Use enum class for injection constants

To improve code completion and error outputs from gtest, use enum class
for injection mode and injection result

Bug: none
Test: presubmit
Change-Id: I579a3da95c0d20375e155fd52d426e2460fdffa0
diff --git a/libs/input/Android.bp b/libs/input/Android.bp
index b442700..d8c3e6f 100644
--- a/libs/input/Android.bp
+++ b/libs/input/Android.bp
@@ -17,9 +17,11 @@
 filegroup {
     name: "inputconstants_aidl",
     srcs: [
-        "android/os/IInputConstants.aidl",
-        "android/os/TouchOcclusionMode.aidl",
         "android/os/BlockUntrustedTouchesMode.aidl",
+        "android/os/IInputConstants.aidl",
+        "android/os/InputEventInjectionResult.aidl",
+        "android/os/InputEventInjectionSync.aidl",
+        "android/os/TouchOcclusionMode.aidl",
     ],
 }
 
@@ -73,6 +75,8 @@
                 "android/FocusRequest.aidl",
                 "android/InputApplicationInfo.aidl",
                 "android/os/IInputConstants.aidl",
+                "android/os/InputEventInjectionResult.aidl",
+                "android/os/InputEventInjectionSync.aidl",
                 "android/os/TouchOcclusionMode.aidl",
                 "android/os/BlockUntrustedTouchesMode.aidl",
                 "android/os/IInputFlinger.aidl",
diff --git a/libs/input/android/os/InputEventInjectionResult.aidl b/libs/input/android/os/InputEventInjectionResult.aidl
new file mode 100644
index 0000000..34f10ec
--- /dev/null
+++ b/libs/input/android/os/InputEventInjectionResult.aidl
@@ -0,0 +1,41 @@
+/**
+ * Copyright (c) 2020, 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.
+ */
+
+package android.os;
+
+/**
+ * Constants used to report the outcome of input event injection.
+ *
+ * @hide
+ */
+@Backing(type="int")
+enum InputEventInjectionResult {
+    /* (INTERNAL USE ONLY) Specifies that injection is pending and its outcome is unknown. */
+    PENDING = -1,
+
+    /* Injection succeeded. */
+    SUCCEEDED = 0,
+
+    /* Injection failed because the injector did not have permission to inject
+     * into the application with input focus. */
+    PERMISSION_DENIED = 1,
+
+    /* Injection failed because there were no available input targets. */
+    FAILED = 2,
+
+    /* Injection failed due to a timeout. */
+    TIMED_OUT = 3,
+}
diff --git a/libs/input/android/os/InputEventInjectionSync.aidl b/libs/input/android/os/InputEventInjectionSync.aidl
new file mode 100644
index 0000000..95d24cb
--- /dev/null
+++ b/libs/input/android/os/InputEventInjectionSync.aidl
@@ -0,0 +1,36 @@
+/**
+ * Copyright (c) 2020, 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.
+ */
+
+package android.os;
+
+/**
+ * Constants used to specify the input event injection synchronization mode.
+ *
+ * @hide
+ */
+@Backing(type="int")
+enum InputEventInjectionSync {
+    /* Injection is asynchronous and is assumed always to be successful. */
+    NONE = 0,
+
+    /* Waits for previous events to be dispatched so that the input dispatcher can determine
+     * whether input event injection willbe permitted based on the current input focus.
+     * Does not wait for the input event to finish processing. */
+    WAIT_FOR_RESULT = 1,
+
+    /* Waits for the input event to be completely processed. */
+    WAIT_FOR_FINISHED = 2,
+}
diff --git a/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp b/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp
index 46bc055..2587ac6 100644
--- a/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp
+++ b/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp
@@ -19,6 +19,9 @@
 #include <binder/Binder.h>
 #include "../dispatcher/InputDispatcher.h"
 
+using android::os::InputEventInjectionResult;
+using android::os::InputEventInjectionSync;
+
 namespace android::inputdispatcher {
 
 // An arbitrary device id.
@@ -286,13 +289,13 @@
         MotionEvent event = generateMotionEvent();
         // Send ACTION_DOWN
         dispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                     INPUT_EVENT_INJECTION_SYNC_NONE, INJECT_EVENT_TIMEOUT,
+                                     InputEventInjectionSync::NONE, INJECT_EVENT_TIMEOUT,
                                      POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
 
         // Send ACTION_UP
         event.setAction(AMOTION_EVENT_ACTION_UP);
         dispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                     INPUT_EVENT_INJECTION_SYNC_NONE, INJECT_EVENT_TIMEOUT,
+                                     InputEventInjectionSync::NONE, INJECT_EVENT_TIMEOUT,
                                      POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
 
         window->consumeEvent();
diff --git a/services/inputflinger/dispatcher/InjectionState.cpp b/services/inputflinger/dispatcher/InjectionState.cpp
index b2d0a26..c8024a6 100644
--- a/services/inputflinger/dispatcher/InjectionState.cpp
+++ b/services/inputflinger/dispatcher/InjectionState.cpp
@@ -24,7 +24,7 @@
       : refCount(1),
         injectorPid(injectorPid),
         injectorUid(injectorUid),
-        injectionResult(INPUT_EVENT_INJECTION_PENDING),
+        injectionResult(android::os::InputEventInjectionResult::PENDING),
         injectionIsAsync(false),
         pendingForegroundDispatches(0) {}
 
diff --git a/services/inputflinger/dispatcher/InjectionState.h b/services/inputflinger/dispatcher/InjectionState.h
index 311a0f1..0bfafb1 100644
--- a/services/inputflinger/dispatcher/InjectionState.h
+++ b/services/inputflinger/dispatcher/InjectionState.h
@@ -17,34 +17,19 @@
 #ifndef _UI_INPUT_INPUTDISPATCHER_INJECTIONSTATE_H
 #define _UI_INPUT_INPUTDISPATCHER_INJECTIONSTATE_H
 
+#include <stdint.h>
 #include "InputDispatcherInterface.h"
 
-#include <stdint.h>
+namespace android {
 
-namespace android::inputdispatcher {
-
-/*
- * Constants used to determine the input event injection synchronization mode.
- */
-enum {
-    /* Injection is asynchronous and is assumed always to be successful. */
-    INPUT_EVENT_INJECTION_SYNC_NONE = 0,
-
-    /* Waits for previous events to be dispatched so that the input dispatcher can determine
-     * whether input event injection willbe permitted based on the current input focus.
-     * Does not wait for the input event to finish processing. */
-    INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT = 1,
-
-    /* Waits for the input event to be completely processed. */
-    INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_FINISHED = 2,
-};
+namespace inputdispatcher {
 
 struct InjectionState {
     mutable int32_t refCount;
 
     int32_t injectorPid;
     int32_t injectorUid;
-    int32_t injectionResult;             // initially INPUT_EVENT_INJECTION_PENDING
+    android::os::InputEventInjectionResult injectionResult; // initially PENDING
     bool injectionIsAsync;               // set to true if injection is not waiting for the result
     int32_t pendingForegroundDispatches; // the number of foreground dispatches in progress
 
