouchMode(!InputDispatcher::kDefaultInTouchMode, windowInfo.ownerPid, windowInfo.ownerUid, /*hasPermission=*/true, SECOND_DISPLAY_ID)); mWindow->assertNoEvents(); mSecondWindow->assertNoEvents(); mThirdWindow->consumeTouchModeEvent(!InputDispatcher::kDefaultInTouchMode); } TEST_F(InputDispatcherTouchModeChangedTests, CanChangeTouchModeWhenOwningLastInteractedWindow) { // Interact with the window first. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(*mDispatcher, ui::LogicalDisplayId::DEFAULT)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; mWindow->consumeKeyDown(ui::LogicalDisplayId::DEFAULT); // Then remove focus. mWindow->setFocusable(false); mDispatcher->onWindowInfosChanged({{*mWindow->getInfo()}, {}, 0, 0}); // 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, ui::LogicalDisplayId::DEFAULT)); } class InputDispatcherSpyWindowTest : public InputDispatcherTest { public: sp createSpy() { std::shared_ptr application = std::make_shared(); std::string name = "Fake Spy "; name += std::to_string(mSpyCount++); sp spy = sp::make(application, mDispatcher, name.c_str(), ui::LogicalDisplayId::DEFAULT); spy->setSpy(true); spy->setTrustedOverlay(true); return spy; } sp createForeground() { std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Fake Window", ui::LogicalDisplayId::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) { testing::GTEST_FLAG(death_test_style) = "threadsafe"; ScopedSilentDeath _silentDeath; auto spy = createSpy(); spy->setTrustedOverlay(false); ASSERT_DEATH(mDispatcher->onWindowInfosChanged({{*spy->getInfo()}, {}, 0, 0}), ".* 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->onWindowInfosChanged({{*spy->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; spy->consumeMotionDown(ui::LogicalDisplayId::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->onWindowInfosChanged( {{*spy1->getInfo(), *spy2->getInfo(), *window->getInfo(), *spy3->getInfo()}, {}, 0, 0}); const std::vector> 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, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; std::vector eventOrder; std::vector events(numChannels); for (;;) { const int nFds = epoll_wait(epollFd.get(), events.data(), static_cast(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(static_cast(EPOLLIN), events[i].events); eventOrder.push_back(static_cast(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->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionDown(ui::LogicalDisplayId::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->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); // Inject an event outside the spy window's touchable region. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionDown(); spy->assertNoEvents(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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, ui::LogicalDisplayId::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(gui::Pid{12}, gui::Uid{34}); auto spy = createSpy(); spy->setWatchOutsideTouch(true); spy->setOwnerInfo(gui::Pid{56}, gui::Uid{78}); spy->setFrame(Rect{0, 0, 20, 20}); mDispatcher->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); // Inject an event outside the spy window's frame and touchable region. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {100, 200})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionDown(); spy->consumeMotionOutsideWithZeroedCoords(); } /** * 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->onWindowInfosChanged( {{*spy->getInfo(), *windowLeft->getInfo(), *windowRight->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::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(/*pointerIndex=*/1); } /** * 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->onWindowInfosChanged({{*spyRight->getInfo(), *window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::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(/*pointerIndex=*/1); 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->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); // First finger down, no window touched. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {100, 200})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; spy->consumeMotionDown(ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(100).y(200)) .pointer(PointerBuilder(/*id=*/1, ToolType::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(ui::LogicalDisplayId::DEFAULT); spy->consumeMotionPointerDown(/*pointerIndex=*/1); } /** * 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->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(true); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(*mDispatcher)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; window->consumeKeyDown(ui::LogicalDisplayId::INVALID); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(*mDispatcher)) << "Inject