Fix breakages steaming from recent changes:
- onGetLanguage is no longer called anywhere (it's used in API <= 17),
tests for it no longer apply.
- onLoadLanguage is called as item on synthesis thread queue. To return
value to client asap, onIsLanguageAvailable is called as well - added
missing expectations for mocks.
Change-Id: I205bc406f085e2c2f7e98f8495ddb96ad3701b97
Some view changes require more flexible transitions than the
defaults provided by Crossfade and TextChange - this change supplies some
of that flexibility.
Also, starting a new transition on a hierarchy undergoing a transition
caused the first to get canceled, then the start values to be retrieved.
The new transition should actually get the start values from the intermediate
state of the views, so we now cancel the previous transition only after the
start values have been captured.
Issue #9756349 Transitions: Crossfade does not handle interruption/reverse correctly
Issue #9295863 Transitions: Add behavior API/flags to various transitions
Issue #9275859 Transitions: Improve mechanism for transition interruption
Change-Id: I5a8c5a12466ddcab9e84e4880930563fa1216f3b
TransitionGroup.setDuration() was not propagating the new duration to
future child transitions correctly.
Also, Fade should restore a fully-opaque value when a transition ends, to prevent
the problem of mid-stream canceled transitions causing vie3ws to get stuck with partially
faded-in alpha values.
Issue #9755995 Transitions: TransitionGroup.setDuration() not handled correctly
Issue #9756655 Transitions: handle fading cancelation better
Change-Id: Id44569c6f4152a26ee382d04c30a2f035a1ebcf3
Transitions used to be three phase:
- captureValues(): get all relevant property values in the
affected view targets
- setup(): set appropriate start values for affected views
prior to any transitions being played
- play(): create/play Animators for affected views
Now the second and third phases have been collapsed (and named
"play()"). This single step sets initial values for target views
and creates any Animators that should be played during the transition.
The transition mechanism stores these Animators and then starts
them at the appropriate time in the overall transition.
Issue #9507585 Transitions: Simplify Transition.play() design
Change-Id: I3fc67599b38fe49eee885dc5d32444db90b7703b
Previously, Fade transitions did not work correctly on hirearchies; they
only handled individual views. in particular, they would side-effect all
fading views by removing them from their parent to fade them out in the
overlay of the scene root. This worked for the fade-out transition itself,
but caused problems when those same hierarchies were added back in and
another Fade was run on the hierarchy, because now all of the views inside
that parent node had been removed, so they didn't fade in at all.
The fix was to add logic in Visibility to detect when a disappearing
view was inside a hierarchy that was also disappearing, and to skip the
fade on the views inside that hierarchy, leaving only the top-most
disappearing view to be faded out, thus preserving the hierarchy under
that faded-out group.
Along the way, there were various cleanups, fixes, and refactorings in the
transition code, and slight API modifications.
Issue #9406371 Transitions: Removing view hierarchy not working correctly
Issue #9470255 Transitions: Separate different transitions by Scene Root
Change-Id: I42e80dac6097fee740f651dcc0535f2c57c11ebb
There are two applications: a source and a sink.
They should be installed on two separate Android devices.
Then connect the source device to the sink device using
a USB OTG cable.
Bug: 9192512
Change-Id: I99b552026684abbfd69cb13ab324e72fa16c36ab
Also a few little tweaks to the ArrayMap implementation. Note that
these are fairly parallel implementations; I looked at what I could
abstract out as a base class, but there isn't really all that much without
making the resulting code more general and thus slower. If we kept
the data structure for ArraySet the same as map, where the array has
two values per entry, then they could probably share a lot of code.
I couldn't really bring myself to do that at this point, though...
Change-Id: I9e0dd8baa8e1febcc1033ecef61623ad59ce4aae
Add TransitionManager.beginDelayedTransition() to handle starting a transition
on the next frame for a given scene root based on all changes that
take place between the first call to that method and the next animation frame.
Issue #9321937 Transitions: consider batching up multiple scene actions
Change-Id: I3fc92b6b4ec5ff42b1e678bcfd385703e32eba2a
Added equals() and hashCode() to ArrayMap to allow equals() tests
of maps with the same key/value pairs to return true.
Changed putAll() to handle the case of an empty map faster, just copying
the arrays instead of adding elements one by one.
Added to ArrayMapTests to test new equals() and copy constructor
functionality.
Issue #9299310 Optimize ArrayMap copy constructor
Change-Id: I1186a0eddd1fd53a0f380c2f3972fc1942cdf879
Small fixes in CrossFade to handle more general situations.
Also, added API to CrossFade to enable different behaviors during
the transition.
Change-Id: I12d17ab8f8f96be370c070373112ad8a62df9115
The logic that canceled underlying animations caused a problem
when there were more than one animation in the list (due to removing
items from a list that was currently being processed elsewhere).
Change-Id: Ie207f340b5d7de4ffcf56a26c05ec394abb80224
setDuration() wasn't handled correctly for TransitionGroup; it should
propagate the value to its children.
Also, videos with no ids were not being handled correctly. The transition code was
using the default id on those views (-1) to store start/end data about the view,
causing multiple non-id views to clobber values in the hashmaps. The correct approach
should be to ignore default id values - only store information about the view
instances, not about the unset ids.
Also, added a new test InterruptTest to be used to fix the current behavior of
not handling situations where new transitions start while old ones are still taking place.
