diff options
48 files changed, 3729 insertions, 1109 deletions
diff --git a/api/13.xml b/api/13.xml index b8b11fe91fc8..6581042f5074 100644 --- a/api/13.xml +++ b/api/13.xml @@ -1024,6 +1024,17 @@ visibility="public" > </field> +<field name="SET_POINTER_SPEED" + type="java.lang.String" + transient="false" + volatile="false" + value=""android.permission.SET_POINTER_SPEED"" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="SET_PREFERRED_APPLICATIONS" type="java.lang.String" transient="false" @@ -3128,6 +3139,17 @@ visibility="public" > </field> +<field name="compatibleWidthLimitDp" + type="int" + transient="false" + volatile="false" + value="16843621" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="completionHint" type="int" transient="false" @@ -5878,6 +5900,17 @@ visibility="public" > </field> +<field name="largestWidthLimitDp" + type="int" + transient="false" + volatile="false" + value="16843622" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="launchMode" type="int" transient="false" @@ -7913,6 +7946,17 @@ visibility="public" > </field> +<field name="requiresSmallestWidthDp" + type="int" + transient="false" + volatile="false" + value="16843620" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="resizeMode" type="int" transient="false" @@ -15164,6 +15208,325 @@ visibility="public" > </field> +<field name="TextAppearance_Holo" + type="int" + transient="false" + volatile="false" + value="16974075" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_DialogWindowTitle" + type="int" + transient="false" + volatile="false" + value="16974103" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Inverse" + type="int" + transient="false" + volatile="false" + value="16974076" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Large" + type="int" + transient="false" + volatile="false" + value="16974077" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Large_Inverse" + type="int" + transient="false" + volatile="false" + value="16974078" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Medium" + type="int" + transient="false" + volatile="false" + value="16974079" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Medium_Inverse" + type="int" + transient="false" + volatile="false" + value="16974080" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_SearchResult_Subtitle" + type="int" + transient="false" + volatile="false" + value="16974084" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_SearchResult_Title" + type="int" + transient="false" + volatile="false" + value="16974083" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Small" + type="int" + transient="false" + volatile="false" + value="16974081" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Small_Inverse" + type="int" + transient="false" + volatile="false" + value="16974082" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget" + type="int" + transient="false" + volatile="false" + value="16974085" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_ActionBar_Subtitle" + type="int" + transient="false" + volatile="false" + value="16974099" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_ActionBar_Title" + type="int" + transient="false" + volatile="false" + value="16974098" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_ActionMode_Subtitle" + type="int" + transient="false" + volatile="false" + value="16974101" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_ActionMode_Title" + type="int" + transient="false" + volatile="false" + value="16974100" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_Button" + type="int" + transient="false" + volatile="false" + value="16974086" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_DropDownHint" + type="int" + transient="false" + volatile="false" + value="16974091" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_DropDownItem" + type="int" + transient="false" + volatile="false" + value="16974092" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_EditText" + type="int" + transient="false" + volatile="false" + value="16974094" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_IconMenu_Item" + type="int" + transient="false" + volatile="false" + value="16974087" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_PopupMenu" + type="int" + transient="false" + volatile="false" + value="16974095" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_PopupMenu_Large" + type="int" + transient="false" + volatile="false" + value="16974096" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_PopupMenu_Small" + type="int" + transient="false" + volatile="false" + value="16974097" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_TabWidget" + type="int" + transient="false" + volatile="false" + value="16974088" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_TextView" + type="int" + transient="false" + volatile="false" + value="16974089" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_TextView_PopupMenu" + type="int" + transient="false" + volatile="false" + value="16974090" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_TextView_SpinnerItem" + type="int" + transient="false" + volatile="false" + value="16974093" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_WindowTitle" + type="int" + transient="false" + volatile="false" + value="16974102" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="TextAppearance_Inverse" type="int" transient="false" @@ -15670,6 +16033,28 @@ visibility="public" > </field> +<field name="Theme_Holo_Light_NoActionBar" + type="int" + transient="false" + volatile="false" + value="16974064" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="Theme_Holo_Light_NoActionBar_Fullscreen" + type="int" + transient="false" + volatile="false" + value="16974065" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="Theme_Holo_Light_Panel" type="int" transient="false" @@ -15978,6 +16363,39 @@ visibility="public" > </field> +<field name="Widget_ActionBar_TabBar" + type="int" + transient="false" + volatile="false" + value="16974068" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="Widget_ActionBar_TabText" + type="int" + transient="false" + volatile="false" + value="16974067" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="Widget_ActionBar_TabView" + type="int" + transient="false" + volatile="false" + value="16974066" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="Widget_ActionButton" type="int" transient="false" @@ -16231,6 +16649,39 @@ visibility="public" > </field> +<field name="Widget_Holo_ActionBar_TabBar" + type="int" + transient="false" + volatile="false" + value="16974071" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="Widget_Holo_ActionBar_TabText" + type="int" + transient="false" + volatile="false" + value="16974070" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="Widget_Holo_ActionBar_TabView" + type="int" + transient="false" + volatile="false" + value="16974069" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="Widget_Holo_ActionButton" type="int" transient="false" @@ -16506,6 +16957,39 @@ visibility="public" > </field> +<field name="Widget_Holo_Light_ActionBar_TabBar" + type="int" + transient="false" + volatile="false" + value="16974074" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="Widget_Holo_Light_ActionBar_TabText" + type="int" + transient="false" + volatile="false" + value="16974073" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="Widget_Holo_Light_ActionBar_TabView" + type="int" + transient="false" + volatile="false" + value="16974072" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="Widget_Holo_Light_ActionButton" type="int" transient="false" @@ -22707,7 +23191,7 @@ synchronized="false" static="false" final="true" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > <parameter name="id" type="int"> @@ -22981,7 +23465,7 @@ synchronized="false" static="false" final="false" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > </method> @@ -23434,7 +23918,7 @@ synchronized="false" static="false" final="false" - deprecated="not deprecated" + deprecated="deprecated" visibility="protected" > <parameter name="id" type="int"> @@ -23798,7 +24282,7 @@ synchronized="false" static="false" final="false" - deprecated="not deprecated" + deprecated="deprecated" visibility="protected" > <parameter name="id" type="int"> @@ -23880,7 +24364,7 @@ synchronized="false" static="false" final="false" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > </method> @@ -24102,7 +24586,7 @@ synchronized="false" static="false" final="true" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > <parameter name="id" type="int"> @@ -24452,7 +24936,7 @@ synchronized="false" static="false" final="true" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > <parameter name="id" type="int"> @@ -24465,7 +24949,7 @@ synchronized="false" static="false" final="true" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > <parameter name="id" type="int"> @@ -30529,6 +31013,21 @@ visibility="public" > </method> +<method name="onViewCreated" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="view" type="android.view.View"> +</parameter> +<parameter name="savedInstanceState" type="android.os.Bundle"> +</parameter> +</method> <method name="registerForContextMenu" return="void" abstract="false" @@ -30568,6 +31067,19 @@ <parameter name="hasMenu" type="boolean"> </parameter> </method> +<method name="setInitialSavedState" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="state" type="android.app.Fragment.SavedState"> +</parameter> +</method> <method name="setRetainInstance" return="void" abstract="false" @@ -30659,6 +31171,53 @@ </parameter> </constructor> </class> +<class name="Fragment.SavedState" + extends="java.lang.Object" + abstract="false" + static="true" + final="false" + deprecated="not deprecated" + visibility="public" +> +<implements name="android.os.Parcelable"> +</implements> +<method name="describeContents" + return="int" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +</method> +<method name="writeToParcel" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="dest" type="android.os.Parcel"> +</parameter> +<parameter name="flags" type="int"> +</parameter> +</method> +<field name="CREATOR" + type="android.os.Parcelable.ClassLoaderCreator" + transient="false" + volatile="false" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +</class> <class name="FragmentBreadCrumbs" extends="android.view.ViewGroup" abstract="false" @@ -31092,6 +31651,19 @@ <parameter name="listener" type="android.app.FragmentManager.OnBackStackChangedListener"> </parameter> </method> +<method name="saveFragmentInstanceState" + return="android.app.Fragment.SavedState" + abstract="true" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="f" type="android.app.Fragment"> +</parameter> +</method> <field name="POP_BACK_STACK_INCLUSIVE" type="int" transient="false" @@ -31262,6 +31834,19 @@ <parameter name="name" type="java.lang.String"> </parameter> </method> +<method name="attach" + return="android.app.FragmentTransaction" + abstract="true" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="fragment" type="android.app.Fragment"> +</parameter> +</method> <method name="commit" return="int" abstract="true" @@ -31284,6 +31869,19 @@ visibility="public" > </method> +<method name="detach" + return="android.app.FragmentTransaction" + abstract="true" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="fragment" type="android.app.Fragment"> +</parameter> +</method> <method name="disallowAddToBackStack" return="android.app.FragmentTransaction" abstract="true" @@ -31442,6 +32040,25 @@ <parameter name="exit" type="int"> </parameter> </method> +<method name="setCustomAnimations" + return="android.app.FragmentTransaction" + abstract="true" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="enter" type="int"> +</parameter> +<parameter name="exit" type="int"> +</parameter> +<parameter name="popEnter" type="int"> +</parameter> +<parameter name="popExit" type="int"> +</parameter> +</method> <method name="setTransition" return="android.app.FragmentTransaction" abstract="true" @@ -32623,7 +33240,7 @@ synchronized="false" static="false" final="false" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > <parameter name="callback" type="android.app.KeyguardManager.OnKeyguardExitResult"> @@ -32647,7 +33264,7 @@ synchronized="false" static="false" final="false" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > <parameter name="tag" type="java.lang.String"> @@ -32659,7 +33276,7 @@ abstract="false" static="false" final="false" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > <method name="disableKeyguard" @@ -57840,6 +58457,28 @@ visibility="public" > </field> +<field name="CONFIG_SCREEN_SIZE" + type="int" + transient="false" + volatile="false" + value="1024" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="CONFIG_SMALLEST_SCREEN_SIZE" + type="int" + transient="false" + volatile="false" + value="2048" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="CONFIG_TOUCHSCREEN" type="int" transient="false" @@ -58588,6 +59227,16 @@ visibility="public" > </field> +<field name="compatibleWidthLimitDp" + type="int" + transient="false" + volatile="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="dataDir" type="java.lang.String" transient="false" @@ -58628,6 +59277,16 @@ visibility="public" > </field> +<field name="largestWidthLimitDp" + type="int" + transient="false" + volatile="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="manageSpaceActivityName" type="java.lang.String" transient="false" @@ -58678,6 +59337,16 @@ visibility="public" > </field> +<field name="requiresSmallestWidthDp" + type="int" + transient="false" + volatile="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="sharedLibraryFiles" type="java.lang.String[]" transient="false" @@ -61053,6 +61722,28 @@ visibility="public" > </field> +<field name="FEATURE_FAKETOUCH_MULTITOUCH_DISTINCT" + type="java.lang.String" + transient="false" + volatile="false" + value=""android.hardware.faketouch.multitouch.distinct"" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="FEATURE_FAKETOUCH_MULTITOUCH_JAZZHAND" + type="java.lang.String" + transient="false" + volatile="false" + value=""android.hardware.faketouch.multitouch.jazzhand"" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="FEATURE_LIVE_WALLPAPER" type="java.lang.String" transient="false" @@ -63902,6 +64593,39 @@ visibility="public" > </field> +<field name="SCREEN_HEIGHT_DP_UNDEFINED" + type="int" + transient="false" + volatile="false" + value="0" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="SCREEN_WIDTH_DP_UNDEFINED" + type="int" + transient="false" + volatile="false" + value="0" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="SMALLEST_SCREEN_WIDTH_DP_UNDEFINED" + type="int" + transient="false" + volatile="false" + value="0" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="TOUCHSCREEN_FINGER" type="int" transient="false" @@ -64034,6 +64758,17 @@ visibility="public" > </field> +<field name="UI_MODE_TYPE_TELEVISION" + type="int" + transient="false" + volatile="false" + value="4" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="UI_MODE_TYPE_UNDEFINED" type="int" transient="false" @@ -64145,6 +64880,16 @@ visibility="public" > </field> +<field name="screenHeightDp" + type="int" + transient="false" + volatile="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="screenLayout" type="int" transient="false" @@ -64155,6 +64900,26 @@ visibility="public" > </field> +<field name="screenWidthDp" + type="int" + transient="false" + volatile="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="smallestScreenWidthDp" + type="int" + transient="false" + volatile="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="touchscreen" type="int" transient="false" @@ -84584,6 +85349,8 @@ deprecated="not deprecated" visibility="public" > +<implements name="android.os.Parcelable"> +</implements> <constructor name="Point" type="android.graphics.Point" static="false" @@ -84614,6 +85381,17 @@ <parameter name="src" type="android.graphics.Point"> </parameter> </constructor> +<method name="describeContents" + return="int" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +</method> <method name="equals" return="boolean" abstract="false" @@ -84655,6 +85433,19 @@ <parameter name="dy" type="int"> </parameter> </method> +<method name="readFromParcel" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="in" type="android.os.Parcel"> +</parameter> +</method> <method name="set" return="void" abstract="false" @@ -84670,6 +85461,31 @@ <parameter name="y" type="int"> </parameter> </method> +<method name="writeToParcel" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="out" type="android.os.Parcel"> +</parameter> +<parameter name="flags" type="int"> +</parameter> +</method> +<field name="CREATOR" + type="android.os.Parcelable.Creator" + transient="false" + volatile="false" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="x" type="int" transient="false" @@ -84699,6 +85515,8 @@ deprecated="not deprecated" visibility="public" > +<implements name="android.os.Parcelable"> +</implements> <constructor name="PointF" type="android.graphics.PointF" static="false" @@ -84729,6 +85547,17 @@ <parameter name="p" type="android.graphics.Point"> </parameter> </constructor> +<method name="describeContents" + return="int" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +</method> <method name="equals" return="boolean" abstract="false" @@ -84796,6 +85625,19 @@ <parameter name="dy" type="float"> </parameter> </method> +<method name="readFromParcel" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="in" type="android.os.Parcel"> +</parameter> +</method> <method name="set" return="void" abstract="false" @@ -84824,6 +85666,31 @@ <parameter name="p" type="android.graphics.PointF"> </parameter> </method> +<method name="writeToParcel" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="out" type="android.os.Parcel"> +</parameter> +<parameter name="flags" type="int"> +</parameter> +</method> +<field name="CREATOR" + type="android.os.Parcelable.Creator" + transient="false" + volatile="false" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="x" type="float" transient="false" @@ -95253,6 +96120,17 @@ visibility="public" > </method> +<method name="getRawDescriptors" + return="byte[]" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +</method> <method name="getSerial" return="java.lang.String" abstract="false" @@ -114060,6 +114938,28 @@ visibility="public" > </field> +<field name="TYPE_BLUETOOTH" + type="int" + transient="false" + volatile="false" + value="7" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TYPE_ETHERNET" + type="int" + transient="false" + volatile="false" + value="9" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="TYPE_MOBILE" type="int" transient="false" @@ -143235,6 +144135,21 @@ <parameter name="args" type="java.lang.String[]"> </parameter> </method> +<method name="dumpAsync" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="fd" type="java.io.FileDescriptor"> +</parameter> +<parameter name="args" type="java.lang.String[]"> +</parameter> +</method> <method name="flushPendingCommands" return="void" abstract="false" @@ -143865,6 +144780,17 @@ visibility="public" > </field> +<field name="HONEYCOMB_MR2" + type="int" + transient="false" + volatile="false" + value="13" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> </class> <class name="Bundle" extends="java.lang.Object" @@ -147696,6 +148622,23 @@ <exception name="RemoteException" type="android.os.RemoteException"> </exception> </method> +<method name="dumpAsync" + return="void" + abstract="true" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="fd" type="java.io.FileDescriptor"> +</parameter> +<parameter name="args" type="java.lang.String[]"> +</parameter> +<exception name="RemoteException" type="android.os.RemoteException"> +</exception> +</method> <method name="getInterfaceDescriptor" return="java.lang.String" abstract="true" @@ -150002,6 +150945,19 @@ <parameter name="descriptor" type="android.os.ParcelFileDescriptor"> </parameter> </constructor> +<method