@@ -55,6 +40,7 @@
     ~InjectionState();
 };
 
-} // namespace android::inputdispatcher
+} // namespace inputdispatcher
+} // namespace android
 
 #endif // _UI_INPUT_INPUTDISPATCHER_INJECTIONSTATE_H
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 8b4ae03..a9aebdf 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -74,6 +74,9 @@
 #define INDENT4 "        "
 
 using android::base::StringPrintf;
+using android::os::BlockUntrustedTouchesMode;
+using android::os::InputEventInjectionResult;
+using android::os::InputEventInjectionSync;
 
 namespace android::inputdispatcher {
 
@@ -1018,11 +1021,11 @@
 
 void InputDispatcher::releaseInboundEventLocked(EventEntry* entry) {
     InjectionState* injectionState = entry->injectionState;
-    if (injectionState && injectionState->injectionResult == INPUT_EVENT_INJECTION_PENDING) {
+    if (injectionState && injectionState->injectionResult == InputEventInjectionResult::PENDING) {
 #if DEBUG_DISPATCH_CYCLE
         ALOGD("Injected inbound event was dropped.");
 #endif
-        setInjectionResult(entry, INPUT_EVENT_INJECTION_FAILED);
+        setInjectionResult(entry, InputEventInjectionResult::FAILED);
     }
     if (entry == mNextUnblockedEvent) {
         mNextUnblockedEvent = nullptr;
@@ -1227,22 +1230,22 @@
     // Clean up if dropping the event.
     if (*dropReason != DropReason::NOT_DROPPED) {
         setInjectionResult(entry,
-                           *dropReason == DropReason::POLICY ? INPUT_EVENT_INJECTION_SUCCEEDED
-                                                             : INPUT_EVENT_INJECTION_FAILED);
+                           *dropReason == DropReason::POLICY ? InputEventInjectionResult::SUCCEEDED
+                                                             : InputEventInjectionResult::FAILED);
         mReporter->reportDroppedKey(entry->id);
         return true;
     }
 
     // Identify targets.
     std::vector<InputTarget> inputTargets;
-    int32_t injectionResult =
+    InputEventInjectionResult injectionResult =
             findFocusedWindowTargetsLocked(currentTime, *entry, inputTargets, nextWakeupTime);
-    if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
+    if (injectionResult == InputEventInjectionResult::PENDING) {
         return false;
     }
 
     setInjectionResult(entry, injectionResult);
-    if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
+    if (injectionResult != InputEventInjectionResult::SUCCEEDED) {
         return true;
     }
 
@@ -1278,8 +1281,8 @@
     // Clean up if dropping the event.
     if (*dropReason != DropReason::NOT_DROPPED) {
         setInjectionResult(entry,
-                           *dropReason == DropReason::POLICY ? INPUT_EVENT_INJECTION_SUCCEEDED
-                                                             : INPUT_EVENT_INJECTION_FAILED);
+                           *dropReason == DropReason::POLICY ? InputEventInjectionResult::SUCCEEDED
+                                                             : InputEventInjectionResult::FAILED);
         return true;
     }
 
@@ -1289,7 +1292,7 @@
     std::vector<InputTarget> inputTargets;
 
     bool conflictingPointerActions = false;
-    int32_t injectionResult;
+    InputEventInjectionResult injectionResult;
     if (isPointerEvent) {
         // Pointer event.  (eg. touchscreen)
         injectionResult =
@@ -1300,16 +1303,16 @@
         injectionResult =
                 findFocusedWindowTargetsLocked(currentTime, *entry, inputTargets, nextWakeupTime);
     }
-    if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
+    if (injectionResult == InputEventInjectionResult::PENDING) {
         return false;
     }
 
     setInjectionResult(entry, injectionResult);
-    if (injectionResult == INPUT_EVENT_INJECTION_PERMISSION_DENIED) {
+    if (injectionResult == InputEventInjectionResult::PERMISSION_DENIED) {
         ALOGW("Permission denied, dropping the motion (isPointer=%s)", toString(isPointerEvent));
         return true;
     }
-    if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
+    if (injectionResult != InputEventInjectionResult::SUCCEEDED) {
         CancelationOptions::Mode mode(isPointerEvent
                                               ? CancelationOptions::CANCEL_POINTER_EVENTS
                                               : CancelationOptions::CANCEL_NON_POINTER_EVENTS);
@@ -1491,10 +1494,9 @@
     return false;
 }
 
-int32_t InputDispatcher::findFocusedWindowTargetsLocked(nsecs_t currentTime,
-                                                        const EventEntry& entry,
-                                                        std::vector<InputTarget>& inputTargets,
-                                                        nsecs_t* nextWakeupTime) {
+InputEventInjectionResult InputDispatcher::findFocusedWindowTargetsLocked(
+        nsecs_t currentTime, const EventEntry& entry, std::vector<InputTarget>& inputTargets,
+        nsecs_t* nextWakeupTime) {
     std::string reason;
 
     int32_t displayId = getTargetDisplayId(entry);
@@ -1508,7 +1510,7 @@
         ALOGI("Dropping %s event because there is no focused window or focused application in "
               "display %" PRId32 ".",
               EventEntry::typeToString(entry.type), displayId);
-        return INPUT_EVENT_INJECTION_FAILED;
+        return InputEventInjectionResult::FAILED;
     }
 
     // Compatibility behavior: raise ANR if there is a focused application, but no focused window.
@@ -1528,15 +1530,15 @@
                   "window when it finishes starting up. Will wait for %" PRId64 "ms",
                   mAwaitedFocusedApplication->getName().c_str(), millis(timeout));
             *nextWakeupTime = *mNoFocusedWindowTimeoutTime;
-            return INPUT_EVENT_INJECTION_PENDING;
+            return InputEventInjectionResult::PENDING;
         } else if (currentTime > *mNoFocusedWindowTimeoutTime) {
             // Already raised ANR. Drop the event
             ALOGE("Dropping %s event because there is no focused window",
                   EventEntry::typeToString(entry.type));
-            return INPUT_EVENT_INJECTION_FAILED;
+            return InputEventInjectionResult::FAILED;
         } else {
             // Still waiting for the focused window
-            return INPUT_EVENT_INJECTION_PENDING;
+            return InputEventInjectionResult::PENDING;
         }
     }
 
@@ -1545,12 +1547,12 @@
 
     // Check permissions.
     if (!checkInjectionPermission(focusedWindowHandle, entry.injectionState)) {
-        return INPUT_EVENT_INJECTION_PERMISSION_DENIED;
+        return InputEventInjectionResult::PERMISSION_DENIED;
     }
 
     if (focusedWindowHandle->getInfo()->paused) {
         ALOGI("Waiting because %s is paused", focusedWindowHandle->getName().c_str());
-        return INPUT_EVENT_INJECTION_PENDING;
+        return InputEventInjectionResult::PENDING;
     }
 