key event should return InputEventInjectionResult::SUCCEEDED"; window->consumeKeyUp(ui::LogicalDisplayId::INVALID); spy->assertNoEvents(); } using InputDispatcherPilferPointersTest = InputDispatcherSpyWindowTest; /** * A spy window can pilfer pointers. When this happens, touch gestures used by the spy window that * are currently sent to any other windows - including other spy windows - will also be cancelled. */ TEST_F(InputDispatcherPilferPointersTest, PilferPointers) { auto window = createForeground(); auto spy1 = createSpy(); auto spy2 = createSpy(); mDispatcher->onWindowInfosChanged( {{*spy1->getInfo(), *spy2->getInfo(), *window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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, ui::LogicalDisplayId::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(InputDispatcherPilferPointersTest, CanPilferAfterWindowIsRemovedMidStream) { auto window = createForeground(); auto spy = createSpy(); mDispatcher->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); spy->consumeMotionDown(ui::LogicalDisplayId::DEFAULT); window->releaseChannel(); EXPECT_EQ(OK, mDispatcher->pilferPointers(spy->getToken())); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; spy->consumeMotionUp(ui::LogicalDisplayId::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(InputDispatcherPilferPointersTest, ContinuesToReceiveGestureAfterPilfer) { auto spy = createSpy(); auto window = createForeground(); mDispatcher->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); // First finger down on the window and the spy. ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(100).y(200)) .pointer(PointerBuilder(/*id=*/1, ToolType::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(/*pointerIndex=*/1); // Third finger goes down outside all windows, so injection should fail. const MotionEvent thirdFingerDownEvent = MotionEventBuilder(POINTER_2_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(100).y(200)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(/*id=*/2, ToolType::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::FAILED"; spy->assertNoEvents(); window->assertNoEvents(); } /** * After a spy window pilfers pointers, only the pointers used by the spy should be canceled */ TEST_F(InputDispatcherPilferPointersTest, PartiallyPilferRequiredPointers) { auto spy = createSpy(); spy->setFrame(Rect(0, 0, 100, 100)); auto window = createForeground(); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); // First finger down on the window only ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {150, 150})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionDown(); // Second finger down on the spy and window const MotionEvent secondFingerDownEvent = MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(150).y(150)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(10).y(10)) .build(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; spy->consumeMotionDown(); window->consumeMotionPointerDown(1); // Third finger down on the spy and window const MotionEvent thirdFingerDownEvent = MotionEventBuilder(POINTER_2_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(150).y(150)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(10).y(10)) .pointer(PointerBuilder(/*id=*/2, ToolType::FINGER).x(50).y(50)) .build(); ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, thirdFingerDownEvent, INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT)) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; spy->consumeMotionPointerDown(1); window->consumeMotionPointerDown(2); // Spy window pilfers the pointers. EXPECT_EQ(OK, mDispatcher->pilferPointers(spy->getToken())); window->consumeMotionPointerUp(/*pointerIdx=*/2, AllOf(WithDisplayId(ui::LogicalDisplayId::DEFAULT), WithFlags(AMOTION_EVENT_FLAG_CANCELED), WithPointerCount(3))); window->consumeMotionPointerUp(/*pointerIdx=*/1, AllOf(WithDisplayId(ui::LogicalDisplayId::DEFAULT), WithFlags(AMOTION_EVENT_FLAG_CANCELED), WithPointerCount(2))); spy->assertNoEvents(); window->assertNoEvents(); } /** * After a spy window pilfers pointers, all pilfered pointers that have already been dispatched to * other windows should be canceled. If this results in the cancellation of all pointers for some * window, then that window should receive ACTION_CANCEL. */ TEST_F(InputDispatcherPilferPointersTest, PilferAllRequiredPointers) { auto spy = createSpy(); spy->setFrame(Rect(0, 0, 100, 100)); auto window = createForeground(); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); // First finger down on both spy and window ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {10, 10})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionDown(); spy->consumeMotionDown(); // Second finger down on the spy and window const MotionEvent