name="adoptFd" + return="android.os.ParcelFileDescriptor" + abstract="false" + native="false" + synchronized="false" + static="true" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="fd" type="int"> +</parameter> +</method> <method name="close" return="void" abstract="false" @@ -150050,6 +151006,36 @@ visibility="public" > </method> +<method name="dup" + return="android.os.ParcelFileDescriptor" + abstract="false" + native="false" + synchronized="false" + static="true" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="orig" type="java.io.FileDescriptor"> +</parameter> +<exception name="IOException" type="java.io.IOException"> +</exception> +</method> +<method name="fromFd" + return="android.os.ParcelFileDescriptor" + abstract="false" + native="false" + synchronized="false" + static="true" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="fd" type="int"> +</parameter> +<exception name="IOException" type="java.io.IOException"> +</exception> +</method> <method name="fromSocket" return="android.os.ParcelFileDescriptor" abstract="false" @@ -150429,6 +151415,31 @@ > </field> </interface> +<interface name="Parcelable.ClassLoaderCreator" + abstract="true" + static="true" + final="false" + deprecated="not deprecated" + visibility="public" +> +<implements name="android.os.Parcelable.Creator"> +</implements> +<method name="createFromParcel" + return="T" + abstract="true" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="source" type="android.os.Parcel"> +</parameter> +<parameter name="loader" type="java.lang.ClassLoader"> +</parameter> +</method> +</interface> <interface name="Parcelable.Creator" abstract="true" static="true" @@ -150726,7 +151737,7 @@ value="10" static="true" final="true" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > </field> @@ -183988,6 +184999,17 @@ visibility="public" > </field> +<field name="NETWORK_TYPE_HSPAP" + type="int" + transient="false" + volatile="false" + value="15" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="NETWORK_TYPE_HSUPA" type="int" transient="false" @@ -205622,6 +206644,17 @@ visibility="public" > </field> +<field name="DENSITY_TV" + type="int" + transient="false" + volatile="false" + value="213" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="DENSITY_XHIGH" type="int" transient="false" @@ -209783,11 +210816,11 @@ <method name="getHeight" return="int" abstract="false" - native="true" + native="false" synchronized="false" static="false" final="false" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > </method> @@ -209826,6 +210859,19 @@ visibility="public" > </method> +<method name="getRectSize" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="outSize" type="android.graphics.Rect"> +</parameter> +</method> <method name="getRefreshRate" return="float" abstract="false" @@ -209848,14 +210894,27 @@ visibility="public" > </method> +<method name="getSize" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="outSize" type="android.graphics.Point"> +</parameter> +</method> <method name="getWidth" return="int" abstract="false" - native="true" + native="false" synchronized="false" static="false" final="false" - deprecated="not deprecated" + deprecated="deprecated" visibility="public" > </method> @@ -212575,6 +213634,17 @@ visibility="public" > </method> +<method name="getModifiers" + return="int" + abstract="false" + native="false" + synchronized="false" + static="false" + final="true" + deprecated="not deprecated" + visibility="public" +> +</method> <method name="getNumber" return="char" abstract="false" @@ -220799,7 +221869,7 @@ deprecated="not deprecated" visibility="public" > -<parameter name="ev" type="android.view.MotionEvent"> +<parameter name="event" type="android.view.MotionEvent"> </parameter> </method> <method name="clear" diff --git a/api/current.xml b/api/current.xml index 1f5aaf325718..f49098e478f4 100644 --- a/api/current.xml +++ b/api/current.xml @@ -15208,6 +15208,325 @@ visibility="public" > </field> +<field name="TextAppearance_Holo" + type="int" + transient="false" + volatile="false" + value="16974075" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_DialogWindowTitle" + type="int" + transient="false" + volatile="false" + value="16974103" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Inverse" + type="int" + transient="false" + volatile="false" + value="16974076" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Large" + type="int" + transient="false" + volatile="false" + value="16974077" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Large_Inverse" + type="int" + transient="false" + volatile="false" + value="16974078" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Medium" + type="int" + transient="false" + volatile="false" + value="16974079" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Medium_Inverse" + type="int" + transient="false" + volatile="false" + value="16974080" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_SearchResult_Subtitle" + type="int" + transient="false" + volatile="false" + value="16974084" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_SearchResult_Title" + type="int" + transient="false" + volatile="false" + value="16974083" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Small" + type="int" + transient="false" + volatile="false" + value="16974081" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Small_Inverse" + type="int" + transient="false" + volatile="false" + value="16974082" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget" + type="int" + transient="false" + volatile="false" + value="16974085" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_ActionBar_Subtitle" + type="int" + transient="false" + volatile="false" + value="16974099" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_ActionBar_Title" + type="int" + transient="false" + volatile="false" + value="16974098" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_ActionMode_Subtitle" + type="int" + transient="false" + volatile="false" + value="16974101" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_ActionMode_Title" + type="int" + transient="false" + volatile="false" + value="16974100" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_Button" + type="int" + transient="false" + volatile="false" + value="16974086" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_DropDownHint" + type="int" + transient="false" + volatile="false" + value="16974091" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_DropDownItem" + type="int" + transient="false" + volatile="false" + value="16974092" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_EditText" + type="int" + transient="false" + volatile="false" + value="16974094" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_IconMenu_Item" + type="int" + transient="false" + volatile="false" + value="16974087" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_PopupMenu" + type="int" + transient="false" + volatile="false" + value="16974095" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_PopupMenu_Large" + type="int" + transient="false" + volatile="false" + value="16974096" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_PopupMenu_Small" + type="int" + transient="false" + volatile="false" + value="16974097" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_TabWidget" + type="int" + transient="false" + volatile="false" + value="16974088" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_TextView" + type="int" + transient="false" + volatile="false" + value="16974089" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_TextView_PopupMenu" + type="int" + transient="false" + volatile="false" + value="16974090" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_Widget_TextView_SpinnerItem" + type="int" + transient="false" + volatile="false" + value="16974093" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="TextAppearance_Holo_WindowTitle" + type="int" + transient="false" + volatile="false" + value="16974102" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="TextAppearance_Inverse" type="int" transient="false" @@ -30295,6 +30614,17 @@ visibility="public" > </method> +<method name="isDetached" + return="boolean" + abstract="false" + native="false" + synchronized="false" + static="false" + final="true" + deprecated="not deprecated" + visibility="public" +> +</method> <method name="isHidden" return="boolean" abstract="false" @@ -61491,6 +61821,28 @@ visibility="public" > </field> +<field name="FEATURE_SCREEN_LANDSCAPE" + type="java.lang.String" + transient="false" + volatile="false" + value=""android.hardware.screen.landscape"" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> +<field name="FEATURE_SCREEN_PORTRAIT" + type="java.lang.String" + transient="false" + volatile="false" + value=""android.hardware.screen.portrait"" + static="true" + final="true" + deprecated="not deprecated" + visibility="public" +> +</field> <field name="FEATURE_SENSOR_ACCELEROMETER" type="java.lang.String" transient="false" @@ -144465,7 +144817,7 @@ type="int" transient="false" volatile="false" - value="10000" + value="13" static="true" final="true" deprecated="not deprecated" diff --git a/core/java/android/app/Activity.java b/core/java/android/app/Activity.java index b739e108d3f7..e0a2ce8ee9d0 100644 --- a/core/java/android/app/Activity.java +++ b/core/java/android/app/Activity.java @@ -4413,7 +4413,9 @@ public class Activity extends ContextThemeWrapper mFragments.dispatchStart(); if (mAllLoaderManagers != null) { for (int i=mAllLoaderManagers.size()-1; i>=0; i--) { - mAllLoaderManagers.valueAt(i).finishRetain(); + LoaderManagerImpl lm = mAllLoaderManagers.valueAt(i); + lm.finishRetain(); + lm.doReportStart(); } } } diff --git a/core/java/android/app/Fragment.java b/core/java/android/app/Fragment.java index 14ffd3be78ca..f2be9ad9ba3f 100644 --- a/core/java/android/app/Fragment.java +++ b/core/java/android/app/Fragment.java @@ -587,11 +587,6 @@ public class Fragment implements ComponentCallbacks, OnCreateContextMenuListener mWho = "android:fragment:" + mIndex; } - final void clearIndex() { - mIndex = -1; - mWho = null; - } - final boolean isInBackStack() { return mBackStackNesting > 0; } @@ -783,6 +778,15 @@ public class Fragment implements ComponentCallbacks, OnCreateContextMenuListener } /** + * Return true if the fragment has been explicitly detached from the UI. + * That is, {@link FragmentTransaction#detach(Fragment) + * FragmentTransaction.detach(Fragment)} has been used on it. + */ + final public boolean isDetached() { + return mDetached; + } + + /** * Return true if this fragment is currently being removed from its * activity. This is <em>not</em> whether its activity is finishing, but * rather whether it is in the process of being removed from its activity. @@ -1203,6 +1207,35 @@ public class Fragment implements ComponentCallbacks, OnCreateContextMenuListener } /** + * Called by the fragment manager once this fragment has been removed, + * so that we don't have any left-over state if the application decides + * to re-use the instance. This only clears state that the framework + * internally manages, not things the application sets. + */ + void initState() { + mIndex = -1; + mWho = null; + mAdded = false; + mRemoving = false; + mResumed = false; + mFromLayout = false; + mInLayout = false; + mRestored = false; + mBackStackNesting = 0; + mFragmentManager = null; + mActivity = mImmediateActivity = null; + mFragmentId = 0; + mContainerId = 0; + mTag = null; + mHidden = false; + mDetached = false; + mRetaining = false; + mLoaderManager = null; + mLoadersStarted = false; + mCheckedForLoaderManager = false; + } + + /** * Called when the fragment is no longer attached to its activity. This * is called after {@link #onDestroy()}. */ @@ -1429,6 +1462,13 @@ public class Fragment implements ComponentCallbacks, OnCreateContextMenuListener } } + void performStart() { + onStart(); + if (mLoaderManager != null) { + mLoaderManager.doReportStart(); + } + } + void performStop() { onStop(); @@ -1447,4 +1487,11 @@ public class Fragment implements ComponentCallbacks, OnCreateContextMenuListener } } } + + void performDestroyView() { + onDestroyView(); + if (mLoaderManager != null) { + mLoaderManager.doReportNextStart(); + } + } } diff --git a/core/java/android/app/FragmentManager.java b/core/java/android/app/FragmentManager.java index 3b2e108af9d0..f05e2b3b2c57 100644 --- a/core/java/android/app/FragmentManager.java +++ b/core/java/android/app/FragmentManager.java @@ -803,7 +803,7 @@ final class FragmentManagerImpl extends FragmentManager { if (newState > Fragment.STOPPED) { if (DEBUG) Log.v(TAG, "moveto STARTED: " + f); f.mCalled = false; - f.onStart(); + f.performStart(); if (!f.mCalled) { throw new SuperNotCalledException("Fragment " + f + " did not call through to super.onStart()"); @@ -856,7 +856,7 @@ final class FragmentManagerImpl extends FragmentManager { } } f.mCalled = false; - f.onDestroyView(); + f.performDestroyView(); if (!f.mCalled) { throw new SuperNotCalledException("Fragment " + f + " did not call through to super.onDestroyView()"); @@ -1006,7 +1006,7 @@ final class FragmentManagerImpl extends FragmentManager { } mAvailIndices.add(f.mIndex); mActivity.invalidateFragmentIndex(f.mIndex); - f.clearIndex(); + f.initState(); } public void addFragment(Fragment fragment, boolean moveToStateNow) { diff --git a/core/java/android/app/ListFragment.java b/core/java/android/app/ListFragment.java index a5ee26c9a22f..dc8420e330b9 100644 --- a/core/java/android/app/ListFragment.java +++ b/core/java/android/app/ListFragment.java @@ -167,7 +167,7 @@ public class ListFragment extends Fragment { TextView mStandardEmptyView; View mProgressContainer; View mListContainer; - boolean mSetEmptyText; + CharSequence mEmptyText; boolean mListShown; public ListFragment() { @@ -210,6 +210,9 @@ public class ListFragment extends Fragment { public void onDestroyView() { mHandler.removeCallbacks(mRequestFocus); mList = null; + mListShown = false; + mEmptyView = mProgressContainer = mListContainer = null; + mStandardEmptyView = null; super.onDestroyView(); } @@ -289,10 +292,10 @@ public class ListFragment extends Fragment { throw new IllegalStateException("Can't be used with a custom content view"); } mStandardEmptyView.setText(text); - if (!mSetEmptyText) { + if (mEmptyText == null) { mList.setEmptyView(mStandardEmptyView); - mSetEmptyText = true; } + mEmptyText = text; } /** @@ -346,6 +349,9 @@ public class ListFragment extends Fragment { getActivity(), android.R.anim.fade_out)); mListContainer.startAnimation(AnimationUtils.loadAnimation( getActivity(), android.R.anim.fade_in)); + } else { + mProgressContainer.clearAnimation(); + mListContainer.clearAnimation(); } mProgressContainer.setVisibility(View.GONE); mListContainer.setVisibility(View.VISIBLE); @@ -355,6 +361,9 @@ public class ListFragment extends Fragment { getActivity(), android.R.anim.fade_in)); mListContainer.startAnimation(AnimationUtils.loadAnimation( getActivity(), android.R.anim.fade_out)); + } else { + mProgressContainer.clearAnimation(); + mListContainer.clearAnimation(); } mProgressContainer.setVisibility(View.VISIBLE); mListContainer.setVisibility(View.GONE); @@ -383,6 +392,8 @@ public class ListFragment extends Fragment { com.android.internal.R.id.internalEmpty); if (mStandardEmptyView == null) { mEmptyView = root.findViewById(android.R.id.empty); + } else { + mStandardEmptyView.setVisibility(View.GONE); } mProgressContainer = root.findViewById(com.android.internal.R.id.progressContainer); mListContainer = root.findViewById(com.android.internal.R.id.listContainer); @@ -400,12 +411,17 @@ public class ListFragment extends Fragment { } if (mEmptyView != null) { mList.setEmptyView(mEmptyView); + } else if (mEmptyText != null) { + mStandardEmptyView.setText(mEmptyText); + mList.setEmptyView(mStandardEmptyView); } } mListShown = true; mList.setOnItemClickListener(mOnClickListener); if (mAdapter != null) { - setListAdapter(mAdapter); + ListAdapter adapter = mAdapter; + mAdapter = null; + setListAdapter(adapter); } else { // We are starting without an adapter, so assume we won't // have our data right away and start with the progress indicator. diff --git a/core/java/android/app/LoaderManager.java b/core/java/android/app/LoaderManager.java index 164141cff7a0..46a008d58e9d 100644 --- a/core/java/android/app/LoaderManager.java +++ b/core/java/android/app/LoaderManager.java @@ -223,6 +223,7 @@ class LoaderManagerImpl extends LoaderManager { boolean mStarted; boolean mRetaining; boolean mRetainingStarted; + boolean mReportNextStart; boolean mDestroyed; boolean mListenerRegistered; @@ -291,7 +292,7 @@ class LoaderManagerImpl extends LoaderManager { } } - if (mStarted && mHaveData) { + if (mStarted && mHaveData && !mReportNextStart) { // This loader has retained its data, either completely across // a configuration change or just whatever the last data set // was after being restarted from a stop, and now at the point of @@ -302,6 +303,17 @@ class LoaderManagerImpl extends LoaderManager { } } + void reportStart() { + if (mStarted) { + if (mReportNextStart) { + mReportNextStart = false; + if (mHaveData) { + callOnLoadFinished(mLoader, mData); + } + } + } + } + void stop() { if (DEBUG) Log.v(TAG, " Stopping: " + this); mStarted = false; @@ -449,10 +461,11 @@ class LoaderManagerImpl extends LoaderManager { writer.print(prefix); writer.print("mData="); writer.println(mData); } writer.print(prefix); writer.print("mStarted="); writer.print(mStarted); - writer.print(" mRetaining="); writer.print(mRetaining); + writer.print(" mReportNextStart="); writer.print(mReportNextStart); writer.print(" mDestroyed="); writer.println(mDestroyed); - writer.print(prefix); writer.print("mListenerRegistered="); - writer.println(mListenerRegistered); + writer.print(prefix); writer.print("mRetaining="); writer.print(mRetaining); + writer.print(" mRetainingStarted="); writer.print(mRetainingStarted); + writer.print(" mListenerRegistered="); writer.println(mListenerRegistered); if (mPendingLoader != null) { writer.print(prefix); writer.println("Pending Loader "); writer.print(mPendingLoader); writer.println(":"); @@ -740,6 +753,18 @@ class LoaderManagerImpl extends LoaderManager { } } + void doReportNextStart() { + for (int i = mLoaders.size()-1; i >= 0; i--) { + mLoaders.valueAt(i).mReportNextStart = true; + } + } + + void doReportStart() { + for (int i = mLoaders.size()-1; i >= 0; i--) { + mLoaders.valueAt(i).reportStart(); + } + } + void doDestroy() { if (!mRetaining) { if (DEBUG) Log.v(TAG, "Destroying Active in " + this); diff --git a/core/java/android/content/pm/PackageManager.java b/core/java/android/content/pm/PackageManager.java index bb4a5ce2c738..64dea4cbfc54 100644 --- a/core/java/android/content/pm/PackageManager.java +++ b/core/java/android/content/pm/PackageManager.java @@ -920,6 +920,26 @@ public abstract class PackageManager { /** * Feature for {@link #getSystemAvailableFeatures} and + * {@link #hasSystemFeature}: The device supports portrait orientation + * screens. For backwards compatibility, you can assume that if neither + * this nor {@link #FEATURE_SCREEN_LANDSCAPE} is set then the device supports + * both portrait and landscape. + */ + @SdkConstant(SdkConstantType.FEATURE) + public static final String FEATURE_SCREEN_PORTRAIT = "android.hardware.screen.portrait"; + + /** + * Feature for {@link #getSystemAvailableFeatures} and + * {@link #hasSystemFeature}: The device supports landscape orientation + * screens. For backwards compatibility, you can assume that if neither + * this nor {@link #FEATURE_SCREEN_PORTRAIT} is set then the device supports + * both portrait and landscape. + */ + @SdkConstant(SdkConstantType.FEATURE) + public static final String FEATURE_SCREEN_LANDSCAPE = "android.hardware.screen.landscape"; + + /** + * Feature for {@link #getSystemAvailableFeatures} and * {@link #hasSystemFeature}: The device supports live wallpapers. */ @SdkConstant(SdkConstantType.FEATURE) diff --git a/core/java/android/os/Build.java b/core/java/android/os/Build.java index 3c91d64065fe..93c8715695e9 100644 --- a/core/java/android/os/Build.java +++ b/core/java/android/os/Build.java @@ -232,7 +232,7 @@ public class Build { public static final int HONEYCOMB_MR1 = 12; /** - * Current development version. + * June 2011: Android 3.2. * * <p>Update to Honeycomb MR1 to support 7 inch tablets, improve * screen compatibility mode, etc.