am 56364bcd: am 78d15acf: Merge "Make secure views tolerate IME overlays." into gingerbread
Merge commit '56364bcd0d1a1b064db3e83fdb64f948ce5c2ad7' * commit '56364bcd0d1a1b064db3e83fdb64f948ce5c2ad7': Make secure views tolerate IME overlays.
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commit
6d462b1221
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@ -212,8 +212,15 @@ struct InputWindow {
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int32_t ownerPid;
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int32_t ownerUid;
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bool visibleFrameIntersects(const InputWindow* other) const;
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bool touchableAreaContainsPoint(int32_t x, int32_t y) const;
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bool frameContainsPoint(int32_t x, int32_t y) const;
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/* Returns true if the window is of a trusted type that is allowed to silently
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* overlay other windows for the purpose of implementing the secure views feature.
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* Trusted overlays, such as IME windows, can partly obscure other windows without causing
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* motion events to be delivered to them with AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED.
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*/
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bool isTrustedOverlay() const;
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};
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@ -973,7 +980,7 @@ private:
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bool shouldPokeUserActivityForCurrentInputTargetsLocked();
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void pokeUserActivityLocked(nsecs_t eventTime, int32_t eventType);
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bool checkInjectionPermission(const InputWindow* window, const InjectionState* injectionState);
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bool isWindowObscuredLocked(const InputWindow* window);
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bool isWindowObscuredAtPointLocked(const InputWindow* window, int32_t x, int32_t y) const;
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bool isWindowFinishedWithPreviousInputLocked(const InputWindow* window);
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String8 getApplicationWindowLabelLocked(const InputApplication* application,
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const InputWindow* window);
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@ -134,18 +134,21 @@ static bool validateMotionEvent(int32_t action, size_t pointerCount,
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// --- InputWindow ---
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bool InputWindow::visibleFrameIntersects(const InputWindow* other) const {
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return visibleFrameRight > other->visibleFrameLeft
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&& visibleFrameLeft < other->visibleFrameRight
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&& visibleFrameBottom > other->visibleFrameTop
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&& visibleFrameTop < other->visibleFrameBottom;
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}
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bool InputWindow::touchableAreaContainsPoint(int32_t x, int32_t y) const {
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return x >= touchableAreaLeft && x <= touchableAreaRight
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&& y >= touchableAreaTop && y <= touchableAreaBottom;
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}
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bool InputWindow::frameContainsPoint(int32_t x, int32_t y) const {
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return x >= frameLeft && x <= frameRight
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&& y >= frameTop && y <= frameBottom;
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}
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bool InputWindow::isTrustedOverlay() const {
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return layoutParamsType == TYPE_INPUT_METHOD
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|| layoutParamsType == TYPE_INPUT_METHOD_DIALOG;
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}
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// --- InputDispatcher ---
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@ -1053,8 +1056,12 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
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if (maskedAction == AMOTION_EVENT_ACTION_DOWN
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&& (flags & InputWindow::FLAG_WATCH_OUTSIDE_TOUCH)) {
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mTempTouchState.addOrUpdateWindow(window,
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InputTarget::FLAG_OUTSIDE, BitSet32(0));
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int32_t outsideTargetFlags = InputTarget::FLAG_OUTSIDE;
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if (isWindowObscuredAtPointLocked(window, x, y)) {
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outsideTargetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
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}
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mTempTouchState.addOrUpdateWindow(window, outsideTargetFlags, BitSet32(0));
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}
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}
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}
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@ -1083,10 +1090,6 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
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// (May be NULL which is why we put this code block before the next check.)
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newTouchedWindow = mTempTouchState.getFirstForegroundWindow();
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}
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int32_t targetFlags = InputTarget::FLAG_FOREGROUND;
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if (isSplit) {
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targetFlags |= InputTarget::FLAG_SPLIT;
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}
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// If we did not find a touched window then fail.
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if (! newTouchedWindow) {
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@ -1106,6 +1109,15 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
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goto Failed;
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}
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// Set target flags.
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int32_t targetFlags = InputTarget::FLAG_FOREGROUND;
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if (isSplit) {
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targetFlags |= InputTarget::FLAG_SPLIT;
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}
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if (isWindowObscuredAtPointLocked(newTouchedWindow, x, y)) {
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targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
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}
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// Update the temporary touch state.
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BitSet32 pointerIds;
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if (isSplit) {
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@ -1186,23 +1198,13 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
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for (size_t i = 0; i < mWindows.size(); i++) {
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const InputWindow* window = & mWindows[i];
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if (window->layoutParamsType == InputWindow::TYPE_WALLPAPER) {
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mTempTouchState.addOrUpdateWindow(window, 0, BitSet32(0));
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mTempTouchState.addOrUpdateWindow(window,
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InputTarget::FLAG_WINDOW_IS_OBSCURED, BitSet32(0));
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}
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}
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}
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}
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// If a touched window has been obscured at any point during the touch gesture, set
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// the appropriate flag so we remember it for the entire gesture.
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for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
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TouchedWindow& touchedWindow = mTempTouchState.windows.editItemAt(i);
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if ((touchedWindow.targetFlags & InputTarget::FLAG_WINDOW_IS_OBSCURED) == 0) {
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if (isWindowObscuredLocked(touchedWindow.window)) {
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touchedWindow.targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
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}
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}
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}
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// Success! Output targets.
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injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
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@ -1326,14 +1328,15 @@ bool InputDispatcher::checkInjectionPermission(const InputWindow* window,
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return true;
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}
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bool InputDispatcher::isWindowObscuredLocked(const InputWindow* window) {
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bool InputDispatcher::isWindowObscuredAtPointLocked(
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const InputWindow* window, int32_t x, int32_t y) const {
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size_t numWindows = mWindows.size();
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for (size_t i = 0; i < numWindows; i++) {
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const InputWindow* other = & mWindows.itemAt(i);
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if (other == window) {
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break;
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}
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if (other->visible && window->visibleFrameIntersects(other)) {
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if (other->visible && ! other->isTrustedOverlay() && other->frameContainsPoint(x, y)) {
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return true;
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}
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}
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