Make tempTouchState a local variable
Currently, mTempTouchState is a class variable, and it is confusing when
it is being modified in functions such as findTouchedWindowAt.
This variable is only used inside findTouchedWindowTargets, so convert
it to a local variable. This will make it easier to keep track of its
contents.
Bug: none
Test: none
Change-Id: I8b4f45eadf0ba05e5979de39f78ba81fe79bce31
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 21ef555..48b3943 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -678,7 +678,7 @@
int32_t y =
int32_t(motionEntry->pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_Y));
sp<InputWindowHandle> touchedWindowHandle =
- findTouchedWindowAtLocked(displayId, x, y);
+ findTouchedWindowAtLocked(displayId, x, y, nullptr);
if (touchedWindowHandle != nullptr &&
touchedWindowHandle->getApplicationToken() !=
mInputTargetWaitApplicationToken) {
@@ -711,8 +711,13 @@
}
sp<InputWindowHandle> InputDispatcher::findTouchedWindowAtLocked(int32_t displayId, int32_t x,
- int32_t y, bool addOutsideTargets,
+ int32_t y, TouchState* touchState,
+ bool addOutsideTargets,
bool addPortalWindows) {
+ if ((addPortalWindows || addOutsideTargets) && touchState == nullptr) {
+ LOG_ALWAYS_FATAL(
+ "Must provide a valid touch state if adding portal windows or outside targets");
+ }
// Traverse windows from front to back to find touched window.
const std::vector<sp<InputWindowHandle>> windowHandles = getWindowHandlesLocked(displayId);
for (const sp<InputWindowHandle>& windowHandle : windowHandles) {
@@ -731,9 +736,9 @@
portalToDisplayId != displayId) {
if (addPortalWindows) {
// For the monitoring channels of the display.
- mTempTouchState.addPortalWindow(windowHandle);
+ touchState->addPortalWindow(windowHandle);
}
- return findTouchedWindowAtLocked(portalToDisplayId, x, y,
+ return findTouchedWindowAtLocked(portalToDisplayId, x, y, touchState,
addOutsideTargets, addPortalWindows);
}
// Found window.
@@ -742,9 +747,9 @@
}
if (addOutsideTargets && (flags & InputWindowInfo::FLAG_WATCH_OUTSIDE_TOUCH)) {
- mTempTouchState.addOrUpdateWindow(windowHandle,
- InputTarget::FLAG_DISPATCH_AS_OUTSIDE,
- BitSet32(0));
+ touchState->addOrUpdateWindow(windowHandle,
+ InputTarget::FLAG_DISPATCH_AS_OUTSIDE,
+ BitSet32(0));
}
}
}
@@ -1481,21 +1486,22 @@
InjectionPermission injectionPermission = INJECTION_PERMISSION_UNKNOWN;
sp<InputWindowHandle> newHoverWindowHandle;
- // Copy current touch state into mTempTouchState.
- // This state is always reset at the end of this function, so if we don't find state
- // for the specified display then our initial state will be empty.
+ // Copy current touch state into tempTouchState.
+ // This state will be used to update mTouchStatesByDisplay at the end of this function.
+ // If no state for the specified display exists, then our initial state will be empty.
const TouchState* oldState = nullptr;
+ TouchState tempTouchState;
std::unordered_map<int32_t, TouchState>::iterator oldStateIt =
mTouchStatesByDisplay.find(displayId);
if (oldStateIt != mTouchStatesByDisplay.end()) {
oldState = &(oldStateIt->second);
- mTempTouchState.copyFrom(*oldState);
+ tempTouchState.copyFrom(*oldState);
}
- bool isSplit = mTempTouchState.split;
- bool switchedDevice = mTempTouchState.deviceId >= 0 && mTempTouchState.displayId >= 0 &&
- (mTempTouchState.deviceId != entry.deviceId || mTempTouchState.source != entry.source ||
- mTempTouchState.displayId != displayId);
+ bool isSplit = tempTouchState.split;
+ bool switchedDevice = tempTouchState.deviceId >= 0 && tempTouchState.displayId >= 0 &&
+ (tempTouchState.deviceId != entry.deviceId || tempTouchState.source != entry.source ||
+ tempTouchState.displayId != displayId);
bool isHoverAction = (maskedAction == AMOTION_EVENT_ACTION_HOVER_MOVE ||
maskedAction == AMOTION_EVENT_ACTION_HOVER_ENTER ||
