Revert "Fix input infos are inconsistent between WMS and InputFlinger (2/2)"
This reverts commit 2d112c5f625d09bb703b8909289d11f02ee44398.
Reason for revert: Inject event may take too long if no animation.
Change-Id: Ie101f881363cf088a73a8b106fd242c15c7788bf
diff --git a/services/inputflinger/InputManager.cpp b/services/inputflinger/InputManager.cpp
index f2a0014..c7c61cf 100644
--- a/services/inputflinger/InputManager.cpp
+++ b/services/inputflinger/InputManager.cpp
@@ -111,10 +111,8 @@
handlesPerDisplay.emplace(info.displayId, std::vector<sp<InputWindowHandle>>());
handlesPerDisplay[info.displayId].push_back(new BinderWindowHandle(info));
}
- mDispatcher->setInputWindows(handlesPerDisplay);
-
- if (setInputWindowsListener) {
- setInputWindowsListener->onSetInputWindowsFinished();
+ for (auto const& i : handlesPerDisplay) {
+ mDispatcher->setInputWindows(i.second, i.first, setInputWindowsListener);
}
}
diff --git a/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp b/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp
index 7c5c9c5..3b18813 100644
--- a/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp
+++ b/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp
@@ -252,7 +252,7 @@
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window = new FakeWindowHandle(application, dispatcher, "Fake Window");
- dispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ dispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
NotifyMotionArgs motionArgs = generateMotionArgs();
@@ -288,7 +288,7 @@
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window = new FakeWindowHandle(application, dispatcher, "Fake Window");
- dispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ dispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
for (auto _ : state) {
MotionEvent event = generateMotionEvent();
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 4ec61b0..308d19b 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -3621,18 +3621,6 @@
mWindowHandlesByDisplay[displayId] = newHandles;
}
-void InputDispatcher::setInputWindows(
- const std::unordered_map<int32_t, std::vector<sp<InputWindowHandle>>>& handlesPerDisplay) {
- { // acquire lock
- std::scoped_lock _l(mLock);
- for (auto const& i : handlesPerDisplay) {
- setInputWindowsLocked(i.second, i.first);
- }
- }
- // Wake up poll loop since it may need to make new input dispatching choices.
- mLooper->wake();
-}
-
/**
* Called from InputManagerService, update window handle list by displayId that can receive input.
* A window handle contains information about InputChannel, Touch Region, Types, Focused,...
@@ -3640,8 +3628,9 @@
* For focused handle, check if need to change and send a cancel event to previous one.
* For removed handle, check if need to send a cancel event if already in touch.
*/
-void InputDispatcher::setInputWindowsLocked(
- const std::vector<sp<InputWindowHandle>>& inputWindowHandles, int32_t displayId) {
+void InputDispatcher::setInputWindows(const std::vector<sp<InputWindowHandle>>& inputWindowHandles,
+ int32_t displayId,
+ const sp<ISetInputWindowsListener>& setInputWindowsListener) {
if (DEBUG_FOCUS) {
std::string windowList;
for (const sp<InputWindowHandle>& iwh : inputWindowHandles) {
@@ -3649,97 +3638,109 @@
}
ALOGD("setInputWindows displayId=%" PRId32 " %s", displayId, windowList.c_str());
}
+ { // acquire lock
+ std::scoped_lock _l(mLock);
- // Copy old handles for release if they are no longer present.
- const std::vector<sp<InputWindowHandle>> oldWindowHandles = getWindowHandlesLocked(displayId);
+ // Copy old handles for release if they are no longer present.