</p> @@ -243,8 +243,28 @@ public class Build { * later. Applications that don't support a screen size at least as * large as the current screen will provide the user with a UI to * switch them in to screen size compatibility mode.</p> + * + * <p>This version introduces new screen size resource qualifiers + * based on the screen size in dp: see + * {@link android.content.res.Configuration#screenWidthDp}, + * {@link android.content.res.Configuration#screenHeightDp}, and + * {@link android.content.res.Configuration#smallestScreenWidthDp}. + * Supplying these in <supports-screens> as per + * {@link android.content.pm.ApplicationInfo#requiresSmallestWidthDp}, + * {@link android.content.pm.ApplicationInfo#compatibleWidthLimitDp}, and + * {@link android.content.pm.ApplicationInfo#largestWidthLimitDp} is + * preferred over the older screen size buckets and for older devices + * the appropriate buckets will be inferred from them.</p> + * + * <p>New {@link android.content.pm.PackageManager#FEATURE_SCREEN_PORTRAIT} + * and {@link android.content.pm.PackageManager#FEATURE_SCREEN_LANDSCAPE} + * features are introduced in this release. Applications that target + * previous platform versions are assumed to require both portrait and + * landscape support in the device; when targeting Honeycomb MR1 or + * greater the application is responsible for specifying any specific + * orientation it requires.</p> */ - public static final int HONEYCOMB_MR2 = CUR_DEVELOPMENT; + public static final int HONEYCOMB_MR2 = 13; } /** The type of build, like "user" or "eng". */ diff --git a/core/java/android/preference/PreferenceFragment.java b/core/java/android/preference/PreferenceFragment.java index 4e22ba08d581..7766b54e748e 100644 --- a/core/java/android/preference/PreferenceFragment.java +++ b/core/java/android/preference/PreferenceFragment.java @@ -145,7 +145,6 @@ public abstract class PreferenceFragment extends Fragment implements super.onCreate(savedInstanceState); mPreferenceManager = new PreferenceManager(getActivity(), FIRST_REQUEST_CODE); mPreferenceManager.setFragment(this); - mPreferenceManager.setOnPreferenceTreeClickListener(this); } @Override @@ -178,9 +177,16 @@ public abstract class PreferenceFragment extends Fragment implements } @Override + public void onStart() { + super.onStart(); + mPreferenceManager.setOnPreferenceTreeClickListener(this); + } + + @Override public void onStop() { super.onStop(); mPreferenceManager.dispatchActivityStop(); + mPreferenceManager.setOnPreferenceTreeClickListener(null); } @Override @@ -195,7 +201,6 @@ public abstract class PreferenceFragment extends Fragment implements public void onDestroy() { super.onDestroy(); mPreferenceManager.dispatchActivityDestroy(); - mPreferenceManager.setOnPreferenceTreeClickListener(null); } @Override diff --git a/core/java/android/webkit/HTML5VideoFullScreen.java b/core/java/android/webkit/HTML5VideoFullScreen.java index 091868368c84..5a9b05436818 100644 --- a/core/java/android/webkit/HTML5VideoFullScreen.java +++ b/core/java/android/webkit/HTML5VideoFullScreen.java @@ -314,10 +314,12 @@ public class HTML5VideoFullScreen extends HTML5VideoView @Override protected void switchProgressView(boolean playerBuffering) { - if (playerBuffering) { - mProgressView.setVisibility(View.VISIBLE); - } else { - mProgressView.setVisibility(View.GONE); + if (mProgressView != null) { + if (playerBuffering) { + mProgressView.setVisibility(View.VISIBLE); + } else { + mProgressView.setVisibility(View.GONE); + } } return; } diff --git a/core/java/com/android/internal/statusbar/IStatusBar.aidl b/core/java/com/android/internal/statusbar/IStatusBar.aidl index 7f23ed54f354..aa9e452429c6 100644 --- a/core/java/com/android/internal/statusbar/IStatusBar.aidl +++ b/core/java/com/android/internal/statusbar/IStatusBar.aidl @@ -31,7 +31,7 @@ oneway interface IStatusBar void animateExpand(); void animateCollapse(); void setLightsOn(boolean on); - void setMenuKeyVisible(boolean visible); + void topAppWindowChanged(boolean menuVisible); void setImeWindowStatus(in IBinder token, int vis, int backDisposition); void setHardKeyboardStatus(boolean available, boolean enabled); } diff --git a/core/java/com/android/internal/statusbar/IStatusBarService.aidl b/core/java/com/android/internal/statusbar/IStatusBarService.aidl index d6ca42674f5d..1461a7d9bc13 100644 --- a/core/java/com/android/internal/statusbar/IStatusBarService.aidl +++ b/core/java/com/android/internal/statusbar/IStatusBarService.aidl @@ -13,7 +13,7 @@ * See the License for the specific language governing permissions and * limitations under the License. */ - + package com.android.internal.statusbar; import com.android.internal.statusbar.IStatusBar; @@ -30,7 +30,7 @@ interface IStatusBarService void setIcon(String slot, String iconPackage, int iconId, int iconLevel); void setIconVisibility(String slot, boolean visible); void removeIcon(String slot); - void setMenuKeyVisible(boolean visible); + void topAppWindowChanged(boolean menuVisible); void setImeWindowStatus(in IBinder token, int vis, int backDisposition); // ---- Methods below are for use by the status bar policy services ---- diff --git a/core/res/res/layout-sw600dp/keyguard_screen_tab_unlock_land.xml b/core/res/res/layout-sw600dp/keyguard_screen_tab_unlock_land.xml index fbb9983b2665..3bb782124019 100644 --- a/core/res/res/layout-sw600dp/keyguard_screen_tab_unlock_land.xml +++ b/core/res/res/layout-sw600dp/keyguard_screen_tab_unlock_land.xml @@ -44,31 +44,21 @@ </RelativeLayout> <!-- right side --> - <LinearLayout - android:layout_height="match_parent" - android:layout_weight="1" - android:layout_width="0dip" - android:orientation="horizontal" - android:gravity="center_horizontal" - > - <TextView - android:id="@+id/screenLocked" - android:layout_width="wrap_content" - android:layout_height="wrap_content" - android:layout_below="@id/status2" - android:textAppearance="?android:attr/textAppearanceMedium" - android:gravity="center" - android:layout_marginTop="12dip" - android:drawablePadding="4dip" - /> + <RelativeLayout + android:layout_height="match_parent" + android:layout_weight="1" + android:layout_width="0dip" + android:gravity="center_horizontal|center_vertical"> - <com.android.internal.widget.WaveView - android:id="@+id/wave_view" + <TextView android:id="@+id/screenLocked" android:layout_width="wrap_content" - android:layout_height="match_parent" - android:layout_marginRight="0dip" - android:layout_weight="1.0" - /> + android:layout_height="wrap_content" + android:textAppearance="?android:attr/textAppearanceMedium" + android:gravity="center" + android:layout_marginTop="12dip" + android:layout_alignParentLeft="true" + android:layout_alignParentTop="true" + android:drawablePadding="4dip"/> <!-- "emergency calls only" shown when sim is missing or PUKd --> <TextView @@ -76,24 +66,35 @@ android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentTop="true" - android:layout_marginTop="20dip" + android:layout_alignParentRight="true" + android:layout_marginTop="12dip" android:text="@string/emergency_calls_only" - android:textAppearance="?android:attr/textAppearanceSmall" - android:textColor="@color/white" - /> + android:textAppearance="?android:attr/textAppearanceMedium" + android:textColor="@color/white"/> - <!-- emergency call button shown when sim is PUKd and tab_selector is - hidden --> + + <com.android.internal.widget.WaveView + android:id="@+id/wave_view" + android:layout_width="wrap_content" + android:layout_height="match_parent" + android:layout_gravity="center_vertical|center_horizontal" + android:layout_marginRight="0dip" + android:layout_weight="1.0"/> + + + <!-- emergency call button shown when sim is PUKd and tab_selector is hidden --> <Button android:id="@+id/emergencyCallButton" android:layout_width="wrap_content" android:layout_height="wrap_content" + android:layout_marginRight="80dip" + android:layout_marginBottom="80dip" + android:layout_alignParentRight="true" + android:layout_alignParentBottom="true" android:drawableLeft="@drawable/ic_emergency" style="@style/Widget.Button.Transparent" - android:drawablePadding="8dip" - android:layout_marginRight="80dip" - android:visibility="gone" - /> + android:drawablePadding="8dip"/> + + </RelativeLayout>> - </LinearLayout> </LinearLayout> diff --git a/core/res/res/values/public.xml b/core/res/res/values/public.xml index db5f39feb98f..27b87df62166 100644 --- a/core/res/res/values/public.xml +++ b/core/res/res/values/public.xml @@ -1651,24 +1651,53 @@ <!-- =============================================================== - Resources added in version 13 of the platform (Honeycomb MR 2) + Resources added in version 13 of the platform (Honeycomb MR 2 / 3.2) =============================================================== --> <eat-comment /> <public type="attr" name="requiresSmallestWidthDp" id="0x01010364" /> - <public type="attr" name="compatibleWidthLimitDp" /> - <public type="attr" name="largestWidthLimitDp" /> - - <public type="style" name="Theme.Holo.Light.NoActionBar" /> - <public type="style" name="Theme.Holo.Light.NoActionBar.Fullscreen" /> - - <public type="style" name="Widget.ActionBar.TabView" /> - <public type="style" name="Widget.ActionBar.TabText" /> - <public type="style" name="Widget.ActionBar.TabBar" /> - <public type="style" name="Widget.Holo.ActionBar.TabView" /> - <public type="style" name="Widget.Holo.ActionBar.TabText" /> - <public type="style" name="Widget.Holo.ActionBar.TabBar" /> - <public type="style" name="Widget.Holo.Light.ActionBar.TabView" /> - <public type="style" name="Widget.Holo.Light.ActionBar.TabText" /> - <public type="style" name="Widget.Holo.Light.ActionBar.TabBar" /> + <public type="attr" name="compatibleWidthLimitDp" id="0x01010365" /> + <public type="attr" name="largestWidthLimitDp" id="0x01010366" /> + + <public type="style" name="Theme.Holo.Light.NoActionBar" id="0x010300f0" /> + <public type="style" name="Theme.Holo.Light.NoActionBar.Fullscreen" id="0x010300f1" /> + + <public type="style" name="Widget.ActionBar.TabView" id="0x010300f2" /> + <public type="style" name="Widget.ActionBar.TabText" id="0x010300f3" /> + <public type="style" name="Widget.ActionBar.TabBar" id="0x010300f4" /> + <public type="style" name="Widget.Holo.ActionBar.TabView" id="0x010300f5" /> + <public type="style" name="Widget.Holo.ActionBar.TabText" id="0x010300f6" /> + <public type="style" name="Widget.Holo.ActionBar.TabBar" id="0x010300f7" /> + <public type="style" name="Widget.Holo.Light.ActionBar.TabView" id="0x010300f8" /> + <public type="style" name="Widget.Holo.Light.ActionBar.TabText" id="0x010300f9" /> + <public type="style" name="Widget.Holo.Light.ActionBar.TabBar" id="0x010300fa" /> + <public type="style" name="TextAppearance.Holo" id="0x010300fb" /> + <public type="style" name="TextAppearance.Holo.Inverse" id="0x010300fc" /> + <public type="style" name="TextAppearance.Holo.Large" id="0x010300fd" /> + <public type="style" name="TextAppearance.Holo.Large.Inverse" id="0x010300fe" /> + <public type="style" name="TextAppearance.Holo.Medium" id="0x010300ff" /> + <public type="style" name="TextAppearance.Holo.Medium.Inverse" id="0x01030100" /> + <public type="style" name="TextAppearance.Holo.Small" id="0x01030101" /> + <public type="style" name="TextAppearance.Holo.Small.Inverse" id="0x01030102" /> + <public type="style" name="TextAppearance.Holo.SearchResult.Title" id="0x01030103" /> + <public type="style" name="TextAppearance.Holo.SearchResult.Subtitle" id="0x01030104" /> + <public type="style" name="TextAppearance.Holo.Widget" id="0x01030105" /> + <public type="style" name="TextAppearance.Holo.Widget.Button" id="0x01030106" /> + <public type="style" name="TextAppearance.Holo.Widget.IconMenu.Item" id="0x01030107" /> + <public type="style" name="TextAppearance.Holo.Widget.TabWidget" id="0x01030108" /> + <public type="style" name="TextAppearance.Holo.Widget.TextView" id="0x01030109" /> + <public type="style" name="TextAppearance.Holo.Widget.TextView.PopupMenu" id="0x0103010a" /> + <public type="style" name="TextAppearance.Holo.Widget.DropDownHint" id="0x0103010b" /> + <public type="style" name="TextAppearance.Holo.Widget.DropDownItem" id="0x0103010c" /> + <public type="style" name="TextAppearance.Holo.Widget.TextView.SpinnerItem" id="0x0103010d" /> + <public type="style" name="TextAppearance.Holo.Widget.EditText" id="0x0103010e" /> + <public type="style" name="TextAppearance.Holo.Widget.PopupMenu" id="0x0103010f" /> + <public type="style" name="TextAppearance.Holo.Widget.PopupMenu.Large" id="0x01030110" /> + <public type="style" name="TextAppearance.Holo.Widget.PopupMenu.Small" id="0x01030111" /> + <public type="style" name="TextAppearance.Holo.Widget.ActionBar.Title" id="0x01030112" /> + <public type="style" name="TextAppearance.Holo.Widget.ActionBar.Subtitle" id="0x01030113" /> + <public type="style" name="TextAppearance.Holo.Widget.ActionMode.Title" id="0x01030114" /> + <public type="style" name="TextAppearance.Holo.Widget.ActionMode.Subtitle" id="0x01030115" /> + <public type="style" name="TextAppearance.Holo.WindowTitle" id="0x01030116" /> + <public type="style" name="TextAppearance.Holo.DialogWindowTitle" id="0x01030117" /> </resources> diff --git a/data/etc/handheld_core_hardware.xml b/data/etc/handheld_core_hardware.xml index 7f87b7923d86..9d2a0cbb60e9 100644 --- a/data/etc/handheld_core_hardware.xml +++ b/data/etc/handheld_core_hardware.xml @@ -31,6 +31,8 @@ <feature name="android.hardware.bluetooth" /> <feature name="android.hardware.touchscreen" /> <feature name="android.hardware.microphone" /> + <feature name="android.hardware.screen.portrait" /> + <feature name="android.hardware.screen.landscape" /> <!-- devices with GPS must include android.hardware.location.gps.xml --> <!-- devices with an autofocus camera and/or flash must include either android.hardware.camera.autofocus.xml or diff --git a/data/etc/tablet_core_hardware.xml b/data/etc/tablet_core_hardware.xml index 952d078253da..bf29fe4b7003 100644 --- a/data/etc/tablet_core_hardware.xml +++ b/data/etc/tablet_core_hardware.xml @@ -32,6 +32,8 @@ <feature name="android.hardware.touchscreen.multitouch" /> <feature name="android.hardware.touchscreen.multitouch.distinct" /> <feature name="android.hardware.microphone" /> + <feature name="android.hardware.screen.portrait" /> + <feature name="android.hardware.screen.landscape" /> <!-- devices with GPS must include android.hardware.location.gps.xml --> <!-- devices with a rear-facing camera must include one of these as appropriate: android.hardware.camera.xml or diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs index 916da0994d79..55d711f7adf2 100644 --- a/docs/html/guide/guide_toc.cs +++ b/docs/html/guide/guide_toc.cs @@ -244,9 +244,6 @@ <li><a href="<?cs var:toroot ?>guide/topics/graphics/opengl.html"> <span class="en">3D with OpenGL</span> </a></li> - <li><a href="<?cs var:toroot ?>guide/topics/graphics/renderscript.html"> - <span class="en">3D with Renderscript</span> - </a></li> <li><a href="<?cs var:toroot ?>guide/topics/graphics/animation.html"> <span class="en">Property Animation</span> </a></li> @@ -255,6 +252,23 @@ </a></li> </ul> </li> + <li class="toggle-list"> + <div><a href="<?cs var:toroot ?>guide/topics/renderscript/index.html"> + <span class="en">RenderScript</span> + </a> + <span class="new-child">new!</span></div> + <ul> + <li><a href="<?cs var:toroot ?>guide/topics/renderscript/graphics.html"> + <span class="en">3D Graphics</span> + </a> + </li> + <li><a href="<?cs var:toroot ?>guide/topics/renderscript/compute.html"> + <span class="en">Compute</span> + </a> + </li> + </ul> + </li> + <li><a href="<?cs var:toroot ?>guide/topics/media/index.html"> <span class="en">Audio and Video</span> </a></li> diff --git a/docs/html/guide/topics/graphics/animation.jd b/docs/html/guide/topics/graphics/animation.jd index 0b02ee767e7d..31e7c4b79e9e 100644 --- a/docs/html/guide/topics/graphics/animation.jd +++ b/docs/html/guide/topics/graphics/animation.jd @@ -81,6 +81,12 @@ parent.link=index.html If view animation accomplishes everything that you need to do, or if your existing code already works the way you want, there is no need to use the property animation system.</p> + <p class="note"><strong>Tip:</strong> To see how the ADT layout editor allows you to develop and +preview animations in your layout, watch the <a +href="http://www.youtube.com/watch?v=Oq05KqjXTvs&feature=player_detailpage#t=1709s">Android +Developer Tools session</a> from Google I/O '11</p> + + <h2 id="what">What is Property Animation?</h2> A property animation changes a property's (a field in an object) value over a specified length of time. To animate something, you specify the @@ -108,6 +114,7 @@ parent.link=index.html default is set to refresh every 10 ms, but the speed in which your application can refresh frames is ultimately dependent on how busy the system is overall and how fast the system can service the underlying timer.</li> </ul> + <h3 id="how">How the property animation system works</h3> @@ -894,99 +901,5 @@ resources.</p> <li>{@link android.animation.AnimatorSet} - <code><set></code></li> </ul> - <p>Both <code><animator></code> ({@link android.animation.ValueAnimator}) and - <code><objectAnimator></code> ({@link android.animation.ObjectAnimator}) have the following - attributes:</p> - - <dl> - <dt><code>android:duration</code></dt> - - <dd>The number of milliseconds that the animation runs. The default is 300 ms.</dd> - - <dt><code>android:valueFrom</code> and <code>android:valueTo</code></dt> - - <dd>The values being animated between. These are restricted to numbers (<code>float</code> or - <code>int</code>) and color values (such as #00ff00). They can be <code>float</code>, <code>int</code>, colors, - or any kind of <code>Object</code> when creating animations programmatically.</dd> - - <dt><code>android:valueType</code></dt> - - <dd>Set to either <code>"floatType"</code> or <code>"intType"</code>. The default is - <code>"floatType"</code> unless you specify something else or if the <code>valuesFrom</code> - and <code>valuesTo</code> values are colors.</dd> - - <dt><code>android:startOffset</code></dt> - - <dd>The delay, in milliseconds, before the animation begins playing (after calling {@link - android.animation.ValueAnimator#start start()}).</dd> +<p>See <a href="{@docRoot}guide/topics/resources/animation-resource.html#Property">Animation Resources</a> - <dt><code>android:repeatCount</code></dt> - - <dd>How many times to repeat an animation. Set to <code>"-1"</code> to infinitely repeat or - to a positive integer. For example, a value of <code>"1"</code> means that the animation is - repeated once after the initial run of the animation, so the animation plays a total of two - times. The default value is <code>"0"</code>, which means no repetition.</dd> - - <dt><code>android:repeatMode</code></dt> - - <dd>How an animation behaves when it reaches the end of the animation. - <code>android:repeatCount</code> must be set to a positive integer or <code>"-1"</code> for - this attribute to have an effect. Set to <code>"reverse"</code> to have the animation reverse - direction with each iteration or <code>"repeat"</code> to have the animation loop from the - beginning each time.</dd> - </dl> - - <p>The <code><objectAnimator></code> ({@link android.animation.ObjectAnimator}) element has the - additional attribute <code>android:propertyName</code>, that lets you specify the name of the -property - being animated. The <code><objectAnimator></code> element does not expose a <code>target</code> - attribute, however, so you cannot set the object to animate in the XML declaration. You have to - inflate the XML resource by calling {@link android.animation.AnimatorInflater#loadAnimator - loadAnimator()} and call {@link android.animation.ObjectAnimator#setTarget setTarget()} to set - the target object unlike the underlying {@link android.animation.ObjectAnimator}, - before calling {@link android.animation.ObjectAnimator#start start()}.</p> - - <p>The <code><set></code> element ({@link android.animation.AnimatorSet}) exposes a single - attribute, <code>android:ordering</code>. Set this attribute to <code>"together"</code> (default) -to play - all the animations in this set at once. Set this attribute to <code>"sequentially"</code> to play - the animations in the order they are declared.</p> - - <p>You can specify nested <code><set></code> elements to further group animations together. -The - animations that you want to group together should be children of the <code><set></code> tag and can - define their own <code>ordering</code> attribute.</p> - - <p>As an example, this XML code creates an {@link android.animation.AnimatorSet} object that - animates x and y at the same time, then runs an animation that fades an object out:</p> - <pre> -<set android:ordering="sequentially"> - <set> - <objectAnimator - android:propertyName="x" - android:duration="500" - android:valueTo="400" - android:valueType="int"/> - <objectAnimator - android:propertyName="y" - android:duration="500" - android:valueTo="300" - android:valueType="int"/> - </set> - <objectAnimator - android:propertyName="alpha" - android:duration="500" - android:valueTo="0f"/> -</set> -</pre> - - <p>In order to run this animation, you must inflate the XML resources in your code to an {@link - android.animation.AnimatorSet} object, and then set the target objects for all of the animations - before starting the animation set. Calling {@link android.animation.AnimatorSet#setTarget - setTarget()} sets a single target object for all children of the {@link - android.animation.AnimatorSet}.</p> - -<p class="note"><strong>Tip:</strong> To see how the ADT layout editor allows you to develop and -preview animations in your layout, watch the <a -href="http://www.youtube.com/watch?v=Oq05KqjXTvs&feature=player_detailpage#t=1709s">Android -Developer Tools session</a> from Google I/O '11</p> diff --git a/docs/html/guide/topics/graphics/renderscript.html b/docs/html/guide/topics/graphics/renderscript.html new file mode 100644 index 000000000000..454d39288d73 --- /dev/null +++ b/docs/html/guide/topics/graphics/renderscript.html @@ -0,0 +1,10 @@ +<html> +<head> +<meta http-equiv="refresh" content="0;url=http://developer.android.com/guide/topics/renderscript/index.html"> +<title>Redirecting...</title> +</head> +<body> +<p>You should be redirected. Please <a +href="http://developer.android.com/guide/topics/renderscript/index.html">click here</a>.</p> +</body> +</html>
