Merge "Fix paused player glitch on lock screen" into rvc-dev
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@@ -193,6 +193,8 @@ class MediaHierarchyManager @Inject constructor(
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override fun onDozingChanged(isDozing: Boolean) {
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override fun onDozingChanged(isDozing: Boolean) {
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if (!isDozing) {
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if (!isDozing) {
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dozeAnimationRunning = false
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dozeAnimationRunning = false
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} else {
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updateDesiredLocation()
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}
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}
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}
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}
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})
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})
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@@ -510,12 +512,19 @@ class MediaHierarchyManager @Inject constructor(
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(statusbarState == StatusBarState.KEYGUARD ||
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(statusbarState == StatusBarState.KEYGUARD ||
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statusbarState == StatusBarState.FULLSCREEN_USER_SWITCHER))
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statusbarState == StatusBarState.FULLSCREEN_USER_SWITCHER))
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val allowedOnLockscreen = notifLockscreenUserManager.shouldShowLockscreenNotifications()
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val allowedOnLockscreen = notifLockscreenUserManager.shouldShowLockscreenNotifications()
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return when {
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val location = when {
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qsExpansion > 0.0f && !onLockscreen -> LOCATION_QS
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qsExpansion > 0.0f && !onLockscreen -> LOCATION_QS
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qsExpansion > 0.4f && onLockscreen -> LOCATION_QS
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qsExpansion > 0.4f && onLockscreen -> LOCATION_QS
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onLockscreen && allowedOnLockscreen -> LOCATION_LOCKSCREEN
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onLockscreen && allowedOnLockscreen -> LOCATION_LOCKSCREEN
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else -> LOCATION_QQS
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else -> LOCATION_QQS
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}
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}
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// When we're on lock screen and the player is not active, we should keep it in QS.
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// Otherwise it will try to animate a transition that doesn't make sense.
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if (location == LOCATION_LOCKSCREEN && getHost(location)?.visible != true &&
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!statusBarStateController.isDozing) {
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return LOCATION_QS
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}
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return location
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}
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}
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companion object {
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companion object {
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