     // If the event is a key event, then we must wait for all previous events to
@@ -1567,7 +1569,7 @@
     if (entry.type == EventEntry::Type::KEY) {
         if (shouldWaitToSendKeyLocked(currentTime, focusedWindowHandle->getName().c_str())) {
             *nextWakeupTime = *mKeyIsWaitingForEventsTimeout;
-            return INPUT_EVENT_INJECTION_PENDING;
+            return InputEventInjectionResult::PENDING;
         }
     }
 
@@ -1577,7 +1579,7 @@
                           BitSet32(0), inputTargets);
 
     // Done.
-    return INPUT_EVENT_INJECTION_SUCCEEDED;
+    return InputEventInjectionResult::SUCCEEDED;
 }
 
 /**
@@ -1606,11 +1608,9 @@
     return responsiveMonitors;
 }
 
-int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
-                                                        const MotionEntry& entry,
-                                                        std::vector<InputTarget>& inputTargets,
-                                                        nsecs_t* nextWakeupTime,
-                                                        bool* outConflictingPointerActions) {
+InputEventInjectionResult InputDispatcher::findTouchedWindowTargetsLocked(
+        nsecs_t currentTime, const MotionEntry& entry, std::vector<InputTarget>& inputTargets,
+        nsecs_t* nextWakeupTime, bool* outConflictingPointerActions) {
     ATRACE_CALL();
     enum InjectionPermission {
         INJECTION_PERMISSION_UNKNOWN,
@@ -1625,7 +1625,7 @@
     int32_t maskedAction = action & AMOTION_EVENT_ACTION_MASK;
 
     // Update the touch state as needed based on the properties of the touch event.
-    int32_t injectionResult = INPUT_EVENT_INJECTION_PENDING;
+    InputEventInjectionResult injectionResult = InputEventInjectionResult::PENDING;
     InjectionPermission injectionPermission = INJECTION_PERMISSION_UNKNOWN;
     sp<InputWindowHandle> newHoverWindowHandle(mLastHoverWindowHandle);
     sp<InputWindowHandle> newTouchedWindowHandle;
@@ -1660,7 +1660,7 @@
                   "in display %" PRId32,
                   displayId);
             // TODO: test multiple simultaneous input streams.
-            injectionResult = INPUT_EVENT_INJECTION_FAILED;
+            injectionResult = InputEventInjectionResult::FAILED;
             switchedDevice = false;
             wrongDevice = true;
             goto Failed;
@@ -1676,7 +1676,7 @@
               "in display %" PRId32,
               displayId);
         // TODO: test multiple simultaneous input streams.
-        injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
+        injectionResult = InputEventInjectionResult::PERMISSION_DENIED;
         switchedDevice = false;
         wrongDevice = true;
         goto Failed;
@@ -1761,7 +1761,7 @@
             ALOGI("Dropping event because there is no touchable window or gesture monitor at "
                   "(%d, %d) in display %" PRId32 ".",
                   x, y, displayId);
-            injectionResult = INPUT_EVENT_INJECTION_FAILED;
+            injectionResult = InputEventInjectionResult::FAILED;
             goto Failed;
         }
 
@@ -1804,7 +1804,7 @@
                       "dropped the pointer down event in display %" PRId32,
                       displayId);
             }
-            injectionResult = INPUT_EVENT_INJECTION_FAILED;
+            injectionResult = InputEventInjectionResult::FAILED;
             goto Failed;
         }
 
@@ -1889,7 +1889,7 @@
             if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
                 haveForegroundWindow = true;
                 if (!checkInjectionPermission(touchedWindow.windowHandle, entry.injectionState)) {
-                    injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
+                    injectionResult = InputEventInjectionResult::PERMISSION_DENIED;
                     injectionPermission = INJECTION_PERMISSION_DENIED;
                     goto Failed;
                 }
@@ -1900,7 +1900,7 @@
             ALOGI("Dropping event because there is no touched foreground window in display "
                   "%" PRId32 " or gesture monitor to receive it.",
                   displayId);
-            injectionResult = INPUT_EVENT_INJECTION_FAILED;
+            injectionResult = InputEventInjectionResult::FAILED;
             goto Failed;
         }
 
@@ -1957,7 +1957,7 @@
     }
 
     // Success!  Output targets.
-    injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
+    injectionResult = InputEventInjectionResult::SUCCEEDED;
 
     for (const TouchedWindow& touchedWindow : tempTouchState.windows) {
         addWindowTargetLocked(touchedWindow.windowHandle, touchedWindow.targetFlags,
@@ -3484,9 +3484,9 @@
     }
 }
 
-int32_t InputDispatcher::injectInputEvent(const InputEvent* event, int32_t injectorPid,
-                                          int32_t injectorUid, int32_t syncMode,
-                                          std::chrono::milliseconds timeout, uint32_t policyFlags) {
+InputEventInjectionResult InputDispatcher::injectInputEvent(
+        const InputEvent* event, int32_t injectorPid, int32_t injectorUid,
+        InputEventInjectionSync syncMode, std::chrono::milliseconds timeout, uint32_t policyFlags) {
 #if DEBUG_INBOUND_EVENT_DETAILS
     ALOGD("injectInputEvent - eventType=%d, injectorPid=%d, injectorUid=%d, "
           "syncMode=%d, timeout=%lld, policyFlags=0x%08x",
@@ -3505,7 +3505,7 @@
             const KeyEvent& incomingKey = static_cast<const KeyEvent&>(*event);
             int32_t action = incomingKey.getAction();
             if (!validateKeyEvent(action)) {
-                return INPUT_EVENT_INJECTION_FAILED;
+                return InputEventInjectionResult::FAILED;
             }
 
             int32_t flags = incomingKey.getFlags();
@@ -3551,7 +3551,7 @@
             int32_t actionButton = motionEvent->getActionButton();
             int32_t displayId = motionEvent->getDisplayId();
             if (!validateMotionEvent(action, actionButton, pointerCount, pointerProperties)) {
-                return INPUT_EVENT_INJECTION_FAILED;
+                return InputEventInjectionResult::FAILED;
             }
 
             if (!(policyFlags & POLICY_FLAG_FILTERED)) {
@@ -3604,11 +3604,11 @@
 
         default:
             ALOGW("Cannot inject %s events", inputEventTypeToString(event->getType()));
-            return INPUT_EVENT_INJECTION_FAILED;
+            return InputEventInjectionResult::FAILED;
     }
 
     InjectionState* injectionState = new InjectionState(injectorPid, injectorUid);
-    if (syncMode == INPUT_EVENT_INJECTION_SYNC_NONE) {
+    if (syncMode == InputEventInjectionSync::NONE) {
         injectionState->injectionIsAsync = true;
     }
 
@@ -3627,16 +3627,16 @@
         mLooper->wake();
     }
 
-    int32_t injectionResult;
+    InputEventInjectionResult injectionResult;
     { // acquire lock
         std::unique_lock _l(mLock);
 