+ const std::vector<sp<InputWindowHandle>> oldWindowHandles =
+ getWindowHandlesLocked(displayId);
- updateWindowHandlesForDisplayLocked(inputWindowHandles, displayId);
+ updateWindowHandlesForDisplayLocked(inputWindowHandles, displayId);
- sp<InputWindowHandle> newFocusedWindowHandle = nullptr;
- bool foundHoveredWindow = false;
- for (const sp<InputWindowHandle>& windowHandle : getWindowHandlesLocked(displayId)) {
- // Set newFocusedWindowHandle to the top most focused window instead of the last one
- if (!newFocusedWindowHandle && windowHandle->getInfo()->hasFocus &&
- windowHandle->getInfo()->visible) {
- newFocusedWindowHandle = windowHandle;
- }
- if (windowHandle == mLastHoverWindowHandle) {
- foundHoveredWindow = true;
- }
- }
-
- if (!foundHoveredWindow) {
- mLastHoverWindowHandle = nullptr;
- }
-
- sp<InputWindowHandle> oldFocusedWindowHandle =
- getValueByKey(mFocusedWindowHandlesByDisplay, displayId);
-
- if (!haveSameToken(oldFocusedWindowHandle, newFocusedWindowHandle)) {
- if (oldFocusedWindowHandle != nullptr) {
- if (DEBUG_FOCUS) {
- ALOGD("Focus left window: %s in display %" PRId32,
- oldFocusedWindowHandle->getName().c_str(), displayId);
+ sp<InputWindowHandle> newFocusedWindowHandle = nullptr;
+ bool foundHoveredWindow = false;
+ for (const sp<InputWindowHandle>& windowHandle : getWindowHandlesLocked(displayId)) {
+ // Set newFocusedWindowHandle to the top most focused window instead of the last one
+ if (!newFocusedWindowHandle && windowHandle->getInfo()->hasFocus &&
+ windowHandle->getInfo()->visible) {
+ newFocusedWindowHandle = windowHandle;
}
- sp<InputChannel> focusedInputChannel =
- getInputChannelLocked(oldFocusedWindowHandle->getToken());
- if (focusedInputChannel != nullptr) {
- CancelationOptions options(CancelationOptions::CANCEL_NON_POINTER_EVENTS,
- "focus left window");
- synthesizeCancelationEventsForInputChannelLocked(focusedInputChannel, options);
- enqueueFocusEventLocked(*oldFocusedWindowHandle, false /*hasFocus*/);
+ if (windowHandle == mLastHoverWindowHandle) {
+ foundHoveredWindow = true;
}
- mFocusedWindowHandlesByDisplay.erase(displayId);
- }
- if (newFocusedWindowHandle != nullptr) {
- if (DEBUG_FOCUS) {
- ALOGD("Focus entered window: %s in display %" PRId32,
- newFocusedWindowHandle->getName().c_str(), displayId);
- }
- mFocusedWindowHandlesByDisplay[displayId] = newFocusedWindowHandle;
- enqueueFocusEventLocked(*newFocusedWindowHandle, true /*hasFocus*/);
}
- if (mFocusedDisplayId == displayId) {
- onFocusChangedLocked(oldFocusedWindowHandle, newFocusedWindowHandle);
+ if (!foundHoveredWindow) {
+ mLastHoverWindowHandle = nullptr;
}
- }
- ssize_t stateIndex = mTouchStatesByDisplay.indexOfKey(displayId);
- if (stateIndex >= 0) {
- TouchState& state = mTouchStatesByDisplay.editValueAt(stateIndex);
- for (size_t i = 0; i < state.windows.size();) {
- TouchedWindow& touchedWindow = state.windows[i];
- if (!hasWindowHandleLocked(touchedWindow.windowHandle)) {
+ sp<InputWindowHandle> oldFocusedWindowHandle =
+ getValueByKey(mFocusedWindowHandlesByDisplay, displayId);
+
+ if (!haveSameToken(oldFocusedWindowHandle, newFocusedWindowHandle)) {
+ if (oldFocusedWindowHandle != nullptr) {
if (DEBUG_FOCUS) {
- ALOGD("Touched window was removed: %s in display %" PRId32,
- touchedWindow.windowHandle->getName().c_str(), displayId);
+ ALOGD("Focus left window: %s in display %" PRId32,