maskedAction == AMOTION_EVENT_ACTION_HOVER_EXIT);
@@ -1505,7 +1511,7 @@
bool wrongDevice = false;
if (newGesture) {
bool down = maskedAction == AMOTION_EVENT_ACTION_DOWN;
- if (switchedDevice && mTempTouchState.down && !down && !isHoverAction) {
+ if (switchedDevice && tempTouchState.down && !down && !isHoverAction) {
ALOGI("Dropping event because a pointer for a different device is already down "
"in display %" PRId32,
displayId);
@@ -1515,11 +1521,11 @@
wrongDevice = true;
goto Failed;
}
- mTempTouchState.reset();
- mTempTouchState.down = down;
- mTempTouchState.deviceId = entry.deviceId;
- mTempTouchState.source = entry.source;
- mTempTouchState.displayId = displayId;
+ tempTouchState.reset();
+ tempTouchState.down = down;
+ tempTouchState.deviceId = entry.deviceId;
+ tempTouchState.source = entry.source;
+ tempTouchState.displayId = displayId;
isSplit = false;
} else if (switchedDevice && maskedAction == AMOTION_EVENT_ACTION_MOVE) {
ALOGI("Dropping move event because a pointer for a different device is already active "
@@ -1548,11 +1554,11 @@
}
bool isDown = maskedAction == AMOTION_EVENT_ACTION_DOWN;
sp<InputWindowHandle> newTouchedWindowHandle =
- findTouchedWindowAtLocked(displayId, x, y, isDown /*addOutsideTargets*/,
- true /*addPortalWindows*/);
+ findTouchedWindowAtLocked(displayId, x, y, &tempTouchState,
+ isDown /*addOutsideTargets*/, true /*addPortalWindows*/);
std::vector<TouchedMonitor> newGestureMonitors = isDown
- ? findTouchedGestureMonitorsLocked(displayId, mTempTouchState.portalWindows)
+ ? findTouchedGestureMonitorsLocked(displayId, tempTouchState.portalWindows)
: std::vector<TouchedMonitor>{};
// Figure out whether splitting will be allowed for this window.
@@ -1569,7 +1575,7 @@
// Handle the case where we did not find a window.
if (newTouchedWindowHandle == nullptr) {
// Try to assign the pointer to the first foreground window we find, if there is one.
- newTouchedWindowHandle = mTempTouchState.getFirstForegroundWindowHandle();
+ newTouchedWindowHandle = tempTouchState.getFirstForegroundWindowHandle();
}
if (newTouchedWindowHandle == nullptr && newGestureMonitors.empty()) {
@@ -1605,15 +1611,15 @@
uint32_t pointerId = entry.pointerProperties[pointerIndex].id;
pointerIds.markBit(pointerId);
}
- mTempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
+ tempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
}
- mTempTouchState.addGestureMonitors(newGestureMonitors);
+ tempTouchState.addGestureMonitors(newGestureMonitors);
} else {
/* Case 2: Pointer move, up, cancel or non-splittable pointer down. */
// If the pointer is not currently down, then ignore the event.
- if (!mTempTouchState.down) {
+ if (!tempTouchState.down) {
if (DEBUG_FOCUS) {
ALOGD("Dropping event because the pointer is not down or we previously "
"dropped the pointer down event in display %" PRId32,
@@ -1625,14 +1631,14 @@
// Check whether touches should slip outside of the current foreground window.
if (maskedAction == AMOTION_EVENT_ACTION_MOVE && entry.pointerCount == 1 &&
- mTempTouchState.isSlippery()) {
+ tempTouchState.isSlippery()) {
int32_t x = int32_t(entry.pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_X));
int32_t y = int32_t(entry.pointerCoords[0].getAxisValue(AMOTION_EVENT_AXIS_Y));
sp<InputWindowHandle> oldTouchedWindowHandle =
- mTempTouchState.getFirstForegroundWindowHandle();
+ tempTouchState.getFirstForegroundWindowHandle();
sp<InputWindowHandle> newTouchedWindowHandle =
- findTouchedWindowAtLocked(displayId, x, y);
+ findTouchedWindowAtLocked(displayId, x, y, &tempTouchState);
if (oldTouchedWindowHandle != newTouchedWindowHandle &&
oldTouchedWindowHandle != nullptr && newTouchedWindowHandle != nullptr) {
if (DEBUG_FOCUS) {
@@ -1641,9 +1647,9 @@
newTouchedWindowHandle->getName().c_str(), displayId);
}
// Make a slippery exit from the old window.
