Merge "Make brightness transition to ON immediate if the screen was OFF because of close proxiity" into tm-qpr-dev

This commit is contained in:
TreeHugger Robot
2022-08-10 12:25:23 +00:00
committed by Android (Google) Code Review

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@@ -1204,6 +1204,7 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
} }
assert(state != Display.STATE_UNKNOWN); assert(state != Display.STATE_UNKNOWN);
boolean skipRampBecauseOfProximityChangeToNegative = false;
// Apply the proximity sensor. // Apply the proximity sensor.
if (mProximitySensor != null) { if (mProximitySensor != null) {
if (mPowerRequest.useProximitySensor && state != Display.STATE_OFF) { if (mPowerRequest.useProximitySensor && state != Display.STATE_OFF) {
@@ -1241,6 +1242,7 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
// the screen back on. Also turn it back on if we've been asked to ignore the // the screen back on. Also turn it back on if we've been asked to ignore the
// prox sensor temporarily. // prox sensor temporarily.
mScreenOffBecauseOfProximity = false; mScreenOffBecauseOfProximity = false;
skipRampBecauseOfProximityChangeToNegative = true;
sendOnProximityNegativeWithWakelock(); sendOnProximityNegativeWithWakelock();
} }
} else { } else {
@@ -1523,8 +1525,8 @@ final class DisplayPowerController implements AutomaticBrightnessController.Call
final boolean wasOrWillBeInVr = final boolean wasOrWillBeInVr =
(state == Display.STATE_VR || oldState == Display.STATE_VR); (state == Display.STATE_VR || oldState == Display.STATE_VR);
final boolean initialRampSkip = final boolean initialRampSkip = (state == Display.STATE_ON && mSkipRampState
state == Display.STATE_ON && mSkipRampState != RAMP_STATE_SKIP_NONE; != RAMP_STATE_SKIP_NONE) || skipRampBecauseOfProximityChangeToNegative;
// While dozing, sometimes the brightness is split into buckets. Rather than animating // While dozing, sometimes the brightness is split into buckets. Rather than animating
// through the buckets, which is unlikely to be smooth in the first place, just jump // through the buckets, which is unlikely to be smooth in the first place, just jump
// right to the suggested brightness. // right to the suggested brightness.