-        if (syncMode == INPUT_EVENT_INJECTION_SYNC_NONE) {
-            injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
+        if (syncMode == InputEventInjectionSync::NONE) {
+            injectionResult = InputEventInjectionResult::SUCCEEDED;
         } else {
             for (;;) {
                 injectionResult = injectionState->injectionResult;
-                if (injectionResult != INPUT_EVENT_INJECTION_PENDING) {
+                if (injectionResult != InputEventInjectionResult::PENDING) {
                     break;
                 }
 
@@ -3646,15 +3646,15 @@
                     ALOGD("injectInputEvent - Timed out waiting for injection result "
                           "to become available.");
 #endif
-                    injectionResult = INPUT_EVENT_INJECTION_TIMED_OUT;
+                    injectionResult = InputEventInjectionResult::TIMED_OUT;
                     break;
                 }
 
                 mInjectionResultAvailable.wait_for(_l, std::chrono::nanoseconds(remainingTimeout));
             }
 
-            if (injectionResult == INPUT_EVENT_INJECTION_SUCCEEDED &&
-                syncMode == INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_FINISHED) {
+            if (injectionResult == InputEventInjectionResult::SUCCEEDED &&
+                syncMode == InputEventInjectionSync::WAIT_FOR_FINISHED) {
                 while (injectionState->pendingForegroundDispatches != 0) {
 #if DEBUG_INJECTION
                     ALOGD("injectInputEvent - Waiting for %d pending foreground dispatches.",
@@ -3666,7 +3666,7 @@
                         ALOGD("injectInputEvent - Timed out waiting for pending foreground "
                               "dispatches to finish.");
 #endif
-                        injectionResult = INPUT_EVENT_INJECTION_TIMED_OUT;
+                        injectionResult = InputEventInjectionResult::TIMED_OUT;
                         break;
                     }
 
@@ -3724,7 +3724,8 @@
             mPolicy->checkInjectEventsPermissionNonReentrant(injectorPid, injectorUid);
 }
 
-void InputDispatcher::setInjectionResult(EventEntry* entry, int32_t injectionResult) {
+void InputDispatcher::setInjectionResult(EventEntry* entry,
+                                         InputEventInjectionResult injectionResult) {
     InjectionState* injectionState = entry->injectionState;
     if (injectionState) {
 #if DEBUG_INJECTION
@@ -3736,18 +3737,21 @@
         if (injectionState->injectionIsAsync && !(entry->policyFlags & POLICY_FLAG_FILTERED)) {
             // Log the outcome since the injector did not wait for the injection result.
             switch (injectionResult) {
-                case INPUT_EVENT_INJECTION_SUCCEEDED:
+                case InputEventInjectionResult::SUCCEEDED:
                     ALOGV("Asynchronous input event injection succeeded.");
                     break;
-                case INPUT_EVENT_INJECTION_FAILED:
+                case InputEventInjectionResult::FAILED:
                     ALOGW("Asynchronous input event injection failed.");
                     break;
-                case INPUT_EVENT_INJECTION_PERMISSION_DENIED:
+                case InputEventInjectionResult::PERMISSION_DENIED:
                     ALOGW("Asynchronous input event injection permission denied.");
                     break;
-                case INPUT_EVENT_INJECTION_TIMED_OUT:
+                case InputEventInjectionResult::TIMED_OUT:
                     ALOGW("Asynchronous input event injection timed out.");
                     break;
+                case InputEventInjectionResult::PENDING:
+                    ALOGE("Setting result to 'PENDING' for asynchronous injection");
+                    break;
             }
         }
 
diff --git a/services/inputflinger/dispatcher/InputDispatcher.h b/services/inputflinger/dispatcher/InputDispatcher.h
index 1772ad8..538a0fc 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.h
+++ b/services/inputflinger/dispatcher/InputDispatcher.h
@@ -95,10 +95,10 @@
     virtual void notifySwitch(const NotifySwitchArgs* args) override;
     virtual void notifyDeviceReset(const NotifyDeviceResetArgs* args) override;
 
-    virtual int32_t injectInputEvent(const InputEvent* event, int32_t injectorPid,
-                                     int32_t injectorUid, int32_t syncMode,
-                                     std::chrono::milliseconds timeout,
-                                     uint32_t policyFlags) override;
+    virtual android::os::InputEventInjectionResult injectInputEvent(
+            const InputEvent* event, int32_t injectorPid, int32_t injectorUid,
+            android::os::InputEventInjectionSync syncMode, std::chrono::milliseconds timeout,
+            uint32_t policyFlags) override;
 
     virtual std::unique_ptr<VerifiedInputEvent> verifyInputEvent(const InputEvent& event) override;
 
@@ -113,7 +113,7 @@
     virtual void setInputFilterEnabled(bool enabled) override;
     virtual void setInTouchMode(bool inTouchMode) override;
     virtual void setMaximumObscuringOpacityForTouch(float opacity) override;
-    virtual void setBlockUntrustedTouchesMode(BlockUntrustedTouchesMode mode) override;
+    virtual void setBlockUntrustedTouchesMode(android::os::BlockUntrustedTouchesMode mode) override;
 
     virtual bool transferTouchFocus(const sp<IBinder>& fromToken,
                                     const sp<IBinder>& toToken) override;
@@ -242,7 +242,8 @@
     // Event injection and synchronization.
     std::condition_variable mInjectionResultAvailable;
     bool hasInjectionPermission(int32_t injectorPid, int32_t injectorUid);
-    void setInjectionResult(EventEntry* entry, int32_t injectionResult);
+    void setInjectionResult(EventEntry* entry,
+                            android::os::InputEventInjectionResult injectionResult);
 
     std::condition_variable mInjectionSyncFinished;
     void incrementPendingForegroundDispatches(EventEntry* entry);
@@ -299,7 +300,7 @@
     bool mInputFilterEnabled GUARDED_BY(mLock);
     bool mInTouchMode GUARDED_BY(mLock);
     float mMaximumObscuringOpacityForTouch GUARDED_BY(mLock);
-    BlockUntrustedTouchesMode mBlockUntrustedTouchesMode GUARDED_BY(mLock);
+    android::os::BlockUntrustedTouchesMode mBlockUntrustedTouchesMode GUARDED_BY(mLock);
 
     std::unordered_map<int32_t, std::vector<sp<InputWindowHandle>>> mWindowHandlesByDisplay
             GUARDED_BY(mLock);
@@ -431,13 +432,12 @@
     void resetNoFocusedWindowTimeoutLocked() REQUIRES(mLock);
 
