Fix off by one errors in touch motion ranges. (DO NOT MERGE)
Report inclusive minimum and maximum ranges for all
axes including X and Y.
Set mouse pointer bounds to 0..width-1, 0..height-1.
Rotate touch and mouse positions more carefully, paying attention
to the maximum bounds when calculating the complement of an axis.
Simplified the InputReader somewhat and removed support for a
couple of poorly defined input device configuration parameters.
We now assume that the touch device provides useful absolute axis
ranges for the X and Y axes since the alternative does not actually
make sense.
Bug: 3413541
Change-Id: I121d28a125c4f9618cb283dc460d33ff1a907023
diff --git a/services/input/PointerController.cpp b/services/input/PointerController.cpp
index 954872b..a4ee295 100644
--- a/services/input/PointerController.cpp
+++ b/services/input/PointerController.cpp
@@ -109,12 +109,12 @@
switch (mLocked.displayOrientation) {
case DISPLAY_ORIENTATION_90:
case DISPLAY_ORIENTATION_270:
- *outMaxX = mLocked.displayHeight;
- *outMaxY = mLocked.displayWidth;
+ *outMaxX = mLocked.displayHeight - 1;
+ *outMaxY = mLocked.displayWidth - 1;
break;
default:
- *outMaxX = mLocked.displayWidth;
- *outMaxY = mLocked.displayHeight;
+ *outMaxX = mLocked.displayWidth - 1;
+ *outMaxY = mLocked.displayHeight - 1;
break;
}
return true;
@@ -309,48 +309,53 @@
AutoMutex _l(mLock);
if (mLocked.displayOrientation != orientation) {
- float absoluteX, absoluteY;
+ // Apply offsets to convert from the pixel top-left corner position to the pixel center.
+ // This creates an invariant frame of reference that we can easily rotate when
+ // taking into account that the pointer may be located at fractional pixel offsets.
+ float x = mLocked.pointerX + 0.5f;
+ float y = mLocked.pointerY + 0.5f;
+ float temp;
- // Map from oriented display coordinates to absolute display coordinates.
+ // Undo the previous rotation.
switch (mLocked.displayOrientation) {
case DISPLAY_ORIENTATION_90:
- absoluteX = mLocked.displayWidth - mLocked.pointerY;
- absoluteY = mLocked.pointerX;
+ temp = x;
+ x = mLocked.displayWidth - y;
+ y = temp;
break;
case DISPLAY_ORIENTATION_180:
- absoluteX = mLocked.displayWidth - mLocked.pointerX;
- absoluteY = mLocked.displayHeight - mLocked.pointerY;
+ x = mLocked.displayWidth - x;
+ y = mLocked.displayHeight - y;
break;
case DISPLAY_ORIENTATION_270:
- absoluteX = mLocked.pointerY;
- absoluteY = mLocked.displayHeight - mLocked.pointerX;
- break;
- default:
- absoluteX = mLocked.pointerX;
- absoluteY = mLocked.pointerY;
+ temp = x;
+ x = y;
+ y = mLocked.displayHeight - temp;
break;
}
- // Map from absolute display coordinates to oriented display coordinates.
+ // Perform the new rotation.
switch (orientation) {
case DISPLAY_ORIENTATION_90:
- mLocked.pointerX = absoluteY;
- mLocked.pointerY = mLocked.displayWidth - absoluteX;
+ temp = x;
+ x = y;
+ y = mLocked.displayWidth - x;
break;
case DISPLAY_ORIENTATION_180:
- mLocked.pointerX = mLocked.displayWidth - absoluteX;
- mLocked.pointerY = mLocked.displayHeight - absoluteY;
+ x = mLocked.displayWidth - x;
+ y = mLocked.displayHeight - y;
break;
case DISPLAY_ORIENTATION_270:
- mLocked.pointerX = mLocked.displayHeight - absoluteY;
- mLocked.pointerY = absoluteX;
- break;
- default:
- mLocked.pointerX = absoluteX;
- mLocked.pointerY = absoluteY;
+ temp = x;
+ x = mLocked.displayHeight - y;
+ y = temp;
break;
}
+ // Apply offsets to convert from the pixel center to the pixel top-left corner position
+ // and save the results.
+ mLocked.pointerX = x - 0.5f;
+ mLocked.pointerY = y - 0.5f;
mLocked.displayOrientation = orientation;
updateLocked();