am 56364bcd: am 78d15acf: Merge "Make secure views tolerate IME overlays." into gingerbread

Merge commit '56364bcd0d1a1b064db3e83fdb64f948ce5c2ad7'

* commit '56364bcd0d1a1b064db3e83fdb64f948ce5c2ad7':
  Make secure views tolerate IME overlays.
This commit is contained in:
Jeff Brown 2010-10-07 12:20:45 -07:00 committed by Android Git Automerger
commit 6d462b1221
2 changed files with 39 additions and 29 deletions

View File

@ -212,8 +212,15 @@ struct InputWindow {
int32_t ownerPid; int32_t ownerPid;
int32_t ownerUid; int32_t ownerUid;
bool visibleFrameIntersects(const InputWindow* other) const;
bool touchableAreaContainsPoint(int32_t x, int32_t y) const; bool touchableAreaContainsPoint(int32_t x, int32_t y) const;
bool frameContainsPoint(int32_t x, int32_t y) const;
/* Returns true if the window is of a trusted type that is allowed to silently
* overlay other windows for the purpose of implementing the secure views feature.
* Trusted overlays, such as IME windows, can partly obscure other windows without causing
* motion events to be delivered to them with AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED.
*/
bool isTrustedOverlay() const;
}; };
@ -973,7 +980,7 @@ private:
bool shouldPokeUserActivityForCurrentInputTargetsLocked(); bool shouldPokeUserActivityForCurrentInputTargetsLocked();
void pokeUserActivityLocked(nsecs_t eventTime, int32_t eventType); void pokeUserActivityLocked(nsecs_t eventTime, int32_t eventType);
bool checkInjectionPermission(const InputWindow* window, const InjectionState* injectionState); bool checkInjectionPermission(const InputWindow* window, const InjectionState* injectionState);
bool isWindowObscuredLocked(const InputWindow* window); bool isWindowObscuredAtPointLocked(const InputWindow* window, int32_t x, int32_t y) const;
bool isWindowFinishedWithPreviousInputLocked(const InputWindow* window); bool isWindowFinishedWithPreviousInputLocked(const InputWindow* window);
String8 getApplicationWindowLabelLocked(const InputApplication* application, String8 getApplicationWindowLabelLocked(const InputApplication* application,
const InputWindow* window); const InputWindow* window);

