* commit '1d340a3c24913d8750900355cd92ef5742eea11f':
DO NOT MERGE. From main -- Start work on simulating landscape/portrait when orientation is locked.
* commit '0eac092766d7871b34927442ee0b6e27e7e1317b':
DO NOT MERGE. From main -- Start work on simulating landscape/portrait when orientation is locked.
Not yet working, so turned off.
Also fix a bug where the display size configuration became inconsistent
after a configuration change -- we now figure out everything about the
display size when computing a new configuration.
Change-Id: Id155f133c0bf108508a225ef64ed3ca398a90a58
Applications now get the display size from the window manager. No
behavior should be changed yet, this is just prep for some real
changes.
Change-Id: I47bf8b55ecd4476c25ed6482494a7bcc5fae45d2
First step of improving app screen size compatibility mode. When
running in compat mode, an application's windows are scaled up on
the screen rather than being small with 1:1 pixels.
Currently we scale the application to fill the entire screen, so
don't use an even pixel scaling. Though this may have some
negative impact on the appearance (it looks okay to me), it has a
big benefit of allowing us to now treat these apps as normal
full-screens apps and do the normal transition animations as you
move in and out and around in them.
This introduces fun stuff in the input system to take care of
modifying pointer coordinates to account for the app window
surface scaling. The input dispatcher is told about the scale
that is being applied to each window and, when there is one,
adjusts pointer events appropriately as they are being sent
to the transport.
Also modified is CompatibilityInfo, which has been greatly
simplified to not be so insane and incomprehendible. It is
now simple -- when constructed it determines if the given app
is compatible with the current screen size and density, and
that is that.
There are new APIs on ActivityManagerService to put applications
that we would traditionally consider compatible with larger screens
in compatibility mode. This is the start of a facility to have
a UI affordance for a user to switch apps in and out of
compatibility.
To test switching of modes, there is a new variation of the "am"
command to do this: am screen-compat [on|off] [package]
This mode switching has the fundamentals of restarting activities
when it is changed, though the state still needs to be persisted
and the overall mode switch cleaned up.
For the few small apps I have tested, things mostly seem to be
working well. I know of one problem with the text selection
handles being drawn at the wrong position because at some point
the window offset is being scaled incorrectly. There are
probably other similar issues around the interaction between
two windows because the different window coordinate spaces are
done in a hacky way instead of being formally integrated into
the window manager layout process.
Change-Id: Ie038e3746b448135117bd860859d74e360938557
Multiple threads are adding messages about the current
state of the views to the main looper. This can cause
onDetachedFromWindow to be posted on the looper before
onAttachedToWindow. This change will make sure to only
dispatch onDetachedFromWindow if we have previously
dispatched onAttachToWindow.
Change-Id: Ibc7cbcafb098bc000d2ef5480d2110d3fff4d55a
WebCore is too slow
Make sure that we can recover properly from a bad gesture with missing
events that never come back from webcore. Lower timeout to 1 second.
Confirm movement on touch event enqueue so that we don't get phantom
taps or long presses when webcore is slow to respond.
Add sanity check in ScaleGestureDetector to end a gesture early on a
bad MotionEvent stream rather than throwing up.
Change-Id: I69690409d7edd6b4320dbcf3b052aba4023360fe
Bug #4092053
The problem always existed but was made visible by partial invalidation.
When saving a layer, the renderer would try to postpone glClear()
operations until the next drawing command. This however does not work
since the clip might have changed. The fix is rather simple and
simply gets rid of this "optimization" (that turned out to be
usless anyway given how View issues saveLayer() calls.)
This change also fixes an issue with gradients (color stops where
not properly computed when using a null stops array) and optimizes
display lists rendering (quickly rejects larger portions of the
tree to avoid executing unnecessary code.)
Change-Id: I0f5b5f6e1220d41a09cc2fa84c212b0b4afd9c46
Associate each motion axis with the source from which it comes.
It is possible for multiple sources of the same device to define
the same axis. This fixes new API that was introduced in MR1.
(Bug: 4066146)
Fixed a bug that might cause a segfault when using a trackball.
Only fade out the mouse pointer when touching the touch screen,
ignore other touch pads.
Changed the plural "sources" to "source" in several places in
the InputReader where we intend to refer to a particular source
rather than to a combination of sources.
Improved the batching code to support batching events from different
sources of the same device in parallel. (Bug: 3391564)
Change-Id: I0189e18e464338f126f7bf94370b928e1b1695f2
Report inclusive minimum and maximum ranges for all
axes including X and Y.
Set mouse pointer bounds to 0..width-1, 0..height-1.
Rotate touch and mouse positions more carefully, paying attention
to the maximum bounds when calculating the complement of an axis.
Simplified the InputReader somewhat and removed support for a
couple of poorly defined input device configuration parameters.
We now assume that the touch device provides useful absolute axis
ranges for the X and Y axes since the alternative does not actually
make sense.
Bug: 3413541
Change-Id: I121d28a125c4f9618cb283dc460d33ff1a907023
Bug #3461349
This change also fixes two bugs that prevented partial invalidates
from working with other views. Both bugs were in our EGL implementation:
they were preventing the caller from comparing the current context/surface
with another context/surface. This was causing HardwareRenderer to always
redraw the entire screen.
Change-Id: I33e096b304d4a0b7e6c8f92930f71d2ece9bebf5
Calls thought to be duplicates were removed, which caused rendering problems
for Browser as well as crashes in the widget list and music.
Change-Id: I6364aaa362619ea3dd368990304d61d84bbe2a90
Ensure that the joystick can always reach -1.0, 0.0 and 1.0 positions
even when noise filtering is applied. (Bug: 3514510)
Add support for a few more standard axes.
Add additional mapping modes for axes.
Some axes are inverted from standard interpretation
or are actually intended to be split into two distict axes
such as left/right trigger controls or accelerator/brake.
Add key layout file for a G25 racing wheel and XBox 360 controller
to tweak behavior. They work fine without them but the axis mappings
are not ideal.
Change-Id: I0fddd90309af4dc14d35f34fe99ed6e521c0b7c7
This should help complex applications by reducing the amount of
unnecessary work performed by the renderer.
Change-Id: I9bdebb1a35cdbcc3d926b7485f19d9e88a019040