Refactor setInputWindows
The logic for the actual window update is now factored out into a
separate function.
Otherwise, setInputWindows was too long and tough to reason about.
There should be no functional change in this CL.
Bug: none
Test: atest -a inputflinger_tests
Change-Id: I49c2eda5178de79de23f772ffc279249ca4402e8
diff --git a/services/inputflinger/InputDispatcher.cpp b/services/inputflinger/InputDispatcher.cpp
index 7324c28..13de53d 100644
--- a/services/inputflinger/InputDispatcher.cpp
+++ b/services/inputflinger/InputDispatcher.cpp
@@ -236,9 +236,17 @@
}
}
-template<typename T, typename U>
-static T getValueByKey(std::unordered_map<U, T>& map, U key) {
- typename std::unordered_map<U, T>::const_iterator it = map.find(key);
+/**
+ * Find the entry in std::unordered_map by key, and return it.
+ * If the entry is not found, return a default constructed entry.
+ *
+ * Useful when the entries are vectors, since an empty vector will be returned
+ * if the entry is not found.
+ * Also useful when the entries are sp<>. If an entry is not found, nullptr is returned.
+ */
+template <typename T, typename U>
+static T getValueByKey(const std::unordered_map<U, T>& map, U key) {
+ auto it = map.find(key);
return it != map.end() ? it->second : T{};
}
@@ -3028,14 +3036,7 @@
std::vector<sp<InputWindowHandle>> InputDispatcher::getWindowHandlesLocked(
int32_t displayId) const {
- std::unordered_map<int32_t, std::vector<sp<InputWindowHandle>>>::const_iterator it =
- mWindowHandlesByDisplay.find(displayId);
- if(it != mWindowHandlesByDisplay.end()) {
- return it->second;
- }
-
- // Return an empty one if nothing found.
- return std::vector<sp<InputWindowHandle>>();
+ return getValueByKey(mWindowHandlesByDisplay, displayId);
}
sp<InputWindowHandle> InputDispatcher::getWindowHandleLocked(
@@ -3077,6 +3078,63 @@
return mInputChannelsByToken.at(token);
}
+void InputDispatcher::updateWindowHandlesForDisplayLocked(
+ const std::vector<sp<InputWindowHandle>>& inputWindowHandles, int32_t displayId) {
+ if (inputWindowHandles.empty()) {
+ // Remove all handles on a display if there are no windows left.
+ mWindowHandlesByDisplay.erase(displayId);
+ return;
+ }
+
+ // Since we compare the pointer of input window handles across window updates, we need
+ // to make sure the handle object for the same window stays unchanged across updates.
+ const std::vector<sp<InputWindowHandle>>& oldHandles = getWindowHandlesLocked(displayId);
+ std::unordered_map<sp<IBinder>, sp<InputWindowHandle>, IBinderHash> oldHandlesByTokens;
+ for (const sp<InputWindowHandle>& handle : oldHandles) {
+ oldHandlesByTokens[handle->getToken()] = handle;
+ }
+
+ std::vector<sp<InputWindowHandle>> newHandles;
+ for (const sp<InputWindowHandle>& handle : inputWindowHandles) {
+ if (!handle->updateInfo()) {
+ // handle no longer valid
+ continue;
+ }
+
+ const InputWindowInfo* info = handle->getInfo();
+ if ((getInputChannelLocked(handle->getToken()) == nullptr &&
+ info->portalToDisplayId == ADISPLAY_ID_NONE)) {
+ const bool noInputChannel =
+ info->inputFeatures & InputWindowInfo::INPUT_FEATURE_NO_INPUT_CHANNEL;
+ const bool canReceiveInput =
+ !(info->layoutParamsFlags & InputWindowInfo::FLAG_NOT_TOUCHABLE) ||
+ !(info->layoutParamsFlags & InputWindowInfo::FLAG_NOT_FOCUSABLE);
+ if (canReceiveInput && !noInputChannel) {
+ ALOGE("Window handle %s has no registered input channel",
+ handle->getName().c_str());
+ }
+ continue;
+ }
+
+ if (info->displayId != displayId) {
+ ALOGE("Window %s updated by wrong display %d, should belong to display %d",
+ handle->getName().c_str(), displayId, info->displayId);
+ continue;
+ }
+
+ if (oldHandlesByTokens.find(handle->getToken()) != oldHandlesByTokens.end()) {
+ const sp<InputWindowHandle> oldHandle = oldHandlesByTokens.at(handle->getToken());
+ oldHandle->updateFrom(handle);
+ newHandles.push_back(oldHandle);
+ } else {
+ newHandles.push_back(handle);
+ }
+ }
+
+ // Insert or replace
+ mWindowHandlesByDisplay[displayId] = newHandles;
+}
+
/**
* Called from InputManagerService, update window handle list by displayId that can receive input.
