Relaunching a running activity will sometimes cause animations in that
activity to run, causing jank due to too much happening (window animations
on that same window running at the same time).
An earlier fix pauses application rendering while window animations are running,
but only the first time the activity comes up. If the window is animated
after that (such as is the case with re-launching it while it is running
in the background), rendering, and therefore animations, happen as usual,
causing the jank.
The fix is to simply broaden the scope of when application rendering is
paused to include anytime the window is animating.
Issue #8472972 Make app animations play nice with window animations
Change-Id: I1dd8da039fcb4d1faf6c0811bae97ef2847deb84
bug:8501661
Makes the performance issues and interaction with layer type/paint
more clear.
Additionally, corrects change from 47ab7d6612
to still allow displayList alpha to override layer paint
Change-Id: Ic94d75865700820489370461cd8ac9f9077a8d90
When the pipelining optimization was added we never updated
handleImeFinishedEvent to look through the whole queue of items, so it was only
looking at the head.
Bug: 8498214
Change-Id: I79c62392a93b47e3e1eab3f4fe54a5c999dfb566
- use private flag bit field for ViewGroup.MarginLayoutParams
- make ViewDebug support "byte" type for FlagMapping
Change-Id: Iff7c31544e3ce2d29919c9424425f2bf87042b8b
- follow up to the fix for bug #8480245 ViewGroup layout margins can be wrong in RTL mode
- deal with "RTL compatibility mode": if left/right margins are not defined and if we
haev some start/end ones then use the start/end ones.
Change-Id: I98fe3276de2bd14f60a1c423a47569a68046f7be
The input method manager service now supplies an input channel for
communication while creating an IME session on behalf of the
application.
This change significanly reduces the overhead of IME event dispatch
by using a standard input channel to send input events rather than
using binder. This results in fewer thread context switches
and fewer object allocations.
What's more, the IME may perform additional batching of the motion
events that it receives which may help it catch up if it is
getting behind while processing them.
Bug: 7984576
Bug: 8473020
Change-Id: Ibe26311edd0060cdcae80194f1753482e635786f
Bug #8378964
This change defers drawing into layers until after the renderer for FBO0
is ready to draw. At that point, all the precaching is done which means
all glyphs can be uploaded at once in the font caches.
Change-Id: Ie1f7a7ff30f76f06fb3dbc72c7d05e66207d1ecb
When a tablet is in vibrate mode, the notification
volume icon in the expanded volume panel should
be vibrate and not silent.
Bug 7235006
Change-Id: I150c1f0f571e3910ebae57442a75740cef00341e
Previous implementation processed Overlay touch after other children in
a ViewGroup; it should be the other way around.
Also, fixed some invalidation issues.
Finally, added new behavior to automatically place View which is already
parented into the same global position, by calculating where the overlay is
on the screen relative to the previous parent of the View.
Issue #8459085 Overlay needs to handle touch correctly
Change-Id: Ic2cee12d2bc345f64ed3f4d855a5c3496967a201
This allows sending media buttons to any PendingIntent,
so they can be captured with a registered receiver.
Also add some new ViewTreeObserver APIs; this is all for
a new support library API to watch media buttons while an
app has input focus.
Change-Id: I3c51cef59460662b008c9a2cc87d6a6383c21855
Rather than wait for the IME to return before sending it the next input event,
send all available input events as soon as we receive them.
Bug: 7984576
Change-Id: Ie0b1086efc4f9e1ececac22afd997829304bf180
bug:8450062
- Fixes overdraw indication with DeferredDisplayList
- Fixes drawHardwareLayer called after flush
Additionally changes drawLayer to pass its paint to native via setLayerPaint
Wrap flush in save/restore so that reordering doesn't affect final
transform
Change-Id: I08befa42c28500da6387699eefd4be28aedf9f4c