Merge "Don't call updateIsKeyguard from the UnlockedScreenOffAnimationController if we can't control the screen off animation." into sc-dev
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@@ -149,14 +149,18 @@ class UnlockedScreenOffAnimationController @Inject constructor(
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lightRevealAnimationPlaying = false
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lightRevealAnimationPlaying = false
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aodUiAnimationPlaying = false
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aodUiAnimationPlaying = false
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// Make sure the status bar is in the correct keyguard state, forcing it if necessary. This
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// If we can't control the screen off animation, we shouldn't mess with the StatusBar's
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// is required if the screen off animation is cancelled, since it might be incorrectly left
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// keyguard state unnecessarily.
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// in the KEYGUARD or SHADE states depending on when it was cancelled and whether 'lock
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if (dozeParameters.get().canControlUnlockedScreenOff()) {
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// instantly' is enabled. We need to force it so that the state is set even if we're going
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// Make sure the status bar is in the correct keyguard state, forcing it if necessary.
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// from SHADE to SHADE or KEYGUARD to KEYGUARD, since we might have changed parts of the UI
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// This is required if the screen off animation is cancelled, since it might be
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// (such as showing AOD in the shade) without actually changing the StatusBarState. This
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// incorrectly left in the KEYGUARD or SHADE states depending on when it was cancelled
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// ensures that the UI definitely reflects the desired state.
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// and whether 'lock instantly' is enabled. We need to force it so that the state is set
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statusBar.updateIsKeyguard(true /* force */)
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// even if we're going from SHADE to SHADE or KEYGUARD to KEYGUARD, since we might have
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// changed parts of the UI (such as showing AOD in the shade) without actually changing
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// the StatusBarState. This ensures that the UI definitely reflects the desired state.
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statusBar.updateIsKeyguard(true /* force */)
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}
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}
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}
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override fun onStartedGoingToSleep() {
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override fun onStartedGoingToSleep() {
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