\ No newline at end of file diff --git a/docs/html/guide/topics/graphics/renderscript.jd b/docs/html/guide/topics/graphics/renderscript.jd deleted file mode 100644 index 60bffdb1a49a..000000000000 --- a/docs/html/guide/topics/graphics/renderscript.jd +++ /dev/null @@ -1,716 +0,0 @@ -page.title=3D Rendering and Computation with Renderscript -parent.title=Graphics -parent.link=index.html -@jd:body - - <div id="qv-wrapper"> - <div id="qv"> - <h2>In this document</h2> - - <ol> - <li><a href="#overview">Renderscript System Overview</a></li> - - <li> - <a href="#api">API Overview</a> - - <ol> - <li><a href="#native-api">Native Renderscript APIs</a></li> - - <li><a href="#reflective-api">Reflected layer APIs</a></li> - - <li><a href="#graphics-api">Graphics APIs</a></li> - </ol> - </li> - - <li> - <a href="#developing">Developing a Renderscript application</a> - - <ol> - <li><a href="#hello-graphics">The Hello Graphics application</a></li> - </ol> - </li> - </ol> - <h2>Related Samples</h2> - <ol> - <li><a href="{@docRoot}resources/samples/Renderscript/Balls/index.html">Balls</a></li> - <li><a href="{@docRoot}resources/samples/Renderscript/Fountain/index.html">Fountain</a></li> - <li><a href="{@docRoot}resources/samples/Renderscript/HelloCompute/index.html">Hello Compute</a></li> - <li><a href="{@docRoot}resources/samples/Renderscript/HelloWorld/index.html">Hello World</a></li> - <li><a href="{@docRoot}resources/samples/Renderscript/Samples/index.html">Samples</a></li> - </ol> - </div> - </div> - - <p>The Renderscript system offers high performance 3D rendering and mathematical computation at - the native level. The Renderscript APIs are intended for developers who are comfortable with - developing in C (C99 standard) and want to maximize performance in their applications. The - Renderscript system improves performance by running as native code on the device, but it also - features cross-platform functionality. To achieve this, the Android build tools compile your - Renderscript <code>.rs</code> file to intermediate bytecode and package it inside your - application's <code>.apk</code> file. On the device, the bytecode is compiled (just-in-time) to - machine code that is further optimized for the device that it is running on. This eliminates the - need to target a specific architecture during the development process. The compiled code on the - device is cached, so subsequent uses of the Renderscript enabled application do not recompile the - intermediate code.</p> - - <p>The disadvantage of the Renderscript system is that it adds complexity to the development and - debugging processes. Debugging visibility can be limited, because the - Renderscript system can execute on processors other than the main CPU (such as the GPU), so if - this occurs, debugging becomes more difficult. The target use is for performance - critical code where the traditional framework APIs (such as using {@link android.opengl}) are not sufficient. - If what you are rendering or computing is very simple and does not require much processing power, you should still use the - traditional framework APIs for ease of development. Remember the tradeoffs between development and - debugging complexity versus performance when deciding to use Renderscript. </p> - - <p>For an example of Renderscript in action, see the 3D carousel view in the Android 3.0 versions - of Google Books and YouTube or install the Renderscript sample applications that are shipped with - the SDK in <code><sdk_root>/samples/android-11/Renderscript</code>.</p> - - <h2 id="overview">Renderscript System Overview</h2> - - <p>The Renderscript system adopts a control and slave architecture where the low-level native - code is controlled by the higher level Android system that runs in the virtual machine (VM). When - you use the Renderscript system, there are three layers that exist:</p> - - <ul> - <li>The native Renderscript layer consists of native libraries that are packaged with the SDK. - The native Renderscript <code>.rs</code> files compute mathematical operations, render graphics, - or both. This layer does the intensive computation or graphics rendering and returns the result - back to the Android VM through the reflected layer.</li> - - <li>The reflected layer is a set of generated Android framework classes reflected from - the native Renderscript code that you wrote. This layer acts as a bridge between the native - Renderscript layer and the Android system layer. The Android build tools automatically generate - the classes for this layer during the build process. This layer also includes a set of Android - framework APIs that provide the memory and resource allocation classes to support this layer.</li> - - <li>The Android system layer consists of the traditional framework APIs, which include the Renderscript - APIs in {@link android.renderscript}. This layer handles things such as the Activity lifecycle - management of your application and calls the reflected layer to communicate with the native Renderscript code.</li> - </ul> - - <p>To fully understand how the Renderscript system works, you must understand how the reflected - layer is generated and how it interacts with the native Renderscript layer and Android system - layer. The reflected layer provides the entry points into the native code, enabling the Android - system to give high level commands like, "rotate the view" or "filter the bitmap" to the - native layer, which does the heavy lifting. To accomplish this, you need to create logic - to hook together all of these layers so that they can correctly communicate.</p> - - <p>At the root of everything is your Renderscript, which is the actual C code that you write and - save to a <code>.rs</code> file in your project. There are two kinds of Renderscripts: compute - and graphics. A compute Renderscript does not do any graphics rendering while a graphics - Renderscript does.</p> - - <p>When you create Renderscript <code>.rs</code> files, equivalent, reflected classes - are generated by the build tools and expose the native functions and data types and structures - to the Android system. The following list describes the major components of your native Renderscript - code that is reflected:</p> - - <ul> - <li>The non-static functions in your Renderscript (<code>.rs</code> file) are reflected into - <code><em>ScriptC_renderscript_filename</em></code> of type {@link - android.renderscript.ScriptC}.</li> - - <li>Any non-static, global Renderscript variables are reflected into - <code><em>ScriptC_renderscript_filename</em></code>. - Accessor methods are generated, so the Android system layer can access the values. - The <code>get</code> method comes with a one-way communication restriction. - The Android system layer always caches the last value that is set and returns that during a call to a <code>get</code> method. - If the native Renderscript code changes the value, the change does not propagate back to the Android system layer. - If the global variables are initialized in the native Renderscript code, those values are used - to initialize the corresponding values in the Android system. If global variables are marked as <code>const</code>, - then a <code>set</code> method is not generated. - </li> - - <li>Structs are reflected into their own classes, one for each struct, into a class named - <code>ScriptField_<em>struct_name</em></code> of type {@link - android.renderscript.Script.FieldBase}.</li> - - <li>Global pointers have a special property. They provide attachment points where the Android system can attach allocations. - If the global pointer is a user defined structure type, it must be a type that is legal for reflection (primitives - or Renderscript data types). The Android system can call the reflected class to allocate memory and - optionally populate data, then attach it to the Renderscript. - For arrays of basic types, the procedure is similar, except a reflected class is not needed. - Renderscripts should not directly set the exported global pointers.</li> - </ul> - - <p>The Android framework API also has a corresponding Renderscript context object, {@link - android.renderscript.RenderScript} (for a compute Renderscript) or {@link - android.renderscript.RenderScriptGL} (for a graphics Renderscript). This context object allows - you to bind to the reflected Renderscript class, so that the Renderscript context knows what its - corresponding native Renderscript is. If you have a graphics Renderscript context, you can also - specify a variety of Programs (stages in the graphics pipeline) to tweek how your graphics are - rendered. A graphics Renderscript context also needs a surface to render on, {@link - android.renderscript.RSSurfaceView}, which gets passed into its constructor.</p> - - <h2 id="api">API overview</h2> - - <p>Renderscript code is compiled and executed in a compact and well defined runtime, which has - access to a limited amount of functions. Renderscript cannot use the NDK or standard C functions, - because these functions are assumed to be running on a standard CPU. The Renderscript runtime - chooses the best processor to execute the code, which may not be the CPU, so it cannot guarantee - support for standard C libraries. What Renderscript does offer is an API that supports intensive - computation with an extensive collection of math APIs. The following sections group the APIs - into three distinct categories.</p> - - - <h3 id="native-api">Native Renderscript APIs</h3> - - <p>The Renderscript headers are located in the <code>include</code> and - <code>clang-include</code> directories in the - <code><sdk_root>/platforms/android-11/renderscript</code> directory of the Android SDK. - The headers are automatically included for you, except for the graphics specific header, - which you can define as follows:</p> - -<pre>#include "rs_graphics.rsh"</pre> - -<p>Some key features of the native Renderscript libraries include: - <ul> - <li>A large collection of math functions with both scalar and vector typed overloaded versions - of many common routines. Operations such as adding, multiplying, dot product, and cross product - are available.</li> - <li>Conversion routines for primitive data types and vectors, matrix routines, date and time - routines, and graphics routines.</li> - <li>Logging functions</li> - <li>Graphics rendering functions</li> - <li>Memory allocation request features</li> - <li>Data types and structures to support the Renderscript system such as - Vector types for defining two-, three-, or four-vectors.</li> - </ul> - - <h3 id="reflective-api">Reflected layer APIs</h3> - - <p>These classes are mainly used by the reflected classes that are generated from your native Renderscript - code. They allocate and manage memory for your Renderscript on the Android system side. - You normally do not need to call these classes directly.</p> - - <p>Because of the constraints of the Renderscript native layer, you cannot do any dynamic - memory allocation in your Renderscript <code>.rs</code> file. - The native Renderscript layer can request memory from the Android system layer, which allocates memory - for you and does reference counting to figure out when to free the memory. A memory allocation - is taken care of by the {@link android.renderscript.Allocation} class and memory is requested - in your Renderscript code with the <code>the rs_allocation</code> type. - All references to Renderscript objects are counted, so when your Renderscript native code - or system code no longer references a particular {@link android.renderscript.Allocation}, it destroys itself. - Alternatively, you can call {@link android.renderscript.Allocation#destroy destroy()} from the - Android system level, which decreases the reference to the {@link android.renderscript.Allocation}. - If no references exist after the decrease, the {@link android.renderscript.Allocation} destroys itself. - The Android system object, which at this point is just an empty shell, is eventually garbage collected. - </p> - - <p>The following classes are mainly used by the reflected layer classes:</p> - - <table> - <tr> - <th>Android Object Type</th> - - <th>Renderscript Native Type</th> - - <th>Description</th> - </tr> - - <tr> - <td>{@link android.renderscript.Element}</td> - - <td>rs_element</td> - - <td> - An {@link android.renderscript.Element} is the most basic element of a memory type. An - element represents one cell of a memory allocation. An element can have two forms: Basic or - Complex. They are typically created from C structures in your Renderscript - code during the reflection process. Elements cannot contain pointers or nested arrays. - The other common source of elements is bitmap formats. - - <p>A basic element contains a single component of data of any valid Renderscript data type. - Examples of basic element data types include a single float value, a float4 vector, or a - single RGB-565 color.</p> - - <p>Complex elements contain a list of sub-elements and names that is basically a reflection - of a C struct. You access the sub-elements by name from a script or vertex program. The - most basic primitive type determines the data alignment of the structure. For example, a - float4 vector is alligned to <code>sizeof(float)</code> and not - <code>sizeof(float4)</code>. The ordering of the elements in memory are the order in which - they were added, with each component aligned as necessary.</p> - </td> - </tr> - - <tr> - <td>{@link android.renderscript.Type}</td> - - <td>rs_type</td> - - <td>A Type is an allocation template that consists of an element and one or more dimensions. - It describes the layout of the memory but does not allocate storage for the data that it - describes. A Type consists of five dimensions: X, Y, Z, LOD (level of detail), and Faces (of - a cube map). You can assign the X,Y,Z dimensions to any positive integer value within the - constraints of available memory. A single dimension allocation has an X dimension of greater - than zero while the Y and Z dimensions are zero to indicate not present. For example, an - allocation of x=10, y=1 is considered two dimensional and x=10, y=0 is considered one - dimensional. The LOD and Faces dimensions are booleans to indicate present or not - present.</td> - </tr> - - <tr> - <td>{@link android.renderscript.Allocation}</td> - - <td>rs_allocation</td> - - <td> - <p>An {@link android.renderscript.Allocation} provides the memory for applications. An {@link - android.renderscript.Allocation} allocates memory based on a description of the memory that - is represented by a {@link android.renderscript.Type}. The type describes an array of elements that - represent the memory to be allocated. Allocations are the primary way data moves into and - out of scripts.</p> - - <p>Memory is user-synchronized and it's possible for allocations to exist in multiple - memory spaces concurrently. For example, if you make a call to the graphics card to load a - bitmap, you give it the bitmap to load from in the system memory. After that call returns, - the graphics memory contains its own copy of the bitmap so you can choose whether or not to - maintain the bitmap in the system memory. If the Renderscript system modifies an allocation - that is used by other targets, it must call {@link android.renderscript#syncAll syncAll()} to push the updates to - the memory. Otherwise, the results are undefined.</p> - - <p>Allocation data is uploaded in one of two primary ways: type checked and type unchecked. - For simple arrays there are <code>copyFrom()</code> functions that take an array from the - Android system and copy it to the native layer memory store. Both type checked and - unchecked copies are provided. The unchecked variants allow the Android system to copy over - arrays of structures because it does not support structures. For example, if - there is an allocation that is an array n floats, you can copy the data contained in a - float[n] array or a byte[n*4] array.</p> - </td> - </tr> - - <tr> - <td>{@link android.renderscript.Script}</td> - - <td>rs_script</td> - - <td>Renderscript scripts do much of the work in the native layer. This class is generated - from a Renderscript file that has the <code>.rs</code> file extension. This class is named - <code>ScriptC_<em>rendersript_filename</em></code> when it gets generated.</td> - </tr> - </table> - - <h3 id="graphics-api">Graphics API</h3> - - <p>Renderscript provides a number of graphics APIs for hardware-accelerated 3D rendering. The - Renderscript graphics APIs include a stateful context, {@link - android.renderscript.RenderScriptGL} that contains the current rendering state. The primary state - consists of the objects that are attached to the rendering context, which are the graphics Renderscript - and the four program types. The main working function of the graphics Renderscript is the code that is - defined in the <code>root()</code> function. The <code>root()</code> function is called each time the surface goes through a frame - refresh. The four program types mirror a traditional graphical rendering pipeline and are:</p> - - <ul> - <li>Vertex</li> - - <li>Fragment</li> - - <li>Store</li> - - <li>Raster</li> - </ul> - - <p>Graphical scripts have more properties beyond a basic computational script, and they call the - 'rsg'-prefixed functions defined in the <code>rs_graphics.rsh</code> header file. A graphics - Renderscript can also set four pragmas that control the default bindings to the {@link - android.renderscript.RenderScriptGL} context when the script is executing:</p> - - <ul> - <li>stateVertex</li> - - <li>stateFragment</li> - - <li>stateRaster</li> - - <li>stateStore</li> - </ul> - - <p>The possible values are <code>parent</code> or <code>default</code> for each pragma. Using - <code>default</code> says that when a script is executed, the bindings to the graphical context - are the system defaults. Using <code>parent</code> says that the state should be the same as it - is in the calling script. If this is a root script, the parent - state is taken from the bind points as set in the {@link android.renderscript.RenderScriptGL} - bind methods in the control environment (VM environment).