Dispatcher: refactor getWindowHandleLocked and StrongPointerHash
Bug: 185943742
Test: build, presubmit
Change-Id: Ie22f28259f20f048a194af38b8d5431be55dd731
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 8277f51..6d405d8 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -2967,7 +2967,7 @@
return; // Not a key or a motion
}
- std::unordered_set<sp<IBinder>, IBinderHash> newConnectionTokens;
+ std::unordered_set<sp<IBinder>, StrongPointerHash<IBinder>> newConnectionTokens;
std::vector<sp<Connection>> newConnections;
for (const InputTarget& target : targets) {
if ((target.flags & InputTarget::FLAG_DISPATCH_AS_OUTSIDE) ==
@@ -4284,12 +4284,8 @@
return nullptr;
}
-sp<InputWindowHandle> InputDispatcher::getFocusedWindowHandleLocked(int displayId) const {
- sp<IBinder> focusedToken = mFocusResolver.getFocusedWindowToken(displayId);
- return getWindowHandleLocked(focusedToken, displayId);
-}
-
-bool InputDispatcher::hasWindowHandleLocked(const sp<InputWindowHandle>& windowHandle) const {
+sp<InputWindowHandle> InputDispatcher::getWindowHandleLocked(
+ const sp<InputWindowHandle>& windowHandle) const {
for (auto& it : mWindowHandlesByDisplay) {
const std::vector<sp<InputWindowHandle>>& windowHandles = it.second;
for (const sp<InputWindowHandle>& handle : windowHandles) {
@@ -4301,11 +4297,16 @@
windowHandle->getName().c_str(), it.first,
windowHandle->getInfo()->displayId);
}
- return true;
+ return handle;
}
}
}
- return false;
+ return nullptr;
+}
+
+sp<InputWindowHandle> InputDispatcher::getFocusedWindowHandleLocked(int displayId) const {
+ sp<IBinder> focusedToken = mFocusResolver.getFocusedWindowToken(displayId);
+ return getWindowHandleLocked(focusedToken, displayId);
}
bool InputDispatcher::hasResponsiveConnectionLocked(InputWindowHandle& windowHandle) const {
@@ -4461,7 +4462,7 @@
TouchState& state = stateIt->second;
for (size_t i = 0; i < state.windows.size();) {
TouchedWindow& touchedWindow = state.windows[i];
- if (!hasWindowHandleLocked(touchedWindow.windowHandle)) {
+ if (getWindowHandleLocked(touchedWindow.windowHandle) == nullptr) {
if (DEBUG_FOCUS) {
ALOGD("Touched window was removed: %s in display %" PRId32,
touchedWindow.windowHandle->getName().c_str(), displayId);
@@ -4493,7 +4494,7 @@
// 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 (getWindowHandleLocked(oldWindowHandle) == nullptr) {
if (DEBUG_FOCUS) {
ALOGD("Window went away: %s", oldWindowHandle->getName().c_str());
}