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/*
* 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 <android-base/stringprintf.h>
#include <binder/Binder.h>
#include <input/Input.h>
#include <gtest/gtest.h>
#include <linux/input.h>
#include <cinttypes>
#include <unordered_set>
#include <vector>
using android::base::StringPrintf;
namespace android::inputdispatcher {
// An arbitrary time value.
static const nsecs_t ARBITRARY_TIME = 1234;
// An arbitrary device id.
static const int32_t DEVICE_ID = 1;
// An arbitrary display id.
static const int32_t DISPLAY_ID = ADISPLAY_ID_DEFAULT;
// An arbitrary injector pid / uid pair that has permission to inject events.
static const int32_t INJECTOR_PID = 999;
static const int32_t INJECTOR_UID = 1001;
struct PointF {
float x;
float y;
};
/**
* Return a DOWN key event with KEYCODE_A.
*/
static KeyEvent getTestKeyEvent() {
KeyEvent event;
event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE,
INVALID_HMAC, AKEY_EVENT_ACTION_DOWN, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0,
ARBITRARY_TIME, ARBITRARY_TIME);
return event;
}
// --- FakeInputDispatcherPolicy ---
class FakeInputDispatcherPolicy : public InputDispatcherPolicyInterface {
InputDispatcherConfiguration mConfig;
protected:
virtual ~FakeInputDispatcherPolicy() {
}
public:
FakeInputDispatcherPolicy() {
}
void assertFilterInputEventWasCalled(const NotifyKeyArgs& args) {
assertFilterInputEventWasCalled(AINPUT_EVENT_TYPE_KEY, args.eventTime, args.action,
args.displayId);
}
void assertFilterInputEventWasCalled(const NotifyMotionArgs& args) {
assertFilterInputEventWasCalled(AINPUT_EVENT_TYPE_MOTION, args.eventTime, args.action,
args.displayId);
}
void assertFilterInputEventWasNotCalled() { ASSERT_EQ(nullptr, mFilteredEvent); }
void assertNotifyConfigurationChangedWasCalled(nsecs_t when) {
ASSERT_TRUE(mConfigurationChangedTime)
<< "Timed out waiting for configuration changed call";
ASSERT_EQ(*mConfigurationChangedTime, when);
mConfigurationChangedTime = std::nullopt;
}
void assertNotifySwitchWasCalled(const NotifySwitchArgs& args) {
ASSERT_TRUE(mLastNotifySwitch);
// We do not check id because it is not exposed to the policy
EXPECT_EQ(args.eventTime, mLastNotifySwitch->eventTime);
EXPECT_EQ(args.policyFlags, mLastNotifySwitch->policyFlags);
EXPECT_EQ(args.switchValues, mLastNotifySwitch->switchValues);
EXPECT_EQ(args.switchMask, mLastNotifySwitch->switchMask);
mLastNotifySwitch = std::nullopt;
}
void assertOnPointerDownEquals(const sp<IBinder>& touchedToken) {
ASSERT_EQ(touchedToken, mOnPointerDownToken);
mOnPointerDownToken.clear();
}
void assertOnPointerDownWasNotCalled() {
ASSERT_TRUE(mOnPointerDownToken == nullptr)
<< "Expected onPointerDownOutsideFocus to not have been called";
}
void setKeyRepeatConfiguration(nsecs_t timeout, nsecs_t delay) {
mConfig.keyRepeatTimeout = timeout;
mConfig.keyRepeatDelay = delay;
}
private:
std::unique_ptr<InputEvent> mFilteredEvent;
std::optional<nsecs_t> mConfigurationChangedTime;
sp<IBinder> mOnPointerDownToken;
std::optional<NotifySwitchArgs> mLastNotifySwitch;
virtual void notifyConfigurationChanged(nsecs_t when) override {
mConfigurationChangedTime = when;
}
virtual nsecs_t notifyANR(const sp<InputApplicationHandle>&,
const sp<IBinder>&,
const std::string&) {
return 0;
}
virtual void notifyInputChannelBroken(const sp<IBinder>&) {
}
virtual void notifyFocusChanged(const sp<IBinder>&, const sp<IBinder>&) {
}
virtual void getDispatcherConfiguration(InputDispatcherConfiguration* outConfig) {
*outConfig = mConfig;
}
virtual bool filterInputEvent(const InputEvent* inputEvent, uint32_t policyFlags) override {
switch (inputEvent->getType()) {
case AINPUT_EVENT_TYPE_KEY: {
const KeyEvent* keyEvent = static_cast<const KeyEvent*>(inputEvent);
mFilteredEvent = std::make_unique<KeyEvent>(*keyEvent);
break;
}
case AINPUT_EVENT_TYPE_MOTION: {
const MotionEvent* motionEvent = static_cast<const MotionEvent*>(inputEvent);
mFilteredEvent = std::make_unique<MotionEvent>(*motionEvent);
break;
}
}
return true;
}
virtual void interceptKeyBeforeQueueing(const KeyEvent*, uint32_t&) {
}
virtual void interceptMotionBeforeQueueing(int32_t, nsecs_t, uint32_t&) {
}
virtual nsecs_t interceptKeyBeforeDispatching(const sp<IBinder>&,
const KeyEvent*, uint32_t) {
return 0;
}
virtual bool dispatchUnhandledKey(const sp<IBinder>&,
const KeyEvent*, uint32_t, KeyEvent*) {
return false;
}
virtual void notifySwitch(nsecs_t when, uint32_t switchValues, uint32_t switchMask,
uint32_t policyFlags) override {
/** We simply reconstruct NotifySwitchArgs in policy because InputDispatcher is
* essentially a passthrough for notifySwitch.
*/
mLastNotifySwitch = NotifySwitchArgs(1 /*id*/, when, policyFlags, switchValues, switchMask);
}
virtual void pokeUserActivity(nsecs_t, int32_t) {
}
virtual bool checkInjectEventsPermissionNonReentrant(int32_t, int32_t) {
return false;
}
virtual void onPointerDownOutsideFocus(const sp<IBinder>& newToken) {
mOnPointerDownToken = newToken;
}
void assertFilterInputEventWasCalled(int type, nsecs_t eventTime, int32_t action,
int32_t displayId) {
ASSERT_NE(nullptr, mFilteredEvent) << "Expected filterInputEvent() to have been called.";
ASSERT_EQ(mFilteredEvent->getType(), type);
if (type == AINPUT_EVENT_TYPE_KEY) {
const KeyEvent& keyEvent = static_cast<const KeyEvent&>(*mFilteredEvent);
EXPECT_EQ(keyEvent.getEventTime(), eventTime);
EXPECT_EQ(keyEvent.getAction(), action);
EXPECT_EQ(keyEvent.getDisplayId(), displayId);
} else if (type == AINPUT_EVENT_TYPE_MOTION) {
const MotionEvent& motionEvent = static_cast<const MotionEvent&>(*mFilteredEvent);
EXPECT_EQ(motionEvent.getEventTime(), eventTime);
EXPECT_EQ(motionEvent.getAction(), action);
EXPECT_EQ(motionEvent.getDisplayId(), displayId);
} else {
FAIL() << "Unknown type: " << type;
}
mFilteredEvent = nullptr;
}
};
// --- HmacKeyManagerTest ---
class HmacKeyManagerTest : public testing::Test {
protected:
HmacKeyManager mHmacKeyManager;
};
/**
* 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(HmacKeyManagerTest, GeneratedHmac_IsConsistent) {
KeyEvent event = getTestKeyEvent();
VerifiedKeyEvent verifiedEvent = verifiedKeyEventFromKeyEvent(event);
std::array<uint8_t, 32> hmac1 = mHmacKeyManager.sign(verifiedEvent);
std::array<uint8_t, 32> hmac2 = mHmacKeyManager.sign(verifiedEvent);
ASSERT_EQ(hmac1, hmac2);
}
/**
* Ensure that changes in VerifiedKeyEvent produce a different hmac.
