This takes the easy way around notifying the correct users
about GPS state transitions by notifying ALL the users(!).
I've also laid groundwork for proper multiuser support in
LocationManager and did a tiny bit of cleanup in
GpsNetInitiatedHandler while I was looking at notifications.
Bug: 7213552
Change-Id: I2d6dc65c459e55d110ac0f5f79ae7a87ad638ede
Headsets are now detected from calls coming in from the input switch
subsystem if a config.xml value is set to true.
Bug: 6548391.
Change-Id: I79259d2742e157b106a746474f32ffd1c171ddf3
The new gservices-delivered file may not appear on all devices, so
we should give better defaults.
bug:7254595
Change-Id: Id525f7f101f92a203cc4135f293cbc3769c2a4e0
NetworkController misses the rssi state at boot. It gets the wifi
connection status because it is sticky. The rssi state will remain
out of sync until the wifi state machine sends another update which may
not happen if rssi does not change significantly.
Make rssi sticky as well to make sure NetworkController has the last known
signal strength on wifi.
Bug: 6916156
Change-Id: Id7dd621c6dbc35d7354757c61aa18a3b1ba90593
When memory gets low on a device, activities flush everything they can.
Hardware-accelerated activites, such as Launcher, flush GL resources and destroy
the GL context. However, some resources were still hanging around, due to deferred
destruction policies (we don't delete layers until the DisplayLists they are in
are finalized, to ensure we don't deref deleted objects). This meant that we were
referring to obsolete GL data in these objects. in particular, it meant that we might
come around later, after a new GL context was created, and delete a texture object
that was incorrect. We use the layer's "texture id" to refer to the texture underlying the
layer. But if there's a new GL context, then this texture ID is no longer valid, and
we may be deleting the texture that a different object (layer, icon, whatever) is referring
to, because the driver may return that same ID under the new GL context.
The fix is to more aggressively delete things that we know will not be used again
when the GL context is destroyed. In particular, we delete all resources being used
by all DisplayLists at GL context destruction time.
Issue #7195815 Textures corruption on all devices, in many apps
Change-Id: I52d2d208173690dbb794a83402d38f14ea4c6c22
...#testScreenLayout failures on JO
This doesn't actually fix it; I have concluded that the test is broken
(the platform is correctly reporting that this is a NOT LONG device
because in portrait once you account for the status bar and system
bar our size is 880dp high and 600dp wide, which is not enough for us
to be in the LONG config).
However while working on this I noticed that the code for computing
the configuration of the external display was wrong. I have fixed
that by putting this code for computing these parts of the configuration
in a common place that both the window manager and external display
code can use.
Change-Id: Ic6a84b955e9ec345a87f725203a29e4712dac0ad