...for Market App iRunner
There were a lot of serious issues with how we updated (or often didn't update)
the display and resource state when switching compatibility mode in conjunction
with restarting and updating application components. This addresses everything
I could find.
Unfortunately it does *not* fix this particular app. I am starting to think this
is just an issue in the app. This change does fix a number of other problems
I could repro, such as switching the compatibility mode of an IME.
Also a few changes here and there to get rid of $#*&^!! debug logs.
Change-Id: Ib15572eac9ec93b4b9966ddcbbc830ce9dec1317
this bug was introduced recently. it caused RefBase's weakref_impl
structure to be leaked for every RefBase object (about 20 bytes).
Change-Id: Id85e749ba04521199555dd701198edd097c313d4
Bug: 4364920
Velocity damping proved to be a bad idea because it would
cause a significant ramp in velocity at the beginning of
a gesture, instead of the desired smooth behavior. Oh well.
Change-Id: Ie631946f47ef2492bd71fbed1ab44bbb39a875a8
Fix a race that could cause GL commands to be executed from the wrong thread.
RefBase subclasses can now decide how they want to be destroyed.
Fix a race in SurfaceFlinger that could cause layers to be leaked forever.
Fix a race-condtion in SurfaceFlinger that could lead to a crash.
initial cherry-pick:
resolved conflicts for merge of b9783b49 to honeycomb-plus-aosp
Change-Id: I2a335e03fff219e35c18a7b0089b3a11d636576f
This bug is a regression from the software pipeline and prevents
applications from implementing an "eraser" type tool (for instance
a drawing/painting apps.) This issue affects external applications
when they turn on hardware acceleration.
The previous implementation was using glBlendFunc with the parameters
GL_ZERO/GL_ZERO which doesn't work for text, paths and other alpha
sources (anti-aliasing.) The correct implementation is GL_ZERO/
GL_ONE_MINUS_SRC_ALPHA.
Change-Id: I1446e83480e46174b880120069d76fcad14ba300
Added a new PointerIcon API (hidden for now) for loading
pointer icons.
Fixed a starvation problem in the native Looper's sendMessage
implementation which caused new messages to be posted ahead
of old messages sent with sendMessageDelayed.
Redesigned the touch pad gestures to be defined in terms of
more fluid finger / spot movements. The objective is to reinforce
the natural mapping between fingers and spots which means there
must not be any discontinuities in spot motion relative to
the fingers.
Removed the SpotController stub and folded its responsibilities
into PointerController.
Change-Id: Ib647dbd7a57a7f30dd9c6e2c260df51d7bbdd18e
Some drivers report individual finger updates one at a time
instead of all at once. When 10 fingers are down, this can
cause the framework to have to handle 10 times as many events
each with 10 times as much data. Applications like
PointerLocation would get significantly bogged down by all
of the redundant samples.
This change coalesces samples that are closely spaced in time,
before they are dispatched, as part of the motion event batching
protocol.
Increased the size of the InputChannel shared memory buffer so
that applications can catch up faster if they accumulate a
backlog of samples.
Change-Id: Ibc6abf8af027d9003011ac75caa12941080caba3
* commit 'c9cd2387b6938a6fbefc731d2177902266f2a130':
Fix a race that could cause GL commands to be executed from the wrong thread.
RefBase subclasses can now decide how they want to be destroyed.
Fix a race in SurfaceFlinger that could cause layers to be leaked forever.
Fix a race-condtion in SurfaceFlinger that could lead to a crash.
Added a timeout mechanism to EventHub and InputReader so that
InputMappers can request timeouts to perform delayed processing of
input when needed.
Change-Id: I89c1171c9326c6e413042e3ee13aa9f7f1fc0454
Replaced VelocityTracker with a faster and more accurate
native implementation. This avoids the duplicate maintenance
overhead of having two implementations.
The new algorithm requires that the sample duration be at least
10ms in order to contribute to the velocity calculation. This
ensures that the velocity is not severely overestimated when
samples arrive in bursts.
The new algorithm computes the exponentially weighted moving
average using weights based on the relative duration of successive
sample periods.
The new algorithm is also more careful about how it handles
individual pointers going down or up and their effects on the
collected movement traces. The intent is to preserve the last
known velocity of pointers as they go up while also ensuring
that other motion samples do not count twice in that case.
Bug: 4086785
Change-Id: I95054102397c4b6a9076dc6a0fc841b4beec7920
1. Single finger tap performs a click.
2. Single finger movement moves the pointer (hovers).
3. Button press plus movement performs click or drag.
While dragging, the pointer follows the finger that is moving
fastest. This is important if there are additional fingers
down on the touch pad for the purpose of applying force
to an integrated button underneath.
4. Two fingers near each other moving in the same direction
are coalesced as a swipe gesture under the pointer.
5. Two or more fingers moving in arbitrary directions are
transformed into touches in the vicinity of the pointer.
This makes scale/zoom and rotate gestures possible.
Added a native VelocityTracker implementation to enable intelligent
switching of the active pointer during drags.
Change-Id: I7b7ddacc724fb1306e1590dbaebb740d3130d7cd
This adds a destroy() virtual on RefBase which
sublasses can implement. destroy() is called
in lieu of the destructor whenthe last strong
ref goes away.
Bug: 4483050
Change-Id: I8cbf6044a6fd3f01043a45592b5a60fa1e5fade2
You can now specify resource configuration variants "wNNNdp"
and "hNNNdp". These are the minimum screen width/height in "dp"
units. This allows you to do things like have your app adjust
its layout based only on the about of horizontal space available.
This introduces a new configuration change flag for screen size.
Note that this configuration change happens each time the orientation
changes. Applications often say they handle the orientation change
to avoid being restarted at a screen rotation, and this will now
cause them to be restarted. To address this, we assume the app can
handle this new config change if its target SDK version is < ICS.
Change-Id: I4acb73d82677b74092c1da9e4046a4951921f9f4
First step of improving app screen size compatibility mode. When
running in compat mode, an application's windows are scaled up on
the screen rather than being small with 1:1 pixels.
Currently we scale the application to fill the entire screen, so
don't use an even pixel scaling. Though this may have some
negative impact on the appearance (it looks okay to me), it has a
big benefit of allowing us to now treat these apps as normal
full-screens apps and do the normal transition animations as you
move in and out and around in them.
This introduces fun stuff in the input system to take care of
modifying pointer coordinates to account for the app window
surface scaling. The input dispatcher is told about the scale
that is being applied to each window and, when there is one,
adjusts pointer events appropriately as they are being sent
to the transport.
Also modified is CompatibilityInfo, which has been greatly
simplified to not be so insane and incomprehendible. It is
now simple -- when constructed it determines if the given app
is compatible with the current screen size and density, and
that is that.
There are new APIs on ActivityManagerService to put applications
that we would traditionally consider compatible with larger screens
in compatibility mode. This is the start of a facility to have
a UI affordance for a user to switch apps in and out of
compatibility.
To test switching of modes, there is a new variation of the "am"
command to do this: am screen-compat [on|off] [package]
This mode switching has the fundamentals of restarting activities
when it is changed, though the state still needs to be persisted
and the overall mode switch cleaned up.
For the few small apps I have tested, things mostly seem to be
working well. I know of one problem with the text selection
handles being drawn at the wrong position because at some point
the window offset is being scaled incorrectly. There are
probably other similar issues around the interaction between
two windows because the different window coordinate spaces are
done in a hacky way instead of being formally integrated into
the window manager layout process.
Change-Id: Ie038e3746b448135117bd860859d74e360938557