Only consume touches up until the frame time

When resampling is disabled, it's currently possible to consume
touches after the current frame time. This breaks some guarantees and
could cause unexpected behaviors.

Change-Id: I99908a2cac2df9f795dd4a07188b4451213cf3e4
This commit is contained in:
Michael Wright 2013-10-21 12:05:22 -07:00
parent 8507586903
commit 3223217aed

View File

@ -511,14 +511,17 @@ status_t InputConsumer::consumeBatch(InputEventFactoryInterface* factory,
status_t result; status_t result;
for (size_t i = mBatches.size(); i-- > 0; ) { for (size_t i = mBatches.size(); i-- > 0; ) {
Batch& batch = mBatches.editItemAt(i); Batch& batch = mBatches.editItemAt(i);
if (frameTime < 0 || !mResampleTouch) { if (frameTime < 0) {
result = consumeSamples(factory, batch, batch.samples.size(), result = consumeSamples(factory, batch, batch.samples.size(),
outSeq, outEvent); outSeq, outEvent);
mBatches.removeAt(i); mBatches.removeAt(i);
return result; return result;
} }
nsecs_t sampleTime = frameTime - RESAMPLE_LATENCY; nsecs_t sampleTime = frameTime;
if (mResampleTouch) {
sampleTime -= RESAMPLE_LATENCY;
}
ssize_t split = findSampleNoLaterThan(batch, sampleTime); ssize_t split = findSampleNoLaterThan(batch, sampleTime);
if (split < 0) { if (split < 0) {
continue; continue;
@ -532,7 +535,7 @@ status_t InputConsumer::consumeBatch(InputEventFactoryInterface* factory,
} else { } else {
next = &batch.samples.itemAt(0); next = &batch.samples.itemAt(0);
} }
if (!result) { if (!result && mResampleTouch) {
resampleTouchState(sampleTime, static_cast<MotionEvent*>(*outEvent), next); resampleTouchState(sampleTime, static_cast<MotionEvent*>(*outEvent), next);
} }
return result; return result;