+ oldFocusedWindowHandle->getName().c_str(), displayId);
}
- sp<InputChannel> touchedInputChannel =
- getInputChannelLocked(touchedWindow.windowHandle->getToken());
- if (touchedInputChannel != nullptr) {
- CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
- "touched window was removed");
- synthesizeCancelationEventsForInputChannelLocked(touchedInputChannel, options);
+ sp<InputChannel> focusedInputChannel =
+ getInputChannelLocked(oldFocusedWindowHandle->getToken());
+ if (focusedInputChannel != nullptr) {
+ CancelationOptions options(CancelationOptions::CANCEL_NON_POINTER_EVENTS,
+ "focus left window");
+ synthesizeCancelationEventsForInputChannelLocked(focusedInputChannel, options);
+ enqueueFocusEventLocked(*oldFocusedWindowHandle, false /*hasFocus*/);
}
- state.windows.erase(state.windows.begin() + i);
- } else {
- ++i;
+ mFocusedWindowHandlesByDisplay.erase(displayId);
}
- }
- }
+ if (newFocusedWindowHandle != nullptr) {
+ if (DEBUG_FOCUS) {
+ ALOGD("Focus entered window: %s in display %" PRId32,
+ newFocusedWindowHandle->getName().c_str(), displayId);
+ }
+ mFocusedWindowHandlesByDisplay[displayId] = newFocusedWindowHandle;
+ enqueueFocusEventLocked(*newFocusedWindowHandle, true /*hasFocus*/);
+ }
- // Release information for windows that are no longer present.
- // This ensures that unused input channels are released promptly.
- // Otherwise, they might stick around until the window handle is destroyed
- // which might not happen until the next GC.
- for (const sp<InputWindowHandle>& oldWindowHandle : oldWindowHandles) {
- if (!hasWindowHandleLocked(oldWindowHandle)) {
- if (DEBUG_FOCUS) {
- ALOGD("Window went away: %s", oldWindowHandle->getName().c_str());
+ if (mFocusedDisplayId == displayId) {
+ onFocusChangedLocked(oldFocusedWindowHandle, newFocusedWindowHandle);
}
- oldWindowHandle->releaseChannel();
}
+
+ ssize_t stateIndex = mTouchStatesByDisplay.indexOfKey(displayId);
+ if (stateIndex >= 0) {
+ TouchState& state = mTouchStatesByDisplay.editValueAt(stateIndex);
+ for (size_t i = 0; i < state.windows.size();) {
+ TouchedWindow& touchedWindow = state.windows[i];
+ if (!hasWindowHandleLocked(touchedWindow.windowHandle)) {
+ if (DEBUG_FOCUS) {
+ ALOGD("Touched window was removed: %s in display %" PRId32,
+ touchedWindow.windowHandle->getName().c_str(), displayId);
+ }
+ sp<InputChannel> touchedInputChannel =
+ getInputChannelLocked(touchedWindow.windowHandle->getToken());
+ if (touchedInputChannel != nullptr) {
+ CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
+ "touched window was removed");
+ synthesizeCancelationEventsForInputChannelLocked(touchedInputChannel,
+ options);
+ }
+ state.windows.erase(state.windows.begin() + i);
+ } else {
+ ++i;
+ }
+ }
+ }
+
+ // Release information for windows that are no longer present.
+ // This ensures that unused input channels are released promptly.
+ // Otherwise, they might stick around until the window handle is destroyed
+ // which might not happen until the next GC.
+ for (const sp<InputWindowHandle>& oldWindowHandle : oldWindowHandles) {
+ if (!hasWindowHandleLocked(oldWindowHandle)) {
+ if (DEBUG_FOCUS) {
+ ALOGD("Window went away: %s", oldWindowHandle->getName().c_str());
+ }
+ oldWindowHandle->releaseChannel();
+ }
+ }
+ } // release lock
+
+ // Wake up poll loop since it may need to make new input dispatching choices.
