The major goal of this rewrite is to make it easier to implement power management policies correctly. According, the new implementation primarily uses state-based rather than event-based triggers for applying changes to the current power state. For example, when an application requests that the proximity sensor be used to manage the screen state (by way of a wake lock), the power manager makes note of the fact that the set of wake locks changed. Then it executes a common update function that recalculates the entire state, first looking at wake locks, then considering user activity, and eventually determining whether the screen should be turned on or off. At this point it may make a request to a component called the DisplayPowerController to asynchronously update the display's powe state. Likewise, DisplayPowerController makes note of the updated power request and schedules its own update function to figure out what needs to be changed. The big benefit of this approach is that it's easy to mutate multiple properties of the power state simultaneously then apply their joint effects together all at once. Transitions between states are detected and resolved by the update in a consistent manner. The new power manager service has is implemented as a set of loosely coupled components. For the most part, information only flows one way through these components (by issuing a request to that component) although some components support sending a message back to indicate when the work has been completed. For example, the DisplayPowerController posts a callback runnable asynchronously to tell the PowerManagerService when the display is ready. An important feature of this approach is that each component neatly encapsulates its state and maintains its own invariants. Moreover, we do not need to worry about deadlocks or awkward mutual exclusion semantics because most of the requests are asynchronous. The benefits of this design are especially apparent in the implementation of the screen on / off and brightness control animations which are able to take advantage of framework features like properties, ObjectAnimator and Choreographer. The screen on / off animation is now the responsibility of the power manager (instead of surface flinger). This change makes it much easier to ensure that the animation is properly coordinated with other power state changes and eliminates the cause of race conditions in the older implementation. The because of the userActivity() function has been changed so that it never wakes the device from sleep. This change removes ambiguity around forcing or disabling user activity for various purposes. To wake the device, use wakeUp(). To put it to sleep, use goToSleep(). Simple. The power manager service interface and API has been significantly simplified and consolidated. Also fixed some inconsistencies related to how the minimum and maximum screen brightness setting was presented in brightness control widgets and enforced behind the scenes. At present the following features are implemented: - Wake locks. - User activity. - Wake up / go to sleep. - Power state broadcasts. - Battery stats and event log notifications. - Dreams. - Proximity screen off. - Animated screen on / off transitions. - Auto-dimming. - Auto-brightness control for the screen backlight with different timeouts for ramping up versus ramping down. - Auto-on when plugged or unplugged. - Stay on when plugged. - Device administration maximum user activity timeout. - Application controlled brightness via window manager. The following features are not yet implemented: - Reduced user activity timeout for the key guard. - Reduced user activity timeout for the phone application. - Coordinating screen on barriers with the window manager. - Preventing auto-rotation during power state changes. - Auto-brightness adjustment setting (feature was disabled in previous version of the power manager service pending an improved UI design so leaving it out for now). - Interpolated brightness control (a proposed new scheme for more compactly specifying auto-brightness levels in config.xml). - Button / keyboard backlight control. - Change window manager to associated WorkSource with KEEP_SCREEN_ON_FLAG wake lock instead of talking directly to the battery stats service. - Optionally support animating screen brightness when turning on/off instead of playing electron beam animation (config_animateScreenLights). Change-Id: I1d7a52e98f0449f76d70bf421f6a7f245957d1d7
270 lines
8.2 KiB
Java
270 lines
8.2 KiB
Java
/*
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* Copyright (C) 2012 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.server.power;
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import android.os.Looper;
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import android.os.PowerManager;
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import android.util.FloatProperty;
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import android.util.IntProperty;
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import android.util.Slog;
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import android.view.Choreographer;
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import java.io.PrintWriter;
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/**
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* Represents the current display power state and realizes it.
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*
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* This component is similar in nature to a {@link View} except that it describes
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* the properties of a display. When properties are changed, the component
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* invalidates itself and posts a callback to the {@link Choreographer} to
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* apply the changes. This mechanism enables the display power state to be
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* animated smoothly by the animation framework.
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*
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* This component must only be created or accessed by the {@link Looper} thread
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* that belongs to the {@link DisplayPowerController}.
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*
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* We don't need to worry about holding a suspend blocker here because the
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* {@link DisplayPowerController} does that for us whenever there is a pending invalidate.
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*/
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final class DisplayPowerState {
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private static final String TAG = "DisplayPowerState";
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private static boolean DEBUG = false;
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private static final int DIRTY_SCREEN_ON = 1 << 0;
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private static final int DIRTY_ELECTRON_BEAM = 1 << 1;
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private static final int DIRTY_BRIGHTNESS = 1 << 2;
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private static final int DIRTY_ALL = 0xffffffff;
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private final Choreographer mChoreographer;
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private final ElectronBeam mElectronBeam;
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private final PhotonicModulator mScreenBrightnessModulator;
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private int mDirty;
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private boolean mScreenOn;
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private float mElectronBeamLevel;
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private int mScreenBrightness;
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private Runnable mCleanListener;
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public DisplayPowerState(ElectronBeam electronBean,
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PhotonicModulator screenBrightnessModulator) {
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mChoreographer = Choreographer.getInstance();
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mElectronBeam = electronBean;
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mScreenBrightnessModulator = screenBrightnessModulator;
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mScreenOn = true;
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mElectronBeamLevel = 1.0f;
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mScreenBrightness = PowerManager.BRIGHTNESS_ON;
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invalidate(DIRTY_ALL);
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}
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public static final FloatProperty<DisplayPowerState> ELECTRON_BEAM_LEVEL =
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new FloatProperty<DisplayPowerState>("electronBeamLevel") {
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@Override
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public void setValue(DisplayPowerState object, float value) {
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object.setElectronBeamLevel(value);
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}
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@Override
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public Float get(DisplayPowerState object) {
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return object.getElectronBeamLevel();
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}
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};
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public static final IntProperty<DisplayPowerState> SCREEN_BRIGHTNESS =
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new IntProperty<DisplayPowerState>("screenBrightness") {
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@Override
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public void setValue(DisplayPowerState object, int value) {
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object.setScreenBrightness(value);
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}
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@Override
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public Integer get(DisplayPowerState object) {
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return object.getScreenBrightness();
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}
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};
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/**
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* Sets whether the screen is on or off.
