Bug #3431907
When drawing layers inside a layer, the wrong target FBO would be used.
This would happen for instance with app widgets using a ViewFlipper
in Launcher. The ViewFlipper uses a fade animation that triggers a
call to saveLayerAlpha(), which in turns creates an FBO. If this happened
during a scroll, the ViewFlipper's FBO would be composited back directly
inside FBO 0, i.e. the screen. This properly initializes the snapshots
of hardware layers to use the layer's FBO as the default compositing
target instead of using 0.
This problem did not happen when drawing hardware layers inside
hardware layers because LayerRenderer already takes care of figuring
out the FBO it needs to composite into. The bug would occur only
with layers generated with saveLayer() and its saveLayerAlpha()
variation.
Layers inside hardware layers insider layers inside hardware layers
now work properly.
Change-Id: Ibe852301087f3d414ad8a18436eebc81f8ac66f5
Glyphs drawn with paints that had different textScaleX values were not
being recognized as different, so the glyph cache was being used regardless
of different scaleX values. This change adds the scaleX attribute to the native
Font object to allow the cache to distinguish between this difference and cache
accordingly.
Change-Id: I5d8fc26d47460b27dc8e373a473d46b2f1b8dc30
Also renamed the support library to com.android.future.usb.accessory.jar
Change-Id: Id6226991ce73f75dfedc497adf1c25bffb670243
Signed-off-by: Mike Lockwood <lockwood@android.com>
This provides a mechanism for developing applications to work with
USB accessories in versions of android prior to the introduction
of the android.hardware.UsbManager APIs.
Applications should link against the com.google.android.usb library
to use this support.
Change-Id: I48ff80467fd9a6667aa84a758eca754132f546b9
Signed-off-by: Mike Lockwood <lockwood@android.com>
This change adds a new query to ANativeWindow for getting the minimum
number of buffers that must be left un-dequeued during the steady-state
operation of the ANativeWindow.
Change-Id: Ie8c461fc26b02ecde02ddb4f95bf763662cf1551
Related-Bug: 3356050
This change adds a null pointer check before dereferencing buffers in
a Surface list of known GraphicBuffer objects. If not all the buffers
have been dequeued before this list can legitimately contain NULL
entries.
Change-Id: I0e105b53a3f6f9a5404716b7bf150c793ff648a6
some of the conversion operators were not using the proper
pointer type when calling incStrong/decStrong, usually it
has no bad consequences, but for some implementation
of the ref-counted object it could lead to recording the wrong
owner id.
Change-Id: If574b9069b8a4cf6e0911a992c8f095aba799995
First slipt sp<> out of RefBase into StrongPointer.h so it can be reused
more easily and to make it clear that it doesn't require RefBase.
Note: the rest of the change only affects the system when DEBUG_REFS is enabled.
The main problem we fix here is that the owner id associated with each
reference could get out of date when a sp<> or wp<> was moved, for
instance when they're used in a Vector< >.
We fix this issue by calling into RefBase::moveReferences from
a template specialization for sp<TYPE> and wp<TYPE> of the
type helpers. RefBase::moveReferences() has then a chance to
update the owner ids.
There is a little bit of trickery to implement this generically in
RefBase, where we need to use a templatized functor that can turn
a sp<TYPE>* casted to a void* into a RefBase*.
Introduced a new debug option DEBUG_REFS_FATAL_SANITY_CHECKS
currently set to 0 by default as there seem to be an issue
with sp<ANativeWindow> which trips the sanity checks.
Change-Id: I4825b21c8ec47d4a0ef35d760760ae0c9cdfbd7f
Added support for tracking the mouse position even when the mouse button
is not pressed. To avoid confusing existing applications, mouse movements
are reported using the new ACTION_HOVER_MOVE action when the mouse button
is not pressed.
Added some more plumbing for the scroll wheel axes. The values are
reported to Views but they are not yet handled by the framework.
Change-Id: I1706be850d25cf34e5adf880bbed5cc3265cf4b1
Added API on InputDevice to query the set of axes available.
Added API on KeyEvent and MotionEvent to convert keycodes and axes
to symbolic name strings for diagnostic purposes.
Added API on KeyEvent to query if a given key code is a gamepad button.
Added a new "axis" element to key layout files to specify the
mapping between raw absolute axis values and motion axis ids.
Expanded the axis bitfield to 64bits to allow for future growth.
Modified the Makefile for keyboard prebuilts to run the keymap
validation tool during the build.
Added layouts for two game controllers.
Added default actions for game pad button keys.
Added more tests.
Fixed a bunch of bugs.
Change-Id: I73f9166c3b3c5bcf4970845b58088ad467525525