*/
TEST_F(HmacKeyManagerTest, GeneratedHmac_ChangesWhenFieldsChange) {
KeyEvent event = getTestKeyEvent();
VerifiedKeyEvent verifiedEvent = verifiedKeyEventFromKeyEvent(event);
std::array<uint8_t, 32> initialHmac = mHmacKeyManager.sign(verifiedEvent);
verifiedEvent.deviceId += 1;
ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
verifiedEvent.source += 1;
ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
verifiedEvent.eventTimeNanos += 1;
ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
verifiedEvent.displayId += 1;
ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
verifiedEvent.action += 1;
ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
verifiedEvent.downTimeNanos += 1;
ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
verifiedEvent.flags += 1;
ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
verifiedEvent.keyCode += 1;
ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
verifiedEvent.scanCode += 1;
ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
verifiedEvent.metaState += 1;
ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
verifiedEvent.repeatCount += 1;
ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent));
}
// --- InputDispatcherTest ---
class InputDispatcherTest : public testing::Test {
protected:
sp<FakeInputDispatcherPolicy> mFakePolicy;
sp<InputDispatcher> mDispatcher;
virtual void SetUp() override {
mFakePolicy = new FakeInputDispatcherPolicy();
mDispatcher = new InputDispatcher(mFakePolicy);
mDispatcher->setInputDispatchMode(/*enabled*/ true, /*frozen*/ false);
//Start InputDispatcher thread
ASSERT_EQ(OK, mDispatcher->start());
}
virtual void TearDown() override {
ASSERT_EQ(OK, mDispatcher->stop());
mFakePolicy.clear();
mDispatcher.clear();
}
};
TEST_F(InputDispatcherTest, InjectInputEvent_ValidatesKeyEvents) {
KeyEvent event;
// Rejects undefined key actions.
event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE,
INVALID_HMAC,
/*action*/ -1, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0, ARBITRARY_TIME,
ARBITRARY_TIME);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 0))
<< "Should reject key events with undefined action.";
// Rejects ACTION_MULTIPLE since it is not supported despite being defined in the API.
event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE,
INVALID_HMAC, AKEY_EVENT_ACTION_MULTIPLE, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0,
ARBITRARY_TIME, ARBITRARY_TIME);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 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 (int 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;
// Rejects undefined motion actions.
event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
/*action*/ -1, 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */,
1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 1, pointerProperties, pointerCoords);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 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,
AMOTION_EVENT_ACTION_POINTER_DOWN |
(1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */,
0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 1, pointerProperties, pointerCoords);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 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, 1 /* xScale */, 1 /* yScale */,
0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 1, pointerProperties, pointerCoords);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 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,
AMOTION_EVENT_ACTION_POINTER_UP |
(1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */,
0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 1, pointerProperties, pointerCoords);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 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, 1 /* xScale */, 1 /* yScale */,
0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION,
AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 1, pointerProperties, pointerCoords);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 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,
1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0,
AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 0, pointerProperties, pointerCoords);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 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,
1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0,
AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ MAX_POINTERS + 1, pointerProperties, pointerCoords);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 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,
1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0,
AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 1, pointerProperties, pointerCoords);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 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,
1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0,
AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 1, pointerProperties, pointerCoords);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 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,
1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0,
AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
ARBITRARY_TIME, ARBITRARY_TIME,
/*pointerCount*/ 2, pointerProperties, pointerCoords);
ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0, 0))
<< "Should reject motion events with duplicate pointer ids.";
}
/* Test InputDispatcher for notifyConfigurationChanged and notifySwitch events */
TEST_F(InputDispatcherTest, NotifyConfigurationChanged_CallsPolicy) {
constexpr nsecs_t eventTime = 20;
NotifyConfigurationChangedArgs args(10 /*id*/, eventTime);
mDispatcher->notifyConfigurationChanged(&args);
ASSERT_TRUE(mDispatcher->waitForIdle());
mFakePolicy->assertNotifyConfigurationChangedWasCalled(eventTime);
}
TEST_F(InputDispatcherTest, NotifySwitch_CallsPolicy) {
NotifySwitchArgs args(10 /*id*/, 20 /*eventTime*/, 0 /*policyFlags*/, 1 /*switchValues*/,
2 /*switchMask*/);
mDispatcher->notifySwitch(&args);
// InputDispatcher adds POLICY_FLAG_TRUSTED because the event went through InputListener
args.policyFlags |= POLICY_FLAG_TRUSTED;
mFakePolicy->assertNotifySwitchWasCalled(args);
}
// --- InputDispatcherTest SetInputWindowTest ---
static constexpr int32_t INJECT_EVENT_TIMEOUT = 500;
static constexpr int32_t DISPATCHING_TIMEOUT = 100;
class FakeApplicationHandle : public InputApplicationHandle {
public:
FakeApplicationHandle() {}
virtual ~FakeApplicationHandle() {}
virtual bool updateInfo() {
mInfo.dispatchingTimeout = DISPATCHING_TIMEOUT;
return true;
}
};
class FakeInputReceiver {
public:
explicit FakeInputReceiver(const sp<InputChannel>& clientChannel, const std::string name)
: mName(name) {
mConsumer = std::make_unique<InputConsumer>(clientChannel);
}
InputEvent* consume() {
uint32_t consumeSeq;
InputEvent* event;
std::chrono::time_point start = std::chrono::steady_clock::now();
status_t status = WOULD_BLOCK;
while (status == WOULD_BLOCK) {
status = mConsumer->consume(&mEventFactory, true /*consumeBatches*/, -1, &consumeSeq,
&event);
std::chrono::duration elapsed = std::chrono::steady_clock::now() - start;
if (elapsed > 100ms) {
break;
}
}
if (status == WOULD_BLOCK) {
// Just means there's no event available.
