IBatteryPropertiesListener binder interface to deliver notifications of
changed battery/power status from healthd system health daemon. healthd
watches uevents from power_supply.
Change-Id: I1ab38622baf28356a6627fe2354b77e2ef99d838
System server always forks from Zygote so we no longer need
the system_server executable which was probably broken anyhow.
This makes the initialization sequence slightly more intelligible.
Likewise, we don't need the GrimReaper anymore because init
will automatically take care of restarting the system when the
service manager dies.
Change-Id: I02c88d9392f7c8133d9cde9d0d978da89ed80452
No longer compile libandroidfw as a static library on the device
since it already exists as a shared library. Keeping the static
library would force us to provide a static library version of
libinput for the device as well which doesn't make sense.
Change-Id: I3517881b87b47dcc209d80dbd0ac6b5cf29a766f
Instead of calling the reboot system call ourselves, send
a message to init asking it to reboot the system. Init is in
a better position to make sure the system is cleanly shutdown.
Get rid of CAP_SYS_BOOT from system_server.
Bug: 8646621
Change-Id: I200722412844ad8d99e35a442021c6263c3ebc05
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
Accomodate power_supply drivers that switch between MAINS and USB type
according to the current power source. Re-read the type attribute when the
power supply is online.
Switch to String8 type for strings stored locally.
Change-Id: Iacce49bf3ad85f35a7295a54df43aff7f94f3100
Use static native methods.
Release the native looper objects as soon as the Looper quits
instead of waiting until the GC finalizer to take care of it.
Change-Id: I02783e48782a8f972ec2138862f700ade33d8e78
Many media files and source code files were marked as executable in Git.
Remove those.
Also a shell script and python script were not marked as executable.
Change-Id: Ieb51bafb46c895a21d2e83696f5a901ba752b2c5
blank() and unblank() now take a display argument. For now,
just pass the default display in.
Bug: 7240511
Change-Id: I7747732471c9116cb6b3686bd95d5f32a63279a6
To encourage vendors to make power on/off as efficient
and responsive as possible, we log some warnings whenever it
is too slow. The previous thresholds were a little
unreasonable mainly because we wanted to understand
how long the process tends to take even when it's fast.
Raise the warning limit while still being aggressive about
timings. Ideally we want the screen to turn on/off within
no more than a few frames.
Bug: 7167820
Change-Id: Id28dbf8c91cefa7ae7544b72887104af7aabccff
The input system needs to know about the window that has
focus, even if it is on a secondary display. So now we
send it the list of all windows and indicate which display
they are on. We filter the list of windows as necessary
when delivering touch events.
To keep things simple, monitor input channels and input
filters are not supported except on the main display.
We also do not pass the display id to applications; it is
only used inside the input system for now.
Properly scale touch coordinates based on the viewport.
This will be needed to ensure that touch works on external
display as well as when the internal display is being used
to simulate a different resolution.
Change-Id: I1815579a52fcc852c519b5391fc7ab8767c2dc59
The window manager is no longer responsible for telling the
input system about the display viewport.
Change-Id: I932882bae55decef55f25093bb2a7ebac1620bb1
Cleaned up the implementation of Surface and SurfaceSession
to use more consistent naming and structure.
Added JNI for all of the new surface flinger display API calls.
Enforced the requirement that all Surfaces created by
the window manager be named.
Updated the display manager service to use the new methods.
Change-Id: I2a658f1bfd0437e1c6f9d22df8d4ffcce7284ca2
bug: 6879638
- add new enum value BATTERY_PLUGGED_WIRELESS
- check for sys online file with contents "Wireless"
Change-Id: I22dc3c40f50573c98643e7b5cbcb237d0216530d
The major goal of this rewrite is to make it easier to implement
power management policies correctly. According, the new
implementation primarily uses state-based rather than event-based
triggers for applying changes to the current power state.
For example, when an application requests that the proximity
sensor be used to manage the screen state (by way of a wake lock),
the power manager makes note of the fact that the set of
wake locks changed. Then it executes a common update function
that recalculates the entire state, first looking at wake locks,
then considering user activity, and eventually determining whether
the screen should be turned on or off. At this point it may
make a request to a component called the DisplayPowerController
to asynchronously update the display's powe state. Likewise,
DisplayPowerController makes note of the updated power request
and schedules its own update function to figure out what needs
to be changed.
The big benefit of this approach is that it's easy to mutate
multiple properties of the power state simultaneously then
apply their joint effects together all at once. Transitions
between states are detected and resolved by the update in
a consistent manner.
The new power manager service has is implemented as a set of
loosely coupled components. For the most part, information
only flows one way through these components (by issuing a
request to that component) although some components support
sending a message back to indicate when the work has been
completed. For example, the DisplayPowerController posts
a callback runnable asynchronously to tell the PowerManagerService
when the display is ready. An important feature of this
approach is that each component neatly encapsulates its
state and maintains its own invariants. Moreover, we do
not need to worry about deadlocks or awkward mutual exclusion
semantics because most of the requests are asynchronous.
