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
Merge commit 'b4d2e42a8508a09f944b13f27c043952eef6c1cc' into gingerbread
* commit 'b4d2e42a8508a09f944b13f27c043952eef6c1cc':
docs: revise menu guide to focus more on using menu resources
Set a default orientation of ROTATION_0.
Added some more careful checks based on whether we have valid
absolute axis information from the driver.
Reset key repeating during configuration changes since the keyboard
device may have been removed.
Change-Id: I685960828acffcb17595fc5683309e8064a76714
Also:
- Allowed start() call when encoder already starts and stop() call when encoder has not started yet
- Handled default value for audio/video sources/encoders and file output format
Change-Id: I03b2f7d3cf570baa0fd011a8c0ad200f2f2a5da1
When the user taps on an intruder alert (the priority
notification in immersive mode), the .contentIntent in the
Notification object will be sent, just as we handle tapping
on a normal Notification in the windowshade.
Change-Id: Ib6991837b0b2122fe138cddacf347fdbc426b99d
Fixed a typo where checking against the wrong constant caused GL_TEXTURE_EXTERNAL_OES
to be used with a regular texture, which some GL driver will choke on.
Change-Id: I93dfc4c8fa674433bbb678eee31954e9a8d0cb4b
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
- added sample duration to the statistcal log messages.
- fixed the bug on miscalcuting the average frame rate.
- also fixed an issue where both frame and time progress status notifications
are sent out even though only one of them is explicitly requsted.
Change-Id: Ib86f15a85fad3dbeabde120c3c782b79c16da46c
- An alternative would be to define a common base class that
both MediaRecorderClient and MediaPlayerClient can derive.
But since the common code, onTransact() and notify() uses
some Binder code, having a common base class may not gain
us too much in terms of code reuse.
Change-Id: Ibc06720278ad173fceacff3d267b7060856c6316
When a FLAG_HIGH_PRIORITY notification is posted and the
foreground activity is immersive, this window will be shown
to the user. It disappears after a while (currently 10s,
which is far too long to be usable but is very handy for
testing) and can be dismissed by a tap.
Artwork is extremely rough; please ignore the aesthetics.
Still TODO:
- sticky alerts for ongoing priority notifications
- tap to launch PendingIntent associated with the
notification
Change-Id: Ief4a98b84cc836d33359bd7d65de9909f5186317
Replaces use of UMS notifications, which will not work on devices without
USB mass storage support.
Change-Id: I2ea7f4d2dead91418935e97e2f442f5e3fc5e6dc
Signed-off-by: Mike Lockwood <lockwood@android.com>
This can be used instead of ACTION_USB_CONNECTED and ACTION_USB_DISCONNECTED
by clients that need to be informed of both USB connect and disconnect events
Change-Id: Ic26927af2e775c2694d18775f9d574c97b095dfd
Signed-off-by: Mike Lockwood <lockwood@android.com>
- Track either the number of A/V frames authored, or the time elapsed
- Track the completion of the authoring
- Add multiple camera support for authoring by accepting a camera id parameter
- Set file type based on the OUTPUT_FORMAT requested
Change-Id: I0f9d31b3b7a8fa43eb53f572410fb0ebd4fa0bb7
Introdude a new ActivityStack class that holds all of the
state and management of a stack of activities. Paves the way
for having multiple activity stacks, though at this point
there should be no change in functionality and the activity
manager is still assuming there is only one stack.
Change-Id: Iea4859a24c9269061043755ec58a615028d4183b
Effect API:
- Use different definitions for audio device, channels, formats... in AudioSystem and EffectApi:
Removed media/AudioCommon.h file created for initial version of EffectApi
- Indicate audio session and output ID to effect library when calling EffectCreate(). Session ID can be useful to optimize
the implementation of effect chains in the same audio session. Output ID can be used for effects implemented in audio hardware.
- Renamed EffectQueryNext() function to EffectQueryEffect() and changed operating mode:
now an index is passed for the queried effect instead of implicitly querying the next one.
- Added CPU load and memory usage indication in effects descriptor
- Added flags and commands to indicate changes in audio mode (ring tone, in call...) to effect engine
- Added flag to indicate hardware accelerated effect implementation.
- Renamed EffectFactoryApi.h to EffectsFactoryApi.h for consistency with EffectsFactory.c/h
Effect libraries:
- Reflected changes in Effect API
- Several fixes in reverb implementation
- Added build option TEST_EFFECT_LIBRARIES in makefile to prepare integration of actual effect library.
- Replaced pointer by integer identifier for library handle returned by effects factory
Audio effect framework:
- Added support for audio session -1 in preparation of output stage effects configuration.
- Reflected changes in Effect API
- Removed volume ramp up/down when effect is inserted/removed: this has to be taken care of by effect engines.
- Added some overflow verification on indexes used for deferred parameter updates via shared memory
- Added hardcoded CPU and memory limit check when creating a new effect instance
Change-Id: I43fee5182ee201384ea3479af6d0acb95092901d