return nullptr;
}
if (status != OK) {
ADD_FAILURE() << mName.c_str() << ": consumer consume should return OK.";
return nullptr;
}
if (event == nullptr) {
ADD_FAILURE() << "Consumed correctly, but received NULL event from consumer";
return nullptr;
}
status = mConsumer->sendFinishedSignal(consumeSeq, true);
if (status != OK) {
ADD_FAILURE() << mName.c_str() << ": consumer sendFinishedSignal should return OK.";
}
return event;
}
void consumeEvent(int32_t expectedEventType, int32_t expectedAction, int32_t expectedDisplayId,
int32_t expectedFlags) {
InputEvent* event = consume();
ASSERT_NE(nullptr, event) << mName.c_str()
<< ": consumer should have returned non-NULL event.";
ASSERT_EQ(expectedEventType, event->getType())
<< mName.c_str() << "expected " << inputEventTypeToString(expectedEventType)
<< " event, got " << inputEventTypeToString(event->getType()) << " event";
EXPECT_EQ(expectedDisplayId, event->getDisplayId());
switch (expectedEventType) {
case AINPUT_EVENT_TYPE_KEY: {
const KeyEvent& keyEvent = static_cast<const KeyEvent&>(*event);
EXPECT_EQ(expectedAction, keyEvent.getAction());
EXPECT_EQ(expectedFlags, keyEvent.getFlags());
break;
}
case AINPUT_EVENT_TYPE_MOTION: {
const MotionEvent& motionEvent = static_cast<const MotionEvent&>(*event);
EXPECT_EQ(expectedAction, motionEvent.getAction());
EXPECT_EQ(expectedFlags, motionEvent.getFlags());
break;
}
case AINPUT_EVENT_TYPE_FOCUS: {
FAIL() << "Use 'consumeFocusEvent' for FOCUS events";
}
default: {
FAIL() << mName.c_str() << ": invalid event type: " << expectedEventType;
}
}
}
void consumeFocusEvent(bool hasFocus, bool inTouchMode) {
InputEvent* event = consume();
ASSERT_NE(nullptr, event) << mName.c_str()
<< ": consumer should have returned non-NULL event.";
ASSERT_EQ(AINPUT_EVENT_TYPE_FOCUS, event->getType())
<< "Got " << inputEventTypeToString(event->getType())
<< " event instead of FOCUS event";
ASSERT_EQ(ADISPLAY_ID_NONE, event->getDisplayId())
<< mName.c_str() << ": event displayId should always be NONE.";
FocusEvent* focusEvent = static_cast<FocusEvent*>(event);
EXPECT_EQ(hasFocus, focusEvent->getHasFocus());
EXPECT_EQ(inTouchMode, focusEvent->getInTouchMode());
}
void assertNoEvents() {
InputEvent* event = consume();
ASSERT_EQ(nullptr, event)
<< mName.c_str()
<< ": should not have received any events, so consume() should return NULL";
}
sp<IBinder> getToken() { return mConsumer->getChannel()->getConnectionToken(); }
protected:
std::unique_ptr<InputConsumer> mConsumer;
PreallocatedInputEventFactory mEventFactory;
std::string mName;
};
class FakeWindowHandle : public InputWindowHandle {
public:
static const int32_t WIDTH = 600;
static const int32_t HEIGHT = 800;
FakeWindowHandle(const sp<InputApplicationHandle>& inputApplicationHandle,
const sp<InputDispatcher>& dispatcher, const std::string name,
int32_t displayId, sp<IBinder> token = nullptr)
: mName(name) {
if (token == nullptr) {
sp<InputChannel> serverChannel, clientChannel;
InputChannel::openInputChannelPair(name, serverChannel, clientChannel);
mInputReceiver = std::make_unique<FakeInputReceiver>(clientChannel, name);
dispatcher->registerInputChannel(serverChannel);
token = serverChannel->getConnectionToken();
}
inputApplicationHandle->updateInfo();
mInfo.applicationInfo = *inputApplicationHandle->getInfo();
mInfo.token = token;
mInfo.id = 0;
mInfo.name = name;
mInfo.layoutParamsFlags = 0;
mInfo.layoutParamsType = InputWindowInfo::TYPE_APPLICATION;
mInfo.dispatchingTimeout = DISPATCHING_TIMEOUT;
mInfo.frameLeft = 0;
mInfo.frameTop = 0;
mInfo.frameRight = WIDTH;
mInfo.frameBottom = HEIGHT;
mInfo.globalScaleFactor = 1.0;
mInfo.touchableRegion.clear();
mInfo.addTouchableRegion(Rect(0, 0, WIDTH, HEIGHT));
mInfo.visible = true;
mInfo.canReceiveKeys = true;
mInfo.hasFocus = false;
mInfo.hasWallpaper = false;
mInfo.paused = false;
mInfo.ownerPid = INJECTOR_PID;
mInfo.ownerUid = INJECTOR_UID;
mInfo.inputFeatures = 0;
mInfo.displayId = displayId;
}
virtual bool updateInfo() { return true; }
void setFocus(bool hasFocus) { mInfo.hasFocus = hasFocus; }
void setFrame(const Rect& frame) {
mInfo.frameLeft = frame.left;
mInfo.frameTop = frame.top;
mInfo.frameRight = frame.right;
mInfo.frameBottom = frame.bottom;
mInfo.touchableRegion.clear();
mInfo.addTouchableRegion(frame);
}
void setLayoutParamFlags(int32_t flags) { mInfo.layoutParamsFlags = flags; }
void setId(int32_t id) { mInfo.id = id; }
void setWindowScale(float xScale, float yScale) {
mInfo.windowXScale = xScale;
mInfo.windowYScale = yScale;
}
void consumeKeyDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_DOWN, expectedDisplayId,
expectedFlags);
}
void consumeMotionCancel(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
int32_t expectedFlags = 0) {
consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL, expectedDisplayId,
expectedFlags);
}
void consumeMotionMove(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
int32_t expectedFlags = 0) {
consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_MOVE, expectedDisplayId,
expectedFlags);
}
void consumeMotionDown(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
int32_t expectedFlags = 0) {
consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_DOWN, expectedDisplayId,
expectedFlags);
}
void consumeMotionPointerDown(int32_t pointerIdx,
int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT, int32_t expectedFlags = 0) {
int32_t action = AMOTION_EVENT_ACTION_POINTER_DOWN
| (pointerIdx << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
consumeEvent(AINPUT_EVENT_TYPE_MOTION, action, expectedDisplayId, expectedFlags);
}
void consumeMotionPointerUp(int32_t pointerIdx, int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
int32_t expectedFlags = 0) {
int32_t action = AMOTION_EVENT_ACTION_POINTER_UP
| (pointerIdx << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
consumeEvent(AINPUT_EVENT_TYPE_MOTION, action, expectedDisplayId, expectedFlags);
}
void consumeMotionUp(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT,
int32_t expectedFlags = 0) {
consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_UP, expectedDisplayId,
expectedFlags);
}
void consumeFocusEvent(bool hasFocus, bool inTouchMode = true) {
ASSERT_NE(mInputReceiver, nullptr)
<< "Cannot consume events from a window with no receiver";
mInputReceiver->consumeFocusEvent(hasFocus, inTouchMode);
}
void consumeEvent(int32_t expectedEventType, int32_t expectedAction, int32_t expectedDisplayId,
int32_t expectedFlags) {
ASSERT_NE(mInputReceiver, nullptr) << "Invalid consume event on window with no receiver";
mInputReceiver->consumeEvent(expectedEventType, expectedAction, expectedDisplayId,
expectedFlags);
}
InputEvent* consume() {
if (mInputReceiver == nullptr) {
return nullptr;
}
return mInputReceiver->consume();
}
void assertNoEvents() {
ASSERT_NE(mInputReceiver, nullptr)
<< "Call 'assertNoEvents' on a window with an InputReceiver";
mInputReceiver->assertNoEvents();
}
sp<IBinder> getToken() { return mInfo.token; }
const std::string& getName() { return mName; }
private:
const std::string mName;
std::unique_ptr<FakeInputReceiver> mInputReceiver;
};
static int32_t injectKeyDown(const sp<InputDispatcher>& dispatcher,
int32_t displayId = ADISPLAY_ID_NONE) {
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, AKEY_EVENT_ACTION_DOWN, /* flags */ 0, AKEYCODE_A, KEY_A,
AMETA_NONE,
/* repeatCount */ 0, currentTime, currentTime);
// Inject event until dispatch out.
return dispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT,
INJECT_EVENT_TIMEOUT, POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
}
static int32_t injectMotionEvent(const sp<InputDispatcher>& dispatcher, int32_t action,
int32_t source, int32_t displayId, int32_t x, int32_t y,
int32_t xCursorPosition = AMOTION_EVENT_INVALID_CURSOR_POSITION,
int32_t yCursorPosition = AMOTION_EVENT_INVALID_CURSOR_POSITION) {
MotionEvent event;
PointerProperties pointerProperties[1];
PointerCoords pointerCoords[1];
pointerProperties[0].clear();
pointerProperties[0].id = 0;
pointerProperties[0].toolType = AMOTION_EVENT_TOOL_TYPE_FINGER;
pointerCoords[0].clear();
pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_X, x);
pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_Y, y);
nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
// Define a valid motion down event.
event.initialize(InputEvent::nextId(), DEVICE_ID, source, displayId, INVALID_HMAC, action,
/* actionButton */ 0,
/* flags */ 0,
/* edgeFlags */ 0, AMETA_NONE, /* buttonState */ 0, MotionClassification::NONE,
/* xScale */ 1, /* yScale */ 1, /* xOffset */ 0, /* yOffset */ 0,
/* xPrecision */ 0, /* yPrecision */ 0, xCursorPosition, yCursorPosition,
currentTime, currentTime,
/*pointerCount*/ 1, pointerProperties, pointerCoords);
// Inject event until dispatch out.
return dispatcher->injectInputEvent(
&event,
INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT,
INJECT_EVENT_TIMEOUT, POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
}
static int32_t injectMotionDown(const sp<InputDispatcher>& dispatcher, int32_t source,
int32_t displayId, int32_t x = 100, int32_t y = 200) {
return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_DOWN, source, displayId, x, y);
}
static int32_t injectMotionUp(const sp<InputDispatcher>& dispatcher, int32_t source,
int32_t displayId, int32_t x = 100, int32_t y = 200) {
return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_UP, source, displayId, x, y);
}
static NotifyKeyArgs generateKeyArgs(int32_t action, int32_t displayId = ADISPLAY_ID_NONE) {
nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
// Define a valid key event.
