The Snapshot class is getting complicated enough that its implementation
should now live in a separate .cpp file. This will become particularly
useful when support for clip regions and paths will be added later on.
Change-Id: I050fac5683a9f7a0ff2f7a6beec3dd28aa5eb0d8
Introduce second snooze timestamp to support dismissal of data usage
warning notification. Also explicitly set notification "when" to
avoid fighting with other notifications, such as ongoing downloads.
Bug: 5443756, 5262414
Change-Id: I03342c25b0410b1b2db84de9a40884f04cb1d8ae
This fixes a regression caused by making the lock screen window slippery where
dragging the target over the system bar would incorrectly cause it to
snap to an invisible target. It now interprets MotionEvent.ACTION_CANCEL
the same as an "up" event and resets to the initial state.
Change-Id: I9a3c195371d64e1a4613f6f1fb0a043e9a47a601
we now exit the Display thread on any error happening on these files.
also refactor the code and remove a lot of unused stuff.
Change-Id: I8d080c35b211890ca20ae09fa36fbdccdf5669a8
LayoutTransition side-effects the alpha property on View to fade views
in and out. This works fine if the layout transition is always used on
those views' container. But if you fade out a disappearing view and then
set the transition to null on the container and set that view to VISIBLE,
there is no transition logic to restore the alpha value to 1 (opaque).
The fix is to always restore alpha to its pre-animation value when fading
the view out.
Also, added extra info to alpha and the various View transform properties
to help hierarchyviewer debugging.
Issue #5958434: LayoutTransition temporary disablement may leave some views invisible
Change-Id: I3c21b0e7334dc29c10c5e372b589f0e2b59c2883
BUG=5955072
We used to call delete, which did not update the Context's view of the world,
leading to potential segfaults on Context teardown. This change also enables
exceptions to be thrown when runtime errors are encountered.
Change-Id: If63578efff2d7dd03639da1049c1a5ebc69fde35
When NDC delivers limitReached() event, NMS re-arms the alert, which
makes another call back to NDC. If NDC already started processing
another call, this causes deadlock.
Fix this by re-arming on a handler thread.
Bug: 5879848
Change-Id: I46fa78fe1f1122c5f31dd6020483e5ae89a9f39d
o used the nInputPortIndex and nOutputPortIndex from header instead
of assuming that the # of ports == 2
Change-Id: I4b615912b088b4e2bac9c00e89986e811a5c58bb
This new setting allows users to set a scale factor for the
duration and startDelay of all Animator-based animations. This
setting is very similar to the Transition animation scale and
Window animation scale settings, except this one applies specifically
to Animator animations. The property is only accessible by users
through the Settings UI, not programmatically. The value applies
system-wide and is picked up per-process at the time of the first
ValueAnimator construction.
This is an update to a previous CL; this approach uses the WindowManager
to store the animator scale settings, instead of SystemProperties.
Change-Id: I8295fab060aa6d597ae507ded8f9c9d6077be966
with this changes, SF transactions are handled as soon as possible
but do not trigger updates. the update is delayed until the next
vsync.
this allows us to work much better without requiring triple-buffering.
Change-Id: I1fa10794d0cf742129f0877698b7b1e1f2ec7401