     int32_t getTargetDisplayId(const EventEntry& entry);
-    int32_t findFocusedWindowTargetsLocked(nsecs_t currentTime, const EventEntry& entry,
-                                           std::vector<InputTarget>& inputTargets,
-                                           nsecs_t* nextWakeupTime) REQUIRES(mLock);
-    int32_t findTouchedWindowTargetsLocked(nsecs_t currentTime, const MotionEntry& entry,
-                                           std::vector<InputTarget>& inputTargets,
-                                           nsecs_t* nextWakeupTime,
-                                           bool* outConflictingPointerActions) REQUIRES(mLock);
+    android::os::InputEventInjectionResult findFocusedWindowTargetsLocked(
+            nsecs_t currentTime, const EventEntry& entry, std::vector<InputTarget>& inputTargets,
+            nsecs_t* nextWakeupTime) REQUIRES(mLock);
+    android::os::InputEventInjectionResult findTouchedWindowTargetsLocked(
+            nsecs_t currentTime, const MotionEntry& entry, std::vector<InputTarget>& inputTargets,
+            nsecs_t* nextWakeupTime, bool* outConflictingPointerActions) REQUIRES(mLock);
     std::vector<TouchedMonitor> findTouchedGestureMonitorsLocked(
             int32_t displayId, const std::vector<sp<InputWindowHandle>>& portalWindows) const
             REQUIRES(mLock);
diff --git a/services/inputflinger/dispatcher/include/InputDispatcherInterface.h b/services/inputflinger/dispatcher/include/InputDispatcherInterface.h
index 65687c4..9154d48 100644
--- a/services/inputflinger/dispatcher/include/InputDispatcherInterface.h
+++ b/services/inputflinger/dispatcher/include/InputDispatcherInterface.h
@@ -22,36 +22,16 @@
 #include <android/FocusRequest.h>
 #include <android/os/BlockUntrustedTouchesMode.h>
 #include <android/os/ISetInputWindowsListener.h>
+#include <android/os/InputEventInjectionResult.h>
+#include <android/os/InputEventInjectionSync.h>
 #include <input/InputApplication.h>
 #include <input/InputTransport.h>
 #include <input/InputWindow.h>
 #include <unordered_map>
 
-using android::os::BlockUntrustedTouchesMode;
 
 namespace android {
 
-/*
- * Constants used to report the outcome of input event injection.
- */
-enum {
-    /* (INTERNAL USE ONLY) Specifies that injection is pending and its outcome is unknown. */
-    INPUT_EVENT_INJECTION_PENDING = -1,
-
-    /* Injection succeeded. */
-    INPUT_EVENT_INJECTION_SUCCEEDED = 0,
-
-    /* Injection failed because the injector did not have permission to inject
-     * into the application with input focus. */
-    INPUT_EVENT_INJECTION_PERMISSION_DENIED = 1,
-
-    /* Injection failed because there were no available input targets. */
-    INPUT_EVENT_INJECTION_FAILED = 2,
-
-    /* Injection failed due to a timeout. */
-    INPUT_EVENT_INJECTION_TIMED_OUT = 3
-};
-
 /* Notifies the system about input events generated by the input reader.
  * The dispatcher is expected to be mostly asynchronous. */
 class InputDispatcherInterface : public virtual RefBase, public InputListenerInterface {
@@ -93,9 +73,10 @@
      *
      * This method may be called on any thread (usually by the input manager).
      */
-    virtual int32_t injectInputEvent(const InputEvent* event, int32_t injectorPid,
-                                     int32_t injectorUid, int32_t syncMode,
-                                     std::chrono::milliseconds timeout, uint32_t policyFlags) = 0;
+    virtual android::os::InputEventInjectionResult injectInputEvent(
+            const InputEvent* event, int32_t injectorPid, int32_t injectorUid,
+            android::os::InputEventInjectionSync syncMode, std::chrono::milliseconds timeout,
+            uint32_t policyFlags) = 0;
 
     /*
      * Check whether InputEvent actually happened by checking the signature of the event.
@@ -161,7 +142,7 @@
      *
      * TODO(b/169067926): Clean-up feature modes.
      */
-    virtual void setBlockUntrustedTouchesMode(BlockUntrustedTouchesMode mode) = 0;
+    virtual void setBlockUntrustedTouchesMode(android::os::BlockUntrustedTouchesMode mode) = 0;
 
     /* Transfers touch focus from one window to another window.
      *
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 766dc90..535a2b2 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -29,6 +29,8 @@
 #include <vector>
 
 using android::base::StringPrintf;
+using android::os::InputEventInjectionResult;
+using android::os::InputEventInjectionSync;
 using namespace android::flag_operators;
 
 namespace android::inputdispatcher {
@@ -352,18 +354,18 @@
                      INVALID_HMAC,
                      /*action*/ -1, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0, ARBITRARY_TIME,
                      ARBITRARY_TIME);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject key events with undefined action.";
 
     // Rejects ACTION_MULTIPLE since it is not supported despite being defined in the API.
     event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, 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,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject key events with ACTION_MULTIPLE.";
 }
 
@@ -390,9 +392,9 @@
                      identityTransform, 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,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with undefined action.";
 
     // Rejects pointer down with invalid index.
@@ -403,9 +405,9 @@
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
                      pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer down index too large.";
 
     event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
@@ -415,9 +417,9 @@
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
                      pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer down index too small.";
 
     // Rejects pointer up with invalid index.
@@ -428,9 +430,9 @@
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
                      pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer up index too large.";
 
     event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
@@ -440,9 +442,9 @@
                      AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION,
                      ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties,
                      pointerCoords);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer up index too small.";
 
     // Rejects motion events with invalid number of pointers.
@@ -451,9 +453,9 @@
                      identityTransform, 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,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with 0 pointers.";
 
     event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC,
@@ -461,9 +463,9 @@
                      identityTransform, 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,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with more than MAX_POINTERS pointers.";
 
     // Rejects motion events with invalid pointer ids.
@@ -473,9 +475,9 @@
                      identityTransform, 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,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer ids less than 0.";
 
     pointerProperties[0].id = MAX_POINTER_ID + 1;
@@ -484,9 +486,9 @@
                      identityTransform, 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,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with pointer ids greater than MAX_POINTER_ID.";
 
     // Rejects motion events with duplicate pointer ids.
@@ -497,9 +499,9 @@
                      identityTransform, 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,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                            INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0))
+                                            InputEventInjectionSync::NONE, 0ms, 0))
             << "Should reject motion events with duplicate pointer ids.";
 }
 
@@ -866,10 +868,11 @@
 
 std::atomic<int32_t> FakeWindowHandle::sId{1};
 
-static int32_t injectKey(const sp<InputDispatcher>& dispatcher, int32_t action, int32_t repeatCount,
-                         int32_t displayId = ADISPLAY_ID_NONE,
-                         int32_t syncMode = INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT,
-                         std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT) {
+static InputEventInjectionResult injectKey(
+        const sp<InputDispatcher>& dispatcher, int32_t action, int32_t repeatCount,
+        int32_t displayId = ADISPLAY_ID_NONE,
+        InputEventInjectionSync syncMode = InputEventInjectionSync::WAIT_FOR_RESULT,
+        std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT) {
     KeyEvent event;
     nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);
 
@@ -884,13 +887,13 @@
                                         POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
 }
 
-static int32_t injectKeyDown(const sp<InputDispatcher>& dispatcher,
-                             int32_t displayId = ADISPLAY_ID_NONE) {
+static InputEventInjectionResult injectKeyDown(const sp<InputDispatcher>& dispatcher,
+                                               int32_t displayId = ADISPLAY_ID_NONE) {
     return injectKey(dispatcher, AKEY_EVENT_ACTION_DOWN, /* repeatCount */ 0, displayId);
 }
 