* A window handle contains information about InputChannel, Touch Region, Types, Focused,...
@@ -3096,73 +3154,19 @@
const std::vector<sp<InputWindowHandle>> oldWindowHandles =
getWindowHandlesLocked(displayId);
+ updateWindowHandlesForDisplayLocked(inputWindowHandles, displayId);
+
sp<InputWindowHandle> newFocusedWindowHandle = nullptr;
bool foundHoveredWindow = false;
-
- if (inputWindowHandles.empty()) {
- // Remove all handles on a display if there are no windows left.
- mWindowHandlesByDisplay.erase(displayId);
- } else {
- // Since we compare the pointer of input window handles across window updates, we need
- // to make sure the handle object for the same window stays unchanged across updates.
- const std::vector<sp<InputWindowHandle>>& oldHandles =
- mWindowHandlesByDisplay[displayId];
- std::unordered_map<sp<IBinder>, sp<InputWindowHandle>, IBinderHash> oldHandlesByTokens;
- for (const sp<InputWindowHandle>& handle : oldHandles) {
- oldHandlesByTokens[handle->getToken()] = handle;
+ for (const sp<InputWindowHandle>& windowHandle : getWindowHandlesLocked(displayId)) {
+ // Set newFocusedWindowHandle to the top most focused window instead of the last one
+ if (!newFocusedWindowHandle && windowHandle->getInfo()->hasFocus &&
+ windowHandle->getInfo()->visible) {
+ newFocusedWindowHandle = windowHandle;
}
-
- std::vector<sp<InputWindowHandle>> newHandles;
- for (const sp<InputWindowHandle>& handle : inputWindowHandles) {
- if (!handle->updateInfo()) {
- // handle no longer valid
- continue;
- }
- const InputWindowInfo* info = handle->getInfo();
-
- if ((getInputChannelLocked(handle->getToken()) == nullptr &&
- info->portalToDisplayId == ADISPLAY_ID_NONE)) {
- const bool noInputChannel =
- info->inputFeatures & InputWindowInfo::INPUT_FEATURE_NO_INPUT_CHANNEL;
- const bool canReceiveInput =
- !(info->layoutParamsFlags & InputWindowInfo::FLAG_NOT_TOUCHABLE) ||
- !(info->layoutParamsFlags & InputWindowInfo::FLAG_NOT_FOCUSABLE);
- if (canReceiveInput && !noInputChannel) {
- ALOGE("Window handle %s has no registered input channel",
- handle->getName().c_str());
- }
- continue;
- }
-
- if (info->displayId != displayId) {
- ALOGE("Window %s updated by wrong display %d, should belong to display %d",
- handle->getName().c_str(), displayId, info->displayId);
- continue;
- }
-
- if (oldHandlesByTokens.find(handle->getToken()) != oldHandlesByTokens.end()) {
- const sp<InputWindowHandle> oldHandle =
- oldHandlesByTokens.at(handle->getToken());
- oldHandle->updateFrom(handle);
- newHandles.push_back(oldHandle);
- } else {
- newHandles.push_back(handle);
- }
+ if (windowHandle == mLastHoverWindowHandle) {
+ foundHoveredWindow = true;
}
-
- for (const sp<InputWindowHandle>& windowHandle : newHandles) {
- // Set newFocusedWindowHandle to the top most focused window instead of the last one
- if (!newFocusedWindowHandle && windowHandle->getInfo()->hasFocus
- && windowHandle->getInfo()->visible) {
- newFocusedWindowHandle = windowHandle;
- }
- if (windowHandle == mLastHoverWindowHandle) {
- foundHoveredWindow = true;
- }
- }
-
- // Insert or replace
- mWindowHandlesByDisplay[displayId] = newHandles;
}
if (!foundHoveredWindow) {
diff --git a/services/inputflinger/InputDispatcher.h b/services/inputflinger/InputDispatcher.h
index 3735a0b..183efa9 100644
--- a/services/inputflinger/InputDispatcher.h
+++ b/services/inputflinger/InputDispatcher.h
@@ -1006,6 +1006,13 @@
sp<InputChannel> getInputChannelLocked(const sp<IBinder>& windowToken) const REQUIRES(mLock);
bool hasWindowHandleLocked(const sp<InputWindowHandle>& windowHandle) const REQUIRES(mLock);
+ /*
+ * Validate and update InputWindowHandles for a given display.
+ */
+ void updateWindowHandlesForDisplayLocked(
+ const std::vector<sp<InputWindowHandle>>& inputWindowHandles, int32_t displayId)
+ REQUIRES(mLock);
+
// Focus tracking for keys, trackball, etc.
std::unordered_map<int32_t, sp<InputWindowHandle>> mFocusedWindowHandlesByDisplay
GUARDED_BY(mLock);