Add cursor flags into SpriteController to suppor async cursor updates.
- This is fairly blindly taken from nvidia's implementation. Change-Id: I825ecbd9cb4b394793dce079591b37efca546bbe
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@@ -156,6 +156,11 @@ public class SurfaceControl {
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// 0x1000 is reserved for an independent DRM protected flag in framework
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/**
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* Surface creation flag: Window represents a cursor glyph.
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*/
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public static final int CURSOR_WINDOW = 0x00002000;
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/**
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* Surface creation flag: Creates a normal surface.
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* This is the default.
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@@ -370,7 +370,8 @@ sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height
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sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface(
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String8("Sprite"), width, height, PIXEL_FORMAT_RGBA_8888,
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ISurfaceComposerClient::eHidden);
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ISurfaceComposerClient::eHidden |
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ISurfaceComposerClient::eCursorWindow);
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if (surfaceControl == NULL || !surfaceControl->isValid()) {
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ALOGE("Error creating sprite surface.");
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return NULL;
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