in this commit:
- implemented the C stub
- implemented the binder interfaces involved
- implemented most of the C++ client side
missing:
- SensorManager cannot connect to the SensorServer yet
(because there is no SensorServer yet)
Change-Id: I75010cbeef31c98d6fa62fd5d388dcef87c2636b
And also:
- APIs to show and hide the IME, and control its interaction with the app.
- APIs to tell the app when its window resizes and needs to be redrawn.
- API to tell the app the content rectangle of its window (to layout
around the IME or status bar).
There is still a problem with IME interaction -- we need a way for the
app to deliver events to the IME before it handles them, so that for
example the back key will close the IME instead of finishing the app.
Change-Id: I37b75fc2ec533750ef36ca3aedd2f0cc0b5813cd
Add native Parcel methods analogous to the Java versions.
Currently, these don't do much, but upcoming StrictMode work changes
the RPC calling conventions in some cases, so it's important that
everybody uses these consistently, rather than having a lot of code
trying to parse RPC responses out of Parcels themselves.
As a summary, the current convention that Java Binder services use is
to prepend the reply Parcel with an int32 signaling the exception
status:
0: no exception
-1: Security exception
-2: Bad Parcelable
-3: ...
-4: ...
-5: ...
... followed by Parceled String if the exception code is non-zero.
With an upcoming change, it'll be the case that a response Parcel can,
non-exceptionally return rich data in the header, and also return data
to the caller. The important thing to note in this new case is that
the first int32 in the reply parcel *will not be zero*, so anybody
manually checking for it with reply.readInt32() will get false
negative failures.
Short summary: If you're calling into a Java service and manually
checking the exception status with reply.readInt32(), change it to
reply.readExceptionCode().
Change-Id: I23f9a0e53a8cfbbd9759242cfde16723641afe04
- Separate the updating of effect engine state from the process call in EffectModule so that the state
of all effects in the same effect chain is updated simultaneusly before all process functions are called.
- Added a mechanism for the effect engine to continue being called for processing after receiving the disable
commands untils it considers that the framework can stop calling the process function without causing
a glitch or loosing some effect tail.
- Updated test reverb and equalizer to support this new feature
Change-Id: Icb56ae2c84c076d4dbad6cf733b1a62f823febe7
* Move error messages around to clarify the errors.
* Add extra error check when reading a file.
* Seek to the end of a file when writing the signature so the users of
the API don't have to remember to do it.
Change-Id: I2337051b9f9fa8147c5900237deec790dcd92436
Also other cleanup and fixes:
- We now properly set the default window format to 565.
- New APIs to set the window format and flags from native code.
- Tweaked glue for simpler handling of the "destroy" message.
- Um, other stuff.
Change-Id: Id7790a21a2fa9a19b91854d225324a7c1e7c6ade
This factors out the boiler-plate code from the sample
app to a common glue code that can be used for everyone
writing this style of app: a dedicated app thread that
takes care of waiting for events and processing them.
As part of doing this, ALooper has a new facility to allow
registration of fds that cause ALooper_pollOnce() to return
the fd that has data, allowing the app to drive the loop
without callbacks. Hopefully this makes some people feel better. :)
Also do some other cleanup of the ALooper API, plus some
actual documentation.
Change-Id: Ic53bd56bdf627e3ba28a3c093faa06a92be522b8
The visualizer enables application to retrieve part of the currently playing audio for visualization purpose.
It is not an audio recording interface and only returns partial and low quality audio content as a waveform or
a frequency representation (FFT).
Removed temporary hack made in MediaPlayer for animated wall papers based on audio visualization (snoop() method.
This commit also includes a change in AudioEffect class:
- the enable()/disable() methods have been replaced bya more standard setEnabled() method.
- some fixes in javadoc
Change-Id: Id092a1340e9e38dae68646ade7be054e3a36980e
Removed old input dispatch code.
Refactored the policy callbacks.
Pushed a tiny bit of the power manager state down to native.
Fixed long press on MENU.
Made the virtual key detection and cancelation a bit more precise.
Change-Id: I5d8c1062f7ea0ab3b54c6fadb058c4d5f5a9e02e
This allows us to avoid exposing the file descriptor of
the event queue; instead, you attach an event queue to
a looper. This will also should allow native apps to be
written without the need for a separate thread, by attaching
the event queue to the main thread's looper and scheduling
their own messages there.
Change-Id: I38489282635895ae2cbfacb88599c1b1cad9b239
On omap3 h/w we force opaque formats to RGB_565 instead of RGBX_8888
because the GL driver doesn't support it. RGBX_8888 is always remapped
to RGBA_8888.