-static int32_t injectKeyUp(const sp<InputDispatcher>& dispatcher,
-                           int32_t displayId = ADISPLAY_ID_NONE) {
+static InputEventInjectionResult injectKeyUp(const sp<InputDispatcher>& dispatcher,
+                                             int32_t displayId = ADISPLAY_ID_NONE) {
     return injectKey(dispatcher, AKEY_EVENT_ACTION_UP, /* repeatCount */ 0, displayId);
 }
 
@@ -1005,22 +1008,22 @@
     std::vector<PointerBuilder> mPointers;
 };
 
-static int32_t injectMotionEvent(
+static InputEventInjectionResult injectMotionEvent(
         const sp<InputDispatcher>& dispatcher, const MotionEvent& event,
         std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT,
-        int32_t injectionMode = INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT) {
+        InputEventInjectionSync injectionMode = InputEventInjectionSync::WAIT_FOR_RESULT) {
     return dispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, injectionMode,
                                         injectionTimeout,
                                         POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
 }
 
-static int32_t injectMotionEvent(
+static InputEventInjectionResult injectMotionEvent(
         const sp<InputDispatcher>& dispatcher, int32_t action, int32_t source, int32_t displayId,
         const PointF& position,
         const PointF& cursorPosition = {AMOTION_EVENT_INVALID_CURSOR_POSITION,
                                         AMOTION_EVENT_INVALID_CURSOR_POSITION},
         std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT,
-        int32_t injectionMode = INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT,
+        InputEventInjectionSync injectionMode = InputEventInjectionSync::WAIT_FOR_RESULT,
         nsecs_t eventTime = systemTime(SYSTEM_TIME_MONOTONIC)) {
     MotionEvent event = MotionEventBuilder(action, source)
                                 .displayId(displayId)
@@ -1036,13 +1039,15 @@
     return injectMotionEvent(dispatcher, event);
 }
 
-static int32_t injectMotionDown(const sp<InputDispatcher>& dispatcher, int32_t source,
-                                int32_t displayId, const PointF& location = {100, 200}) {
+static InputEventInjectionResult injectMotionDown(const sp<InputDispatcher>& dispatcher,
+                                                  int32_t source, int32_t displayId,
+                                                  const PointF& location = {100, 200}) {
     return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_DOWN, source, displayId, location);
 }
 
-static int32_t injectMotionUp(const sp<InputDispatcher>& dispatcher, int32_t source,
-                              int32_t displayId, const PointF& location = {100, 200}) {
+static InputEventInjectionResult injectMotionUp(const sp<InputDispatcher>& dispatcher,
+                                                int32_t source, int32_t displayId,
+                                                const PointF& location = {100, 200}) {
     return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_UP, source, displayId, location);
 }
 
@@ -1099,9 +1104,9 @@
             ADISPLAY_ID_DEFAULT);
 
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
-            AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
 
     // Window should receive motion event.
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1123,10 +1128,10 @@
     window->setFlags(InputWindowInfo::Flag::NOT_TOUCH_MODAL);
 
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                {50, 50}))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
 
     // Window should receive motion event.
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1147,10 +1152,10 @@
 
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                {50, 50}))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
 
     // Window should receive motion event.
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1165,9 +1170,9 @@
             ADISPLAY_ID_DEFAULT);
 
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher,
-            AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
 
     // Top window should receive the touch down event. Second window should not receive anything.
     windowTop->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1190,7 +1195,7 @@
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowLeft, windowRight}}});
 
     // Start cursor position in right window so that we can move the cursor to left window.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1204,7 +1209,7 @@
                               ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
     // Move cursor into left window
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1220,7 +1225,7 @@
                              ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
     // Inject a series of mouse events for a mouse click
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE)
                                         .buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
@@ -1230,7 +1235,7 @@
                                         .build()));
     windowLeft->consumeMotionDown(ADISPLAY_ID_DEFAULT);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1243,7 +1248,7 @@
     windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_PRESS,
                              ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_RELEASE,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1256,7 +1261,7 @@
     windowLeft->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_RELEASE,
                              ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_MOUSE)
                                         .buttonState(0)
@@ -1267,7 +1272,7 @@
     windowLeft->consumeMotionUp(ADISPLAY_ID_DEFAULT);
 
     // Move mouse cursor back to right window
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_MOVE,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1296,7 +1301,7 @@
 
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_ENTER,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1308,7 +1313,7 @@
                          ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
     // Inject a series of mouse events for a mouse click
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE)
                                         .buttonState(AMOTION_EVENT_BUTTON_PRIMARY)
@@ -1318,7 +1323,7 @@
                                         .build()));
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_PRESS,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1331,7 +1336,7 @@
     window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_PRESS,
                          ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_BUTTON_RELEASE,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1344,7 +1349,7 @@
     window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_BUTTON_RELEASE,
                          ADISPLAY_ID_DEFAULT, 0 /* expectedFlag */);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_MOUSE)
                                         .buttonState(0)
@@ -1354,7 +1359,7 @@
                                         .build()));
     window->consumeMotionUp(ADISPLAY_ID_DEFAULT);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher,
                                 MotionEventBuilder(AMOTION_EVENT_ACTION_HOVER_EXIT,
                                                    AINPUT_SOURCE_MOUSE)
@@ -1384,7 +1389,7 @@
 
     // 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,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE,
                                 ADISPLAY_ID_DEFAULT, {610, 400}, {599, 400}));
     windowLeft->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -1694,9 +1699,9 @@
     FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
                                                       true /*isGestureMonitor*/);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
     monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
 }
@@ -1717,8 +1722,8 @@
     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";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     window->consumeKeyDown(ADISPLAY_ID_DEFAULT);
     monitor.assertNoEvents();
 }
@@ -1732,9 +1737,9 @@
     FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT,
                                                       true /*isGestureMonitor*/);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
     monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT);
 
@@ -1742,9 +1747,9 @@
 
     mDispatcher->pilferPointers(monitor.getToken());
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     monitor.consumeMotionUp(ADISPLAY_ID_DEFAULT);
 }
 
@@ -1753,7 +1758,7 @@
             FakeMonitorReceiver(mDispatcher, "Gesture monitor", ADISPLAY_ID_DEFAULT,
                                 true /*isGestureMonitor*/);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT));
     std::optional<uint32_t> consumeSeq = monitor.receiveEvent();
     ASSERT_TRUE(consumeSeq);
@@ -1984,8 +1989,8 @@
     setFocusedWindow(windowSecond);
 
     windowSecond->consumeFocusEvent(true);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
 
     // Focused window should receive event.
     windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
@@ -2005,8 +2010,8 @@
     setFocusedWindow(window);
 
     // Test inject a key down, should timeout.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
 
     // window channel is invalid, so it should not receive any input event.
     window->assertNoEvents();
@@ -2023,8 +2028,8 @@
     setFocusedWindow(window);
 
     // Test inject a key down, should timeout.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
 
