Adds support for a GameSession to detect when the transient system bars
are revealed and hidden using the GameSession reveal gesture.
Test: Manual e2e testing
Bug: 210119966
Bug: 202414447
Bug: 202417255
CTS-Coverage-Bug: 206128693
Change-Id: I614f9aeae65d6be6e3262ef58011612062036b35
Revert "Add TrustTestCases CTS test with first test for onUserRe..."
Revert submission 16640606-au-cts1
Reason for revert: Test case does not work on CTS. b/217203979
Reverted Changes:
I43bffe76c:Changes to support adding CTS Test TrustTestCases....
Ia0008dd81:Add TrustTestCases CTS test with first test for on...
Change-Id: I9161003d217e624f22d2d212197a365d92aba3c3
* changes:
Add bottom sheet fill UI for Autofill
Implement actions on client and service for bottom sheet
Notify Autofill while activity started
Adds APIs for Autofill bottom sheet UI
After activity started, if there is any field that is autofillable,
notify autofill to do a fill request to get ids that require a
special prompt UI.
Bug: 210926084
Test: Manual
Change-Id: Ia1058de63affc98065eeeb4808d4c3f8bae22d03
Adds APIs for set up field presentations for bottom sheet. Also reduce
the APIs overloading for setting the presentations.
Bug: 210926084
Test: Manual
Change-Id: Iacb8d3352303650afbfa2072ce7c382d0baed702
* changes:
Handle touch focus when clicking toolbar window transparent area
The client implementation for remote selection bar
The service implementatoin of selection toolbar
We use a fix size window to hold the toolbar no matter if we show it
horizontally or vertically. We should transder the touch focus to the
application behid the toolbar when clicking toolbar window
transparent area.
Bug: 190030331
Bug: 214158202
Test: manual. The toolbar can dismiss when clicking the transparent
area in this fix size window.
Merged-In: I3915e8165b4d371700cb5fb9e7eb23d46f39bd5c
Change-Id: I73bdec96303edab77acc55af3d7871d504614be7
We clone most the render logic from LocalFloatingToolbarPopup to the
DefaultSelectionToolbarRenderService to render the menu items in the
system process. When the rendering is done, the system will notify
the application process events to let the application to position
the rendered content.
The changes also removes unused file SelctionContext. We punt the TC
part to the next release, the file is unnecessary now.
This change is only for the service implementation, the client side
implementation will be done on the next change.
Bug: 190030331
Bug: 205823018
Test: manual.
Merged-In: I3915e8165b4d371700cb5fb9e7eb23d46f39bd5c
Change-Id: I2e704432b1e149ce8dd6853fcad6850cf02b60bb
* changes:
Clean <plurals> in DateTimeView
Clean <plurals> in CertificateMonitor
Clean <plurals> in FillUi
Clean <plurals> in BugreportProgressService
Clean <plurals> in keyguard
Clean <plurals> in ChooserActivity
Clear <plurals> in TextUtils
Clean <plurals> in FindActionModeCallback
Clean <plurals> in ZenModeConfig
Add util class for plurals
Currently we are adding the metrics to find why there is a significant
drop in assistant successful queries for using trusted hotword. In the
metrics, we need to know which detector is used. In this patch, we
first provide the way to distinguish which detector triggered the
HotwordDetectionService.
Bug: 215633663
Test: atest CtsVoiceInteractionTestCases
Test: atest CtsVoiceInteractionTestCases --instant
Change-Id: I2fa904c5a52d714c9ecb545084ffb60e81ed1d8a
CTS-Coverage-Bug: 210528288
Bug: 210528288
Test: RBE Built redfin-eng and tested on a physical device
Change-Id: I640be77dbf05633b7a17ada73ea261dbd0027697
Since restarting a process must be done from the system server side,
we accomplish this by passing a IBinder through to the GameSession
allowing the GameSession to make IPCs to its hosting
GameServiceProviderInstanceImpl. As an additional layer of security,
the implementation takes a taskId and only restarts the given
game if the taskId matches an active game session.
Test: atest FrameworksMockingServicesTests and manual e2e testing
Bug: 210127167
Bug: 202414447
Bug: 202417255
CTS-Coverage-Bug: 206128693
Change-Id: I944da060323ac1779cd2c61d1e411e9868caed91
The frame number at the server side is not used anymore since BLAST.
Bug: 161810301
Test: presubmit
Change-Id: I01c6fb0750799aa94766f2582ce6ac031c9426cf
This is a step to move the layout logic to the client side. We won't
obtain the surface size from the server then.
This CL also moves the logic about adjusting the LayoutParams of
wallpaper to the client side.
Bug: 161810301
Test: presubmit
Change-Id: I3a81e174035c67a285cab449c0701ee2fe6f6a24
Client apps need the ACCESS_AMBIENT_CONTEXT_EVENT permission to use the service. The permission protection level is internal|role.
API overview: http://go/ambient-framework-api
PRD: http://go/ambient-attribution-prd
Design doc: http://go/ambient-service-api
Test: CTS test
Bug: 192476579
Change-Id: I9daede83af34f215c278cb0530238faba1be5c70
Ignore-AOSP-First: to prevent new feature leak.
This is a step to move the layout logic to the client side. We won't
invoke IWindowSession#relayout then.
Bug: 161810301
Test: atest WmTests
Change-Id: Ib5ac048a573907af0a81f3e228575d9458862cfd
Introduce GameSession#onGameTaskFocusChanged method that is called to
inform GameSession implementations abouts when their game task goes into
our out of focus.
Also introduce a new LifecycleState to the abstract GameSession class
to ensure that transitions follow the following rules:
- All GameSessions start in the INITIALIZED state
- All GameSessions will then transition to the CREATED state [onCreate()
is called]. If a GameSession transitions from INITIALIZED directly to
DESTOYED, onCreate() and onDestroy() will both be called.
- A GameSession in the CREATED state may transition to either the
TASK_FOCUSED state [onGameTaskFocusChanged(true) is called] or the
DESTROYED state [onDestroy() is called]. If a game task starts in a
non-focused state and never comes into focus, the GameSession will
never transition to the TASK_FOCUSED or TASK_UNFOCUSED states.
- A GameSession in the TASK_FOCUSED state may only transition
to the TASK_UNFOCUSED state [onGameTaskFocusChanged(false) is called].
If a GameSession transitions from TASK_FOCUSED to DESTROYED, it will
call onGameTaskFocusChanged(false) to complete that part of the
lifecycle before transitioning to the DESTROYED state.
- A GameSession in the TASK_UNFOCUSED state may transition back to the
TASK_FOCUSED state [onGameTaskFocusChanged(false) is called again] or
the DESTROYED state [onDestroy() is called].
In this way, all GameSessions are guaranteed to have
onGameTaskFocusChanged(true) be called if they are ever in focus before
being destroyed (generally as soon as the GameSession is created) and to
have onGameTaskFocusChanged(false) be called before they are destroyed.
GameSessions are also guarnateed to have onCreate() be called before
onDestroy().
Test: Manual e2e testing
Bug: 214104366
Bug: 202414447
Bug: 202417255
CTS-Coverage-Bug: 206128693
Change-Id: Id4e1eec50eb891ffb6df74650c27ea3a27a8b9c3