secondFingerDownEvent = MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(10).y(10)) .pointer(PointerBuilder(/*id=*/1, ToolType::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); window->consumeMotionPointerDown(1); // Spy window pilfers the pointers. EXPECT_EQ(OK, mDispatcher->pilferPointers(spy->getToken())); window->consumeMotionCancel(); spy->assertNoEvents(); window->assertNoEvents(); } /** * After a spy window pilfers pointers, new pointers that are not touching the spy window can still * be sent to other windows */ TEST_F(InputDispatcherPilferPointersTest, CanReceivePointersAfterPilfer) { auto spy = createSpy(); spy->setFrame(Rect(0, 0, 100, 100)); auto window = createForeground(); window->setFrame(Rect(0, 0, 200, 200)); mDispatcher->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); // First finger down on both window and spy ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT, {10, 10})) << "Inject motion event should return InputEventInjectionResult::SUCCEEDED"; window->consumeMotionDown(); spy->consumeMotionDown(); // Spy window pilfers the pointers. EXPECT_EQ(OK, mDispatcher->pilferPointers(spy->getToken())); window->consumeMotionCancel(); // Second finger down on the window only const MotionEvent secondFingerDownEvent = MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .displayId(ui::LogicalDisplayId::DEFAULT) .eventTime(systemTime(SYSTEM_TIME_MONOTONIC)) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(10).y(10)) .pointer(PointerBuilder(/*id=*/1, ToolType::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"; window->consumeMotionDown(); window->assertNoEvents(); // TODO(b/232530217): do not send the unnecessary MOVE event and delete the next line spy->consumeMotionMove(); spy->assertNoEvents(); } /** * A window on the left and a window on the right. Also, a spy window that's above all of the * windows, and spanning both left and right windows. * Send simultaneous motion streams from two different devices, one to the left window, and another * to the right window. * Pilfer from spy window. * Check that the pilfering only affects the pointers that are actually being received by the spy. */ TEST_F(InputDispatcherPilferPointersTest, MultiDevicePilfer_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); sp spy = createSpy(); spy->setFrame(Rect(0, 0, 200, 200)); sp leftWindow = createForeground(); leftWindow->setFrame(Rect(0, 0, 100, 100)); sp rightWindow = createForeground(); rightWindow->setFrame(Rect(100, 0, 200, 100)); constexpr int32_t stylusDeviceId = 1; constexpr int32_t touchDeviceId = 2; mDispatcher->onWindowInfosChanged( {{*spy->getInfo(), *leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); // Stylus down on left window and spy mDispatcher->notifyMotion(MotionArgsBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); spy->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); // Finger down on right window and spy - but spy already has stylus mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .build()); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); spy->assertNoEvents(); // Act: pilfer from spy. Spy is currently receiving touch events. EXPECT_EQ(OK, mDispatcher->pilferPointers(spy->getToken())); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(stylusDeviceId))); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(touchDeviceId))); // Continue movements from both stylus and touch. Touch will be delivered to spy, but not stylus mDispatcher->notifyMotion(MotionArgsBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(51).y(52)) .build()); mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(151).y(52)) .build()); spy->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId))); spy->assertNoEvents(); leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } /** * A window on the left and a window on the right. Also, a spy window that's above all of the * windows, and spanning both left and right windows. * Send simultaneous motion streams from two different devices, one to the left window, and another * to the right window. * Pilfer from spy window. * Check that the pilfering affects all of the pointers that are actually being received by the spy. * The spy should receive both the touch and the stylus events after pilfer. */ TEST_F(InputDispatcherPilferPointersTest, MultiDevicePilfer) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); sp spy = createSpy(); spy->setFrame(Rect(0, 0, 200, 200)); sp leftWindow = createForeground(); leftWindow->setFrame(Rect(0, 0, 100, 100)); sp rightWindow = createForeground(); rightWindow->setFrame(Rect(100, 0, 200, 100)); constexpr int32_t stylusDeviceId = 1; constexpr int32_t touchDeviceId = 2; mDispatcher->onWindowInfosChanged( {{*spy->getInfo(), *leftWindow->getInfo(), *rightWindow->getInfo()}, {}, 0, 