     // window is invalid, so it should not receive any input event.
     window->assertNoEvents();
@@ -2048,8 +2053,8 @@
     windowSecond->consumeFocusEvent(true);
     windowTop->consumeFocusEvent(false);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
 
     // Focused window should receive event.
     windowSecond->consumeKeyDown(ADISPLAY_ID_NONE);
@@ -2068,8 +2073,8 @@
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}});
     setFocusedWindow(windowSecond, windowTop);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
 
     // Event should be dropped.
     windowTop->assertNoEvents();
@@ -2097,9 +2102,9 @@
     previousFocusedWindow->consumeFocusEvent(false);
 
     // Injected key goes to pending queue.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
-                        ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_NONE));
+                        ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
 
     // Window does not get focus event or key down.
     window->assertNoEvents();
@@ -2303,43 +2308,43 @@
 
 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";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+            << "Inject motion event should return InputEventInjectionResult::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";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->assertNoEvents();
     windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
 }
 
 TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayFocus) {
     // Test inject a key down with display id specified.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
+            << "Inject key event should return InputEventInjectionResult::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";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::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.
+    // 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";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
     windowInPrimary->assertNoEvents();
     windowInSecondary->consumeFocusEvent(false);
     windowInSecondary->assertNoEvents();
@@ -2353,18 +2358,18 @@
             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";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT))
+            << "Inject motion event should return InputEventInjectionResult::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";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->assertNoEvents();
     monitorInPrimary.assertNoEvents();
     windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID);
@@ -2373,9 +2378,9 @@
     // 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";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_NONE))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->assertNoEvents();
     monitorInPrimary.assertNoEvents();
     windowInSecondary->consumeMotionDown(ADISPLAY_ID_NONE);
@@ -2391,8 +2396,8 @@
             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";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->assertNoEvents();
     monitorInPrimary.assertNoEvents();
     windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE);
@@ -2409,8 +2414,8 @@
     secondWindowInPrimary->consumeFocusEvent(true);
 
     // Test inject a key down.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     windowInPrimary->assertNoEvents();
     windowInSecondary->assertNoEvents();
     secondWindowInPrimary->consumeKeyDown(ADISPLAY_ID_DEFAULT);
@@ -2534,10 +2539,10 @@
 // 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,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                {20, 20}))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     mUnfocusedWindow->consumeMotionDown();
 
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -2548,9 +2553,9 @@
 // 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,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_DEFAULT, {20, 20}))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     mFocusedWindow->consumeMotionDown();
 
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -2560,8 +2565,8 @@
 // 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_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mFocusedWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
 
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -2573,10 +2578,10 @@
 // onPointerDownOutsideFocus callback.
 TEST_F(InputDispatcherOnPointerDownOutsideFocus,
         OnPointerDownOutsideFocus_OnAlreadyFocusedWindow) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                FOCUSED_WINDOW_TOUCH_POINT))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     mFocusedWindow->consumeMotionDown();
 
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -2822,10 +2827,10 @@
     static constexpr PointF WINDOW_LOCATION = {20, 20};
 
     void tapOnWindow() {
-        ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+        ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
                   injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                    WINDOW_LOCATION));
-        ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+        ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
                   injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                  WINDOW_LOCATION));
     }
@@ -2842,7 +2847,7 @@
 
 // Send a regular key and respond, which should not cause an ANR.
 TEST_F(InputDispatcherSingleWindowAnr, WhenKeyIsConsumed_NoAnr) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher));
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher));
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
     ASSERT_TRUE(mDispatcher->waitForIdle());
     mFakePolicy->assertNotifyAnrWasNotCalled();
@@ -2853,10 +2858,10 @@
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}});
     mWindow->consumeFocusEvent(false);
 
-    int32_t result =
+    InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_NONE, 10ms /*injectionTimeout*/);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, result);
+                      InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/);
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
     // Key will not go to window because we have no focused window.
     // The 'no focused window' ANR timer should start instead.
 
@@ -2872,7 +2877,7 @@
 // When ANR is raised, policy will tell the dispatcher to cancel the events for that window.
 // So InputDispatcher will enqueue ACTION_CANCEL event as well.
 TEST_F(InputDispatcherSingleWindowAnr, OnPointerDown_BasicAnr) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                WINDOW_LOCATION));
 
@@ -2891,7 +2896,7 @@
 // Send a key to the app and have the app not respond right away.
 TEST_F(InputDispatcherSingleWindowAnr, OnKeyDown_BasicAnr) {
     // Inject a key, and don't respond - expect that ANR is called.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher));
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher));
     std::optional<uint32_t> sequenceNum = mWindow->receiveEvent();
     ASSERT_TRUE(sequenceNum);
     const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
@@ -2906,7 +2911,7 @@
     mWindow->consumeFocusEvent(false);
 
     // taps on the window work as normal
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                WINDOW_LOCATION));
     ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionDown());
@@ -2916,10 +2921,10 @@
     // Once a focused event arrives, we get an ANR for this application
     // We specify the injection timeout to be smaller than the application timeout, to ensure that
     // injection times out (instead of failing).
-    const int32_t result =
+    const InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
+                      InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
     const std::chrono::duration timeout = mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
     mFakePolicy->assertNotifyAnrWasCalled(timeout, mApplication, nullptr /*windowToken*/);
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -2938,10 +2943,10 @@
     // Once a focused event arrives, we get an ANR for this application
     // We specify the injection timeout to be smaller than the application timeout, to ensure that
     // injection times out (instead of failing).
-    const int32_t result =
+    const InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
+                      InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
     const std::chrono::duration appTimeout =
             mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
     mFakePolicy->assertNotifyAnrWasCalled(appTimeout, mApplication, nullptr /*windowToken*/);
@@ -2962,16 +2967,16 @@
     mWindow->consumeFocusEvent(false);
 
     // Once a focused event arrives, we get an ANR for this application
-    const int32_t result =
+    const InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
+                      InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
 
     const std::chrono::duration timeout = mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT);
     mFakePolicy->assertNotifyAnrWasCalled(timeout, mApplication, nullptr /*windowToken*/);
 
     // Future focused events get dropped right away
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, injectKeyDown(mDispatcher));
+    ASSERT_EQ(InputEventInjectionResult::FAILED, injectKeyDown(mDispatcher));
     ASSERT_TRUE(mDispatcher->waitForIdle());
     mWindow->assertNoEvents();
 }
@@ -2991,14 +2996,14 @@
                       ADISPLAY_ID_DEFAULT, WINDOW_LOCATION,
                       {AMOTION_EVENT_INVALID_CURSOR_POSITION,
                        AMOTION_EVENT_INVALID_CURSOR_POSITION},
-                      500ms, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, currentTime);
+                      500ms, InputEventInjectionSync::WAIT_FOR_RESULT, currentTime);
 