</p> - - <p>For example, you can define this at the top of your native graphics Renderscript code:</p> - <pre> -#pragma stateVertex(parent) -#pragma stateStore(parent) -</pre> - - <p>The following table describes the major graphics specific APIs that are available to you:</p> - - <table> - <tr> - <th>Android Object Type</th> - - <th>Renderscript Native Type</th> - - <th>Description</th> - </tr> - - <tr> - <td>{@link android.renderscript.ProgramVertex}</td> - - <td>rs_program_vertex</td> - - <td> - <p>The Renderscript vertex program, also known as a vertex shader, describes the stage in the - graphics pipeline responsible for manipulating geometric data in a user-defined way. The - object is constructed by providing Renderscript with the following data:</p> - - <ul> - <li>An Element describing its varying inputs or attributes</li> - - <li>GLSL shader string that defines the body of the program</li> - - <li>a Type that describes the layout of an Allocation containing constant or uniform - inputs</li> - </ul> - - <p>Once the program is created, bind it to the {@link android.renderscript.RenderScriptGL} - graphics context by calling - {@link android.renderscript.RenderScriptGL#bindProgramVertex bindProgramVertex()}. It is then used for all - subsequent draw calls until you bind a new program. If the program has constant inputs, the - user needs to bind an allocation containing those inputs. The allocation's type must match - the one provided during creation. The Renderscript library then does all the necessary - plumbing to send those constants to the graphics hardware. Varying inputs to the shader, - such as position, normal, and texture coordinates are matched by name between the input - Element and the Mesh object being drawn. The signatures don't have to be exact or in any - strict order. As long as the input name in the shader matches a channel name and size - available on the mesh, the run-time would take care of connecting the two. Unlike OpenGL, - there is no need to link the vertex and fragment programs.</p> - <p> To bind shader constructs to the Program, declare a struct containing the necessary shader constants in your native Renderscript code. - This struct is generated into a reflected class that you can use as a constant input element - during the Program's creation. It is an easy way to create an instance of this struct as an allocation. - You would then bind this Allocation to the Program and the Renderscript system sends the data that - is contained in the struct to the hardware when necessary. To update shader constants, you change the values - in the Allocation and notify the native Renderscript code of the change.</p> - </td> - </tr> - - <tr> - <td>{@link android.renderscript.ProgramFragment}</td> - - <td>rs_program_fragment</td> - - <td><p>The Renderscript fragment program, also known as the fragment shader, is responsible for - manipulating pixel data in a user-defined way. It's constructed from a GLSL shader string - containing the program body, textures inputs, and a Type object describing the constants used - by the program. Like the vertex programs, when an allocation with constant input values is - bound to the shader, its values are sent to the graphics program automatically. Note that the - values inside the allocation are not explicitly tracked. If they change between two draw - calls using the same program object, notify the runtime of that change by calling - rsgAllocationSyncAll so it could send the new values to hardware. Communication between the - vertex and fragment programs is handled internally in the GLSL code. For example, if the - fragment program is expecting a varying input called varTex0, the GLSL code inside the - program vertex must provide it.</p> - <p> To bind shader constructs to the this Program, declare a struct containing the necessary shader constants in your native Renderscript code. - This struct is generated into a reflected class that you can use as a constant input element - during the Program's creation. It is an easy way to create an instance of this struct as an allocation. - You would then bind this Allocation to the Program and the Renderscript system sends the data that - is contained in the struct to the hardware when necessary. To update shader constants, you change the values - in the Allocation and notify the native Renderscript code of the change.</p></td> - </tr> - - <tr> - <td>{@link android.renderscript.ProgramStore}</td> - - <td>rs_program_store</td> - - <td>The Renderscript ProgramStore contains a set of parameters that control how the graphics - hardware writes to the framebuffer. It could be used to enable and disable depth writes and - testing, setup various blending modes for effects like transparency and define write masks - for color components.</td> - </tr> - - <tr> - <td>{@link android.renderscript.ProgramRaster}</td> - - <td>rs_program_raster</td> - - <td>Program raster is primarily used to specify whether point sprites are enabled and to - control the culling mode. By default back faces are culled.</td> - </tr> - - <tr> - <td>{@link android.renderscript.Sampler}</td> - - <td>rs_sampler</td> - - <td>A Sampler object defines how data is extracted from textures. Samplers are bound to - Program objects (currently only a Fragment Program) alongside the texture whose sampling they - control. These objects are used to specify such things as edge clamping behavior, whether - mip-maps are used and the amount of anisotropy required. There may be situations where - hardware limitations prevent the exact behavior from being matched. In these cases, the - runtime attempts to provide the closest possible approximation. For example, the user - requested 16x anisotropy, but only 8x was set because it's the best available on the - hardware.</td> - </tr> - - <tr> - <td>{@link android.renderscript.Mesh}</td> - - <td>rs_mesh</td> - - <td>A collection of allocations that represent vertex data (positions, normals, texture - coordinates) and index data such as triangles and lines. Vertex data can be interleaved - within one allocation, provided separately as multiple allocation objects, or done as a - combination of the above. The layout of these allocations will be extracted from their - Elements. When a vertex channel name matches an input in the vertex program, Renderscript - automatically connects the two. Moreover, even allocations that cannot be directly mapped to - graphics hardware can be stored as part of the mesh. Such allocations can be used as a - working area for vertex-related computation and will be ignored by the hardware. Parts of the - mesh could be rendered with either explicit index sets or primitive types.</td> - </tr> - - <tr> - <td>{@link android.renderscript.Font}</td> - - <td>rs_font</td> - - <td> - <p>This class gives you a way to draw hardware accelerated text. Internally, the glyphs are - rendered using the Freetype library, and an internal cache of rendered glyph bitmaps is - maintained. Each font object represents a combination of a typeface and point sizes. - Multiple font objects can be created to represent faces such as bold and italic and to - create different font sizes. During creation, the framework determines the device screen's - DPI to ensure proper sizing across multiple configurations.</p> - - <p>Font rendering can impact performance. Even though though the state changes are - transparent to the user, they are happening internally. It is more efficient to render - large batches of text in sequence, and it is also more efficient to render multiple - characters at once instead of one by one.</p> - - <p>Font color and transparency are not part of the font object and can be freely modified - in the script to suit the your needs. Font colors work as a state machine, and every new - call to draw text will use the last color set in the script.</p> - </td> - </tr> - </table> - - - <h2 id="developing">Developing a Renderscript application</h2> - - <p>The basic workflow of developing a Renderscript application is:</p> - - <ol> - <li>Analyze your application's requirements and figure out what you want to develop with - Renderscript. To take full advantage of the Renderscript system, you want to use it when the computation - or graphics performance you're getting with the traditional framework APIs is - insufficient.</li> - - <li>Design the interface of your Renderscript code and implement it using the native - Renderscript APIs that are included in the Android SDK in - <code><sdk_root>/platforms/android-11/renderscript</code>.</li> - - <li>Create an Android project as you would normally, in Eclipse or with the - <code>android</code> tool.</li> - - <li>Place your Renderscript files in <code>src</code> folder of the Android project so that the - build tools can generate the reflected layer classes.</li> - - <li>Create your application, calling the Renderscript through the reflected class layer when - you need to.</li> - - <li>Build, install, and run your application as you would normally.</li> - </ol> - - <p>To see how a simple Renderscript application is put together, see the - <a href="{@docRoot}resources/samples/Renderscript/index.html">Renderscript samples</a> - and <a href="#hello-graphics">The Hello Graphics Application</a> section of the documentation.</p> - - <h3 id="hello-graphics">The Hello Graphics Application</h3> - - <p>This small application demonstrates the structure of a simple Renderscript application. You - can model your Renderscript application after the basic structure of this application. You can - find the complete source in the SDK in the - <code><android-sdk>/samples/android-11/HelloWorldRS directory</code>. The - application uses Renderscript to draw the string, "Hello World!" to the screen and redraws the - text whenever the user touches the screen at the location of the touch. This application is only - a demonstration and you should not use the Renderscript system to do something this trivial. The - application contains the following source files:</p> - - <ul> - <li><code>HelloWorld</code>: The main Activity for the application. This class is present to - provide Activity lifecycle management. It mainly delegates work to HelloWorldView, which is the - Renderscript surface that the sample actually draws on.</li> - - <li><code>HelloWorldView</code>: The Renderscript surface that the graphics render on. If you - are using Renderscript for graphics rendering, you must have a surface to render on. If you are - using it for computatational operations only, then you do not need this.</li> - - <li><code>HelloWorldRS</code>: The class that calls the native Renderscript code through high - level entry points that are generated by the Android build tools.</li> - - <li><code>helloworld.rs</code>: The Renderscript native code that draws the text on the - screen.</li> - - <li> - <p>The <code><project_root>/gen</code> directory contains the reflected layer classes - that are generated by the Android build tools. You will notice a - <code>ScriptC_helloworld</code> class, which is the reflective version of the Renderscript - and contains the entry points into the <code>helloworld.rs</code> native code. This file does - not appear until you run a build.</p> - </li> - </ul> - - <p>Each file has its own distinct use. The following files comprise the main parts of the sample and - demonstrate in detail how the sample works:</p> - - <dl> - <dt><code>helloworld.rs</code></dt> - - <dd> - The native Renderscript code is contained in the <code>helloworld.rs</code> file. Every - <code>.rs</code> file must contain two pragmas that define the version of Renderscript - that it is using (1 is the only version for now), and the package name that the reflected - classes should be generated with. For example: -<pre> -#pragma version(1) - -#pragma rs java_package_name(com.my.package.name) -</pre> - <p>An <code>.rs</code> file can also declare two special functions:</p> - - <ul> - <li> - <code>init()</code>: This function is called once for each instance of this Renderscript - file that is loaded on the device, before the script is accessed in any other way by the - Renderscript system. The <code>init()</code> is ideal for doing one time setup after the - machine code is loaded such as initializing complex constant tables. The - <code>init()</code> function for the <code>helloworld.rs</code> script sets the initial - location of the text that is rendered to the screen: - <pre> -void init(){ - gTouchX = 50.0f; - gTouchY = 50.0f; -} -</pre> - </li> - - <li> - <code>root()</code>: This function is the default worker function for this Renderscript - file. For graphics Renderscript applications, like this one, the Renderscript system - expects this function to render the frame that is going to be displayed. It is called - every time the frame refreshes. The <code>root()</code> function for the - <code>helloworld.rs</code> script sets the background color of the frame, the color of - the text, and then draws the text where the user last touched the screen: -<pre> -int root(int launchID) { - // Clear the background color - rsgClearColor(0.0f, 0.0f, 0.0f, 0.0f); - // Tell the runtime what the font color should be - rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); - // Introduce ourselves to the world by drawing a greeting - // at the position that the user touched on the screen - rsgDrawText("Hello World!", gTouchX, gTouchY); - - // Return value tells RS roughly how often to redraw - // in this case 20 ms - return 20; -} -</pre> - - <p>The return value, <code>20</code>, is the desired frame refresh rate in milliseconds. - The real screen refresh rate depends on the hardware, computation, and rendering - complexity that the <code>root()</code> function has to execute. A value of - <code>0</code> tells the screen to render only once and to only render again when a - change has been made to one of the properties that are being modified by the Renderscript - code.</p> - - <p>Besides the <code>init()</code> and <code>root()</code> functions, you can define the - other native functions, structs, data types, and any other logic for your Renderscript. - You can even define separate header files as <code>.rsh</code> files.</p> - </li> - </ul> - </dd> - - <dt><code>ScriptC_helloworld</code></dt> - - <dd>This class is generated by the Android build tools and is the reflected version of the - <code>helloworld.rs</code> Renderscript. It provides a a high level entry point into the - <code>helloworld.rs</code> native code by defining the corresponding methods that you can call - from the traditional framework APIs.</dd> - - <dt><code>helloworld.bc</code> bytecode</dt> - - <dd>This file is the intermediate, platform-independent bytecode that gets compiled on the - device when the Renderscript application runs. It is generated by the Android build tools and - is packaged with the <code>.apk</code> file and subsequently compiled on the device at runtime. - This file is located in the <code><project_root>/res/raw/</code> directory and is named - <code>rs_filename.bc</code>. You need to bind these files to your Renderscript context before - call any Renderscript code from your Android application. You can reference them in your code - with <code>R.id.rs_filename</code>.</dd> - - <dt><code>HelloWorldView</code> class</dt> - - <dd> - This class represents the Surface View that the Renderscript graphics are drawn on. It does - some administrative tasks in the <code>ensureRenderScript()</code> method that sets up the - Renderscript system. This method creates a {@link android.renderscript.RenderScriptGL} - object, which represents the context of the Renderscript and creates a default surface to - draw on (you can set the surface properties such as alpha and bit depth in the {@link - android.renderscript.RenderScriptGL.SurfaceConfig} class ). When a {@link - android.renderscript.RenderScriptGL} is instantiated, this class calls the - <code>HelloRS</code> class and creates the instance of the actual Renderscript graphics - renderer. - <pre> -// Renderscipt context -private RenderScriptGL mRS; -// Script that does the rendering -private HelloWorldRS mRender; - - private void ensureRenderScript() { - if (mRS == null) { - // Initialize Renderscript with desired surface characteristics. - // In this case, just use the defaults - RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig(); - mRS = createRenderScriptGL(sc); - - // Create an instance of the Renderscript that does the rendering - mRender = new HelloWorldRS(); - mRender.init(mRS, getResources()); - } - } -</pre> - - <p>This class also handles the important lifecycle events and relays touch events to the - Renderscript renderer. When a user touches the screen, it calls the renderer, - <code>HelloWorldRS</code> and asks it to draw the text on the screen at the new location.</p> - <pre> -public boolean onTouchEvent(MotionEvent ev) { - // Pass touch events from the system to the rendering script - if (ev.getAction() == MotionEvent.ACTION_DOWN) { - mRender.onActionDown((int)ev.getX(), (int)ev.getY()); - return true; - } - return false; -} -</pre> - </dd> - - <dt><code>HelloWorldRS</code></dt> - - <dd> - This class represents the Renderscript renderer for the <code>HelloWorldView</code> Surface - View. It interacts with the native Renderscript code that is defined in - <code>helloworld.rs</code> through the interfaces exposed by <code>ScriptC_helloworld</code>. - To be able to call the native code, it creates an instance of the Renderscript reflected - class, <code>ScriptC_helloworld</code>. The reflected Renderscript object binds the - Renderscript bytecode (<code>R.raw.helloworld</code>) and the Renderscript context, {@link - android.renderscript.RenderScriptGL}, so the context knows to use the right Renderscript to - render its surface. - <pre> -private Resources mRes; -private RenderScriptGL mRS; -private ScriptC_helloworld mScript; - -private void initRS() { - mScript = new ScriptC_helloworld(mRS, mRes, R.raw.helloworld); - mRS.bindRootScript(mScript); -} -</pre> - </dd> - </dl>
\ No newline at end of file diff --git a/docs/html/guide/topics/renderscript/compute.jd b/docs/html/guide/topics/renderscript/compute.jd new file mode 100644 index 000000000000..e4c22830fc32 --- /dev/null +++ b/docs/html/guide/topics/renderscript/compute.jd @@ -0,0 +1,38 @@ +page.title=Compute +parent.title=RenderScript +parent.link=index.html +@jd:body + + <div id="qv-wrapper"> + <div id="qv"> + + <h2>Related Samples</h2> + + <ol> + <li><a href="{@docRoot}resources/samples/RenderScript/HelloCompute/index.html">Hello + Compute</a></li> + <li><a href="{@docRoot}resources/samples/RenderScript/Balls/index.html">Balls</a></li> + </ol> + </div> + </div> + + <p>RenderScript exposes a set of compute APIs that you can use to do intensive computational operations. + You can use the compute APIs in the context of a graphics RenderScript such as calculating the + transformation of many geometric objects in a scene. You can also create a standalone compute RenderScript that does not + draw anything to the screen such as bitmap image processing for a photo editor application. + The RenderScript compute APIs are mainly defined in the <code>rs_cl.rsh</code> header</p> + + <p>Compute RenderScripts are simpler to setup and implement as there is no graphics rendering involved. + You can offload computational aspects of your application to RenderScript by creating a native RenderScript + file (.rs) and using the generated reflected layer class to call functions in the <code>.rs</code> file. + + <p>See the <a href="{@docRoot}resources/samples/RenderScript/HelloCompute/index.html">HelloCompute</a> + sample in the Android SDK for more + information on how to create a simple compute RenderScript.</p> + <p> + See the <a href="{@docRoot}resources/samples/RenderScript/Balls/index.html">Balls</a> + sample in the Android SDK for more + information on how to create a compute RenderScript that is used in a graphics RenderScript. + The compute RenderScript is contained in + <a href="{@docRoot}resources/samples/RenderScript/Balls/src/com/example/android/rs/balls/ball_physics.html">balls_physics.rs</a>. + </p>