+ mLooper->wake();
+
+ if (setInputWindowsListener) {
+ setInputWindowsListener->onSetInputWindowsFinished();
}
}
diff --git a/services/inputflinger/dispatcher/InputDispatcher.h b/services/inputflinger/dispatcher/InputDispatcher.h
index cbba7e1..4aa47f8 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.h
+++ b/services/inputflinger/dispatcher/InputDispatcher.h
@@ -109,8 +109,8 @@
virtual std::unique_ptr<VerifiedInputEvent> verifyInputEvent(const InputEvent& event) override;
virtual void setInputWindows(
- const std::unordered_map<int32_t, std::vector<sp<InputWindowHandle>>>&
- handlesPerDisplay) override;
+ const std::vector<sp<InputWindowHandle>>& inputWindowHandles, int32_t displayId,
+ const sp<ISetInputWindowsListener>& setInputWindowsListener = nullptr) override;
virtual void setFocusedApplication(
int32_t displayId, const sp<InputApplicationHandle>& inputApplicationHandle) override;
virtual void setFocusedDisplay(int32_t displayId) override;
@@ -278,8 +278,6 @@
std::unordered_map<int32_t, std::vector<sp<InputWindowHandle>>> mWindowHandlesByDisplay
GUARDED_BY(mLock);
- void setInputWindowsLocked(const std::vector<sp<InputWindowHandle>>& inputWindowHandles,
- int32_t displayId) REQUIRES(mLock);
// Get window handles by display, return an empty vector if not found.
std::vector<sp<InputWindowHandle>> getWindowHandlesLocked(int32_t displayId) const
REQUIRES(mLock);
diff --git a/services/inputflinger/dispatcher/include/InputDispatcherInterface.h b/services/inputflinger/dispatcher/include/InputDispatcherInterface.h
index 09dc92c..6e98676 100644
--- a/services/inputflinger/dispatcher/include/InputDispatcherInterface.h
+++ b/services/inputflinger/dispatcher/include/InputDispatcherInterface.h
@@ -19,7 +19,6 @@
#include <InputListener.h>
#include <input/ISetInputWindowsListener.h>
-#include <unordered_map>
namespace android {
@@ -100,13 +99,13 @@
*/
virtual std::unique_ptr<VerifiedInputEvent> verifyInputEvent(const InputEvent& event) = 0;
- /* Sets the list of input windows per display.
+ /* Sets the list of input windows.
*
* This method may be called on any thread (usually by the input manager).
*/
virtual void setInputWindows(
- const std::unordered_map<int32_t, std::vector<sp<InputWindowHandle>>>&
- handlesPerDisplay) = 0;
+ const std::vector<sp<InputWindowHandle> >& inputWindowHandles, int32_t displayId,
+ const sp<ISetInputWindowsListener>& setInputWindowsListener = nullptr) = 0;
/* Sets the focused application on the given display.
*
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 29f3dac..1f283b1 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -871,7 +871,7 @@
sp<FakeWindowHandle> window = new FakeWindowHandle(application, mDispatcher, "Fake Window",
ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ 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";
@@ -888,7 +888,7 @@
sp<FakeWindowHandle> windowSecond = new FakeWindowHandle(application, mDispatcher, "Second",
ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
+ 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";
@@ -910,7 +910,7 @@
// Display should have only one focused window
windowSecond->setFocus(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
+ mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
windowSecond->consumeFocusEvent(true);
ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
@@ -935,7 +935,7 @@
windowTop->setFocus(true);
windowSecond->setFocus(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
+ 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";
@@ -960,7 +960,7 @@
windowSecond->setFocus(true);
// Release channel for window is no longer valid.
windowTop->releaseChannel();
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
+ mDispatcher->setInputWindows({windowTop, windowSecond}, ADISPLAY_ID_DEFAULT);
windowSecond->consumeFocusEvent(true);
// Test inject a key down, should dispatch to a valid window.
@@ -986,7 +986,7 @@
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowLeft, windowRight}}});
+ 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.