     // Now send ACTION_UP, with identical timestamp
     injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN,
                       ADISPLAY_ID_DEFAULT, WINDOW_LOCATION,
                       {AMOTION_EVENT_INVALID_CURSOR_POSITION,
                        AMOTION_EVENT_INVALID_CURSOR_POSITION},
-                      500ms, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, currentTime);
+                      500ms, InputEventInjectionSync::WAIT_FOR_RESULT, currentTime);
 
     // We have now sent down and up. Let's consume first event and then ANR on the second.
     mWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT);
@@ -3013,9 +3018,10 @@
             FakeMonitorReceiver(mDispatcher, "Gesture monitor", ADISPLAY_ID_DEFAULT,
                                 true /*isGestureMonitor*/);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT));
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT));
     mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher, ADISPLAY_ID_DEFAULT));
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher, ADISPLAY_ID_DEFAULT));
 
     // Stuck on the ACTION_UP
     const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
@@ -3091,7 +3097,7 @@
     const std::chrono::duration timeout = 5ms;
     mFakePolicy->setAnrTimeout(timeout);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                WINDOW_LOCATION));
 
@@ -3139,10 +3145,10 @@
     // window even if motions are still being processed. But because the injection timeout is short,
     // we will receive INJECTION_TIMED_OUT as the result.
 
-    int32_t result =
+    InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result);
+                      InputEventInjectionSync::WAIT_FOR_RESULT, 10ms);
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, result);
     // Key will not be sent to the window, yet, because the window is still processing events
     // and the key remains pending, waiting for the touch events to be processed
     std::optional<uint32_t> keySequenceNum = mWindow->receiveEvent();
@@ -3174,9 +3180,9 @@
     ASSERT_TRUE(upSequenceNum);
     // Don't finish the events yet, and send a key
     // Injection is async, so it will succeed
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
-                        ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_NONE));
+                        ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
     // At this point, key is still pending, and should not be sent to the application yet.
     std::optional<uint32_t> keySequenceNum = mWindow->receiveEvent();
     ASSERT_FALSE(keySequenceNum);
@@ -3246,10 +3252,10 @@
 
 private:
     void tap(const PointF& location) {
-        ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+        ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
                   injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                    location));
-        ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+        ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
                   injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                  location));
     }
@@ -3258,10 +3264,10 @@
 // If we have 2 windows that are both unresponsive, the one with the shortest timeout
 // should be ANR'd first.
 TEST_F(InputDispatcherMultiWindowAnr, TwoWindows_BothUnresponsive) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                FOCUSED_WINDOW_LOCATION))
-            << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
     mFocusedWindow->consumeMotionDown();
     mUnfocusedWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_OUTSIDE,
                                    ADISPLAY_ID_DEFAULT, 0 /*flags*/);
@@ -3269,7 +3275,7 @@
     ASSERT_TRUE(mDispatcher->waitForIdle());
     mFakePolicy->assertNotifyAnrWasNotCalled();
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                FOCUSED_WINDOW_LOCATION));
     std::optional<uint32_t> unfocusedSequenceNum = mUnfocusedWindow->receiveEvent();
@@ -3331,10 +3337,10 @@
 
     // Tap once again
     // We cannot use "tapOnFocusedWindow" because it asserts the injection result to be success
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                FOCUSED_WINDOW_LOCATION));
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                              FOCUSED_WINDOW_LOCATION));
     // Unfocused window does not receive ACTION_OUTSIDE because the tapped window is not a
@@ -3353,7 +3359,7 @@
 
 // If you tap outside of all windows, there will not be ANR
 TEST_F(InputDispatcherMultiWindowAnr, TapOutsideAllWindows_DoesNotAnr) {
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                LOCATION_OUTSIDE_ALL_WINDOWS));
     ASSERT_TRUE(mDispatcher->waitForIdle());
@@ -3365,7 +3371,7 @@
     mFocusedWindow->setPaused(true);
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}});
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED,
+    ASSERT_EQ(InputEventInjectionResult::FAILED,
               injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
                                FOCUSED_WINDOW_LOCATION));
 
@@ -3405,10 +3411,10 @@
     // Injection will succeed because we will eventually give up and send the key to the focused
     // window even if motions are still being processed.
 
-    int32_t result =
+    InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_NONE, 10ms /*injectionTimeout*/);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, result);
+                      InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/);
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
     // Key will not be sent to the window, yet, because the window is still processing events
     // and the key remains pending, waiting for the touch events to be processed
     std::optional<uint32_t> keySequenceNum = mFocusedWindow->receiveEvent();
@@ -3508,10 +3514,10 @@
     // Send a key. The ANR timer should start because there is no focused window.
     // 'focusedApplication' will get blamed if this timer completes.
     // Key will not be sent anywhere because we have no focused window. It will remain pending.
-    int32_t result =
+    InputEventInjectionResult result =
             injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT,
-                      INPUT_EVENT_INJECTION_SYNC_NONE, 10ms /*injectionTimeout*/);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, result);
+                      InputEventInjectionSync::NONE, 10ms /*injectionTimeout*/);
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, result);
 
     // Wait until dispatcher starts the "no focused window" timer. If we don't wait here,
     // then the injected touches won't cause the focused event to get dropped.
@@ -3643,8 +3649,8 @@
 
     // window gets focused
     mWindow->consumeFocusEvent(true);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
 }
 
@@ -3655,11 +3661,11 @@
 
     // window gets focused
     mWindow->consumeFocusEvent(true);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
 
     mMirror->setFocusable(false);
@@ -3668,8 +3674,8 @@
     // window loses focus since one of the windows associated with the token in not focusable
     mWindow->consumeFocusEvent(false);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
     mWindow->assertNoEvents();
 }
 
@@ -3680,21 +3686,21 @@
 
     // window gets focused
     mWindow->consumeFocusEvent(true);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
 
     mMirror->setVisible(false);
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
 
     mWindow->setVisible(false);
@@ -3703,8 +3709,8 @@
     // window loses focus only after all windows associated with the token become invisible.
     mWindow->consumeFocusEvent(false);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
     mWindow->assertNoEvents();
 }
 
@@ -3714,29 +3720,29 @@
 
     // window gets focused
     mWindow->consumeFocusEvent(true);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
 
     // single window is removed but the window token remains focused
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mMirror}}});
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyDown(ADISPLAY_ID_NONE);
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED";
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED, injectKeyUp(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::SUCCEEDED";
     mWindow->consumeKeyUp(ADISPLAY_ID_NONE);
 
     // Both windows are removed
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {}}});
     mWindow->consumeFocusEvent(false);
 
-    ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher))
-            << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT";
+    ASSERT_EQ(InputEventInjectionResult::TIMED_OUT, injectKeyDown(mDispatcher))
+            << "Inject key event should return InputEventInjectionResult::TIMED_OUT";
     mWindow->assertNoEvents();
 }
 
@@ -3749,9 +3755,9 @@
     setFocusedWindow(mMirror);
 
     // Injected key goes to pending queue.
-    ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED,
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
               injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */,
-                        ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_NONE));
+                        ADISPLAY_ID_DEFAULT, InputEventInjectionSync::NONE));
 
     mMirror->setVisible(true);
     mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow, mMirror}}});