The benefits of this design are especially apparent in
the implementation of the screen on / off and brightness
control animations which are able to take advantage of
framework features like properties, ObjectAnimator
and Choreographer.
The screen on / off animation is now the responsibility
of the power manager (instead of surface flinger). This change
makes it much easier to ensure that the animation is properly
coordinated with other power state changes and eliminates
the cause of race conditions in the older implementation.
The because of the userActivity() function has been changed
so that it never wakes the device from sleep. This change
removes ambiguity around forcing or disabling user activity
for various purposes. To wake the device, use wakeUp().
To put it to sleep, use goToSleep(). Simple.
The power manager service interface and API has been significantly
simplified and consolidated. Also fixed some inconsistencies
related to how the minimum and maximum screen brightness setting
was presented in brightness control widgets and enforced behind
the scenes.
At present the following features are implemented:
- Wake locks.
- User activity.
- Wake up / go to sleep.
- Power state broadcasts.
- Battery stats and event log notifications.
- Dreams.
- Proximity screen off.
- Animated screen on / off transitions.
- Auto-dimming.
- Auto-brightness control for the screen backlight with
different timeouts for ramping up versus ramping down.
- Auto-on when plugged or unplugged.
- Stay on when plugged.
- Device administration maximum user activity timeout.
- Application controlled brightness via window manager.
The following features are not yet implemented:
- Reduced user activity timeout for the key guard.
- Reduced user activity timeout for the phone application.
- Coordinating screen on barriers with the window manager.
- Preventing auto-rotation during power state changes.
- Auto-brightness adjustment setting (feature was disabled
in previous version of the power manager service pending
an improved UI design so leaving it out for now).
- Interpolated brightness control (a proposed new scheme
for more compactly specifying auto-brightness levels
in config.xml).
- Button / keyboard backlight control.
- Change window manager to associated WorkSource with
KEEP_SCREEN_ON_FLAG wake lock instead of talking
directly to the battery stats service.
- Optionally support animating screen brightness when
turning on/off instead of playing electron beam animation
(config_animateScreenLights).
Change-Id: I1d7a52e98f0449f76d70bf421f6a7f245957d1d7
This puts in most of the infrastructure needed to allow us to
switch between different densities at run time. The main remaining
uses of the global are to initialize the Bitmap object (not sure
what to do about that since it doesn't have anything passed in
the constructor to get this information from), and being able to
load drawables if we need a different density than what was preloaded
by zygote.
Change-Id: Ifdbfd6b7a5c59e6aa22e63b95b78d96af3d96848
The purpose of this change is to remove direct reliance on
SurfaceFlinger for describing the size and characteristics of
displays.
This patch also starts to make a distinction between logical displays
and physical display devices. Currently, the window manager owns
the concept of a logical display whereas the new display
manager owns the concept of a physical display device.
Change-Id: I7e0761f83f033be6c06fd1041280c21500bcabc0
Synchronize with SurfaceFlinger during screen off and on to ensure that
a black frame has been drawn on the display, and then trigger all early
suspend handlers on devices that have early suspend, as well as PowerHAL
operations.
Change-Id: I8a5ad5a84c9e80ce5bb8f7f0b09b064e2b9ad4ef
This refactoring sets the stage for a follow-on change that
will make use additional functions of the power HAL.
Moved functionality from android.os.Power into PowerManagerService.
None of these functions make sense being called outside of the
system server. Moving them to the PowerManagerService makes it
easier to ensure that the power HAL is initialized exactly once.
Similarly, moved ShutdownThread out of the policy package and into
the services package where it can tie into the PowerManagerService
as needed.
Bug: 6435382
Change-Id: I958241bb124fb4410d96f5d5eb00ed68d60b29e5
When attached to an HDMI touch screen, the input system needs
to know the size and rotation of the external display independent
of the internal display. The size was already being reported
separately but not the rotation. The inconsistency can cause problems
if the internal display's natural rotation is portrait but
the external display's natural rotation is landscape.
Change-Id: Id344f04c1ba032625f6265766be66f9ddaa2cc0b
The window manager policy made some incorrect assumptions about the
meaning of the Configuration.keyboard field. We need to be more
careful about distinguishing between built-in and external keyboards.
Most of this change is to move the determination of the parts of
the Configuration related to input devices into the WindowManagerService
leveraging new features of the InputManagerService to good effect.
Then we plumb through the flag that indicates whether a device
is internal or external so that we can be more particular about
how the lid switch effects changes to the Configuration.
Bug: 6424373
Change-Id: I36a1c22ade35e578955465a25940a33f227b9763