NotifyKeyArgs args(/* id */ 0, currentTime, DEVICE_ID, AINPUT_SOURCE_KEYBOARD, displayId,
POLICY_FLAG_PASS_TO_USER, action, /* flags */ 0, AKEYCODE_A, KEY_A,
AMETA_NONE, currentTime);
return args;
}
static NotifyMotionArgs generateMotionArgs(int32_t action, int32_t source, int32_t displayId,
const std::vector<PointF>& points) {
size_t pointerCount = points.size();
if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_UP) {
EXPECT_EQ(1U, pointerCount) << "Actions DOWN and UP can only contain a single pointer";
}
PointerProperties pointerProperties[pointerCount];
PointerCoords pointerCoords[pointerCount];
for (size_t i = 0; i < pointerCount; i++) {
pointerProperties[i].clear();
pointerProperties[i].id = i;
pointerProperties[i].toolType = AMOTION_EVENT_TOOL_TYPE_FINGER;
pointerCoords[i].clear();
pointerCoords[i].setAxisValue(AMOTION_EVENT_AXIS_X, points[i].x);
pointerCoords[i].setAxisValue(AMOTION_EVENT_AXIS_Y, points[i].y);
}
nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
// Define a valid motion event.
NotifyMotionArgs args(/* id */ 0, currentTime, 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 generateMotionArgs(int32_t action, int32_t source, int32_t displayId) {
return generateMotionArgs(action, source, displayId, {PointF{100, 200}});
}
TEST_F(InputDispatcherTest, SetInputWindow_SingleWindowTouch) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window = new FakeWindowHandle(application, mDispatcher, "Fake Window",
ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
// Window should receive motion event.
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
}
// The foreground window should receive the first touch down event.
TEST_F(InputDispatcherTest, SetInputWindow_MultiWindowsTouch) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> windowTop = new FakeWindowHandle(application, mDispatcher, "Top",
ADISPLAY_ID_DEFAULT);
sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
// Top window should receive the touch down event. Second window should not receive anything.
windowTop->consumeMotionDown(ADISPLAY_ID_DEFAULT);
windowSecond->assertNoEvents();
}
TEST_F(InputDispatcherTest, SetInputWindow_FocusedWindow) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> windowTop = new FakeWindowHandle(application, mDispatcher, "Top",
ADISPLAY_ID_DEFAULT);
sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
ADISPLAY_ID_DEFAULT);
// Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
// Display should have only one focused window
windowSecond->setFocus(true);
mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
windowSecond->consumeFocusEvent(true);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
<< "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
// Focused window should receive event.
windowTop->assertNoEvents();
windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
}
TEST_F(InputDispatcherTest, SetInputWindow_FocusPriority) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> windowTop = new FakeWindowHandle(application, mDispatcher, "Top",
ADISPLAY_ID_DEFAULT);
sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
ADISPLAY_ID_DEFAULT);
// Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
// Display has two focused windows. Add them to inputWindowsHandles in z-order (top most first)
windowTop->setFocus(true);
windowSecond->setFocus(true);
mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
windowTop->consumeFocusEvent(true);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
<< "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
// Top focused window should receive event.
windowTop->consumeKeyDown(ADISPLAY_ID_NONE);
windowSecond->assertNoEvents();
}
TEST_F(InputDispatcherTest, SetInputWindow_InputWindowInfo) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> windowTop = new FakeWindowHandle(application, mDispatcher, "Top",
ADISPLAY_ID_DEFAULT);
sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
ADISPLAY_ID_DEFAULT);
// Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
windowTop->setFocus(true);
windowSecond->setFocus(true);
// Release channel for window is no longer valid.
windowTop->releaseChannel();
mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
windowSecond->consumeFocusEvent(true);
// Test inject a key down, should dispatch to a valid window.
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
<< "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
// Top window is invalid, so it should not receive any input event.
windowTop->assertNoEvents();
windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
}
TEST_F(InputDispatcherTest, DispatchMouseEventsUnderCursor) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> windowLeft =
new FakeWindowHandle(application, mDispatcher, "Left", ADISPLAY_ID_DEFAULT);
windowLeft->setFrame(Rect(0, 0, 600, 800));
windowLeft->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
sp<FakeWindowHandle> windowRight =
new FakeWindowHandle(application, mDispatcher, "Right", ADISPLAY_ID_DEFAULT);
windowRight->setFrame(Rect(600, 0, 1200, 800));
windowRight->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
mDispatcher->setInputWindows({windowLeft, windowRight}, ADISPLAY_ID_DEFAULT);
// 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(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE,
ADISPLAY_ID_DEFAULT, 610, 400, 599, 400));
windowLeft->consumeMotionDown(ADISPLAY_ID_DEFAULT);
windowRight->assertNoEvents();
}
TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsKeyStream) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
window->setFocus(true);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true);
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
mDispatcher->notifyKey(&keyArgs);
// Window should receive key down event.
window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
// When device reset happens, that key stream should be terminated with FLAG_CANCELED
// on the app side.
NotifyDeviceResetArgs args(10 /*id*/, 20 /*eventTime*/, DEVICE_ID);
mDispatcher->notifyDeviceReset(&args);
window->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT,
AKEY_EVENT_FLAG_CANCELED);
}
TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsMotionStream) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
NotifyMotionArgs motionArgs =
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT);
mDispatcher->notifyMotion(&motionArgs);
// Window should receive motion down event.
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
// When device reset happens, that motion stream should be terminated with ACTION_CANCEL
// on the app side.