Change-Id: I4e880bdbb33cc26d487bceb0d56e463e72f7621f
This is a new kind of key/value mapping that stores its data
as an array, so it doesn't need to create an extra Entry object
for every mapping placed in to it. It is also optimized to reduce
memory overhead in other ways, by keeping the base object small,
being fairly aggressive about keeping the array data structures
small, etc.
There are some unit and performance tests dropped in to some
random places; they will need to be put somewhere else once I
decided what we are going to do with this for the next release
(for example if we make it public the unit tests should go in
to CTS).
Switch IntentResolver to using ArrayMap instead of HashMap.
Also get rid of a bunch of duplicate implementations of binarySearch,
and add an optimization to the various sparse arrays where you can
supply an explicit 0 capacity to prevent it from doing an initial
array allocation; use this new optimization in a few places where it
makes sense.
Change-Id: I01ef2764680f8ae49938e2a2ed40dc01606a056b
bug:4351353
bug:8185479
Point tessellation is similar to line special case, except that we
only tessellate one point (as a circle or rect) and duplicate it
across other instances.
Additionally:
Fixes square caps for AA=false lines
Cleanup in CanvasCompare, disabling interpolation on zoomed-in
comparison view
Change-Id: I0756fcc4b20f77878fed0d8057297c80e82ed9dc
When the Android runtime starts, the system preloads a series of assets
in the Zygote process. These assets are shared across all processes.
Unfortunately, each one of these assets is later uploaded in its own
OpenGL texture, once per process. This wastes memory and generates
unnecessary OpenGL state changes.
This CL introduces an asset server that provides an atlas to all processes.
Note: bitmaps used by skia shaders are *not* sampled from the atlas.
It's an uncommon use case and would require extra texture transforms
in the GL shaders.
WHAT IS THE ASSETS ATLAS
The "assets atlas" is a single, shareable graphic buffer that contains
all the system's preloaded bitmap drawables (this includes 9-patches.)
The atlas is made of two distinct objects: the graphic buffer that
contains the actual pixels and the map which indicates where each
preloaded bitmap can be found in the atlas (essentially a pair of
x and y coordinates.)
HOW IS THE ASSETS ATLAS GENERATED
Because we need to support a wide variety of devices and because it
is easy to change the list of preloaded drawables, the atlas is
generated at runtime, during the startup phase of the system process.
There are several steps that lead to the atlas generation:
1. If the device is booting for the first time, or if the device was
updated, we need to find the best atlas configuration. To do so,
the atlas service tries a number of width, height and algorithm
variations that allows us to pack as many assets as possible while
using as little memory as possible. Once a best configuration is found,
it gets written to disk in /data/system/framework_atlas
2. Given a best configuration (algorithm variant, dimensions and
number of bitmaps that can be packed in the atlas), the atlas service
packs all the preloaded bitmaps into a single graphic buffer object.
3. The packing is done using Skia in a temporary native bitmap. The
Skia bitmap is then copied into the graphic buffer using OpenGL ES
to benefit from texture swizzling.
HOW PROCESSES USE THE ATLAS
Whenever a process' hardware renderer initializes its EGL context,
it queries the atlas service for the graphic buffer and the map.
It is important to remember that both the context and the map will
be valid for the lifetime of the hardware renderer (if the system
process goes down, all apps get killed as well.)
Every time the hardware renderer needs to render a bitmap, it first
checks whether the bitmap can be found in the assets atlas. When
the bitmap is part of the atlas, texture coordinates are remapped
appropriately before rendering.
Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
erroneous inclusion of R file for test files is causing build breakage
on the server. Remove the offending lines.
Change-Id: I1948facc1b5e3f8b7415e0e6c4290b53a54f12af
This checkin has preliminary API (in flux, definitely changes still
to be made) and implementation for a new "Scenes & Transitions" feature.
The current implementation allows you to define different Scenes
(via layout resource IDs or callbacks) and Transitions to be used when
changing to those scenes. By default, scene changes will use AutoTransition,
which generally does the right thing.
There are no overview docs or tutorials yet. The best way to learn how things
work is to see the code for the various tests in
frameworks/base/tests/TransitionTests.
Expect the API to change. Expect the implementation to change (mostly to add
more functionality). Expect bugs, but tell me if things do not work
as expected.
Change-Id: Ib025a9f565678b225afa4759325cf6d496cc7215
CanvasCompare will output a JSON file with test results, and can take
such files as input for baseline comparison. The new logcat output
breaks down results into per-test and per-modifier improvement and
regressions.
Change-Id: I4da0251db0637841173ac95e9f431a7ff52c8b61
If an app from the apk cannot be launched then skip it in compatibility
test, rather than generate a null pointer exception.
Change-Id: I252031f249bfe25282b10394889ab8c5506cabcf
This is the best and only way for apps to listen for
notifications: create a NotificationListenerService, wait
for the NoMan to bind to you (as a result of the user
checking a box somewhere in Settings and agreeing to a
scary dialog box), and you'll start receiving notification
posted and dismissed callbacks. Your service, while enabled,
will also be able to clear one or all notifications.
Use this power wisely.
This change moves StatusBarNotification out of
com.android.internal into android.service.notification.
[Internal customers, including System UI and early users of
the system-only listener binder API, will need to be
updated.]
Bug: 8199624
Change-Id: I1be46f823d4b3ddc901109ec1e085cd6deb740c2