We will use the System.SCREEN_BRIGHTNESS_MODE Settings value instead.
Add SCREEN_BRIGHTNESS_MODE_MANUAL and SCREEN_BRIGHTNESS_MODE_AUTOMATIC constants.
Change-Id: I01935be3fcb48cf76392d2c594205cb47babc5b2
Signed-off-by: Mike Lockwood <lockwood@android.com>
This fix is alrady in mr2. It does not affect sholes --
this is a trackball only bug.
The selection caret and arrow now take the scale factor and
the height of the title bar into account when preparing the
canvas for drawing.
Clicking the trackball at the end of selecting text no longer
sends a click event.
Requires a companion fix in external/webkit
Fixes http://b/issue?id=2187591
This thing needs to be rewritten. It's grown too complicated for what it's doing,
and I don't like the physics anyway.
Also, this leaves the bug where if you press back while it's animating down, the
animation is ignored. However it no longer jumps down all the way, it just
essentially ignores the back key.
Also, this makes the collapse get executed on the back key up event, so it works
with the swipe on the soft keys at the bottom of the screen.
A new flag config_hardware_automatic_brightness_available indicates
that the device has hardware support for automatic screen brightness management,
while config_automatic_brightness_available now indicates that automatic
brightness mode is available in general.
If config_automatic_brightness_available is true but config_hardware_automatic_brightness_available is false,
then automatic brightness mode support in PowerManager support will be used.
Bug b/2015734 (Ambient light sensor support in power manager)
Change-Id: I6cd888252043dd63df3c25a1d14c21a04a91ad28
Signed-off-by: Mike Lockwood <lockwood@android.com>
We weren't checking to see if there was a valid camera client when
calling the notify callback function. Now we grab a strong pointer
before the callback to guarantee that the client is not destroyed
before we complete the callback. This change also fixes other
places in the code where we weren't holding a local strong pointer.
* changes:
docs: setup new SDK documentation for 2.0 and change sdk build version to 2.0... move upgrading doc into a new guide for "updating" with the new manager tools and remove the previous updating doc from the dev guide. set up preliminary download page and guide for installing the full SDK. add the requirements doc in sdk/ for all general purposes. revise the download 'thank you' message.
move upgrading doc into a new guide for "updating" with
the new manager tools and remove the previous updating doc
from the dev guide. set up preliminary download page and guide
for installing the full SDK. add the requirements doc in sdk/
for all general purposes. revise the download 'thank you'
message.
bug: 2160782
Change-Id: I2492bffe57bded65fdbef5cf98e22cef3937e537
DrNo: eastham
Bug: 2089423
Joke: Why don't anteaters get sick? Because they're full of anty-bodies!
This introduces some hacks in the framework to try to clean up the
data we are getting from the touch screen. There are two main things
being done here:
1. Look for changes in position that are unreasonably large, and
ignore them. This is intended to eliminate the spurious jumps that
often happen when releasing.
2. Add some simple adaptive averaging of the touch data. If the
difference between the last and next point is large enough, we
disable the averaging; otherwise we average up to the last 5 points.
The goal is to get rid of the noise of small movements so that things
like taps don't look like short flings, while still responding quickly
to rapid movement.
For averaging pressure, we also weight each averaged coordinate by
the reported pressure at that point. This is intended to keep the
coordinates closer together during a release, when the pressure is
going down and the accuracy decreasing. It may also result in some
other interesting artifacts, but hopefully nothing problematic.
Change-Id: I1369e9ab015c406946a45c2d72547da9c604178f
With higher frame rates and larger preview frames, we can easily
flood the application with too much data. This patch fakes the
old camera preview mode by doing continuous one-shot frames.
After the previous frame is handled, if the application hasn't
cleared the preview callback, we start another one-shot preview
frame. With this change, the application should never have more
than one preview frame unless it is explicitly saving references
to them.
modified: core/java/android/hardware/Camera.java
Allow the ERI overlay file to specify the text for any built-in strings.
Currently only the hard-coded strings are used for those.
Bug: 2170881
Change-Id: I5d6169696a4558e62587585e17f908f823c54a2b