0}); // Stylus down on left window and spy mDispatcher->notifyMotion(MotionArgsBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(50).y(50)) .build()); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); spy->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(stylusDeviceId))); // Finger down on right window and spy mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(150).y(50)) .build()); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); spy->consumeMotionEvent(AllOf(WithMotionAction(ACTION_DOWN), WithDeviceId(touchDeviceId))); // Act: pilfer from spy. Spy is currently receiving touch events. EXPECT_EQ(OK, mDispatcher->pilferPointers(spy->getToken())); leftWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(stylusDeviceId))); rightWindow->consumeMotionEvent( AllOf(WithMotionAction(ACTION_CANCEL), WithDeviceId(touchDeviceId))); // Continue movements from both stylus and touch. Touch and stylus will be delivered to spy // Instead of sending the two MOVE events for each input device together, and then receiving // them both, process them one at at time. InputConsumer is always in the batching mode, which // means that the two MOVE events will be initially put into a batch. Once the events are // batched, the 'consume' call may result in any of the MOVE events to be sent first (depending // on the implementation of InputConsumer), which would mean that the order of the received // events could be different depending on whether there are 1 or 2 events pending in the // InputChannel at the time the test calls 'consume'. To make assertions simpler here, and to // avoid this confusing behaviour, send and receive each MOVE event separately. mDispatcher->notifyMotion(MotionArgsBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_STYLUS) .deviceId(stylusDeviceId) .pointer(PointerBuilder(0, ToolType::STYLUS).x(51).y(52)) .build()); spy->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(stylusDeviceId))); mDispatcher->notifyMotion( MotionArgsBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN) .deviceId(touchDeviceId) .pointer(PointerBuilder(0, ToolType::FINGER).x(151).y(52)) .build()); spy->consumeMotionEvent(AllOf(WithMotionAction(ACTION_MOVE), WithDeviceId(touchDeviceId))); spy->assertNoEvents(); leftWindow->assertNoEvents(); rightWindow->assertNoEvents(); } TEST_F(InputDispatcherPilferPointersTest, NoPilferingWithHoveringPointers) { auto window = createForeground(); auto spy = createSpy(); mDispatcher->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_MOUSE) .deviceId(1) .pointer(PointerBuilder(/*id=*/0, ToolType::MOUSE).x(100).y(200)) .build()); window->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); spy->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // Pilfer pointers from the spy window should fail. EXPECT_NE(OK, mDispatcher->pilferPointers(spy->getToken())); spy->assertNoEvents(); window->assertNoEvents(); } class InputDispatcherStylusInterceptorTest : public InputDispatcherTest { public: std::pair, sp> setupStylusOverlayScenario() { std::shared_ptr overlayApplication = std::make_shared(); sp overlay = sp::make(overlayApplication, mDispatcher, "Stylus interceptor window", ui::LogicalDisplayId::DEFAULT); overlay->setFocusable(false); overlay->setOwnerInfo(gui::Pid{111}, gui::Uid{111}); overlay->setTouchable(false); overlay->setInterceptsStylus(true); overlay->setTrustedOverlay(true); std::shared_ptr application = std::make_shared(); sp window = sp::make(application, mDispatcher, "Application window", ui::LogicalDisplayId::DEFAULT); window->setFocusable(true); window->setOwnerInfo(gui::Pid{222}, gui::Uid{222}); mDispatcher->setFocusedApplication(ui::LogicalDisplayId::DEFAULT, application); mDispatcher->onWindowInfosChanged({{*overlay->getInfo(), *window->getInfo()}, {}, 0, 0}); setFocusedWindow(window); window->consumeFocusEvent(/*hasFocus=*/true, /*inTouchMode=*/true); return {std::move(overlay), std::move(window)}; } void sendFingerEvent(int32_t action) { mDispatcher->notifyMotion( generateMotionArgs(action, AINPUT_SOURCE_TOUCHSCREEN | AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, {PointF{20, 20}})); } void sendStylusEvent(int32_t action) { NotifyMotionArgs motionArgs = generateMotionArgs(action, AINPUT_SOURCE_TOUCHSCREEN | AINPUT_SOURCE_STYLUS, ui::LogicalDisplayId::DEFAULT, {PointF{30, 40}}); motionArgs.pointerProperties[0].toolType = ToolType::STYLUS; mDispatcher->notifyMotion(motionArgs); } }; using InputDispatcherStylusInterceptorDeathTest = InputDispatcherStylusInterceptorTest; TEST_F(InputDispatcherStylusInterceptorDeathTest, UntrustedOverlay_AbortsDispatcher) { testing::GTEST_FLAG(death_test_style) = "threadsafe"; 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->onWindowInfosChanged( {{*overlay->getInfo(), *window->getInfo()}, {}, 0, 0}), ".