NotifyDeviceResetArgs args(10 /*id*/, 20 /*eventTime*/, DEVICE_ID);
mDispatcher->notifyDeviceReset(&args);
window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL, ADISPLAY_ID_DEFAULT,
0 /*expectedFlags*/);
}
TEST_F(InputDispatcherTest, TransferTouchFocus_OnePointer) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
// Create a couple of windows
sp<FakeWindowHandle> firstWindow = new FakeWindowHandle(application, mDispatcher,
"First Window", ADISPLAY_ID_DEFAULT);
sp<FakeWindowHandle> secondWindow = new FakeWindowHandle(application, mDispatcher,
"Second Window", ADISPLAY_ID_DEFAULT);
// Add the windows to the dispatcher
mDispatcher->setInputWindows({firstWindow, secondWindow}, ADISPLAY_ID_DEFAULT);
// Send down to the first window
NotifyMotionArgs downMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT);
mDispatcher->notifyMotion(&downMotionArgs);
// Only the first window should get the down event
firstWindow->consumeMotionDown();
secondWindow->assertNoEvents();
// Transfer touch focus to the second window
mDispatcher->transferTouchFocus(firstWindow->getToken(), secondWindow->getToken());
// The first window gets cancel and the second gets down
firstWindow->consumeMotionCancel();
secondWindow->consumeMotionDown();
// Send up event to the second window
NotifyMotionArgs upMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT);
mDispatcher->notifyMotion(&upMotionArgs);
// The first window gets no events and the second gets up
firstWindow->assertNoEvents();
secondWindow->consumeMotionUp();
}
TEST_F(InputDispatcherTest, TransferTouchFocus_TwoPointerNoSplitTouch) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
PointF touchPoint = {10, 10};
// Create a couple of windows
sp<FakeWindowHandle> firstWindow = new FakeWindowHandle(application, mDispatcher,
"First Window", ADISPLAY_ID_DEFAULT);
sp<FakeWindowHandle> secondWindow = new FakeWindowHandle(application, mDispatcher,
"Second Window", ADISPLAY_ID_DEFAULT);
// Add the windows to the dispatcher
mDispatcher->setInputWindows({firstWindow, secondWindow}, ADISPLAY_ID_DEFAULT);
// Send down to the first window
NotifyMotionArgs downMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchPoint});
mDispatcher->notifyMotion(&downMotionArgs);
// Only the first window should get the down event
firstWindow->consumeMotionDown();
secondWindow->assertNoEvents();
// Send pointer down to the first window
NotifyMotionArgs pointerDownMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_DOWN
| (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchPoint, touchPoint});
mDispatcher->notifyMotion(&pointerDownMotionArgs);
// Only the first window should get the pointer down event
firstWindow->consumeMotionPointerDown(1);
secondWindow->assertNoEvents();
// Transfer touch focus to the second window
mDispatcher->transferTouchFocus(firstWindow->getToken(), secondWindow->getToken());
// The first window gets cancel and the second gets down and pointer down
firstWindow->consumeMotionCancel();
secondWindow->consumeMotionDown();
secondWindow->consumeMotionPointerDown(1);
// Send pointer up to the second window
NotifyMotionArgs pointerUpMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_UP
| (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchPoint, touchPoint});
mDispatcher->notifyMotion(&pointerUpMotionArgs);
// The first window gets nothing and the second gets pointer up
firstWindow->assertNoEvents();
secondWindow->consumeMotionPointerUp(1);
// Send up event to the second window
NotifyMotionArgs upMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT);
mDispatcher->notifyMotion(&upMotionArgs);
// The first window gets nothing and the second gets up
firstWindow->assertNoEvents();
secondWindow->consumeMotionUp();
}
TEST_F(InputDispatcherTest, TransferTouchFocus_TwoPointersSplitTouch) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
// Create a non touch modal window that supports split touch
sp<FakeWindowHandle> firstWindow = new FakeWindowHandle(application, mDispatcher,
"First Window", ADISPLAY_ID_DEFAULT);
firstWindow->setFrame(Rect(0, 0, 600, 400));
firstWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL
| InputWindowInfo::FLAG_SPLIT_TOUCH);
// Create a non touch modal window that supports split touch
sp<FakeWindowHandle> secondWindow = new FakeWindowHandle(application, mDispatcher,
"Second Window", ADISPLAY_ID_DEFAULT);
secondWindow->setFrame(Rect(0, 400, 600, 800));
secondWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL
| InputWindowInfo::FLAG_SPLIT_TOUCH);
// Add the windows to the dispatcher
mDispatcher->setInputWindows({firstWindow, secondWindow}, ADISPLAY_ID_DEFAULT);
PointF pointInFirst = {300, 200};
PointF pointInSecond = {300, 600};
// Send down to the first window
NotifyMotionArgs firstDownMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {pointInFirst});
mDispatcher->notifyMotion(&firstDownMotionArgs);
// Only the first window should get the down event
firstWindow->consumeMotionDown();
secondWindow->assertNoEvents();
// Send down to the second window
NotifyMotionArgs secondDownMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_DOWN
| (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {pointInFirst, pointInSecond});
mDispatcher->notifyMotion(&secondDownMotionArgs);
// The first window gets a move and the second a down
firstWindow->consumeMotionMove();
secondWindow->consumeMotionDown();
// Transfer touch focus to the second window
mDispatcher->transferTouchFocus(firstWindow->getToken(), secondWindow->getToken());
// The first window gets cancel and the new gets pointer down (it already saw down)
firstWindow->consumeMotionCancel();
secondWindow->consumeMotionPointerDown(1);
// Send pointer up to the second window
NotifyMotionArgs pointerUpMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_UP
| (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT),
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {pointInFirst, pointInSecond});
mDispatcher->notifyMotion(&pointerUpMotionArgs);
// The first window gets nothing and the second gets pointer up
firstWindow->assertNoEvents();
secondWindow->consumeMotionPointerUp(1);
// Send up event to the second window
NotifyMotionArgs upMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT);
mDispatcher->notifyMotion(&upMotionArgs);
// The first window gets nothing and the second gets up
firstWindow->assertNoEvents();
secondWindow->consumeMotionUp();
}
TEST_F(InputDispatcherTest, FocusedWindow_ReceivesFocusEventAndKeyEvent) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
window->setFocus(true);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true);
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
mDispatcher->notifyKey(&keyArgs);
// Window should receive key down event.
window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
}
TEST_F(InputDispatcherTest, UnfocusedWindow_DoesNotReceiveFocusEventOrKeyEvent) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
mDispatcher->notifyKey(&keyArgs);
mDispatcher->waitForIdle();
window->assertNoEvents();
}
// If a window is touchable, but does not have focus, it should receive motion events, but not keys
TEST_F(InputDispatcherTest, UnfocusedWindow_ReceivesMotionsButNotKeys) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
// Send key
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
mDispatcher->notifyKey(&keyArgs);
// Send motion
NotifyMotionArgs motionArgs =
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT);
mDispatcher->notifyMotion(&motionArgs);
// Window should receive only the motion event
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
window->assertNoEvents(); // Key event or focus event will not be received
}
class FakeMonitorReceiver {
public:
FakeMonitorReceiver(const sp<InputDispatcher>& dispatcher, const std::string name,
int32_t displayId, bool isGestureMonitor = false) {
sp<InputChannel> serverChannel, clientChannel;
InputChannel::openInputChannelPair(name, serverChannel, clientChannel);
mInputReceiver = std::make_unique<FakeInputReceiver>(clientChannel, name);
dispatcher->registerInputMonitor(serverChannel, displayId, isGestureMonitor);
}
sp<IBinder> getToken() { return mInputReceiver->getToken(); }
void consumeKeyDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_DOWN,
expectedDisplayId, expectedFlags);
}
void consumeMotionDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_DOWN,
expectedDisplayId, expectedFlags);
}
void consumeMotionUp(int32_t expectedDisplayId, int32_t expectedFlags = 0) {
mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_UP,
expectedDisplayId, expectedFlags);
}
void assertNoEvents() { mInputReceiver->assertNoEvents(); }
private:
std::unique_ptr<FakeInputReceiver> mInputReceiver;
};
// Tests for gesture monitors
TEST_F(InputDispatcherTest, GestureMonitor_ReceivesMotionEvents) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
true /*isGestureMonitor*/);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
}
TEST_F(InputDispatcherTest, GestureMonitor_DoesNotReceiveKeyEvents) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
window->setFocus(true);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true);
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
true /*isGestureMonitor*/);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
<< "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
monitor.assertNoEvents();
}
TEST_F(InputDispatcherTest, GestureMonitor_CanPilferAfterWindowIsRemovedMidStream) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
true /*isGestureMonitor*/);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
window->releaseChannel();
mDispatcher->pilferPointers(monitor.getToken());
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
monitor.consumeMotionUp(ADISPLAY_ID_DEFAULT);
}
TEST_F(InputDispatcherTest, TestMoveEvent) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
NotifyMotionArgs motionArgs =
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT);
mDispatcher->notifyMotion(&motionArgs);
// Window should receive motion down event.
window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
motionArgs.action = AMOTION_EVENT_ACTION_MOVE;
motionArgs.id += 1;
motionArgs.eventTime = systemTime(SYSTEM_TIME_MONOTONIC);
motionArgs.pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_X,
motionArgs.pointerCoords[0].getX() - 10);
mDispatcher->notifyMotion(&motionArgs);
window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_MOVE, ADISPLAY_ID_DEFAULT,
0 /*expectedFlags*/);
}
/**
* Dispatcher has touch mode enabled by default. Typically, the policy overrides that value to
* the device default right away. In the test scenario, we check both the default value,
* and the action of enabling / disabling.