\ No newline at end of file diff --git a/docs/html/guide/topics/renderscript/graphics.jd b/docs/html/guide/topics/renderscript/graphics.jd new file mode 100644 index 000000000000..d8be85f124b1 --- /dev/null +++ b/docs/html/guide/topics/renderscript/graphics.jd @@ -0,0 +1,619 @@ +page.title=3D Graphics +parent.title=RenderScript +parent.link=index.html +@jd:body + + <div id="qv-wrapper"> + <div id="qv"> + <h2>In this document</h2> + + <ol> + <li> + <a href="#developing">Developing a RenderScript application</a> + + <ol> + <li><a href="#hello-graphics">The Hello Graphics application</a></li> + </ol> + </li> + </ol> + + <h2>Related Samples</h2> + + <ol> + <li><a href="{@docRoot}resources/samples/RenderScript/Balls/index.html">Balls</a></li> + + <li><a href= + "{@docRoot}resources/samples/Renderscript/Fountain/index.html">Fountain</a></li> + + <li><a href="{@docRoot}resources/samples/RenderScript/HelloWorld/index.html">Hello + World</a></li> + + <li><a href="{@docRoot}resources/samples/RenderScript/Samples/index.html">Samples</a></li> + </ol> + </div> + </div> + + <p>RenderScript provides a number of graphics APIs for 3D rendering, both at the Android + framework level as well as at the native level. For instance, the Android framework APIs let you + create meshes and define shaders to customize the graphical rendering pipeline. The native + RenderScript graphics APIs lets you draw the actual meshes to render your scene. In general, you + will need to be familiar with APIs to appropriately render 3D graphics on an Android-powered + device.</p> + + <h2>Creating a Graphics RenderScript</h2> + + <p>Because of the various layers of code when writing a RenderScript application, it is useful to + create the following files for a scene that you want to render:</p> + + <ul> + <li>The native RenderScript <code>.rs</code> file. This file contains the logic to do the + graphics rendering.</li> + + <li>The RenderScript entry point class that allows your view to interact with the code defined + in the <code>.rs</code> file. This class contains a RenderScript object(instance of + <code>ScriptC_<em>renderscript_file</em></code>), which allows your Android framework code to + call the native RenderScript code. This class also creates the {@link + android.renderscript.RenderScriptGL} context object, which contains the current rendering state + of the RenderScript such as programs (vertex and fragment shaders, for example) that you want + to define and bind to the graphics pipeline. The context object attaches to the RenderScript + object (instance of <code><em>ScriptC_renderscript_file</em></code>) that does the rendering. + Our example names this class <code>HelloWorldRS</code>.</li> + + <li>Create a class that extends {@link android.renderscript.RSSurfaceView} to provide a surface + to render on. If you want to implement callbacks from events inherited from {@link + android.view.View}, such as {@link android.view.View#onTouchEvent onTouchEvent()} and {@link + android.view.View#onKeyDown onKeyDown()}, do so in this class as well.</li> + + <li>Create a class that is the main Activity class, like you would with any Android + application. This class sets your {@link android.renderscript.RSSurfaceView} as the content + view for this Activity.</li> + </ul> + + <p>The following sections describe how to implement these three classes by using the HelloWorld + RenderScript sample that is provided in the SDK as a guide (some code has been modified from its + original form for simplicity).</p> + + <h3>Creating the native RenderScript file</h3> + + <p>Your native RenderScript code resides in a <code>.rs</code> file in the + <code><project_root>/src/</code> directory. You can also define <code>.rsh</code> header + files. This code contains the logic to render your graphics and declares all necessary variables + and pointers. Every graphics <code>.rs</code> file generally contains the following items:</p> + + <ul> + <li>A pragma (<code>#pragma rs java_package_name(<em>package.name</em>)</code>) that declares + the package name of the <code>.java</code> reflection of this RenderScript.</li> + + <li>A pragma (<code>#pragma version(1)</code>) that declares the version of RenderScript that + you are using (1 is the only value for now).</li> + + <li>A <code>#include</code> of the rs_graphics.rsh header file.</li> + + <li>A <code>root()</code> function. This is the main worker function for your RenderScript and + calls RenderScript graphics APIs to draw meshes to the surface. This function is called every + time a frame refresh occurs, which is specified as its return value. A <code>0</code> specified + for the return value says to only render the frame when a property of the scene that you are + rendering changes. A non-zero positive integer specifies the refresh rate of the frame in + milliseconds. + + <p class="note"><strong>Note:</strong> The RenderScript runtime makes its best effort to + refresh the frame at the specified rate. For example, if you are creating a live wallpaper + and set the return value to 50, the runtime renders the wallpaper at 20fps if it has just + enough or more resources to do so, and renders as fast as it can if it does not.</p> + + <p>For more + information on using the RenderScript graphics functions, see <a href= + "using-graphics-api">Using the Graphics APIs</a>.</p> + </li> + + <li>An <code>init()</code> function. This allows you to do any initialization of your + RenderScript before the <code>root()</code> function runs, such as initializing variables. This + function runs once and is called automatically when the RenderScript starts, before anything + else in your RenderScript. Creating this function is optional.</li> + + <li>Any variables, pointers, and structures that you wish to use in your RenderScript code (can + be declared in <code>.rsh</code> files if desired)</li> + </ul> + + <p>The following code shows how the <code>helloworld.rs</code> file is implemented:</p> + <pre> +#pragma version(1) + +// Tell which java package name the reflected files should belong to +#pragma rs java_package_name(com.android.rs.helloworld) + +// Built-in header with graphics APIs +#include "rs_graphics.rsh" + +// gTouchX and gTouchY are variables that are reflected for use +// by the Android framework API. This RenderScript uses them to be notified of touch events. +int gTouchX; +int gTouchY; + +// This is invoked automatically when the script is created and initializes the variables +// in the Android framework layer as well. +void init() { + gTouchX = 50.0f; + gTouchY = 50.0f; +} + +int root(int launchID) { + + // Clear the background color + rsgClearColor(0.0f, 0.0f, 0.0f, 0.0f); + // Tell the runtime what the font color should be + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + // Introuduce ourselves to the world by drawing a greeting + // at the position user touched on the screen + rsgDrawText("Hello World!", gTouchX, gTouchY); + + // Return value tells RS roughly how often to redraw + // in this case 20 ms + return 20; +} +</pre> + + <h3>Creating the RenderScript entry point class</h3> + + <p>When you create a RenderScript (<code>.rs</code>) file, it is helpful to create a + corresponding Android framework class that is an entry point into the <code>.rs</code> file. In + this entry point class, you create a RenderScript object by instantiating a + <code>ScriptC_<em>rs_filename</em></code> and binding it to the RenderScript context. The + RenderScript object is attached to the RenderScript bytecode, which is platform-independent and + gets compiled on the device when the RenderScript application runs. Both the + <code>ScriptC_<em>rs_filename</em></code> class and bytecode is generated by the Android build + tools and is packaged with the <code>.apk</code> file. The bytecode file is located in the + <code><project_root>/res/raw/</code> directory and is named <code>rs_filename.bc</code>. + You refer to the bytecode as a resource (<code>R.raw.<em>rs_filename</em></code>). when creating + the RenderScript object..</p> + + <p>You then bind the RenderScript object to the RenderScript context, so that the surface view + knows what code to use to render graphics. The following code shows how the + <code>HelloWorldRS</code> class is implemented:</p> + <pre> +package com.android.rs.helloworld; + +import android.content.res.Resources; +import android.renderscript.*; + +public class HelloWorldRS { + //context and resources are obtained from RSSurfaceView, which calls init() + private Resources mRes; + private RenderScriptGL mRS; + + //Declare the RenderScript object + private ScriptC_helloworld mScript; + + public HelloWorldRS() { + } + + /** + * This provides us with the RenderScript context and resources + * that allow us to create the RenderScript object + */ + public void init(RenderScriptGL rs, Resources res) { + mRS = rs; + mRes = res; + initRS(); + } + /** + * Calls native RenderScript functions (set_gTouchX and set_gTouchY) + * through the reflected layer class ScriptC_helloworld to pass in + * touch point data. + */ + public void onActionDown(int x, int y) { + mScript.set_gTouchX(x); + mScript.set_gTouchY(y); + } + /** + * Binds the RenderScript object to the RenderScript context + */ + private void initRS() { + //create the RenderScript object + mScript = new ScriptC_helloworld(mRS, mRes, R.raw.helloworld); + //bind the RenderScript object to the RenderScript context + mRS.bindRootScript(mScript); + } +} + +</pre> + + <h3>Creating the surface view</h3> + + <p>To create a surface view to render graphics on, create a class that extends {@link + android.renderscript.RSSurfaceView}. This class also creates a RenderScript context object + ({@link android.renderscript.RenderScriptGL} and passes it to the Rendscript entry point class to + bind the two. The following code shows how the <code>HelloWorldView</code> class is + implemented:</p> + <pre> +package com.android.rs.helloworld; + +import android.renderscript.RSSurfaceView; +import android.renderscript.RenderScriptGL; +import android.content.Context; +import android.view.MotionEvent; + +public class HelloWorldView extends RSSurfaceView { + // RenderScript context + private RenderScriptGL mRS; + // RenderScript entry point object that does the rendering + private HelloWorldRS mRender; + + public HelloWorldView(Context context) { + super(context); + initRS(); + } + + private void initRS() { + if (mRS == null) { + // Initialize RenderScript with default surface characteristics. + RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig(); + //Create the RenderScript context + mRS = createRenderScriptGL(sc); + // Create an instance of the RenderScript entry point class + mRender = new HelloWorldRS(); + // Call the entry point class to bind it to this context + mRender.init(mRS, getResources()); + } + } + + /** + * Rebind everything when the window becomes attached + */ + protected void onAttachedToWindow() { + super.onAttachedToWindow(); + initRS(); + } + + /** + * Stop rendering when window becomes detached + */ + protected void onDetachedFromWindow() { + // Handle the system event and clean up + mRender = null; + if (mRS != null) { + mRS = null; + destroyRenderScriptGL(); + } + } + + /** + * Use callbacks to relay data to RenderScript entry point class + */ + public boolean onTouchEvent(MotionEvent ev) { + // Pass touch events from the system to the rendering script + if (ev.getAction() == MotionEvent.ACTION_DOWN) { + mRender.onActionDown((int)ev.getX(), (int)ev.getY()); + return true; + } + + return false; + } +} + +</pre> + + <h3>Creating the Activity</h3> + + <p>Applications that use RenderScript still adhere to activity lifecyle, and are part of the same + view hierarchy as traditional Android applications, which is handled by the Android VM. This + Activity class sets its view to be the {@link android.renderscript.RSSurfaceView} and handles + lifecycle callback events appropriately. The following code shows how the <code>HelloWorld</code> + class is implemented:</p> + <pre> +public class HelloWorldActivity extends Activity { + + //Custom view to use with RenderScript + private HelloWorldView view; + + public void onCreate(Bundle icicle) { + super.onCreate(icicle); + // Create surface view and set it as the content of our Activity + mView = new HelloWorldView(this); + setContentView(view); + } + + protected void onResume() { + // Ideally an app should implement onResume() and onPause() + // to take appropriate action when the activity loses focus + super.onResume(); + view.resume(); + } + + protected void onPause() { + // Ideally an app should implement onResume() and onPause() + // to take appropriate action when the activity loses focus + super.onPause(); + view.pause(); + } +} +</pre> + + <h2>Drawing</h2> + + <h3>Drawing using the rsgDraw functions</h3> + + <p>The native RenderScript APIs provide a few convenient functions to easily draw a polygon to + the screen. You call these in your <code>root()</code> function to have them render to the + surface view. These functions are available for simple drawing and should not be used for complex + graphics rendering:</p> + + <ul> + <li><code>rsgDrawRect()</code>: Sets up a mesh and draws a rectangle to the screen. It uses the + top left vertex and bottom right vertex of the rectangle to draw.</li> + + <li><code>rsgDrawQuad()</code>: Sets up a mesh and draws a quadrilateral to the screen.</li> + + <li><code>rsgDrawQuadTexCoords()</code>: Sets up a mesh and draws a textured quadrilateral to + the screen.</li> + </ul> + + <h3>Drawing with a mesh</h3> + + <p>When you want to draw complex shapes and textures to the screen, instantiate a {@link + android.renderscript.Mesh} and draw it to the screen with <code>rsgDrawMesh()</code>. A {@link + android.renderscript.Mesh} is a collection of allocations that represent vertex data (positions, + normals, texture coordinates) and index data such as triangles and lines. You can build a Mesh in + three different ways:</p> + + <ul> + <li>Build the mesh with the {@link android.renderscript.Mesh.TriangleMeshBuilder} class, which + allows you to specify a set of vertices and indices for each triangle that you want to draw. + The downside of doing it this way is there is no way to specify the vertices in your native + RenderScript code.</li> + + <li>Build the mesh using an {@link android.renderscript.Allocation} or a set of {@link + android.renderscript.Allocation}s with the {@link android.renderscript.Mesh.AllocationBuilder} + class. This allows you to build a mesh with vertices already stored in memory, which allows you + to set the vertices in native or Android code.</li> + + <li>Build the mesh with the {@link android.renderscript.Mesh.Builder} class. This is a + convenience method for when you know what data types you want to use to build your mesh, but + don't want to make separate memory allocations like with {@link + android.renderscript.Mesh.AllocationBuilder}. You can specify the types that you want and this + mesh builder automatically creates the memory allocations for you.</li> + </ul> + + <p>To create a mesh using the {@link android.renderscript.Mesh.TriangleMeshBuilder}, you need to + supply it with a set of vertices and the indices for the vertices that comprise the triangle. For + example, the following code specifies three vertices, which are added to an internal array, + indexed in the order they were added. The call to {@link + android.renderscript.Mesh.TriangleMeshBuilder#addTriangle addTriangle()} draws the triangle with + vertex 0, 1, and 2 (the vertices are drawn counter-clockwise).</p> + <pre> +int float2VtxSize = 2; +Mesh.TriangleMeshBuilder triangle = new Mesh.TriangleMeshBuilder(renderscriptGL, +float2VtxSize, Mesh.TriangleMeshBuilder.COLOR); +triangles.addVertex(300.f, 300.f); +triangles.addVertex(150.f, 450.f); +triangles.addVertex(450.f, 450.f); +triangles.addTriangle(0 , 1, 2); +Mesh smP = triangle.create(true); +script.set_mesh(smP); +</pre> + + <p>To draw a mesh using the {@link android.renderscript.Mesh.AllocationBuilder}, you need to + supply it with one or more allocations that contain the vertex data:</p> + <pre> +Allocation vertices; + +... +Mesh.AllocationBuilder triangle = new Mesh.AllocationBuilder(mRS); +smb.addVertexAllocation(vertices.getAllocation()); +smb.addIndexSetType(Mesh.Primitive.TRIANGLE); +Mesh smP = smb.create(); +script.set_mesh(smP); +</pre> + + <p>In your native RenderScript code, draw the built mesh to the screen:</p> + <pre> +rs_mesh mesh; +... + +int root(){ +... +rsgDrawMesh(mesh); +... +return 0; //specify a non zero, positive integer to specify the frame refresh. + //0 refreshes the frame only when the mesh changes. +} +</pre> + + <h2 id="shaders">Shaders</h2> + + <p>You can attach four program objects to the {@link android.renderscript.RenderScriptGL} context + to customize the rendering pipeline. For example, you can create vertex and fragment shaders in + GLSL or build a raster program object with provided methods without writing GLSL code. The four + program objects mirror a traditional graphical rendering pipeline:</p> + + <table> + <tr> + <th>Android Object Type</th> + + <th>RenderScript Native Type</th> + + <th>Description</th> + </tr> + + <tr> + <td>{@link android.renderscript.ProgramVertex}</td> + + <td>rs_program_vertex</td> + + <td> + <p>The RenderScript vertex program, also known as a vertex shader, describes the stage in + the graphics pipeline responsible for manipulating geometric data in a user-defined way. + The object is constructed by providing RenderScript with the following data:</p> + + <ul> + <li>An Element describing its varying inputs or attributes</li> + + <li>GLSL shader string that defines the body of the program</li> + + <li>a Type that describes the layout of an Allocation containing constant or uniform + inputs</li> + </ul> + + <p>Once the program is created, bind it to the {@link android.renderscript.RenderScriptGL} + graphics context by calling {@link android.renderscript.RenderScriptGL#bindProgramVertex + bindProgramVertex()}. It is then used for all subsequent draw calls until you bind a new + program. If the program has constant inputs, the user needs to bind an allocation + containing those inputs. The allocation's type must match the one provided during creation. + The RenderScript library then does all the necessary plumbing to send those constants to + the graphics hardware. Varying inputs to the shader, such as position, normal, and texture + coordinates are matched by name between the input Element and the Mesh object being drawn. + The signatures don't have to be exact or in any strict order. As long as the input name in + the shader matches a channel name and size available on the mesh, the run-time would take + care of connecting the two. Unlike OpenGL, there is no need to link the vertex and fragment + programs.</p> + + <p>To bind shader constructs to the Program, declare a struct containing the necessary + shader constants in your native RenderScript code. This struct is generated into a + reflected class that you can use as a constant input element during the Program's creation. + It is an easy way to create an instance of this struct as an allocation. You would then + bind this Allocation to the Program and the RenderScript system sends the data that is + contained in the struct to the hardware when necessary. To update shader constants, you + change the values in the Allocation and notify the native RenderScript code of the + change.</p> + </td> + </tr> + + <tr> + <td>{@link android.renderscript.ProgramFragment}</td> + + <td>rs_program_fragment</td> + + <td> + <p>The RenderScript fragment program, also known as the fragment shader, is responsible for + manipulating pixel data in a user-defined way. It's constructed from a GLSL shader string + containing the program body, textures inputs, and a Type object describing the constants + used by the program. Like the vertex programs, when an allocation with constant input + values is bound to the shader, its values are sent to the graphics program automatically. + Note that the values inside the allocation are not explicitly tracked. If they change + between two draw calls using the same program object, notify the runtime of that change by + calling rsgAllocationSyncAll so it could send the new values to hardware. Communication + between the vertex and fragment programs is handled internally in the GLSL code. For + example, if the fragment program is expecting a varying input called varTex0, the GLSL code + inside the program vertex must provide it.</p> + + <p>To bind shader constants to this program, declare a struct containing the necessary + shader constants in your native RenderScript code. This struct is generated into a + reflected class that you can use as a constant input element during the Program's creation. + It is an easy way to create an instance of this struct as an allocation. You would then + bind this Allocation to the Program and the RenderScript system sends the data that is + contained in the struct to the hardware when necessary. To update shader constants, you + change the values in the Allocation and notify the native RenderScript code of the + change.</p> + </td> + </tr> + + <tr> + <td>{@link android.renderscript.ProgramStore}</td> + + <td>rs_program_store</td> + + <td>The RenderScript ProgramStore contains a set of parameters that control how the graphics + hardware writes to the framebuffer. It could be used to enable and disable depth writes and + testing, setup various blending modes for effects like transparency and define write masks + for color components.</td> + </tr> + + <tr> + <td>{@link android.renderscript.ProgramRaster}</td> + + <td>rs_program_raster</td> + + <td>Program raster is primarily used to specify whether point sprites are enabled and to + control the culling mode. By default back faces are culled.</td> + </tr> + </table> + + <p>The following example defines a vertex shader in GLSL and binds it to the RenderScript:</p> + <pre> + private RenderScriptGL glRenderer; //rendering context + private ScriptField_Point mPoints; //vertices + private ScriptField_VpConsts mVpConsts; //shader constants + + ... + + ProgramVertex.Builder sb = new ProgramVertex.Builder(glRenderer); + String t = "varying vec4 varColor;\n" + + "void main() {\n" + + " vec4 pos = vec4(0.0, 0.0, 0.0, 1.0);\n" + + " pos.xy = ATTRIB_position;\n" + + " gl_Position = UNI_MVP * pos;\n" + + " varColor = vec4(1.0, 1.0, 1.0, 1.0);\n" + + " gl_PointSize = ATTRIB_size;\n" + + "}\n"; + sb.setShader(t); + sb.addConstant(mVpConsts.getType()); + sb.addInput(mPoints.getElement()); + ProgramVertex pvs = sb.create(); + pvs.bindConstants(mVpConsts.getAllocation(), 0); + glRenderer.bindProgramVertex(pvs); + + +</pre> + + <p>The <a href= + "{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html"> + RsRenderStatesRS</a> sample has many examples on how to create a shader without writing GLSL.</p> + + <h3>Shader bindings</h3> + + <p>You can also set four pragmas that control the shaders' default bindings to the {@link + android.renderscript.RenderScriptGL} context when the script is executing:</p> + + <ul> + <li>stateVertex</li> + + <li>stateFragment</li> + + <li>stateRaster</li> + + <li>stateStore</li> + </ul> + + <p>The possible values for each pragma are <code>parent</code> or <code>default</code>. Using + <code>default</code> binds the shaders to the graphical context with the system defaults. The + default shader is defined below:</p> + <pre> +("varying vec4 varColor;\n"); +("varying vec2 varTex0;\n"); +("void main() {\n"); +(" gl_Position = UNI_MVP * ATTRIB_position;\n"); +(" gl_PointSize = 1.0;\n"); +(" varColor = ATTRIB_color;\n"); +(" varTex0 = ATTRIB_texture0;\n"); +("}\n"); +</pre> + + <p>Using <code>parent</code> binds the shaders in the same manner as it is bound in the calling + script. If this is the root script, the parent state is taken from the bind points that are set + by the {@link android.renderscript.RenderScriptGL} bind methods.</p> + + <p>For example, you can define this at the top of your native graphics RenderScript code to have + the Vertex and Store shaders inherent the bind properties from their parent scripts:</p> + <pre> +#pragma stateVertex(parent) +#pragma stateStore(parent) +</pre> + + <h3>Defining a sampler</h3> + + <p>A {@link android.renderscript.Sampler} object defines how data is extracted from textures. + Samplers are bound to Program objects (currently only a Fragment Program) alongside the texture + whose sampling they control. These objects are used to specify such things as edge clamping + behavior, whether mip-maps are used, and the amount of anisotropy required. There might be + situations where hardware does not support the desired behavior of the sampler. In these cases, + the runtime attempts to provide the closest possible approximation. For example, the user + requested 16x anisotropy, but only 8x was set because it's the best available on the + hardware.</p> + + <p>The <a href= + "{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html"> + RsRenderStatesRS</a> sample has many examples on how to create a sampler and bind it to a + Fragment program.</p> + +</body> +</html> diff --git a/docs/html/guide/topics/renderscript/index.jd b/docs/html/guide/topics/renderscript/index.jd new file mode 100644 index 000000000000..eb773109e427 --- /dev/null +++ b/docs/html/guide/topics/renderscript/index.jd @@ -0,0 +1,640 @@ +page.title=RenderScript +@jd:body + + <div id="qv-wrapper"> + <div id="qv"> + <h2>In this document</h2> + + <ol> + <li><a href="#overview">RenderScript System Overview</a></li> + <li> + <ol> + <li><a href="#native">Native RenderScript layer</a></li> + + <li><a href="#reflected">Reflected layer</a></li> + + <li><a href="#framework">Android framework layer</a></li> + </ol> + </li> + + <li> + <a href="#mem-allocation">Memory Allocation APIs</a> + </li> + <li> + <a href="#dynamic">Dynamic Memory Allocations</a> + <ol> + <li><a href="#pointers">Declaring pointers</a></li> + + <li><a href="#struct-pointer-reflection">How pointers are reflected</a></li> + + <li><a href="#binding">Allocating and binding memory to the RenderScript</a></li> + + <li><a href="#read-write-dynamic">Reading and writing to memory</a></li> + + </ol> + </li> + <li> + <a href="#static">Static Memory Allocations</a> + </li> + </ol> + </div> + </div> + + <p>RenderScript offers a high performance 3D graphics rendering and compute API at the native + level, which you write in the C (C99 standard). The main advantages of RenderScript are:</p> + <ul> + <li>Portability: RenderScript is designed to run on many types of devices with different CPU + and GPU architectures. It supports all of these architectures without having to target each + device, because the code is compiled and cached on the device at runtime.</li> + + <li>Performance: RenderScript provides similar performance to OpenGL with the NDK while + offering the portability of the OpenGL APIs provided by the Android framework ({@link + android.opengl}). In addition, it also offers a high performance compute API that is not + offered by OpenGL.</li> + + <li>Usability: RenderScript simplifies development when possible, such as eliminating JNI glue code + and simplifying mesh setup.</li> + </ul> + + <p>The main disadvantages are:</p> + + <ul> + <li>Development complexity: RenderScript introduces a new set of APIs that you have to learn. + RenderScript also handles memory differently compared to OpenGL with the Android framework APIs + or NDK.</li> + + <li>Debugging visibility: RenderScript can potentially execute (planned feature for later releases) + on processors other than the main CPU (such as the GPU), so if this occurs, debugging becomes more difficult. + </li> + + <li>Less features: RenderScript does not provide as many features as OpenGL such as all the compressed + texture formats or GL extensions.</li> + </ul> + + <p>You need to consider all of the aspects of RenderScript before deciding when to use it. The following list describes + general guidelines on when to use OpenGL (framework APIs or NDK) or RenderScript:</p> + <ul> + <li>If you are doing simple graphics rendering and performance is not critical, you probably want to use the + Android framework OpenGL APIs, which still provide adequate performance, to eliminate the added coding and debugging complexity of + RenderScript.</li> + + <li>If you want the most flexibility and features while maintaining relatively good debugging + support, you probably want to use OpenGL and the NDK. Applications that require this are high end + or complicated games, for example.</li> + + <li>If you want a solution that is portable, has good performance, + and you don't need the full feature set of OpenGL, RenderScript is a good solution. If you also + need a high performance compute language, then RenderScript offers that as well. + Good candidates for RenderScript are graphics intensive UIs that require 3D rendering, live wallpapers, + or applications that require intensive mathematical computation.</li> + </ul> + + <p>For an example of RenderScript in action, install the RenderScript sample applications that + are shipped with the SDK in <code><sdk_root>/samples/android-11/RenderScript</code>. + You can also see a typical use of RenderScript with the 3D carousel view in the Android 3.x + versions of Google Books and YouTube.</p> + + <h2 id="overview">RenderScript System Overview</h2> + + <p>The RenderScript system adopts a control and slave architecture where the low-level native + code is controlled by the higher level Android system that runs in a virtual machine (VM). The + Android VM still retains all control of memory and lifecycle management and calls the native + RenderScript code when necessary. The native code is compiled to intermediate bytecode (LLVM) and + packaged inside your application's <code>.apk</code> file. On the device, the bytecode is + compiled (just-in-time) to machine code that is further optimized for the device that it is + running on. The compiled code on the device is cached, so subsequent uses of the RenderScript + enabled application do not recompile the intermediate code. RenderScript has three layers of code + to enable communication between the native and Android framework code:</p> + + <ul> + <li>The native RenderScript layer does the intensive computation or graphics rendering. You + define your native code in <code>.rs</code> and <code>.rsh</code> files.</li> + + <li>The reflected layer is a set of classes that are reflected from the native code. It is basically + a wrapper around the native code that allows the Android framework to interact with native RenderScripts. + The Android build tools automatically generate the classes for this layer during + the build process and eliminates the need to write JNI glue code, like with the NDK.</li> + + <li>The Android framework layer is comprised of the Android framework + APIs, which include the {@link android.renderscript} package. This layer gives high level commands + like, "rotate the view" or "filter the bitmap", by calling the reflected layer, which in turn calls + the native layer. </li> + </ul> + + <h3 id="native">Native RenderScript layer</h3> + + <p>The native RenderScript layer consists of your RenderScript code, which is compiled and + executed in a compact and well defined runtime. Your RenderScript code has access to a limited + amount of functions because it cannot access the NDK or standard C functions, since they must be guaranteed to + run on a standard CPU. The RenderScript runtime was designed to run on different types of processors, + which may not be the CPU, so it cannot guarantee support for standard C libraries. What + RenderScript does offer is an API that supports intensive computation and graphics rendering with a collection of math + and graphics APIs.</p> + + <p>Some key features of the native RenderScript libraries include:</p> + + <ul> + <li>A large collection of math functions with both scalar and vector typed overloaded versions + of many common routines. Operations such as adding, multiplying, dot product, and cross product + are available.</li> + + <li>Conversion routines for primitive data types and vectors, matrix routines, date and time + routines, and graphics routines.</li> + + <li>Logging functions</li> + + <li>Graphics rendering functions</li> + + <li>Memory allocation request features</li> + + <li>Data types and structures to support the RenderScript system such as Vector types for + defining two-, three-, or four-vectors.</li> + </ul> + + <p>The <a href="{@docRoot}guide/topics/renderscript/rs-api/files.html">RenderScript header files</a> + and LLVM front-end libraries are located in the <code>include</code> and + <code>clang-include</code> directories in the + <code><sdk_root>/platforms/android-11/renderscript</code> directory of the Android SDK. The + headers are automatically included for you, except for the RenderScript graphics specific header file, which + you can include as follows:</p> + <pre> +#include "rs_graphics.rsh" +</pre> + + <h3 id="reflected">Reflected layer</h3> + + <p>The reflected layer is a set of classes that the Android build tools generate to allow access + to the native RenderScript code from the Android VM. This layer defines entry points for + RenderScript functions and variables, so that you can interact with them with the Android + framework. This layer also provides methods and constructors that allow you to allocate memory + for pointers that are defined in your RenderScript code. The following list describes the major + components that are reflected:</p> + + <ul> + <li>Every <code>.rs</code> file that you create is generated into a class named + <code>ScriptC_<em>renderscript_filename</em></code> of type {@link + android.renderscript.ScriptC}. This is the <code>.java</code> version of your <code>.rs</code> + file, which you can call from the Android framework. This class contains the following + reflections: + + <ul> + <li>Non-static functions in your <code>.rs</code> file.</li> + + <li>Non-static, global RenderScript variables. Accessor methods are generated for each + variable, so you can read and write the natively declared variables from the Android + framework. The <code>get</code> method comes with a one-way communication restriction. The + last value that is set from the Android framework is always returned during a call to a + <code>get</code> method. If the native RenderScript code changes the value, the change does + not propagate back to the Android framework layer. + If the global variables are initialized + in the native RenderScript code, those values are used to initialize the corresponding + values in the Android framework layer. If global variables are marked as + <code>const</code>, then a <code>set</code> method is not generated.</li> + <li>Global pointers generate a special method named <code>bind_<em>pointer_name</em></code> + instead of a <code>set()</code> method. This method allows you to bind the memory that is + allocated in the Android VM for the pointer to the native RenderScript (you cannot allocate + memory in your <code>.rs</code> file). You can read and write to this memory from both the + Android framework and RenderScript code. For more information, see <a href="mem-mgmt">Working + with Memory and Data</a></li> + </ul> + </li> + + <li>A <code>struct</code> is reflected into its own class named + <code>ScriptField_<em>struct_name</em></code>, which extends {@link + android.renderscript.Script.FieldBase}. This class represents an array of the + <code>struct</code>, which allows you to allocate memory for one or more instances of this + <code>struct</code>.</li> + </ul> + + <h3 id="framework">Android framework layer</h3> + + <p>The Android framework layer consists of the usual Android framework APIs, which include the + RenderScript APIs in {@link android.renderscript}. This layer handles things such as the + Activity lifecycle and memory management of your application. It issues high level commands to + the native RenderScript code through the reflected layer and receives events from the user such + as touch and input events and relays them to your RenderScript code, if needed. + </p> + + <h2 id="mem-allocation">Memory Allocation APIs</h2> + + <p>Before you begin writing your first RenderScript application, you must understand how + memory is allocated for your RenderScript code and how data is shared between the native and VM + spaces. RenderScript allows you to access allocated memory in both the native layer + and Android system layer. All dynamic and static memory is allocated by the Android VM. + The Android VM also does reference counting and garbage collection for you. + You can also explicitly free memory that you no longer need.</p> + + <p class="note"><strong>Note:</strong> To declare temporary memory in your native RenderScript + code without allocating it in the Android VM, you can still do things like instantiate a scratch + buffer using an array.</p> + + <p>The following classes support the memory management features of RenderScript in the Android + VM. You normally do not need to work with these classes directly, because the reflected layer + classes provide constructors and methods that set up the memory allocation for you. There are + some situations where you would want to use these classes directly to allocate memory on your + own, such as loading a bitmap from a resource or when you want to allocate memory for pointers to + primitive types.</p> + + <table id="mem-mgmt-table"> + <tr> + <th>Android Object Type</th> + + <th>Description</th> + </tr> + + <tr> + <td>{@link android.renderscript.Element}</td> + + <td> + <p>An element represents one cell of a memory allocation and can have two forms: Basic or + Complex.</p> + + <p>A basic element contains a single component of data of any valid RenderScript data type. + Examples of basic element data types include a single float value, a float4 vector, or a + single RGB-565 color.</p> + + <p>Complex elements contain a list of basic elements and are created from + <code>struct</code>s that you declare in your RenderScript code. The most basic primitive + type determines the data alignment of the memory. For example, a float4 vector subelement + is alligned to <code>sizeof(float)</code> and not <code>sizeof(float4)</code>. The ordering + of the elements in memory are the order in which they were added, with each component + aligned as necessary.</p> + </td> + </tr> + + <tr> + <td>{@link android.renderscript.Type}</td> + + <td> + A type is a memory allocation template and consists of an element and one or more + dimensions. It describes the layout of the memory (basically an array of {@link + android.renderscript.Element}s) but does not allocate the memory for the data that it + describes. + + <p>A type consists of five dimensions: X, Y, Z, LOD (level of detail), and Faces (of a cube + map). You can assign the X,Y,Z dimensions to any positive integer value within the + constraints of available memory. A single dimension allocation has an X dimension of + greater than zero while the Y and Z dimensions are zero to indicate not present. For + example, an allocation of x=10, y=1 is considered two dimensional and x=10, y=0 is + considered one dimensional. The LOD and Faces dimensions are booleans to indicate present + or not present.