* not a trusted overlay"); } TEST_F(InputDispatcherStylusInterceptorTest, ConsmesOnlyStylusEvents) { auto [overlay, window] = setupStylusOverlayScenario(); mDispatcher->onWindowInfosChanged({{*overlay->getInfo(), *window->getInfo()}, {}, 0, 0}); 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->onWindowInfosChanged({{*overlay->getInfo(), *window->getInfo()}, {}, 0, 0}); 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->onWindowInfosChanged({{*overlay->getInfo(), *window->getInfo()}, {}, 0, 0}); 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->onWindowInfosChanged({{*overlay->getInfo(), *window->getInfo()}, {}, 0, 0}); // 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 { gui::Pid mPid; gui::Uid mUid; uint32_t mPolicyFlags{DEFAULT_POLICY_FLAGS}; std::unique_ptr& mDispatcher; User(std::unique_ptr& dispatcher, gui::Pid pid, gui::Uid uid) : mPid(pid), mUid(uid), mDispatcher(dispatcher) {} InputEventInjectionResult injectTargetedMotion(int32_t action) const { return injectMotionEvent(*mDispatcher, action, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::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, /*repeatCount=*/0, ui::LogicalDisplayId::INVALID, InputEventInjectionSync::WAIT_FOR_RESULT, INJECT_EVENT_TIMEOUT, /*allowKeyRepeat=*/false, {mUid}, mPolicyFlags); } sp createWindow(const char* name) const { std::shared_ptr overlayApplication = std::make_shared(); sp window = sp::make(overlayApplication, mDispatcher, name, ui::LogicalDisplayId::DEFAULT); window->setOwnerInfo(mPid, mUid); return window; } }; using InputDispatcherTargetedInjectionTest = InputDispatcherTest; TEST_F(InputDispatcherTargetedInjectionTest, CanInjectIntoOwnedWindow) { auto owner = User(mDispatcher, gui::Pid{10}, gui::Uid{11}); auto window = owner.createWindow("Owned window"); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); 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(ui::LogicalDisplayId::INVALID); } TEST_F(InputDispatcherTargetedInjectionTest, CannotInjectIntoUnownedWindow) { auto owner = User(mDispatcher, gui::Pid{10}, gui::Uid{11}); auto window = owner.createWindow("Owned window"); mDispatcher->onWindowInfosChanged({{*window->getInfo()}, {}, 0, 0}); auto rando = User(mDispatcher, gui::Pid{20}, gui::Uid{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, gui::Pid{10}, gui::Uid{11}); auto window = owner.createWindow("Owned window"); auto spy = owner.createWindow("Owned spy"); spy->setSpy(true); spy->setTrustedOverlay(true); mDispatcher->onWindowInfosChanged({{*spy->getInfo(), *window->getInfo()}, {}, 0, 0}); EXPECT_EQ(InputEventInjectionResult::SUCCEEDED, owner.injectTargetedMotion(AMOTION_EVENT_ACTION_DOWN)); spy->consumeMotionDown(); window->consumeMotionDown(); } TEST_F(InputDispatcherTargetedInjectionTest, CannotInjectIntoUnownedSpyWindow) { auto owner = User(mDispatcher, gui::Pid{10}, gui::Uid{11}); auto window = owner.createWindow("Owned window"); auto rando = User(mDispatcher, gui::Pid{20}, gui::Uid{21}); auto randosSpy = rando.createWindow("Rando's spy"); randosSpy->setSpy(true); randosSpy->setTrustedOverlay(true); mDispatcher->onWindowInfosChanged({{*randosSpy->getInfo(), *window->getInfo()}, {}, 0, 0}); // 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, gui::Pid{10}, gui::Uid{11}); auto window = owner.createWindow("Owned window"); auto rando = User(mDispatcher, gui::Pid{20}, gui::Uid{21}); auto randosSpy = rando.createWindow("Rando's spy"); randosSpy->setSpy(true); randosSpy->setTrustedOverlay(true); mDispatcher->onWindowInfosChanged({{*randosSpy->getInfo(), *window->getInfo()}, {}, 0, 0}); // A user that has injection permission can inject into any window. EXPECT_EQ(InputEventInjectionResult::SUCCEEDED, injectMotionEvent(*mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ui::LogicalDisplayId::DEFAULT)); randosSpy->consumeMotionDown(); window->consumeMotionDown(); setFocusedWindow(randosSpy); randosSpy->consumeFocusEvent(true); EXPECT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(*mDispatcher)); randosSpy->consumeKeyDown(ui::LogicalDisplayId::INVALID); window->assertNoEvents(); } TEST_F(InputDispatcherTargetedInjectionTest, CannotGenerateActionOutsideToOtherUids) { auto owner = User(mDispatcher, gui::Pid{10}, gui::Uid{11}); auto window = owner.createWindow("Owned window"); auto rando = User(mDispatcher, gui::Pid{20}, gui::Uid{21}); auto randosWindow = rando.createWindow("Rando's window"); randosWindow->setFrame(Rect{-10, -10, -5, -5}); randosWindow->setWatchOutsideTouch(true); mDispatcher->onWindowInfosChanged({{*randosWindow->getInfo(), *window->getInfo()}, {}, 0, 0}); // Do not 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->assertNoEvents(); } using InputDispatcherPointerInWindowTest = InputDispatcherTest; TEST_F(InputDispatcherPointerInWindowTest, PointerInWindowWhenHovering) { std::shared_ptr application = std::make_shared(); sp left = sp::make(application, mDispatcher, "Left Window", ui::LogicalDisplayId::DEFAULT); left->setFrame(Rect(0, 0, 100, 100)); sp right = sp::make(application, mDispatcher, "Right Window", ui::LogicalDisplayId::DEFAULT); right->setFrame(Rect(100, 0, 200, 100)); sp spy = sp::make(application, mDispatcher, "Spy Window", ui::LogicalDisplayId::DEFAULT); spy->setFrame(Rect(0, 0, 200, 100)); spy->setTrustedOverlay(true); spy->setSpy(true); mDispatcher->onWindowInfosChanged( {{*spy->getInfo(), *left->getInfo(), *right->getInfo()}, {}, 0, 0}); // Hover into the left window. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_HOVER_ENTER, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(/*id=*/0, ToolType::STYLUS).x(50).y(50)) .build()); left->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); spy->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_TRUE(mDispatcher->isPointerInWindow(spy->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(right->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); // Hover move to the right window. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(/*id=*/0, ToolType::STYLUS).x(150).y(50)) .build()); left->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); right->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); spy->consumeMotionEvent(WithMotionAction(ACTION_HOVER_MOVE)); ASSERT_FALSE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_TRUE(mDispatcher->isPointerInWindow(spy->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_TRUE(mDispatcher->isPointerInWindow(right->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); // Stop hovering. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_HOVER_EXIT, AINPUT_SOURCE_STYLUS) .pointer(PointerBuilder(/*id=*/0, ToolType::STYLUS).x(150).y(50)) .build()); right->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); spy->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); ASSERT_FALSE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(spy->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(right->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); } TEST_F(InputDispatcherPointerInWindowTest, PointerInWindowWithSplitTouch) { std::shared_ptr application = std::make_shared(); sp left = sp::make(application, mDispatcher, "Left Window", ui::LogicalDisplayId::DEFAULT); left->setFrame(Rect(0, 0, 100, 100)); sp right = sp::make(application, mDispatcher, "Right Window", ui::LogicalDisplayId::DEFAULT); right->setFrame(Rect(100, 0, 200, 100)); sp spy = sp::make(application, mDispatcher, "Spy Window", ui::LogicalDisplayId::DEFAULT); spy->setFrame(Rect(0, 0, 200, 100)); spy->setTrustedOverlay(true); spy->setSpy(true); mDispatcher->onWindowInfosChanged( {{*spy->getInfo(), *left->getInfo(), *right->getInfo()}, {}, 0, 0}); // First pointer down on left window. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50)) .build()); left->consumeMotionDown(); spy->consumeMotionDown(); ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_TRUE(mDispatcher->isPointerInWindow(spy->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(right->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); // Second pointer down on right window. mDispatcher->notifyMotion( MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(150).y(50)) .build()); left->consumeMotionMove(); right->consumeMotionDown(); spy->consumeMotionEvent(WithMotionAction(POINTER_1_DOWN)); ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_TRUE(mDispatcher->isPointerInWindow(spy->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(right->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/1)); ASSERT_TRUE(mDispatcher->isPointerInWindow(spy->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/1)); ASSERT_TRUE(mDispatcher->isPointerInWindow(right->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/1)); // Second pointer up. mDispatcher->notifyMotion( MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50)) .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(150).y(50)) .build()); left->consumeMotionMove(); right->consumeMotionUp(); spy->consumeMotionEvent(WithMotionAction(POINTER_1_UP)); ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_TRUE(mDispatcher->isPointerInWindow(spy->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(right->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/1)); ASSERT_FALSE(mDispatcher->isPointerInWindow(spy->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/1)); ASSERT_FALSE(mDispatcher->isPointerInWindow(right->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/1)); // First pointer up. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN) .