@@ -1003,7 +1003,7 @@
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
window->setFocus(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true);
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
@@ -1025,7 +1025,7 @@
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
NotifyMotionArgs motionArgs =
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
@@ -1053,7 +1053,7 @@
"Second Window", ADISPLAY_ID_DEFAULT);
// Add the windows to the dispatcher
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}});
+ mDispatcher->setInputWindows({firstWindow, secondWindow}, ADISPLAY_ID_DEFAULT);
// Send down to the first window
NotifyMotionArgs downMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN,
@@ -1090,7 +1090,7 @@
"Second Window", ADISPLAY_ID_DEFAULT);
// Add the windows to the dispatcher
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}});
+ mDispatcher->setInputWindows({firstWindow, secondWindow}, ADISPLAY_ID_DEFAULT);
// Send down to the first window
NotifyMotionArgs downMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN,
@@ -1152,7 +1152,7 @@
| InputWindowInfo::FLAG_SPLIT_TOUCH);
// Add the windows to the dispatcher
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}});
+ mDispatcher->setInputWindows({firstWindow, secondWindow}, ADISPLAY_ID_DEFAULT);
PointF pointInFirst = {300, 200};
PointF pointInSecond = {300, 600};
@@ -1204,7 +1204,7 @@
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
window->setFocus(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true);
@@ -1220,7 +1220,7 @@
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
mDispatcher->notifyKey(&keyArgs);
@@ -1235,7 +1235,7 @@
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
// Send key
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT);
@@ -1289,7 +1289,7 @@
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
true /*isGestureMonitor*/);
@@ -1309,7 +1309,7 @@
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
window->setFocus(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true);
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
@@ -1325,7 +1325,7 @@
sp<FakeApplicationHandle> application = new FakeApplicationHandle();
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
true /*isGestureMonitor*/);
@@ -1351,7 +1351,7 @@
sp<FakeWindowHandle> window =
new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
NotifyMotionArgs motionArgs =
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
@@ -1387,29 +1387,29 @@
window->setFocus(true);
SCOPED_TRACE("Check default value of touch mode");
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ 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({{ADISPLAY_ID_DEFAULT, {window}}});
+ 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({{ADISPLAY_ID_DEFAULT, {window}}});
+ 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({{ADISPLAY_ID_DEFAULT, {window}}});
+ 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({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
window->assertNoEvents();
@@ -1423,7 +1423,7 @@
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
window->setFocus(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/);
NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN);
@@ -1459,7 +1459,7 @@
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+ mDispatcher->setInputWindows({window}, ADISPLAY_ID_DEFAULT);
NotifyMotionArgs motionArgs =
generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
@@ -1512,7 +1512,7 @@
mWindow = new FakeWindowHandle(mApp, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT);
mWindow->setFocus(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
+ mDispatcher->setInputWindows({mWindow}, ADISPLAY_ID_DEFAULT);
mWindow->consumeFocusEvent(true);
}
@@ -1602,7 +1602,7 @@
// Set focus window for primary display, but focused display would be second one.
mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application1);
windowInPrimary->setFocus(true);
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowInPrimary}}});
+ mDispatcher->setInputWindows({windowInPrimary}, ADISPLAY_ID_DEFAULT);
windowInPrimary->consumeFocusEvent(true);
application2 = new FakeApplicationHandle();
@@ -1614,7 +1614,7 @@
// Set focus window for second display.
mDispatcher->setFocusedApplication(SECOND_DISPLAY_ID, application2);
windowInSecondary->setFocus(true);
- mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {windowInSecondary}}});
+ mDispatcher->setInputWindows({windowInSecondary}, SECOND_DISPLAY_ID);
windowInSecondary->consumeFocusEvent(true);
}
@@ -1664,7 +1664,7 @@
windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
// Remove all windows in secondary display.
- mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {}}});
+ 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,
@@ -1828,7 +1828,7 @@
mFocusedWindow->setFocus(true);
// Expect one focus window exist in display.
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}});
+ mDispatcher->setInputWindows({mUnfocusedWindow, mFocusedWindow}, ADISPLAY_ID_DEFAULT);
mFocusedWindow->consumeFocusEvent(true);
}
@@ -1916,7 +1916,7 @@
mWindow2->setId(1);
mWindow2->setFrame(Rect(100, 100, 200, 200));
- mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow1, mWindow2}}});
+ mDispatcher->setInputWindows({mWindow1, mWindow2}, ADISPLAY_ID_DEFAULT);
}
protected: