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authorMathias Agopian <mathias@google.com>2010-10-14 14:54:06 -0700
committerMathias Agopian <mathias@google.com>2010-10-14 14:57:34 -0700
commitd4e03f37423bee383d17f7292753a5f67e497a28 (patch)
treec559d99f0e6c6fda2621c6809b20ffadfc7bcda2 /services/surfaceflinger/SurfaceFlinger.h
parent6d71f6a0ae9fd81ce25562aee67f841b5d8394cf (diff)
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addresses parts of 3096779 and 3097475
3097475: Animation setting should control the screen on animation 3096779: CRT power-on animation can briefly show the top app instead of lockscreen There is now a parameter that controls wether the ON and/or OFF animation are performed. we also always clear the screen to black on power off, to make sure it won't briefly appear on power on. HOWEVER, 3096779 is not 100% fixed in the case where we're doing the animation because there is a race, where SF doesn't wait (b/c it doesn't know) for the framework to have redrawn the lockscreen. Change-Id: Ie0f02c9225fcdf24b1e8907e268eb7da2c5b0a03
Diffstat (limited to 'services/surfaceflinger/SurfaceFlinger.h')
-rw-r--r--services/surfaceflinger/SurfaceFlinger.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/services/surfaceflinger/SurfaceFlinger.h b/services/surfaceflinger/SurfaceFlinger.h
index d07a3ad..4262175 100644
--- a/services/surfaceflinger/SurfaceFlinger.h
+++ b/services/surfaceflinger/SurfaceFlinger.h
@@ -328,8 +328,8 @@ private:
uint32_t* width, uint32_t* height, PixelFormat* format,
uint32_t reqWidth = 0, uint32_t reqHeight = 0);
- status_t turnElectronBeamOffImplLocked();
- status_t turnElectronBeamOnImplLocked();
+ status_t turnElectronBeamOffImplLocked(int32_t mode);
+ status_t turnElectronBeamOnImplLocked(int32_t mode);
status_t electronBeamOffAnimationImplLocked();
status_t electronBeamOnAnimationImplLocked();
status_t renderScreenToTextureLocked(DisplayID dpy,
@@ -395,7 +395,7 @@ private:
bool mVisibleRegionsDirty;
bool mDeferReleaseConsole;
bool mFreezeDisplay;
- bool mElectronBeamAnimation;
+ int32_t mElectronBeamAnimationMode;
int32_t mFreezeCount;
nsecs_t mFreezeDisplayTime;
Vector< sp<LayerBase> > mVisibleLayersSortedByZ;