Drop all dispatcher state when dispatcher is disabled.

This patch makes the dispatcher drop all of its state when it is
disabled (when the screen turns off).  This ensures that the dispatcher
does not get stuck thinking a pointer is still down if the screen
turned off while the user was touching the display (such as a fat touch
while hitting the power button).

Bug: 3098344
Change-Id: If50ef5804870aa1acd3179fd4b40e3cda58dd39d
This commit is contained in:
Jeff Brown 2010-10-27 18:43:51 -07:00
parent d2a5a8f3d1
commit fef5b04203
2 changed files with 26 additions and 1 deletions

View File

@ -1032,6 +1032,9 @@ private:
// Splitting motion events across windows.
MotionEntry* splitMotionEvent(const MotionEntry* originalMotionEntry, BitSet32 pointerIds);
// Reset and drop everything the dispatcher is doing.
void resetAndDropEverythingLocked(const char* reason);
// Dump state.
void dumpDispatchStateLocked(String8& dump);
void logDispatchStateLocked();

View File

@ -1302,6 +1302,9 @@ Failed:
}
Unresponsive:
// Reset temporary touch state to ensure we release unnecessary references to input channels.
mTempTouchState.reset();
nsecs_t timeSpentWaitingForApplication = getTimeSpentWaitingForApplicationLocked(currentTime);
updateDispatchStatisticsLocked(currentTime, entry,
injectionResult, timeSpentWaitingForApplication);
@ -2586,10 +2589,14 @@ void InputDispatcher::setInputDispatchMode(bool enabled, bool frozen) {
AutoMutex _l(mLock);
if (mDispatchEnabled != enabled || mDispatchFrozen != frozen) {
if (mDispatchFrozen && ! frozen) {
if (mDispatchFrozen && !frozen) {
resetANRTimeoutsLocked();
}
if (mDispatchEnabled && !enabled) {
resetAndDropEverythingLocked("dispatcher is being disabled");
}
mDispatchEnabled = enabled;
mDispatchFrozen = frozen;
changed = true;
@ -2608,6 +2615,21 @@ void InputDispatcher::setInputDispatchMode(bool enabled, bool frozen) {
}
}
void InputDispatcher::resetAndDropEverythingLocked(const char* reason) {
#if DEBUG_FOCUS
LOGD("Resetting and dropping all events (%s).", reason);
#endif
synthesizeCancelationEventsForAllConnectionsLocked(InputState::CANCEL_ALL_EVENTS, reason);
resetKeyRepeatLocked();
releasePendingEventLocked();
drainInboundQueueLocked();
resetTargetsLocked();
mTouchState.reset();
}
void InputDispatcher::logDispatchStateLocked() {
String8 dump;
dumpDispatchStateLocked(dump);