Change-Id: I0bfabeb98c8d3a399079e6797cf2a0ee95915324
Not yet hooked up to anything in the NDK, but requires renaming
the existing android_native_window_t type everywhere.
Change-Id: Iffee6ea39c93b8b34e20fb69e4d2c7c837e5ea2e
This change mainly unwinds a premature optimization in the
dispatch pipeline.
To test HOME injection, run 'adb shell input keyevent 3'.
Change-Id: I1c4b7377c205da7c898014b8b07fc6dc1d46e4dd
The native code now maintains a list of all keys that may use
default handling. If the app finishes one of these keys
without handling it, the key will be passed back off to Java
for default treatment.
Change-Id: I6a842a0d728eeafa4de7142fae573f8c11099e18
Set a default orientation of ROTATION_0.
Added some more careful checks based on whether we have valid
absolute axis information from the driver.
Reset key repeating during configuration changes since the keyboard
device may have been removed.
Change-Id: I685960828acffcb17595fc5683309e8064a76714
Fixed a typo where checking against the wrong constant caused GL_TEXTURE_EXTERNAL_OES
to be used with a regular texture, which some GL driver will choke on.
Change-Id: I93dfc4c8fa674433bbb678eee31954e9a8d0cb4b
Target identification is now fully native.
Fixed a couple of minor issues related to input injection.
Native input enabled by default, can be disabled by setting
WindowManagerPolicy.ENABLE_NATIVE_INPUT_DISPATCH to false.
Change-Id: I7edf66ed3e987cc9306ad4743ac57a116af452ff
Effect API:
- Use different definitions for audio device, channels, formats... in AudioSystem and EffectApi:
Removed media/AudioCommon.h file created for initial version of EffectApi
- Indicate audio session and output ID to effect library when calling EffectCreate(). Session ID can be useful to optimize
the implementation of effect chains in the same audio session. Output ID can be used for effects implemented in audio hardware.
- Renamed EffectQueryNext() function to EffectQueryEffect() and changed operating mode:
now an index is passed for the queried effect instead of implicitly querying the next one.
- Added CPU load and memory usage indication in effects descriptor
- Added flags and commands to indicate changes in audio mode (ring tone, in call...) to effect engine
- Added flag to indicate hardware accelerated effect implementation.
- Renamed EffectFactoryApi.h to EffectsFactoryApi.h for consistency with EffectsFactory.c/h
Effect libraries:
- Reflected changes in Effect API
- Several fixes in reverb implementation
- Added build option TEST_EFFECT_LIBRARIES in makefile to prepare integration of actual effect library.
- Replaced pointer by integer identifier for library handle returned by effects factory
Audio effect framework:
- Added support for audio session -1 in preparation of output stage effects configuration.
- Reflected changes in Effect API
- Removed volume ramp up/down when effect is inserted/removed: this has to be taken care of by effect engines.
- Added some overflow verification on indexes used for deferred parameter updates via shared memory
- Added hardcoded CPU and memory limit check when creating a new effect instance
Change-Id: I43fee5182ee201384ea3479af6d0acb95092901d
Provides the basic infrastructure for a
NativeActivity's native code to get an object representing
its event stream that can be used to read input events.
Still work to do, probably some API changes, and reasonable
default key handling (so that for example back will still
work).
Change-Id: I6db891bc35dc9683181d7708eaed552b955a077e
Added ANRs handling.
Added event injection.
Fixed a NPE ActivityManagerServer writing ANRs to the drop box.
Fixed HOME key interception.
Fixed trackball reporting.
Fixed pointer rotation in landscape mode.
Change-Id: I50340f559f22899ab924e220a78119ffc79469b7
This is (intendend to be) a no-op change.
At this stage, Binder RPCs just have an additional uint32 passed around
in the header, right before the interface name. But nothing is actually
done with them yet. That value should right now always be 0.
This now boots and seems to work.
Change-Id: I135b7c84f07575e6b9717fef2424d301a450df7b
Added more tests.
Fixed a regression in Vector.
Fixed bugs in pointer tracking.
Fixed a starvation issue in PollLoop when setting or removing callbacks.
Fixed a couple of policy nits.
Modified the internal representation of MotionEvent to be more
efficient and more consistent.
Added code to skip/cancel virtual key processing when there are multiple
pointers down. This helps to better disambiguate virtual key presses
from stray touches (such as cheek presses).
Change-Id: I2a7d2cce0195afb9125b23378baa94fd2fc6671c
Refactored the code to eliminate potential deadlocks due to re-entrant
calls from the policy into the dispatcher. Also added some plumbing
that will be used to notify the framework about ANRs.
Change-Id: Iba7a10de0cb3c56cd7520d6ce716db52fdcc94ff