Fix issue #3037083: Problem report for Pinball
The app was toggling between hiding and showing the status bar, because the dialog was large enough to fill the screen but didn't set to hide the status bar. It turns out that the code to determine the top fullscreen window is intrinsically unstable, since it relies on comparing a window's frame with the screen, yet the window frame can change as a result of changes such as hiding the status bar. Instead, we now simplify all of this to just say that the top fillxfill window gets to control the status bar. Change-Id: I22913adf7235fe0d52612f6738c7c94351274e38
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@@ -6965,31 +6965,6 @@ public class WindowManagerService extends IWindowManager.Stub
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&& (mOrientationChanging || (!mDrawPending && !mCommitDrawPending));
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}
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public boolean fillsScreenLw(int screenWidth, int screenHeight,
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boolean shownFrame, boolean onlyOpaque) {
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if (mSurface == null) {
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return false;
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}
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if (mAppToken != null && !mAppToken.appFullscreen) {
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return false;
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}
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if (onlyOpaque && mAttrs.format != PixelFormat.OPAQUE) {
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return false;
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}
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final Rect frame = shownFrame ? mShownFrame : mFrame;
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if ((mAttrs.flags & FLAG_COMPATIBLE_WINDOW) != 0) {
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return frame.left <= mCompatibleScreenFrame.left &&
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frame.top <= mCompatibleScreenFrame.top &&
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frame.right >= mCompatibleScreenFrame.right &&
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frame.bottom >= mCompatibleScreenFrame.bottom;
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} else {
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return frame.left <= 0 && frame.top <= 0
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&& frame.right >= screenWidth
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&& frame.bottom >= screenHeight;
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}
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}
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/**
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* Return true if the window is opaque and fully drawn. This indicates
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* it may obscure windows behind it.
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