*/
TEST_F(InputDispatcherTest, TouchModeState_IsSentToApps) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
// Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
window->setFocus(true);
SCOPED_TRACE("Check default value of touch mode");
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
SCOPED_TRACE("Remove the window to trigger focus loss");
window->setFocus(false);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(false /*hasFocus*/, true /*inTouchMode*/);
SCOPED_TRACE("Disable touch mode");
mDispatcher->setInTouchMode(false);
window->setFocus(true);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true /*hasFocus*/, false /*inTouchMode*/);
SCOPED_TRACE("Remove the window to trigger focus loss");
window->setFocus(false);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(false /*hasFocus*/, false /*inTouchMode*/);
SCOPED_TRACE("Enable touch mode again");
mDispatcher->setInTouchMode(true);
window->setFocus(true);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
window->assertNoEvents();
}
TEST_F(InputDispatcherTest, VerifyInputEvent_KeyEvent) {
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT);
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
window->setFocus(true);
mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN);
mDispatcher->notifyKey(&keyArgs);
InputEvent* event = window->consume();
ASSERT_NE(event, nullptr);
std::unique_ptr<VerifiedInputEvent> verified = mDispatcher->verifyInputEvent(*event);
ASSERT_NE(verified, nullptr);
ASSERT_EQ(verified->type, VerifiedInputEvent::Type::KEY);
ASSERT_EQ(keyArgs.eventTime, verified->eventTimeNanos);
ASSERT_EQ(keyArgs.deviceId, verified->deviceId);
ASSERT_EQ(keyArgs.source, verified->source);
ASSERT_EQ(keyArgs.displayId, verified->displayId);
const VerifiedKeyEvent& verifiedKey = static_cast<const VerifiedKeyEvent&>(*verified);
ASSERT_EQ(keyArgs.action, verifiedKey.action);
ASSERT_EQ(keyArgs.downTime, verifiedKey.downTimeNanos);
ASSERT_EQ(keyArgs.eventTime, verifiedKey.eventTimeNanos);
ASSERT_EQ(keyArgs.flags & VERIFIED_KEY_EVENT_FLAGS, verifiedKey.flags);
ASSERT_EQ(keyArgs.keyCode, verifiedKey.keyCode);
ASSERT_EQ(keyArgs.scanCode, verifiedKey.scanCode);
ASSERT_EQ(keyArgs.metaState, verifiedKey.metaState);
ASSERT_EQ(0, verifiedKey.repeatCount);
}
class InputDispatcherKeyRepeatTest : public InputDispatcherTest {
protected:
static constexpr nsecs_t KEY_REPEAT_TIMEOUT = 40 * 1000000; // 40 ms
static constexpr nsecs_t KEY_REPEAT_DELAY = 40 * 1000000; // 40 ms
sp<FakeApplicationHandle> mApp;
sp<FakeWindowHandle> mWindow;
virtual void SetUp() override {
mFakePolicy = new FakeInputDispatcherPolicy();
mFakePolicy->setKeyRepeatConfiguration(KEY_REPEAT_TIMEOUT, KEY_REPEAT_DELAY);
mDispatcher = new InputDispatcher(mFakePolicy);
mDispatcher->setInputDispatchMode(/*enabled*/ true, /*frozen*/ false);
ASSERT_EQ(OK, mDispatcher->start());
setUpWindow();
}
void setUpWindow() {
mApp = new FakeApplicationHandle();
mWindow = new FakeWindowHandle(mApp, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mWindow->setFocus(true);
mDispatcher->setInputWindows({mWindow}, ADISPLAY_ID_DEFAULT);
mWindow->consumeFocusEvent(true);
}
void sendAndConsumeKeyDown() {
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
keyArgs.policyFlags |= POLICY_FLAG_TRUSTED; // Otherwise it won't generate repeat event
mDispatcher->notifyKey(&keyArgs);
// Window should receive key down event.
mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
}
void expectKeyRepeatOnce(int32_t repeatCount) {
SCOPED_TRACE(StringPrintf("Checking event with repeat count %" PRId32, repeatCount));
InputEvent* repeatEvent = mWindow->consume();
ASSERT_NE(nullptr, repeatEvent);
uint32_t eventType = repeatEvent->getType();
ASSERT_EQ(AINPUT_EVENT_TYPE_KEY, eventType);
KeyEvent* repeatKeyEvent = static_cast<KeyEvent*>(repeatEvent);
uint32_t eventAction = repeatKeyEvent->getAction();
EXPECT_EQ(AKEY_EVENT_ACTION_DOWN, eventAction);
EXPECT_EQ(repeatCount, repeatKeyEvent->getRepeatCount());
}
void sendAndConsumeKeyUp() {
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT);
keyArgs.policyFlags |= POLICY_FLAG_TRUSTED; // Unless it won't generate repeat event
mDispatcher->notifyKey(&keyArgs);
// Window should receive key down event.
mWindow->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT,
0 /*expectedFlags*/);
}
};
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_ReceivesKeyRepeat) {
sendAndConsumeKeyDown();
for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
expectKeyRepeatOnce(repeatCount);
}
}
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_StopsKeyRepeatAfterUp) {
sendAndConsumeKeyDown();
expectKeyRepeatOnce(1 /*repeatCount*/);
sendAndConsumeKeyUp();
mWindow->assertNoEvents();
}
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_RepeatKeyEventsUseEventIdFromInputDispatcher) {
sendAndConsumeKeyDown();
for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
InputEvent* repeatEvent = mWindow->consume();
ASSERT_NE(nullptr, repeatEvent) << "Didn't receive event with repeat count " << repeatCount;
EXPECT_EQ(IdGenerator::Source::INPUT_DISPATCHER,
IdGenerator::getSource(repeatEvent->getId()));
}
}
TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_RepeatKeyEventsUseUniqueEventId) {
sendAndConsumeKeyDown();
std::unordered_set<int32_t> idSet;
for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) {
InputEvent* repeatEvent = mWindow->consume();
ASSERT_NE(nullptr, repeatEvent) << "Didn't receive event with repeat count " << repeatCount;
int32_t id = repeatEvent->getId();
EXPECT_EQ(idSet.end(), idSet.find(id));
idSet.insert(id);
}
}
/* Test InputDispatcher for MultiDisplay */
class InputDispatcherFocusOnTwoDisplaysTest : public InputDispatcherTest {
public:
static constexpr int32_t SECOND_DISPLAY_ID = 1;
virtual void SetUp() override {
InputDispatcherTest::SetUp();
application1 = new FakeApplicationHandle();
windowInPrimary = new FakeWindowHandle(application1, mDispatcher, "D_1",
ADISPLAY_ID_DEFAULT);
// Set focus window for primary display, but focused display would be second one.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application1);
windowInPrimary->setFocus(true);
mDispatcher->setInputWindows({windowInPrimary}, ADISPLAY_ID_DEFAULT);
windowInPrimary->consumeFocusEvent(true);
application2 = new FakeApplicationHandle();
windowInSecondary = new FakeWindowHandle(application2, mDispatcher, "D_2",
SECOND_DISPLAY_ID);
// Set focus to second display window.
