This gets us one step closer to removing our dependency on Skia, which is at
least one of the things blocking us from moving the input system out of
f/b.
Change-Id: I755e6267996c93fe700f1056327386923287575a
We now try to have a better label for the first wake lock
that is acquired in the log. This is done in two ways:
- The alarm manager now sorts the alarms it is going to
execute so that wakeup alarms are first, which are more
important w.r.t. which one should be logged.
- There is a new power manager facility to make a wake lock
as "unimportant for logging," which just means in battery
stats that a wake lock acquired after that can be considered
the actual one to log. This is only used by the alarm manager
to mark its TIME_TICK alarms as unimportant for logging.
Also reworked the battery history code to be cleaner and a bit
smaller. There is no longer a separate EVENT command, instead
the event code and tag are just another thing that can be included
in an UPDATE command.
The bits used in the first history int are also re-arrange, so
that only the ones that really change a fair amount in the state
bits are up at the top and there is no longer space used for
the command code (since now it is always just UPDATE). This
allows us to have more room for the time delta at the bottom,
to better avoid situations where we need to write an int delta.
Change-Id: I1bb860ae5b558a248800b090b03a84fbf7acd68a
Not a complete solution, since we could be more efficient, but enough
to have both background display lists and proper invalidation.
Change-Id: I0216a104948c0930760275bb2b98318b0a4487e7
Specifically, the ability to force immersive-mode-like behavior
on the status bar, the navigation bar (or both) on a
package-by-package basis - and to disable immersive mode
confirmations for specific packages.
Change-Id: I2df7092a91eceeb815367ef917dd7289f4f2b27e
Change parameter `nativeObject` from type `jint` to `jlong` to match its JNI
signature.
Bug: 12890910
Change-Id: I7feb7fa5c3eccc07f2d1bc733b7d4b3a3b52e292
When the text is transparent, use the same approach as the bolt
to punch it through the rest of the shape - by first rendering the
text into a path.
When the text is opaque, draw the text on top as before.
Change-Id: I50f201b1bf0f92164728e3237ec45e22eb788d52
First pass at API for cross-Activity Scene transitions.
Remaining work:
Transition back
Automatically capture hero element info
Transfer of surface texture to synchronize between Activities
Possibly use scene names to indicate preferred transition
Change-Id: I59d07de1fae694a46b92b1c82525daa301ec1377