Fix a key repeating bug.

This change fixes a bug in the dispatcher where the window manager
policy would incorrectly receive a key repeat count of 0 in the case
where the key repeat was generated by the hardware or driver.
Long-press on HOME was broken as a result.

Bug: 3159581
Change-Id: If0f02662313f5b879a4e566fbb461389e274a550
This commit is contained in:
Jeff Brown 2010-11-02 17:58:22 -07:00
parent b0bb949f09
commit 92988aab48

View File

@ -619,6 +619,38 @@ bool InputDispatcher::dispatchConfigurationChangedLocked(
bool InputDispatcher::dispatchKeyLocked(
nsecs_t currentTime, KeyEntry* entry, nsecs_t keyRepeatTimeout,
DropReason* dropReason, nsecs_t* nextWakeupTime) {
// Preprocessing.
if (! entry->dispatchInProgress) {
if (entry->repeatCount == 0
&& entry->action == AKEY_EVENT_ACTION_DOWN
&& (entry->policyFlags & POLICY_FLAG_TRUSTED)
&& !entry->isInjected()) {
if (mKeyRepeatState.lastKeyEntry
&& mKeyRepeatState.lastKeyEntry->keyCode == entry->keyCode) {
// We have seen two identical key downs in a row which indicates that the device
// driver is automatically generating key repeats itself. We take note of the
// repeat here, but we disable our own next key repeat timer since it is clear that
// we will not need to synthesize key repeats ourselves.
entry->repeatCount = mKeyRepeatState.lastKeyEntry->repeatCount + 1;
resetKeyRepeatLocked();
mKeyRepeatState.nextRepeatTime = LONG_LONG_MAX; // don't generate repeats ourselves
} else {
// Not a repeat. Save key down state in case we do see a repeat later.
resetKeyRepeatLocked();
mKeyRepeatState.nextRepeatTime = entry->eventTime + keyRepeatTimeout;
}
mKeyRepeatState.lastKeyEntry = entry;
entry->refCount += 1;
} else if (! entry->syntheticRepeat) {
resetKeyRepeatLocked();
}
entry->dispatchInProgress = true;
resetTargetsLocked();
logOutboundKeyDetailsLocked("dispatchKey - ", entry);
}
// Give the policy a chance to intercept the key.
if (entry->interceptKeyResult == KeyEntry::INTERCEPT_KEY_RESULT_UNKNOWN) {
if (entry->policyFlags & POLICY_FLAG_PASS_TO_USER) {
@ -647,38 +679,6 @@ bool InputDispatcher::dispatchKeyLocked(
return true;
}
// Preprocessing.
if (! entry->dispatchInProgress) {
logOutboundKeyDetailsLocked("dispatchKey - ", entry);
if (entry->repeatCount == 0
&& entry->action == AKEY_EVENT_ACTION_DOWN
&& (entry->policyFlags & POLICY_FLAG_TRUSTED)
&& !entry->isInjected()) {
if (mKeyRepeatState.lastKeyEntry
&& mKeyRepeatState.lastKeyEntry->keyCode == entry->keyCode) {
// We have seen two identical key downs in a row which indicates that the device
// driver is automatically generating key repeats itself. We take note of the
// repeat here, but we disable our own next key repeat timer since it is clear that
// we will not need to synthesize key repeats ourselves.
entry->repeatCount = mKeyRepeatState.lastKeyEntry->repeatCount + 1;
resetKeyRepeatLocked();
mKeyRepeatState.nextRepeatTime = LONG_LONG_MAX; // don't generate repeats ourselves
} else {
// Not a repeat. Save key down state in case we do see a repeat later.
resetKeyRepeatLocked();
mKeyRepeatState.nextRepeatTime = entry->eventTime + keyRepeatTimeout;
}
mKeyRepeatState.lastKeyEntry = entry;
entry->refCount += 1;
} else if (! entry->syntheticRepeat) {
resetKeyRepeatLocked();
}
entry->dispatchInProgress = true;
resetTargetsLocked();
}
// Identify targets.
if (! mCurrentInputTargetsValid) {
int32_t injectionResult = findFocusedWindowTargetsLocked(currentTime,
@ -705,16 +705,24 @@ void InputDispatcher::logOutboundKeyDetailsLocked(const char* prefix, const KeyE
#if DEBUG_OUTBOUND_EVENT_DETAILS
LOGD("%seventTime=%lld, deviceId=0x%x, source=0x%x, policyFlags=0x%x, "
"action=0x%x, flags=0x%x, keyCode=0x%x, scanCode=0x%x, metaState=0x%x, "
"downTime=%lld",
"repeatCount=%d, downTime=%lld",
prefix,
entry->eventTime, entry->deviceId, entry->source, entry->policyFlags,
entry->action, entry->flags, entry->keyCode, entry->scanCode, entry->metaState,
entry->downTime);
entry->repeatCount, entry->downTime);
#endif
}
bool InputDispatcher::dispatchMotionLocked(
nsecs_t currentTime, MotionEntry* entry, DropReason* dropReason, nsecs_t* nextWakeupTime) {
// Preprocessing.
if (! entry->dispatchInProgress) {
entry->dispatchInProgress = true;
resetTargetsLocked();
logOutboundMotionDetailsLocked("dispatchMotion - ", entry);
}
// Clean up if dropping the event.
if (*dropReason != DROP_REASON_NOT_DROPPED) {
resetTargetsLocked();
@ -723,14 +731,6 @@ bool InputDispatcher::dispatchMotionLocked(
return true;
}
// Preprocessing.
if (! entry->dispatchInProgress) {
logOutboundMotionDetailsLocked("dispatchMotion - ", entry);
entry->dispatchInProgress = true;
resetTargetsLocked();
}
bool isPointerEvent = entry->source & AINPUT_SOURCE_CLASS_POINTER;
// Identify targets.