mScrollOffset should not be applied to deltaY for the current
MotionEvent. Instead, it should be used to offset the y position
of the next motion event instead.
Change-Id: Iaed85083556d4606300d9a888662c32ab4dbf3ca
If the component being checked has been removed an NPE will be
thrown. This checks for that situation and handles it.
Fixes bug 14562234.
Change-Id: Ica5713378f356ac8441862d455b7d284ea111212
Bug 14497858
Probably more than 50% of shared elements will be ImageViews and
sharing the scale type and matrix between the two Activities will
simplify shared element transitions.
Also fixed MoveImage, which had a bug when the scale type was FIX_XY.
Change-Id: Ic5548b4d1420ced12507c18edf76c9e50e27a929
Once a Surface has been established the activity in an ActivityView
must be paused and resumed as the view goes in and out of visibility
= View.GONE.
Fixes bug 14034658.
Change-Id: Icab43678053c225db70f051dceacd4d024df2153
AAPT would attempt to warn if an unprefixed 'id'
attribute was used in an XML resource file even
if that XML file failed to compile. The result
was undefined behaviour, including crashing the
process.
Change-Id: I1a9464ec937760e8d38bbe1af8d1b5d6b2c105a2
This makes VoiceInteractionSession a more first-class
concept. Now the flow is that a VoiceInteractionService
calls startSession() when it wants to begin a session.
This will result in a new VoiceInteractionSession via the
VoiceInteractionSessionService containing it, and the
session at that point an decide what to do. It can now
show UI, and it is what has access to the startVoiceActivity
API.
Change-Id: Ie2b85b3020ef1206d3f44b335b128d064e8f9935
* commit '68e048d85a539f1b8531f53b6192d99f0c2b1c47':
Clarified recommended use cases for NDK. Added - "game engines" officially supported use case for NDK Removed - "self-contained" ambiguous in general and confusing to someone who is trying to do game development in C++ Removed - "that don't allocate a lot of memory" game engines do allocate a lot of memory.
* commit '20d125dedb8bde016389ee97a0cefcc97bb02a81':
Clarified recommended use cases for NDK. Added - "game engines" officially supported use case for NDK Removed - "self-contained" ambiguous in general and confusing to someone who is trying to do game development in C++ Removed - "that don't allocate a lot of memory" game engines do allocate a lot of memory.
* commit 'fd876194cf12352545048f77f626c839cc7ef787':
Clarified recommended use cases for NDK. Added - "game engines" officially supported use case for NDK Removed - "self-contained" ambiguous in general and confusing to someone who is trying to do game development in C++ Removed - "that don't allocate a lot of memory" game engines do allocate a lot of memory.
* commit '4146d546a4ab8465970e7c73bf1e9e00767931b6':
Clarified recommended use cases for NDK. Added - "game engines" officially supported use case for NDK Removed - "self-contained" ambiguous in general and confusing to someone who is trying to do game development in C++ Removed - "that don't allocate a lot of memory" game engines do allocate a lot of memory.