View File

@ -134,18 +134,21 @@ static bool validateMotionEvent(int32_t action, size_t pointerCount,
// --- InputWindow --- // --- InputWindow ---
bool InputWindow::visibleFrameIntersects(const InputWindow* other) const {
return visibleFrameRight > other->visibleFrameLeft
&& visibleFrameLeft < other->visibleFrameRight
&& visibleFrameBottom > other->visibleFrameTop
&& visibleFrameTop < other->visibleFrameBottom;
}
bool InputWindow::touchableAreaContainsPoint(int32_t x, int32_t y) const { bool InputWindow::touchableAreaContainsPoint(int32_t x, int32_t y) const {
return x >= touchableAreaLeft && x <= touchableAreaRight return x >= touchableAreaLeft && x <= touchableAreaRight
&& y >= touchableAreaTop && y <= touchableAreaBottom; && y >= touchableAreaTop && y <= touchableAreaBottom;
} }
bool InputWindow::frameContainsPoint(int32_t x, int32_t y) const {
return x >= frameLeft && x <= frameRight
&& y >= frameTop && y <= frameBottom;
}
bool InputWindow::isTrustedOverlay() const {
return layoutParamsType == TYPE_INPUT_METHOD
|| layoutParamsType == TYPE_INPUT_METHOD_DIALOG;
}
// --- InputDispatcher --- // --- InputDispatcher ---
@ -1053,8 +1056,12 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
if (maskedAction == AMOTION_EVENT_ACTION_DOWN if (maskedAction == AMOTION_EVENT_ACTION_DOWN
&& (flags & InputWindow::FLAG_WATCH_OUTSIDE_TOUCH)) { && (flags & InputWindow::FLAG_WATCH_OUTSIDE_TOUCH)) {
mTempTouchState.addOrUpdateWindow(window, int32_t outsideTargetFlags = InputTarget::FLAG_OUTSIDE;
InputTarget::FLAG_OUTSIDE, BitSet32(0)); if (isWindowObscuredAtPointLocked(window, x, y)) {
outsideTargetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
}
mTempTouchState.addOrUpdateWindow(window, outsideTargetFlags, BitSet32(0));
} }
} }
} }
@ -1083,10 +1090,6 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
// (May be NULL which is why we put this code block before the next check.) // (May be NULL which is why we put this code block before the next check.)
newTouchedWindow = mTempTouchState.getFirstForegroundWindow(); newTouchedWindow = mTempTouchState.getFirstForegroundWindow();
} }
int32_t targetFlags = InputTarget::FLAG_FOREGROUND;
if (isSplit) {
targetFlags |= InputTarget::FLAG_SPLIT;
}
// If we did not find a touched window then fail. // If we did not find a touched window then fail.
if (! newTouchedWindow) { if (! newTouchedWindow) {
@ -1106,6 +1109,15 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
goto Failed; goto Failed;
} }
// Set target flags.
int32_t targetFlags = InputTarget::FLAG_FOREGROUND;
if (isSplit) {
targetFlags |= InputTarget::FLAG_SPLIT;
}
if (isWindowObscuredAtPointLocked(newTouchedWindow, x, y)) {
targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
}
// Update the temporary touch state. // Update the temporary touch state.
BitSet32 pointerIds; BitSet32 pointerIds;
if (isSplit) { if (isSplit) {
@ -1186,23 +1198,13 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
for (size_t i = 0; i < mWindows.size(); i++) { for (size_t i = 0; i < mWindows.size(); i++) {
const InputWindow* window = & mWindows[i]; const InputWindow* window = & mWindows[i];
if (window->layoutParamsType == InputWindow::TYPE_WALLPAPER) { if (window->layoutParamsType == InputWindow::TYPE_WALLPAPER) {
mTempTouchState.addOrUpdateWindow(window, 0, BitSet32(0)); mTempTouchState.addOrUpdateWindow(window,
InputTarget::FLAG_WINDOW_IS_OBSCURED, BitSet32(0));
} }
} }
} }
} }
// If a touched window has been obscured at any point during the touch gesture, set
// the appropriate flag so we remember it for the entire gesture.
for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
TouchedWindow& touchedWindow = mTempTouchState.windows.editItemAt(i);
if ((touchedWindow.targetFlags & InputTarget::FLAG_WINDOW_IS_OBSCURED) == 0) {
if (isWindowObscuredLocked(touchedWindow.window)) {
touchedWindow.targetFlags |= InputTarget::FLAG_WINDOW_IS_OBSCURED;
}
}
}
// Success! Output targets. // Success! Output targets.
injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED; injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
@ -1326,14 +1328,15 @@ bool InputDispatcher::checkInjectionPermission(const InputWindow* window,
return true; return true;
} }
bool InputDispatcher::isWindowObscuredLocked(const InputWindow* window) { bool InputDispatcher::isWindowObscuredAtPointLocked(
const InputWindow* window, int32_t x, int32_t y) const {
size_t numWindows = mWindows.size(); size_t numWindows = mWindows.size();
for (size_t i = 0; i < numWindows; i++) { for (size_t i = 0; i < numWindows; i++) {
const InputWindow* other = & mWindows.itemAt(i); const InputWindow* other = & mWindows.itemAt(i);
if (other == window) { if (other == window) {
break; break;
} }
if (other->visible && window->visibleFrameIntersects(other)) { if (other->visible && ! other->isTrustedOverlay() && other->frameContainsPoint(x, y)) {
return true; return true;
} }
} }