IStatusBarService.collapseQuickSettings is gone;
collapseNotifications is now collapsePanels, which does what
collapse() used to do. Similarly,
IStatusBar.animateCollapseQuickSettings is now simply
IStatusBar.animateCollapse().
Bug: 7245229
Change-Id: Id157d2fdf34926d3c85ffa8b81c741a5359aede4
The FaceUnlock service gets onConfigurationChanged at about the same time as onDetachedFromWindow is received by the KeyguardFaceUnlockView, so we could do something beyond hiding the window there, but this approach should operate on the same thread as onPause and onResume, and thus be safe against threading issues.
Before this change, I was seeing startUi calls in FaceUnlock.java crashing the service because the ProcessingThread had already been set to null. After this change, onDetachedFromWindow gets called, followed by onPause, after a rotation. The onDetachedFromWindow call now clears the messages and shuts down the connection, which prevents the startUi call. We should also probably make sure startUi in the service exits if mThread is null for good measure.
Change-Id: I083066c9cb210e398d911e70c0f3bb5d2736cd8d
This doesn't fix the problem; I think it is an app problem. It does
improve a bunch of the debugging to help better identify what is going
on, and introduces some checks when adding a fragment to fail
immediately if we are getting into a state when a fragment is going to
be in the added list multiple times (which is pretty much guaranteed
to lead to a failure at some point in the future).
Change-Id: If3a8700763facd61c4505c6ff872ae66875afc8d
Also tweak bind flags for new location services so they
aren't put so aggressively up in the oom adj list.
Change-Id: I9da25a3fea7681013b4d95b7db7e9a808f2d733b
Bug #7239634
This change passes two matrices to the vertex shader instead of one.
We used to compute the final MVP matrix on the CPU to minimize the
number of operations in the vertex shaders. Shader compilers are
however smart enough to perform this optimization for us. Since we
need the MV matrix to properly compute gradients dithering, this
change splits the MVP matrix into two. This has the advantage of
removing one matrix multiplication per drawing operation on the
CPU.
The SGX 540 shader compiler produces the same number of instructions
in both cases. There is no penalty hit with having two matrices
instead of one. We also send so few vertices per frame that it
does not matter very much.
Change-Id: I17d47ac4772615418e0e1885b97493d31435a936
Clearly isolated the DreamManagerService and DreamController
responsibilities. DreamManagerService contains just enough logic to
manage the global synchronous behaviors. All of the asynchronous
behaviors are in DreamController.
Added a new PowerManager function called nap() to request the device
to start napping. If it is a good time to nap, then the
PowerManagerService will call startDream() on the DreamManagerService
to start dreaming.
Fixed a possible multi-user issue by explicitly tracking for
which user a dream service is being started and stopping dreams
when the current user changes. The user id is also passed to
bindService() to ensure that the dream has the right environment.
Fix interactions with docks and the UI mode manager. It is
important that we always send the ACTION_DOCK_EVENT broadcast
to the system so that it can configure audio routing and the like.
When docked, the UI mode manager starts a dock app if there is
one, otherwise it starts a dream.
This change resolves issues with dreams started for reasons other
than a user activity timeout.
Bug: 7204211
Change-Id: I3193cc8190982c0836319176fa2e9c4dcad9c01f
When computing the adjusted view bounds, don't constrain the
dimensions by the original estimate. This can result in the view never
getting properly enlarged.
Bug 7240251
Change-Id: I44fc017f8b661121f0042fcd59a4efde70be6bbe