Don't hold the global package log while instantiated an AssetManager+Resources, since
this is a fairly heavy-weight operation, and if done in the background can starve the
foreground.
Change-Id: I5ad37324fb7c27ffdbf28e1498ca0ad667479580
Due to a change in cpu stepping values, the batterystats.bin file needs to
be wiped for Battery Use app to show CPU cost correctly.
Bumping up the version number of the file fixes this.
This is an uber hack. Since there is a race between resizing the view and getting
the orientation-changed notification, this just tries to avoid drawing the tabs in the
wrong orientation (based on what we *expect* to be the orientation specified in the layout
file for the SlidingTab). This masks the problem *most* of the time.
This fixes the following glitches:
- flash at the end of animation as the widget resets. Fix: new "hold" animation holds the view for 1 second, allowing it to transition before we reset the view.
- target flashing. Fix: remove AlphaAnimation when we want to hide the target.
- bar appears to get stuck at edge. Fix: sliding bar now slides fully offscreen when hold == true. Added setHoldAfterTrigger() method to allow InCallScreen and LockScreen to have different behaviors.
- view continues to animate when shown again. Fix: reset the animations and sliders when the view is hidden.
Tested:
Answer/Decline call on CDMA and GSM device.
Unlock phone and toggle sound on/off in LockScreen on both devices.
Merge commit '00ecac957c4a5d2df132640ff418280d969e7d83' into eclair
* commit '00ecac957c4a5d2df132640ff418280d969e7d83':
docs: remove all content from the older sdk download,
* changes:
docs: remove all content from the older sdk download, install, and requirements pages and redirect to the new sdk pages. Also update the "older sdks" doc to include all version-specific sdks. also update the robots file to disallow indexing of the old sdk docs.
install, and requirements pages and redirect to the new sdk
pages. Also update the "older sdks"
doc to include all version-specific sdks.
also update the robots file to disallow indexing
of the old sdk docs.
There was a lock in AssetManager that purported to be per-instance (mSync)
but was actually static. A lot of code used it like it was per-instance,
but this would actually block all instances. This is now changed to fix
the name and make everything except the actual static data lock on the
specific AssetManager instance.
Change-Id: Ie8e9ad60f962184e76b2301f7a2790d0c2487063
since we're using the GPU for composition, don't use a texture for dimming,
instead simply use an alpha-blended quad.
also workaround what looks like a GL driver bug by calling glFinish() before
glReadPixels().
This change allows applications to nest children RemoteViews
inside an existing set of RemoteViews. These nested views
are inflated and treated as addView() calls.
This change also allows ViewFlipper through RemoteViews, and
adds logic surpress flipping when the parent window is
detached or behind the lockscreen. Also fixes ViewAnimator
to observe the measureAllChildren flag when set.
Fixes http://b/2239905
+ The mDone flag is now a pair of flags: mShouldExit and mExited. The
problem with mDone was that it meant "had been asked to exit", but was
being used by some observers as "had exited". Using two variables means
that observers can observe either "had been asked to exit" or "had exited",
as they prefer.
+ Simplyify where we check for mShouldExit. We now check for it at the
top of our innermost guardedRun while loop.
+ requestExitAndWait now waits for mExited to be set to true to know
that a thread has exited, rather than using join(). This means we can use
wait() for the check, which releases the sGLThreadManager
monitor, avoiding a potential deadlock.
+ move the event queue into the sGLThreadManager monitor. This avoids
having to acquire two locks in order to enque/deque events, which also
avoids the potential for lock ordering deadlocks.
+ Simplify the event dequeueing code. We now deque one event each time
through the main GLSurfaceView loop. Events still have priority over
rendering, so there isn't any semantic change, it just cleans up the code.
+ Avoid trying to acquire an egl Surface if we're paused.
+ To simplify reasoning about the code, call sGLThreadManager.notifyAll()
in every case where we modify one of the variables that's protected by
the sGLThreadManager monitor. It would be slightly more efficient to only
notify when we change variables that could cause a thread to wait(), but
then we would have to redo our analysis every time we change any code.
+ Clean up the logic for creating the EGL surface and then calling the
renderer's onSurfaceCreated / onSurfaceChanged methods.
+ Implement work-around for bug 2263168 "Need to draw twice after
screen rotation..."
Merge commit '59450740c72c8642c25e2fa757754dc32252d1a2' into eclair
* commit '59450740c72c8642c25e2fa757754dc32252d1a2':
docs: update the publishing guide to revise the updating section
Added translation animation where tab "flies" when you release.
Added translation animation where pressing and releasing one tab will hide/show the other
Added alpha animation to make target appear gradually
Added margin around swipe area to allow easier unlocking.
Removed unused handler.