- mTempTouchState.addOrUpdateWindow(oldTouchedWindowHandle,
- InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT,
- BitSet32(0));
+ tempTouchState.addOrUpdateWindow(oldTouchedWindowHandle,
+ InputTarget::FLAG_DISPATCH_AS_SLIPPERY_EXIT,
+ BitSet32(0));
// Make a slippery entrance into the new window.
if (newTouchedWindowHandle->getInfo()->supportsSplitTouch()) {
@@ -1663,7 +1669,7 @@
if (isSplit) {
pointerIds.markBit(entry.pointerProperties[0].id);
}
- mTempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
+ tempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
}
}
}
@@ -1675,9 +1681,8 @@
ALOGD("Sending hover exit event to window %s.",
mLastHoverWindowHandle->getName().c_str());
#endif
- mTempTouchState.addOrUpdateWindow(mLastHoverWindowHandle,
- InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT,
- BitSet32(0));
+ tempTouchState.addOrUpdateWindow(mLastHoverWindowHandle,
+ InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT, BitSet32(0));
}
// Let the new window know that the hover sequence is starting.
@@ -1686,9 +1691,9 @@
ALOGD("Sending hover enter event to window %s.",
newHoverWindowHandle->getName().c_str());
#endif
- mTempTouchState.addOrUpdateWindow(newHoverWindowHandle,
- InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER,
- BitSet32(0));
+ tempTouchState.addOrUpdateWindow(newHoverWindowHandle,
+ InputTarget::FLAG_DISPATCH_AS_HOVER_ENTER,
+ BitSet32(0));
}
}
@@ -1696,7 +1701,7 @@
// is at least one touched foreground window.
{
bool haveForegroundWindow = false;
- for (const TouchedWindow& touchedWindow : mTempTouchState.windows) {
+ for (const TouchedWindow& touchedWindow : tempTouchState.windows) {
if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
haveForegroundWindow = true;
if (!checkInjectionPermission(touchedWindow.windowHandle, entry.injectionState)) {
@@ -1706,7 +1711,7 @@
}
}
}
- bool hasGestureMonitor = !mTempTouchState.gestureMonitors.empty();
+ bool hasGestureMonitor = !tempTouchState.gestureMonitors.empty();
if (!haveForegroundWindow && !hasGestureMonitor) {
ALOGI("Dropping event because there is no touched foreground window in display "
"%" PRId32 " or gesture monitor to receive it.",
@@ -1723,16 +1728,16 @@
// set the policy flag that we will not reveal coordinate information to this window.
if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
sp<InputWindowHandle> foregroundWindowHandle =
- mTempTouchState.getFirstForegroundWindowHandle();
+ tempTouchState.getFirstForegroundWindowHandle();
if (foregroundWindowHandle) {
const int32_t foregroundWindowUid = foregroundWindowHandle->getInfo()->ownerUid;
- for (const TouchedWindow& touchedWindow : mTempTouchState.windows) {
+ for (const TouchedWindow& touchedWindow : tempTouchState.windows) {
if (touchedWindow.targetFlags & InputTarget::FLAG_DISPATCH_AS_OUTSIDE) {
sp<InputWindowHandle> inputWindowHandle = touchedWindow.windowHandle;
if (inputWindowHandle->getInfo()->ownerUid != foregroundWindowUid) {
- mTempTouchState.addOrUpdateWindow(inputWindowHandle,
- InputTarget::FLAG_ZERO_COORDS,
- BitSet32(0));
+ tempTouchState.addOrUpdateWindow(inputWindowHandle,
+ InputTarget::FLAG_ZERO_COORDS,
+ BitSet32(0));
}
}
}
@@ -1740,7 +1745,7 @@
}
// Ensure all touched foreground windows are ready for new input.
- for (const TouchedWindow& touchedWindow : mTempTouchState.windows) {
+ for (const TouchedWindow& touchedWindow : tempTouchState.windows) {
if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
// Check whether the window is ready for more input.
std::string reason =
@@ -1763,7 +1768,7 @@
// to View.onGenericMotionEvent to enable wallpapers to handle these events.
if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
sp<InputWindowHandle> foregroundWindowHandle =
- mTempTouchState.getFirstForegroundWindowHandle();
+ tempTouchState.getFirstForegroundWindowHandle();
if (foregroundWindowHandle && foregroundWindowHandle->getInfo()->hasWallpaper) {
const std::vector<sp<InputWindowHandle>> windowHandles =
getWindowHandlesLocked(displayId);
@@ -1771,7 +1776,7 @@
const InputWindowInfo* info = windowHandle->getInfo();
if (info->displayId == displayId &&
windowHandle->getInfo()->layoutParamsType == InputWindowInfo::TYPE_WALLPAPER) {
- mTempTouchState
+ tempTouchState
.addOrUpdateWindow(windowHandle,
InputTarget::FLAG_WINDOW_IS_OBSCURED |
InputTarget::
@@ -1786,19 +1791,19 @@
// Success! Output targets.
injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
- for (const TouchedWindow& touchedWindow : mTempTouchState.windows) {
+ for (const TouchedWindow& touchedWindow : tempTouchState.windows) {
addWindowTargetLocked(touchedWindow.windowHandle, touchedWindow.targetFlags,
touchedWindow.pointerIds, inputTargets);
}
- for (const TouchedMonitor& touchedMonitor : mTempTouchState.gestureMonitors) {
+ for (const TouchedMonitor& touchedMonitor : tempTouchState.gestureMonitors) {
addMonitoringTargetLocked(touchedMonitor.monitor, touchedMonitor.xOffset,
touchedMonitor.yOffset, inputTargets);
}
// Drop the outside or hover touch windows since we will not care about them
// in the next iteration.