// Set focus display to second one.
mDispatcher->setFocusedDisplay(SECOND_DISPLAY_ID);
// Set focus window for second display.
mDispatcher->setFocusedApplication(SECOND_DISPLAY_ID, application2);
windowInSecondary->setFocus(true);
mDispatcher->setInputWindows({windowInSecondary}, SECOND_DISPLAY_ID);
windowInSecondary->consumeFocusEvent(true);
}
virtual void TearDown() override {
InputDispatcherTest::TearDown();
application1.clear();
windowInPrimary.clear();
application2.clear();
windowInSecondary.clear();
}
protected:
sp<FakeApplicationHandle> application1;
sp<FakeWindowHandle> windowInPrimary;
sp<FakeApplicationHandle> application2;
sp<FakeWindowHandle> windowInSecondary;
};
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayTouch) {
// Test touch down on primary display.
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
windowInSecondary->assertNoEvents();
// Test touch down on second display.
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->assertNoEvents();
windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
}
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayFocus) {
// Test inject a key down with display id specified.
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
<< "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->consumeKeyDown(ADISPLAY_ID_DEFAULT);
windowInSecondary->assertNoEvents();
// Test inject a key down without display id specified.
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
<< "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->assertNoEvents();
windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
// Remove all windows in secondary display.
mDispatcher->setInputWindows({}, SECOND_DISPLAY_ID);
// Expect old focus should receive a cancel event.
windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_NONE,
AKEY_EVENT_FLAG_CANCELED);
// Test inject a key down, should timeout because of no target window.
ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
<< "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
windowInPrimary->assertNoEvents();
windowInSecondary->consumeFocusEvent(false);
windowInSecondary->assertNoEvents();
}
// Test per-display input monitors for motion event.
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, MonitorMotionEvent_MultiDisplay) {
FakeMonitorReceiver monitorInPrimary =
FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT);
FakeMonitorReceiver monitorInSecondary =
FakeMonitorReceiver(mDispatcher, "M_2", SECOND_DISPLAY_ID);
// Test touch down on primary display.
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT);
monitorInPrimary.consumeMotionDown(ADISPLAY_ID_DEFAULT);
windowInSecondary->assertNoEvents();
monitorInSecondary.assertNoEvents();
// Test touch down on second display.
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->assertNoEvents();
monitorInPrimary.assertNoEvents();
windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
monitorInSecondary.consumeMotionDown(SECOND_DISPLAY_ID);
// Test inject a non-pointer motion event.
// If specific a display, it will dispatch to the focused window of particular display,
// or it will dispatch to the focused window of focused display.
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_NONE))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->assertNoEvents();
monitorInPrimary.assertNoEvents();
windowInSecondary->consumeMotionDown(ADISPLAY_ID_NONE);
monitorInSecondary.consumeMotionDown(ADISPLAY_ID_NONE);
}
// Test per-display input monitors for key event.
TEST_F(InputDispatcherFocusOnTwoDisplaysTest, MonitorKeyEvent_MultiDisplay) {
//Input monitor per display.
FakeMonitorReceiver monitorInPrimary =
FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT);
FakeMonitorReceiver monitorInSecondary =
FakeMonitorReceiver(mDispatcher, "M_2", SECOND_DISPLAY_ID);
// Test inject a key down.
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
<< "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
windowInPrimary->assertNoEvents();
monitorInPrimary.assertNoEvents();
windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
monitorInSecondary.consumeKeyDown(ADISPLAY_ID_NONE);
}
class InputFilterTest : public InputDispatcherTest {
protected:
static constexpr int32_t SECOND_DISPLAY_ID = 1;
void testNotifyMotion(int32_t displayId, bool expectToBeFiltered) {
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) {
mFakePolicy->assertFilterInputEventWasCalled(motionArgs);
} else {
mFakePolicy->assertFilterInputEventWasNotCalled();
}
}
void testNotifyKey(bool expectToBeFiltered) {
NotifyKeyArgs keyArgs;
keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN);
mDispatcher->notifyKey(&keyArgs);
keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP);
mDispatcher->notifyKey(&keyArgs);
ASSERT_TRUE(mDispatcher->waitForIdle());
if (expectToBeFiltered) {
mFakePolicy->assertFilterInputEventWasCalled(keyArgs);
} else {
mFakePolicy->assertFilterInputEventWasNotCalled();
}
}
};
// Test InputFilter for MotionEvent
TEST_F(InputFilterTest, MotionEvent_InputFilter) {
// Since the InputFilter is disabled by default, check if touch events aren't filtered.
testNotifyMotion(ADISPLAY_ID_DEFAULT, /*expectToBeFiltered*/ false);
testNotifyMotion(SECOND_DISPLAY_ID, /*expectToBeFiltered*/ false);
// Enable InputFilter
mDispatcher->setInputFilterEnabled(true);
// Test touch on both primary and second display, and check if both events are filtered.
testNotifyMotion(ADISPLAY_ID_DEFAULT, /*expectToBeFiltered*/ true);
testNotifyMotion(SECOND_DISPLAY_ID, /*expectToBeFiltered*/ true);
// Disable InputFilter
mDispatcher->setInputFilterEnabled(false);
// Test touch on both primary and second display, and check if both events aren't filtered.
testNotifyMotion(ADISPLAY_ID_DEFAULT, /*expectToBeFiltered*/ false);
testNotifyMotion(SECOND_DISPLAY_ID, /*expectToBeFiltered*/ false);
}
// Test InputFilter for KeyEvent
TEST_F(InputFilterTest, KeyEvent_InputFilter) {
// Since the InputFilter is disabled by default, check if key event aren't filtered.
testNotifyKey(/*expectToBeFiltered*/ false);
// Enable InputFilter
mDispatcher->setInputFilterEnabled(true);
// Send a key event, and check if it is filtered.
testNotifyKey(/*expectToBeFiltered*/ true);
// Disable InputFilter
mDispatcher->setInputFilterEnabled(false);
// Send a key event, and check if it isn't filtered.
testNotifyKey(/*expectToBeFiltered*/ false);
}
class InputDispatcherOnPointerDownOutsideFocus : public InputDispatcherTest {
virtual void SetUp() override {
InputDispatcherTest::SetUp();
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
mUnfocusedWindow = new FakeWindowHandle(application, mDispatcher, "Top",
ADISPLAY_ID_DEFAULT);
mUnfocusedWindow->setFrame(Rect(0, 0, 30, 30));
// Adding FLAG_NOT_TOUCH_MODAL to ensure taps outside this window are not sent to this
// window.
mUnfocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
mFocusedWindow =
new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT);
mFocusedWindow->setFrame(Rect(50, 50, 100, 100));
mFocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL);
mFocusedWindowTouchPoint = 60;
// Set focused application.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
mFocusedWindow->setFocus(true);
// Expect one focus window exist in display.
mDispatcher->setInputWindows({mUnfocusedWindow, mFocusedWindow}, ADISPLAY_ID_DEFAULT);
mFocusedWindow->consumeFocusEvent(true);
}
virtual void TearDown() override {
InputDispatcherTest::TearDown();
mUnfocusedWindow.clear();
mFocusedWindow.clear();
}
protected:
sp<FakeWindowHandle> mUnfocusedWindow;
sp<FakeWindowHandle> mFocusedWindow;
int32_t mFocusedWindowTouchPoint;
};
// 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(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, 20, 20))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
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(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_DEFAULT, 20, 20))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
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(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
<< "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
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(INPUT_EVENT_INJECTION_SUCCEEDED,
injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
mFocusedWindowTouchPoint, mFocusedWindowTouchPoint))
<< "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
ASSERT_TRUE(mDispatcher->waitForIdle());
mFakePolicy->assertOnPointerDownWasNotCalled();
}
// 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();
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
mWindow1 = new FakeWindowHandle(application, mDispatcher, "Fake Window 1",
ADISPLAY_ID_DEFAULT);
// Adding FLAG_NOT_TOUCH_MODAL otherwise all taps will go to the top most window.