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*/
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public void setScreenOn(boolean on) {
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if (mScreenOn != on) {
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if (DEBUG) {
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Slog.d(TAG, "setScreenOn: on=" + on);
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}
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mScreenOn = on;
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invalidate(DIRTY_SCREEN_ON);
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}
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}
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/**
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* Returns true if the screen is on.
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*/
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public boolean isScreenOn() {
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return mScreenOn;
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}
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/**
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* Prepares the electron beam to turn on or off.
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* This method should be called before starting an animation because it
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* can take a fair amount of time to prepare the electron beam surface.
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*
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* @param warmUp True if the electron beam should start warming up.
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* @return True if the electron beam was prepared.
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*/
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public boolean prepareElectronBeam(boolean warmUp) {
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boolean success = mElectronBeam.prepare(warmUp);
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invalidate(DIRTY_ELECTRON_BEAM);
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return success;
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}
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/**
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* Dismisses the electron beam surface.
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*/
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public void dismissElectronBeam() {
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mElectronBeam.dismiss();
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}
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/**
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* Sets the level of the electron beam steering current.
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*
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* The display is blanked when the level is 0.0. In normal use, the electron
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* beam should have a value of 1.0. The electron beam is unstable in between
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* these states and the picture quality may be compromised. For best effect,
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* the electron beam should be warmed up or cooled off slowly.
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*
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* Warning: Electron beam emits harmful radiation. Avoid direct exposure to
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* skin or eyes.
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*
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* @param level The level, ranges from 0.0 (full off) to 1.0 (full on).
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*/
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public void setElectronBeamLevel(float level) {
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if (mElectronBeamLevel != level) {
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if (DEBUG) {
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Slog.d(TAG, "setElectronBeamLevel: level=" + level);
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}
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mElectronBeamLevel = level;
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invalidate(DIRTY_ELECTRON_BEAM);
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}
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}
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/**
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* Gets the level of the electron beam steering current.
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*/
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public float getElectronBeamLevel() {
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return mElectronBeamLevel;
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}
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/**
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* Sets the display brightness.
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*
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* @param brightness The brightness, ranges from 0 (minimum / off) to 255 (brightest).
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*/
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public void setScreenBrightness(int brightness) {
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if (mScreenBrightness != brightness) {
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if (DEBUG) {
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Slog.d(TAG, "setScreenBrightness: brightness=" + brightness);
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}
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mScreenBrightness = brightness;
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invalidate(DIRTY_BRIGHTNESS);
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}
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}
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/**
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* Gets the screen brightness.
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*/
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public int getScreenBrightness() {
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return mScreenBrightness;
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}
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/**
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* Returns true if no properties have been invalidated.
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* Otherwise, returns false and promises to invoke the specified listener
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* when the properties have all been applied.
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* The listener always overrides any previously set listener.
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*/
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public boolean waitUntilClean(Runnable listener) {
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if (mDirty != 0) {
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mCleanListener = listener;
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return false;
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} else {
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mCleanListener = null;
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return true;
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}
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}
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public void dump(PrintWriter pw) {
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pw.println();
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pw.println("Display Power State:");
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pw.println(" mDirty=" + Integer.toHexString(mDirty));
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pw.println(" mScreenOn=" + mScreenOn);
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pw.println(" mScreenBrightness=" + mScreenBrightness);
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pw.println(" mElectronBeamLevel=" + mElectronBeamLevel);
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mElectronBeam.dump(pw);
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}
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private void invalidate(int dirty) {
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if (mDirty == 0) {
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mChoreographer.postCallback(Choreographer.CALLBACK_TRAVERSAL,
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mTraversalRunnable, null);
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}
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mDirty |= dirty;
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}
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private void apply() {
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if (mDirty != 0) {
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if ((mDirty & DIRTY_SCREEN_ON) != 0 && !mScreenOn) {
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PowerManagerService.nativeSetScreenState(false);
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}
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if ((mDirty & DIRTY_ELECTRON_BEAM) != 0) {
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mElectronBeam.draw(mElectronBeamLevel);
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}
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if ((mDirty & DIRTY_BRIGHTNESS) != 0) {
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mScreenBrightnessModulator.setBrightness(mScreenBrightness);
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}
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if ((mDirty & DIRTY_SCREEN_ON) != 0 && mScreenOn) {
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PowerManagerService.nativeSetScreenState(true);
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}
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mDirty = 0;
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if (mCleanListener != null) {
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mCleanListener.run();
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}
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}
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}
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private final Runnable mTraversalRunnable = new Runnable() {
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@Override
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public void run() {
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if (mDirty != 0) {
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apply();
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}
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}
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};
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}
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