Per-window input rotation: Let InputReader use un-rotated coordinates
InputReader works in the rotated coordinate system that is oriented with
the display's orientation obtained through DisplayViewport.
When per-window input rotation is enabled, we let InputReader work in
the un-rotated coordinate space as if the display's orientation is
always ROTATION_0. Since the input rotation is included in the
per-window transform, the output from InputReader should not be rotated.
This requires two changes in InputReader:
1. When setting an orientation to use for an InputDevice, we do the
opposite of the default behavior: If a device was being rotated before,
we don't rotate it anymore, and vice-versa. We invert the direction of
the rotation so that when the coordinates are rotated by the per-window
transform, they appear as expected.
2. Since PointerController should still use the rotated coordinates, we
need to convert all display coordinates going in/out of
PointerController.
Bug: 179274888
Test: test touch, mouse, and touchpad input in all four orientations
using a test app and the PointerLocationView.
Change-Id: I1eec8ba1d72355564a79cdf1c14c88828124e8a4
diff --git a/services/inputflinger/reader/mapper/CursorInputMapper.cpp b/services/inputflinger/reader/mapper/CursorInputMapper.cpp
index bb12be7..d6bd823 100644
--- a/services/inputflinger/reader/mapper/CursorInputMapper.cpp
+++ b/services/inputflinger/reader/mapper/CursorInputMapper.cpp
@@ -188,11 +188,29 @@
if (!changes || (changes & InputReaderConfiguration::CHANGE_DISPLAY_INFO)) {
mOrientation = DISPLAY_ORIENTATION_0;
- if (mParameters.orientationAware && mParameters.hasAssociatedDisplay) {
- std::optional<DisplayViewport> internalViewport =
- config->getDisplayViewportByType(ViewportType::INTERNAL);
- if (internalViewport) {
- mOrientation = internalViewport->orientation;
+ const bool isOrientedDevice =
+ (mParameters.orientationAware && mParameters.hasAssociatedDisplay);
+
+ if (isPerWindowInputRotationEnabled()) {
+ // When per-window input rotation is enabled, InputReader works in the un-rotated
+ // coordinate space, so we don't need to do anything if the device is already
+ // orientation-aware. If the device is not orientation-aware, then we need to apply the
+ // inverse rotation of the display so that when the display rotation is applied later
+ // as a part of the per-window transform, we get the expected screen coordinates.
+ if (!isOrientedDevice) {
+ std::optional<DisplayViewport> internalViewport =
+ config->getDisplayViewportByType(ViewportType::INTERNAL);
+ if (internalViewport) {
+ mOrientation = getInverseRotation(internalViewport->orientation);
+ }
+ }
+ } else {
+ if (isOrientedDevice) {
+ std::optional<DisplayViewport> internalViewport =
+ config->getDisplayViewportByType(ViewportType::INTERNAL);
+ if (internalViewport) {
+ mOrientation = internalViewport->orientation;
+ }
}
}
@@ -294,11 +312,8 @@
float deltaY = mCursorMotionAccumulator.getRelativeY() * mYScale;
bool moved = deltaX != 0 || deltaY != 0;
- // Rotate delta according to orientation if needed.
- if (mParameters.orientationAware && mParameters.hasAssociatedDisplay &&
- (deltaX != 0.0f || deltaY != 0.0f)) {
- rotateDelta(mOrientation, &deltaX, &deltaY);
- }
+ // Rotate delta according to orientation.
+ rotateDelta(mOrientation, &deltaX, &deltaY);
// Move the pointer.
PointerProperties pointerProperties;
@@ -326,7 +341,15 @@
mPointerController->setPresentation(PointerControllerInterface::Presentation::POINTER);
if (moved) {
- mPointerController->move(deltaX, deltaY);
+ float dx = deltaX;
+ float dy = deltaY;
+ if (isPerWindowInputRotationEnabled()) {
+ // Rotate the delta from InputReader's un-rotated coordinate space to
+ // PointerController's rotated coordinate space that is oriented with the
+ // viewport.
+ rotateDelta(getInverseRotation(mOrientation), &dx, &dy);
+ }
+ mPointerController->move(dx, dy);
}
if (buttonsChanged) {