Merge commit 'b14f325a0118ffce286155caaabaae149653462c'
* commit 'b14f325a0118ffce286155caaabaae149653462c':
Add ANativeWindow API for directly drawing to the surface bits.
Merge commit '289b9b62372ef52a06113b83dfb870e2c2fb325a' into gingerbread-plus-aosp
* commit '289b9b62372ef52a06113b83dfb870e2c2fb325a':
Add ANativeWindow API for directly drawing to the surface bits.
Also other cleanup and fixes:
- We now properly set the default window format to 565.
- New APIs to set the window format and flags from native code.
- Tweaked glue for simpler handling of the "destroy" message.
- Um, other stuff.
Change-Id: Id7790a21a2fa9a19b91854d225324a7c1e7c6ade
This factors out the boiler-plate code from the sample
app to a common glue code that can be used for everyone
writing this style of app: a dedicated app thread that
takes care of waiting for events and processing them.
As part of doing this, ALooper has a new facility to allow
registration of fds that cause ALooper_pollOnce() to return
the fd that has data, allowing the app to drive the loop
without callbacks. Hopefully this makes some people feel better. :)
Also do some other cleanup of the ALooper API, plus some
actual documentation.
Change-Id: Ic53bd56bdf627e3ba28a3c093faa06a92be522b8
This change only adds the necessary API and stubs. The implementation
will be added in another change.
Change-Id: Ie50b8aff5868e78796cee331df15bdbf990d2ea1
This allows us to avoid exposing the file descriptor of
the event queue; instead, you attach an event queue to
a looper. This will also should allow native apps to be
written without the need for a separate thread, by attaching
the event queue to the main thread's looper and scheduling
their own messages there.
Change-Id: I38489282635895ae2cbfacb88599c1b1cad9b239
Merge commit '39c921c6e5316696d8c61d1ee465f9b5f894c4ed'
* commit '39c921c6e5316696d8c61d1ee465f9b5f894c4ed':
Get to the point of being able to do native drawing.
Merge commit '8ae5a8e7c04c7b204b739dfcd5da9e2e0f83e1eb' into gingerbread-plus-aosp
* commit '8ae5a8e7c04c7b204b739dfcd5da9e2e0f83e1eb':
Get to the point of being able to do native drawing.
Merge commit '58f35ff41601769ca4f357575a9385f16c01b991'
* commit '58f35ff41601769ca4f357575a9385f16c01b991':
Make real API for native code to get its window.
Merge commit '54a181b1a2b1517a9479b21fbf7705a688232faf' into gingerbread-plus-aosp
* commit '54a181b1a2b1517a9479b21fbf7705a688232faf':
Make real API for native code to get its window.
The next step will be to add an FBO cache to avoid churning memory on every
frame we draw. This change also adds support for drawBitmap(Bitmap, Matrix, Paint).
Change-Id: I7825cdcf0cad9bffe6219e05d8328a53d4a6e583
Merge commit '160edb3645f8b7012bab70ae6e6e8c4a5733082b' into gingerbread-plus-aosp
* commit '160edb3645f8b7012bab70ae6e6e8c4a5733082b':
Add ability to guard a thread against setting its own prio to bg
The guard is compiled out by default because it adds overhead to
android.os.Process.setPriority().
Change-Id: Ibb2a648c6349b381abb7ae62a358888b04fba871
The native code now maintains a list of all keys that may use
default handling. If the app finishes one of these keys
without handling it, the key will be passed back off to Java
for default treatment.
Change-Id: I6a842a0d728eeafa4de7142fae573f8c11099e18
Target identification is now fully native.
Fixed a couple of minor issues related to input injection.
Native input enabled by default, can be disabled by setting
WindowManagerPolicy.ENABLE_NATIVE_INPUT_DISPATCH to false.
Change-Id: I7edf66ed3e987cc9306ad4743ac57a116af452ff
Even though there's an implementation for textured rects, drawBitmap() is not
hooked up yet as it will require a good texture cache.
This method is implemented using FBOs. There's currently an issue either in the
driver or in the Canvas renderer that forces the FBO to be fullscreen, which is
extremely expensive and yields terrible performance.
Change-Id: I148419195e12d45653c60186938aa78c23a68e2c
The OpenGL ES 2.0 renderer can now draw colored rectangles. At least there's
something on screen now.
Change-Id: I80a13ccc1dd56784edf74f2670a364f30700234a
Drawing two rectangles one after the other discards the second one because of
Z buffering issues. This will be fixed in another changelist.
Change-Id: Ida1b3cde8a78e60cacc07e477abc44def527ff67
Merge commit '9bf39efb1b8527d7c46b20538cbb75bd60900b44' into gingerbread-plus-aosp
* commit '9bf39efb1b8527d7c46b20538cbb75bd60900b44':
Do not log AT command traffic by default.
This change adds partial support for the following transforms:
- scale()
- translate()
- rotate()
- setMatrix()
- getMatrix()
The transform is stored in a snapshot and saved/restored as needed.
The transform is currently not applied to the clip rect and is not
mapped to the vertex shader.
Change-Id: Id48993453311200804149917d0c126a4d0471226
Merge commit '845f541454d1fa9f328c0b0bf79acf2fba363177'
* commit '845f541454d1fa9f328c0b0bf79acf2fba363177':
Added support for audio sessions in MediaPlayer and AudioTrack.
The current implementation of clipRect() does not apply local transformations
before setting the new clip.
Change-Id: I5997871bb638dfcd1a8ef96354846af52427e445