- mTempTouchState.filterNonAsIsTouchWindows();
+ tempTouchState.filterNonAsIsTouchWindows();
Failed:
// Check injection permission once and for all.
@@ -1829,17 +1834,17 @@
}
*outConflictingPointerActions = true;
}
- mTempTouchState.reset();
+ tempTouchState.reset();
if (maskedAction == AMOTION_EVENT_ACTION_HOVER_ENTER ||
maskedAction == AMOTION_EVENT_ACTION_HOVER_MOVE) {
- mTempTouchState.deviceId = entry.deviceId;
- mTempTouchState.source = entry.source;
- mTempTouchState.displayId = displayId;
+ tempTouchState.deviceId = entry.deviceId;
+ tempTouchState.source = entry.source;
+ tempTouchState.displayId = displayId;
}
} else if (maskedAction == AMOTION_EVENT_ACTION_UP ||
maskedAction == AMOTION_EVENT_ACTION_CANCEL) {
// All pointers up or canceled.
- mTempTouchState.reset();
+ tempTouchState.reset();
} else if (maskedAction == AMOTION_EVENT_ACTION_DOWN) {
// First pointer went down.
if (oldState && oldState->down) {
@@ -1854,12 +1859,12 @@
int32_t pointerIndex = getMotionEventActionPointerIndex(action);
uint32_t pointerId = entry.pointerProperties[pointerIndex].id;
- for (size_t i = 0; i < mTempTouchState.windows.size();) {
- TouchedWindow& touchedWindow = mTempTouchState.windows[i];
+ for (size_t i = 0; i < tempTouchState.windows.size();) {
+ TouchedWindow& touchedWindow = tempTouchState.windows[i];
if (touchedWindow.targetFlags & InputTarget::FLAG_SPLIT) {
touchedWindow.pointerIds.clearBit(pointerId);
if (touchedWindow.pointerIds.isEmpty()) {
- mTempTouchState.windows.erase(mTempTouchState.windows.begin() + i);
+ tempTouchState.windows.erase(tempTouchState.windows.begin() + i);
continue;
}
}
@@ -1871,8 +1876,8 @@
// Save changes unless the action was scroll in which case the temporary touch
// state was only valid for this one action.
if (maskedAction != AMOTION_EVENT_ACTION_SCROLL) {
- if (mTempTouchState.displayId >= 0) {
- mTouchStatesByDisplay[displayId] = mTempTouchState;
+ if (tempTouchState.displayId >= 0) {
+ mTouchStatesByDisplay[displayId] = tempTouchState;
} else {
mTouchStatesByDisplay.erase(displayId);
}
@@ -1888,8 +1893,6 @@
}
Unresponsive:
- // Reset temporary touch state to ensure we release unnecessary references to input channels.
- mTempTouchState.reset();
nsecs_t timeSpentWaitingForApplication = getTimeSpentWaitingForApplicationLocked(currentTime);
updateDispatchStatistics(currentTime, entry, injectionResult, timeSpentWaitingForApplication);
diff --git a/services/inputflinger/dispatcher/InputDispatcher.h b/services/inputflinger/dispatcher/InputDispatcher.h
index 732e054..4707bee 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.h
+++ b/services/inputflinger/dispatcher/InputDispatcher.h
@@ -190,6 +190,7 @@
EventEntry* mNextUnblockedEvent GUARDED_BY(mLock);
sp<InputWindowHandle> findTouchedWindowAtLocked(int32_t displayId, int32_t x, int32_t y,
+ TouchState* touchState,
bool addOutsideTargets = false,
bool addPortalWindows = false) REQUIRES(mLock);
@@ -302,7 +303,6 @@
GUARDED_BY(mLock);
std::unordered_map<int32_t, TouchState> mTouchStatesByDisplay GUARDED_BY(mLock);
- TouchState mTempTouchState GUARDED_BY(mLock);
// Focused applications.
std::unordered_map<int32_t, sp<InputApplicationHandle>> mFocusedApplicationHandlesByDisplay