SuggestionSpans do not make sense anymore when the text they
refer to is modified. Removed these at the lowest possible common
level: In the SpannableStringBuilder that is used to back the Editable.
This way, IME do not have to care about removing these when they change
text. And they cannot forget to so either.
Also fixed a bug in TextView's paste with multi-item paste text (never
exercised, since we have no source for such a thing).
Change-Id: I08ed921f8c04ffb1a00936a3e554a85ee82f103c
* commit 'b1578d85ce1b3f3c5e2cf0271011c016b93b7e1a':
Fix startSearch condition on Dialog, because pressing search key causes ANR popup. If search key is pressed on Dialog and there is no search item then do nothing. How to reproduce the issue: Settings > About phone > Legal information > Google legal > Press search key > Touch list item or press back key > ANR popup is shown
Apply (or extend) the theme Theme.Holo.SplitActionBarWhenNarrow or
Theme.Holo.Light.SplitActionBarWhenNarrow to enable splitting the
action bar across both the top and bottom of the screen. This places
the action menu along the bottom, leaving more room at the top for
titles, navigation, and custom views and more room at the bottom for
menu items.
TODO: Refine layout of the action menu when placed at the bottom of
the screen. Make action modes split as well.
Change-Id: I92c91f99c533f26aecf6b828ed041386c4f16922
Bug #4343984
TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.
The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.
For instance, to render the camera preview at 50% opacity,
all you need to do is the following:
mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();
TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.
Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
Wrote initial suite of tests for ThrottleService, checking a variety
of edge cases. Checks going over limits, updating policies, and reset
after cycle elapses.
Moved NTP code in ThrottleService into new TrustedTime interface,
which makes it easier to understand, and allows tests to provide custom
clocks.
Change-Id: I0d62b8b3a169516a2ab2d33025f6fe30dc792be8
When the version is reported as a codename, use the previous version
in the user agent string.
Bug: 4347787
Change-Id: Ie42a2fc2f21975b59ccac5547d813d3e777da468
The result from getKeyDispatcherState() was used without
checking if it returned null, which resulted in a NullPointerException.
Change-Id: I4b55ad44d5c08b7f729dbbdbcaed0e978a430258
* changes:
audioflinger: don't do work in constructor, instead do it in onFirstRef
audioflinger: enumerate all the possible audio interfaces
audio/media: convert to using the audio HAL and new audio defs
libmedia: move AudioParameter out of AudioSystem
audioflinger: move legacy audio hw/policy out to libhardware_legacy