// We also need FLAG_SPLIT_TOUCH or we won't be able to get touches for both windows.
mWindow1->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL |
InputWindowInfo::FLAG_SPLIT_TOUCH);
mWindow1->setId(0);
mWindow1->setFrame(Rect(0, 0, 100, 100));
mWindow2 = new FakeWindowHandle(application, mDispatcher, "Fake Window 2",
ADISPLAY_ID_DEFAULT, mWindow1->getToken());
mWindow2->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL |
InputWindowInfo::FLAG_SPLIT_TOUCH);
mWindow2->setId(1);
mWindow2->setFrame(Rect(100, 100, 200, 200));
mDispatcher->setInputWindows({mWindow1, mWindow2}, ADISPLAY_ID_DEFAULT);
}
protected:
sp<FakeWindowHandle> mWindow1;
sp<FakeWindowHandle> mWindow2;
// Helper function to convert the point from screen coordinates into the window's space
static PointF getPointInWindow(const InputWindowInfo* windowInfo, const PointF& point) {
float x = windowInfo->windowXScale * (point.x - windowInfo->frameLeft);
float y = windowInfo->windowYScale * (point.y - windowInfo->frameTop);
return {x, y};
}
void consumeMotionEvent(const sp<FakeWindowHandle>& window, int32_t expectedAction,
const std::vector<PointF>& points) {
const std::string name = window->getName();
InputEvent* event = window->consume();
ASSERT_NE(nullptr, event) << name.c_str()
<< ": consumer should have returned non-NULL event.";
ASSERT_EQ(AINPUT_EVENT_TYPE_MOTION, event->getType())
<< name.c_str() << "expected " << inputEventTypeToString(AINPUT_EVENT_TYPE_MOTION)
<< " event, got " << inputEventTypeToString(event->getType()) << " event";
const MotionEvent& motionEvent = static_cast<const MotionEvent&>(*event);
EXPECT_EQ(expectedAction, motionEvent.getAction());
for (size_t i = 0; i < points.size(); i++) {
float expectedX = points[i].x;
float expectedY = points[i].y;
EXPECT_EQ(expectedX, motionEvent.getX(i))
<< "expected " << expectedX << " for x[" << i << "] coord of " << name.c_str()
<< ", got " << motionEvent.getX(i);
EXPECT_EQ(expectedY, motionEvent.getY(i))
<< "expected " << expectedY << " for y[" << i << "] coord of " << name.c_str()
<< ", got " << motionEvent.getY(i);
}
}
};
TEST_F(InputDispatcherMultiWindowSameTokenTests, SingleTouchSameScale) {
// Touch Window 1
PointF touchedPoint = {10, 10};
PointF expectedPoint = getPointInWindow(mWindow1->getInfo(), touchedPoint);
NotifyMotionArgs motionArgs =
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, {touchedPoint});
mDispatcher->notifyMotion(&motionArgs);
consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint});
// Release touch on Window 1
motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, {touchedPoint});
mDispatcher->notifyMotion(&motionArgs);
// consume the UP event
consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_UP, {expectedPoint});
// Touch Window 2
touchedPoint = {150, 150};
expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint);
motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, {touchedPoint});
mDispatcher->notifyMotion(&motionArgs);
// Consuming from window1 since it's the window that has the InputReceiver
consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint});
}
TEST_F(InputDispatcherMultiWindowSameTokenTests, SingleTouchDifferentScale) {
mWindow2->setWindowScale(0.5f, 0.5f);
// Touch Window 1
PointF touchedPoint = {10, 10};
PointF expectedPoint = getPointInWindow(mWindow1->getInfo(), touchedPoint);
NotifyMotionArgs motionArgs =
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, {touchedPoint});
mDispatcher->notifyMotion(&motionArgs);
consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint});
// Release touch on Window 1
motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, {touchedPoint});
mDispatcher->notifyMotion(&motionArgs);
// consume the UP event
consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_UP, {expectedPoint});
// Touch Window 2
touchedPoint = {150, 150};
expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint);
motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, {touchedPoint});
mDispatcher->notifyMotion(&motionArgs);
// Consuming from window1 since it's the window that has the InputReceiver
consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint});
}
TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchDifferentScale) {
mWindow2->setWindowScale(0.5f, 0.5f);
// Touch Window 1
std::vector<PointF> touchedPoints = {PointF{10, 10}};
std::vector<PointF> expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])};
NotifyMotionArgs motionArgs =
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, touchedPoints);
mDispatcher->notifyMotion(&motionArgs);
consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, expectedPoints);
// Touch Window 2
int32_t actionPointerDown =
AMOTION_EVENT_ACTION_POINTER_DOWN + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
touchedPoints.emplace_back(PointF{150, 150});
expectedPoints.emplace_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
motionArgs = generateMotionArgs(actionPointerDown, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, touchedPoints);
mDispatcher->notifyMotion(&motionArgs);
// Consuming from window1 since it's the window that has the InputReceiver
consumeMotionEvent(mWindow1, actionPointerDown, expectedPoints);
}
TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchMoveDifferentScale) {
mWindow2->setWindowScale(0.5f, 0.5f);
// Touch Window 1
std::vector<PointF> touchedPoints = {PointF{10, 10}};
std::vector<PointF> expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])};
NotifyMotionArgs motionArgs =
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, touchedPoints);
mDispatcher->notifyMotion(&motionArgs);
consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, expectedPoints);
// Touch Window 2
int32_t actionPointerDown =
AMOTION_EVENT_ACTION_POINTER_DOWN + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
touchedPoints.emplace_back(PointF{150, 150});
expectedPoints.emplace_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
motionArgs = generateMotionArgs(actionPointerDown, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, touchedPoints);
mDispatcher->notifyMotion(&motionArgs);
// Consuming from window1 since it's the window that has the InputReceiver
consumeMotionEvent(mWindow1, actionPointerDown, expectedPoints);
// Move both windows
touchedPoints = {{20, 20}, {175, 175}};
expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0]),
getPointInWindow(mWindow2->getInfo(), touchedPoints[1])};
motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, touchedPoints);
mDispatcher->notifyMotion(&motionArgs);
consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_MOVE, expectedPoints);
}
TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleWindowsFirstTouchWithScale) {
mWindow1->setWindowScale(0.5f, 0.5f);
// Touch Window 1
std::vector<PointF> touchedPoints = {PointF{10, 10}};
std::vector<PointF> expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])};
NotifyMotionArgs motionArgs =
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, touchedPoints);
mDispatcher->notifyMotion(&motionArgs);
consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, expectedPoints);
// Touch Window 2
int32_t actionPointerDown =
AMOTION_EVENT_ACTION_POINTER_DOWN + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
touchedPoints.emplace_back(PointF{150, 150});
expectedPoints.emplace_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1]));
motionArgs = generateMotionArgs(actionPointerDown, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, touchedPoints);
mDispatcher->notifyMotion(&motionArgs);
// Consuming from window1 since it's the window that has the InputReceiver
consumeMotionEvent(mWindow1, actionPointerDown, expectedPoints);
// Move both windows
touchedPoints = {{20, 20}, {175, 175}};
expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0]),
getPointInWindow(mWindow2->getInfo(), touchedPoints[1])};
motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
ADISPLAY_ID_DEFAULT, touchedPoints);
mDispatcher->notifyMotion(&motionArgs);
consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_MOVE, expectedPoints);
}
} // namespace android::inputdispatcher