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50)) .build()); left->consumeMotionUp(); spy->consumeMotionUp(); ASSERT_FALSE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(spy->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(right->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); } TEST_F(InputDispatcherPointerInWindowTest, MultipleDevicesControllingOneMouse_legacy) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, false); std::shared_ptr application = std::make_shared(); sp left = sp::make(application, mDispatcher, "Left Window", ui::LogicalDisplayId::DEFAULT); left->setFrame(Rect(0, 0, 100, 100)); sp right = sp::make(application, mDispatcher, "Right Window", ui::LogicalDisplayId::DEFAULT); right->setFrame(Rect(100, 0, 200, 100)); mDispatcher->onWindowInfosChanged({{*left->getInfo(), *right->getInfo()}, {}, 0, 0}); ASSERT_FALSE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(right->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); // Hover move into the window. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(/*id=*/0, ToolType::MOUSE).x(50).y(50)) .rawXCursorPosition(50) .rawYCursorPosition(50) .deviceId(DEVICE_ID) .build()); left->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); // Move the mouse with another device. This cancels the hovering pointer from the first device. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(/*id=*/0, ToolType::MOUSE).x(51).y(50)) .rawXCursorPosition(51) .rawYCursorPosition(50) .deviceId(SECOND_DEVICE_ID) .build()); left->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); left->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // TODO(b/313689709): InputDispatcher's touch state is not updated, even though the window gets // a HOVER_EXIT from the first device. ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, SECOND_DEVICE_ID, /*pointerId=*/0)); // Move the mouse outside the window. Document the current behavior, where the window does not // receive HOVER_EXIT even though the mouse left the window. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(/*id=*/0, ToolType::MOUSE).x(150).y(50)) .rawXCursorPosition(150) .rawYCursorPosition(50) .deviceId(SECOND_DEVICE_ID) .build()); left->consumeMotionEvent(WithMotionAction(ACTION_HOVER_EXIT)); right->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, SECOND_DEVICE_ID, /*pointerId=*/0)); } /** * TODO(b/313689709) - correctly support multiple mouse devices, because they should be controlling * the same cursor, and therefore have a shared motion event stream. */ TEST_F(InputDispatcherPointerInWindowTest, MultipleDevicesControllingOneMouse) { SCOPED_FLAG_OVERRIDE(enable_multi_device_same_window_stream, true); std::shared_ptr application = std::make_shared(); sp left = sp::make(application, mDispatcher, "Left Window", ui::LogicalDisplayId::DEFAULT); left->setFrame(Rect(0, 0, 100, 100)); sp right = sp::make(application, mDispatcher, "Right Window", ui::LogicalDisplayId::DEFAULT); right->setFrame(Rect(100, 0, 200, 100)); mDispatcher->onWindowInfosChanged({{*left->getInfo(), *right->getInfo()}, {}, 0, 0}); ASSERT_FALSE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(right->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); // Hover move into the window. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(/*id=*/0, ToolType::MOUSE).x(50).y(50)) .rawXCursorPosition(50) .rawYCursorPosition(50) .deviceId(DEVICE_ID) .build()); left->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); // Move the mouse with another device mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(/*id=*/0, ToolType::MOUSE).x(51).y(50)) .rawXCursorPosition(51) .rawYCursorPosition(50) .deviceId(SECOND_DEVICE_ID) .build()); left->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); // TODO(b/313689709): InputDispatcher's touch state is not updated, even though the window gets // a HOVER_EXIT from the first device. ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, SECOND_DEVICE_ID, /*pointerId=*/0)); // Move the mouse outside the window. Document the current behavior, where the window does not // receive HOVER_EXIT even though the mouse left the window. mDispatcher->notifyMotion( MotionArgsBuilder(ACTION_HOVER_MOVE, AINPUT_SOURCE_MOUSE) .pointer(PointerBuilder(/*id=*/0, ToolType::MOUSE).x(150).y(50)) .rawXCursorPosition(150) .rawYCursorPosition(50) .deviceId(SECOND_DEVICE_ID) .build()); right->consumeMotionEvent(WithMotionAction(ACTION_HOVER_ENTER)); ASSERT_TRUE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, DEVICE_ID, /*pointerId=*/0)); ASSERT_FALSE(mDispatcher->isPointerInWindow(left->getToken(), ui::LogicalDisplayId::DEFAULT, SECOND_DEVICE_ID, /*pointerId=*/0)); } TEST_F(InputDispatcherTest, FocusedDisplayChangeIsNotified) { mDispatcher->setFocusedDisplay(SECOND_DISPLAY_ID); mFakePolicy->assertFocusedDisplayNotified(SECOND_DISPLAY_ID); } } // namespace android::inputdispatcher