</p> + </td> + </tr> + + <tr> + <td>{@link android.renderscript.Allocation}</td> + + <td> + <p>An allocation provides the memory for applications based on a description of the memory + that is represented by a {@link android.renderscript.Type}. Allocated memory can exist in + many memory spaces concurrently. If memory is modified in one space, you must explicitly + synchronize the memory, so that it is updated in all the other spaces that it exists + in.</p> + + <p>Allocation data is uploaded in one of two primary ways: type checked and type unchecked. + For simple arrays there are <code>copyFrom()</code> functions that take an array from the + Android system and copy it to the native layer memory store. The unchecked variants allow + the Android system to copy over arrays of structures because it does not support + structures. For example, if there is an allocation that is an array of n floats, the data + contained in a float[n] array or a byte[n*4] array can be copied.</p> + </td> + </tr> + </table> + + <h2 id="dynamic">Working with dynamic memory allocations</h2> + + <p>RenderScript has support for pointers, but you must allocate the memory in your Android framework + code. When you declare a global pointer in your <code>.rs</code> file, you allocate memory + through the appropriate reflected layer class and bind that memory to the native + RenderScript layer. You can read and write to this memory from the Android framework layer as well as the + RenderScript layer, which offers you the flexibility to modify variables in the most appropriate + layer. The following sections show you how to work with pointers, allocate memory for them, and + read and write to the memory.</p> + + <h3 id="pointers">Declaring pointers</h3> + + <p>Because RenderScript is written in C99, declaring a pointer is done in a familiar way. You can + declare pointers to a <code>struct</code> or a primitive type, but a <code>struct</code> cannot + contain pointers or nested arrays. The following code declares a <code>struct</code>, a pointer + to that <code>struct</code>, and a pointer of primitive type <code>int32_t</code> in an <code>.rs</code> file:</p> + <pre> +#pragma version(1) +#pragma rs java_package_name(com.example.renderscript) + +... + +typedef struct Point { + float2 point; + } Point_t; + + Point_t *touchPoints; + int32_t *intPointer; + +... +</pre> + +<p>You cannot allocate memory for these pointers in your RenderScript code, but the Android +build tools generate classes for you that allow you to allocate memory in the Android VM for use by +your RenderScript code. These classes also let you read and write to the memory. The next section +describes how these classes are generated through reflection.</p> + + <h3>How pointers are reflected</h3> + + <p>Global variables have a getter and setter method generated. A global pointer generates a + <code>bind_pointerName()</code> method instead of a set() method. This method allows you to bind + the memory that is allocated in the Android VM to the native RenderScript. For example, the two + pointers in the previous section generate the following accessor methods in the <code>ScriptC_<em>rs_filename</em></code> file:</p> + <pre> + + private ScriptField_Point mExportVar_touchPoints; + public void bind_touchPoints(ScriptField_Point v) { + mExportVar_touchPoints = v; + if (v == null) bindAllocation(null, mExportVarIdx_touchPoints); + else bindAllocation(v.getAllocation(), mExportVarIdx_touchPoints); + } + + public ScriptField_Point get_touchPoints() { + return mExportVar_touchPoints; + } + + private Allocation mExportVar_intPointer; + public void bind_intPointer(Allocation v) { + mExportVar_intPointer = v; + if (v == null) bindAllocation(null, mExportVarIdx_intPointer); + else bindAllocation(v, mExportVarIdx_intPointer); + } + + public Allocation get_intPointer() { + return mExportVar_intPointer; + } + +</pre> + + <h3>Allocating and binding memory to the RenderScript</h3> + + <p>When the build tools generate the reflected layer, you can use the appropriate class + (<code>ScriptField_Point</code>, in our example) to allocate memory for a pointer. To do this, + you call the constructor for the {@link android.renderscript.Script.FieldBase} class and specify + the amount of structures that you want to allocate memory for. To allocate memory for a primitive + type pointer, you must build an allocation manually, using the memory management classes + described in <a href="mem-mgmt-table">Table 1</a>. The example below allocates memory for both + the <code>intPointer</code> and <code>touchPoints</code> pointer and binds it to the + RenderScript:</p> + <pre> +private RenderScriptGL glRenderer; +private ScriptC_example script; +private Resources resources; + +public void init(RenderScriptGL rs, Resources res) { + //get the rendering context and resources from the calling method + glRenderer = rs; + resources = res; + + //allocate memory for the struct pointer, calling the constructor + ScriptField_Point touchPoints = new ScriptField_Point(glRenderer, 2); + + //Create an element manually and allocate memory for the int pointer + intPointer = Allocation.createSized(glRenderer, Element.I32(glRenderer), 2); + + //create an instance of the RenderScript, pointing it to the bytecode resource + mScript = new ScriptC_example(glRenderer, resources, R.raw.example); + + // bind the struct and int pointers to the RenderScript + mScript.bind_touchPoints(touchPoints); + script.bind_intPointer(intPointer); + + //bind the RenderScript to the rendering context + glRenderer.bindRootScript(script); +} +</pre> + + <h3>Reading and writing to memory</h3> + + <p>Although you have to allocate memory within the Android VM, you can work with the memory both + in your native RenderScript code and in your Android code. Once memory is bound, the native + RenderScript can read and write to the memory directly. You can also just use the accessor + methods in the reflected classes to access the memory. If you modify memory in the Android + framework, it gets automatically synchronized to the native layer. If you modify memory in the <code>.rs</code> + file, these changes do not get propagated back to the Android framework. + For example, you can modify the struct in your Android code like this:</p> + <pre> +int index = 0; +boolean copyNow = true; +Float2 point = new Float2(0.0f, 0.0f); +touchPoints.set_point(index, point, copyNow); +</pre>then read it in your native RenderScript code like this: + <pre> +rsDebug("Printing out a Point", touchPoints[0].point.x, touchPoints[0].point.y); +</pre> + + <h2>Working with statically allocated memory</h2> + + <p>Non-static, global primitives and structs that you declare in your RenderScript are easier to work with, + because the memory is statically allocated at compile time. Accessor methods to set and get these + variables are generated when the Android build tools generate the reflected layer classes. You + can get and set these variables using the provided accessor methods. + <p class="note"><strong>Note:</strong> The <code>get</code> method comes with a one-way communication restriction. The last value + that is set from the Android framework is always returned during a call to a <code>get</code> + method. If the native RenderScript code changes the value, the change does not propagate back to + the Android framework layer. If the global variables are initialized in the native RenderScript + code, those values are used to initialize the corresponding values in the Android framework + layer. If global variables are marked as <code>const</code>, then a <code>set</code> method is + not generated.</p> + </p> + + <p>For example, if you declare the following primitive in your RenderScript code:</p> + <pre> + uint32_t unsignedInteger = 1; + +</pre> +<p>then the following code is generated in <code>ScriptC_<em>script_name</em>.java</code>:</p> + <pre> + private final static int mExportVarIdx_unsignedInteger = 9; + private long mExportVar_unsignedInteger; + public void set_unsignedInteger(long v) { + mExportVar_unsignedInteger = v; + setVar(mExportVarIdx_unsignedInteger, v); + } + + public long get_unsignedInteger() { + return mExportVar_unsignedInteger; + } +</pre> + + <p class="note"><strong>Note:</strong> The mExportVarIdx_unsignedInteger variable represents the + index of the <code>unsignedInteger</code>'s in an array of statically allocated primitives. You do + not need to work with or be aware of this index.</p> + + <p>For a <code>struct</code>, the Android build tools generate a class named + <code><project_root>/gen/com/example/renderscript/ScriptField_struct_name</code>. This + class represents an array of the <code>struct</code> and allows you to allocate memory for a + specified number of <code>struct</code>s. This class defines:</p> + + <ul> + <li>Overloaded constructors that allow you to allocate memory. The + <code>ScriptField_<em>struct_name</em>(RenderScript rs, int count)</code> constructor allows + you to define the number of structures that you want to allocate memory for with the + <code>count</code> parameter. The <code>ScriptField_<em>struct_name</em>(RenderScript rs, int + count, int usages)</code> constructor defines an extra parameter, <code>usages</code>, that + lets you specify the memory space of this memory allocation. There are four memory space + possibilities: + + <ul> + <li>{@link android.renderscript.Allocation#USAGE_SCRIPT}: Allocates in the script memory + space. This is the default memory space if you do not specify a memory space.</li> + + <li>{@link android.renderscript.Allocation#USAGE_GRAPHICS_TEXTURE}: Allocates in the + texture memory space of the GPU.</li> + + <li>{@link android.renderscript.Allocation#USAGE_GRAPHICS_VERTEX}: Allocates in the vertex + memory space of the GPU.</li> + + <li>{@link android.renderscript.Allocation#USAGE_GRAPHICS_CONSTANTS}: Allocates in the + constants memory space of the GPU that is used by the various program objects.</li> + </ul> + + <p>You can specify one or all of these memory spaces by OR'ing them together. Doing so notifies + the RenderScript runtime that you intend on accessing the data in the specified memory spaces. The following + example allocates memory for a custom data type in both the script and vertex memory spaces:</p> +<pre> +ScriptField_Point touchPoints = new ScriptField_Point(glRenderer, 2, +Allocation.USAGE_SCRIPT | Allocation.USAGE_GRAPHICS_VERTEX); +</pre> + + <p>If you modify the memory in one memory space and want to push the updates to the rest of + the memory spaces, call <code>rsgAllocationSyncAll()</code> in your RenderScript code to + synchronize the memory.</p> + </li> + + <li>A static nested class, <code>Item</code>, allows you to create an instance of the + <code>struct</code>, in the form of an object. This is useful if it makes more sense to work + with the <code>struct</code> in your Android code. When you are done manipulating the object, + you can push the object to the allocated memory by calling <code>set(Item i, int index, boolean + copyNow)</code> and setting the <code>Item</code> to the desired position in the array. The + native RenderScript code automatically has access to the newly written memory. + + <li>Accessor methods to get and set the values of each field in a struct. Each of these + accessor methods have an <code>index</code> parameter to specify the <code>struct</code> in the + array that you want to read or write to. Each setter method also has a <code>copyNow</code> + parameter that specifies whether or not to immediately sync this memory to the native + RenderScript layer. To sync any memory that has not been synced, call <code>copyAll()</code>.</li> + + <li>The createElement() method creates an object that describes the memory layout of the struct.</li> + + <li>resize() works much like a <code>realloc</code>, allowing you to expand previously + allocated memory, maintaining the current values that were previously set.</li> + + <li>copyAll() synchronizes memory that was set on the framework level to the native level. When you call + a set accessor method on a member, there is an optional <code>copyNow</code> boolean parameter that you can specify. Specifying + <code>true</code> synchronizes the memory when you call the method. If you specify false, you can call <code>copyAll()</code> + once, and it synchronizes memory for the all the properties that are not synchronized.</li> + </ul> + + <p>The following example shows the reflected class, <code>ScriptField_Point.java</code> that is + generated from the Point <code>struct</code>.</p> + <pre> +package com.example.renderscript; + +import android.renderscript.*; +import android.content.res.Resources; + + +public class ScriptField_Point extends android.renderscript.Script.FieldBase { + static public class Item { + public static final int sizeof = 8; + + Float2 point; + + Item() { + point = new Float2(); + } + + } + + private Item mItemArray[]; + private FieldPacker mIOBuffer; + public static Element createElement(RenderScript rs) { + Element.Builder eb = new Element.Builder(rs); + eb.add(Element.F32_2(rs), "point"); + return eb.create(); + } + + public ScriptField_Point(RenderScript rs, int count) { + mItemArray = null; + mIOBuffer = null; + mElement = createElement(rs); + init(rs, count); + } + + public ScriptField_Point(RenderScript rs, int count, int usages) { + mItemArray = null; + mIOBuffer = null; + mElement = createElement(rs); + init(rs, count, usages); + } + + private void copyToArray(Item i, int index) { + if (mIOBuffer == null) mIOBuffer = new FieldPacker(Item.sizeof * getType().getX()/* count */); + mIOBuffer.reset(index * Item.sizeof); + mIOBuffer.addF32(i.point); + } + + public void set(Item i, int index, boolean copyNow) { + if (mItemArray == null) mItemArray = new Item[getType().getX() /* count */]; + mItemArray[index] = i; + if (copyNow) { + copyToArray(i, index); + mAllocation.setFromFieldPacker(index, mIOBuffer); + } + + } + + public Item get(int index) { + if (mItemArray == null) return null; + return mItemArray[index]; + } + + public void set_point(int index, Float2 v, boolean copyNow) { + if (mIOBuffer == null) mIOBuffer = new FieldPacker(Item.sizeof * getType().getX()/* count */)fnati; + if (mItemArray == null) mItemArray = new Item[getType().getX() /* count */]; + if (mItemArray[index] == null) mItemArray[index] = new Item(); + mItemArray[index].point = v; + if (copyNow) { + mIOBuffer.reset(index * Item.sizeof); + mIOBuffer.addF32(v); + FieldPacker fp = new FieldPacker(8); + fp.addF32(v); + mAllocation.setFromFieldPacker(index, 0, fp); + } + + } + + public Float2 get_point(int index) { + if (mItemArray == null) return null; + return mItemArray[index].point; + } + + public void copyAll() { + for (int ct = 0; ct < mItemArray.length; ct++) copyToArray(mItemArray[ct], ct); + mAllocation.setFromFieldPacker(0, mIOBuffer); + } + + public void resize(int newSize) { + if (mItemArray != null) { + int oldSize = mItemArray.length; + int copySize = Math.min(oldSize, newSize); + if (newSize == oldSize) return; + Item ni[] = new Item[newSize]; + System.arraycopy(mItemArray, 0, ni, 0, copySize); + mItemArray = ni; + } + + mAllocation.resize(newSize); + if (mIOBuffer != null) mIOBuffer = new FieldPacker(Item.sizeof * getType().getX()/* count */); + } + +} +</pre> + +</body> +</html> diff --git a/docs/html/guide/topics/resources/animation-resource.jd b/docs/html/guide/topics/resources/animation-resource.jd index 972dd729cb1d..3df669c06eb7 100644 --- a/docs/html/guide/topics/resources/animation-resource.jd +++ b/docs/html/guide/topics/resources/animation-resource.jd @@ -5,28 +5,348 @@ parent.link=available-resources.html <div id="qv-wrapper"> <div id="qv"> + <h2>In this document</h2> + <ol> + <li><a href="#Property">Property Animation</a></li> + <li><a href="#View">View Animation</a> + <ol> + <li><a href="Tween">Tween animation</li> + <li><a href="Frame">Frame animation</li> + </ol> + </li> + </ol> <h2>See also</h2> <ol> - <li><a href="{@docRoot}guide/topics/graphics/2d-graphics.html#tween-animation">2D -Graphics</a></li> + <li><a href="{@docRoot}guide/topics/graphics/view-animation.html">View Animation</a></li> + <li><a href="{@docRoot}guide/topics/graphics/animation.html">Property Animation</a></li> </ol> </div> </div> <p>An animation resource can define one of two types of animations:</p> + <dl> - <dt><a href="#Tween">Tween Animation</a></dt> - <dd>Creates an animation by performing a series of transformations on a single image. - An {@link android.view.animation.Animation}.</dd> - <dt><a href="#Frame">Frame Animation</a></dt> - <dd>Creates an animation by showing a sequence of images in order. - An {@link android.graphics.drawable.AnimationDrawable}.</dd> + <dt><a href="#Property">Property Animation</a></dt> + <dd>Creates an animation by modifying an object's property values over a set period + of time with an {@link android.animation.Animator}.</dd> + <dt><a href="#View">View Animation</a></dt> + <dd> + <p>There are two types of animations that you can do with the view animation framework:</p> + <ul> + <li><a href="#Tween">Tween animation</a>: Creates an animation by performing a series of transformations on a single image + with an {@link android.view.animation.Animation}</li> + <li><a href="#Frame">Frame animation</a>: or creates an animation by showing a sequence of images in order + with an {@link android.graphics.drawable.AnimationDrawable}.</li> + </ul> + </dd> </dl> +<h2 id="Property">Property Animation</h2> +<p>An animation defined in XML that modifies properties of the target object, such as +background color or alpha value, over a set amount of time.</p> -<h2 id="Tween">Tween Animation</h2> +<dl class="xml"> + +<dt>file location:</dt> +<dd><code>res/animator/<em>filename</em>.xml</code><br/> +The filename will be used as the resource ID.</dd> + +<dt>compiled resource datatype:</dt> +<dd>Resource pointer to a {@link android.animation.ValueAnimator}, {@link android.animation.ObjectAnimator}, +or {@link android.animation.AnimatorSet}.</dd> + +<dt>resource reference:</dt> +<dd> +In Java: <code>R.animator.<em>filename</em></code><br/> +In XML: <code>@[<em>package</em>:]animator/<em>filename</em></code> +</dd> + +<dt>syntax:</dt> +<dd> +<pre class="stx"> +<<a href="#animator-set-element">set</a> + android:ordering=["together" | "sequentially"]> + + <<a href="#obj-animator-element">objectAnimator</a> + android:propertyName="<em>string</em>" + android:duration="<em>int</em>" + android:valueFrom="<em>float</em> | <em>int</em> | <em>color</em>" + android:valueTo="<em>float</em> | <em>int</em> | <em>color</em>" + android:startOffset="<em>int</em>" + android:repeatCount="<em>int</em>" + android:repeatMode=["repeat" | "reverse"] + android:valueType=["intType" | "floatType"]/> + + <<a href="#val-animator-element">animator</a> + android:duration="<em>int</em>" + android:valueFrom="<em>float</em> | <em>int</em> | <em>color</em>" + android:valueTo="<em>float</em> | <em>int</em> | <em>color</em>" + android:startOffset="<em>int</em>" + android:repeatCount="<em>int</em>" + android:repeatMode=["repeat" | "reverse"] + android:valueType=["intType" | "floatType"]/> + + <<a href="#animator-set-element">set</a>> + ... + </set> +</set> +</pre> + +<p>The file must have a single root element: either +<code><set></code>, <code><objectAnimator></code>, or <code><valueAnimator></code>. You can +group animation elements together inside the <code><set></code> element, including other +<code><set></code> elements. +</p> +</dd> + +<dt>elements:</dt> + <dd> + <dl class="tag-list"> + <dt id="animator-set-element"><code><set></code></dt> + <dd>A container that holds other animation elements (<code><objectAnimator></code>, + <code><valueAnimator></code>, or other <code><set></code> elements). Represents + an {@link android.animation.AnimatorSet}. + <p>You can specify nested <code><set></code> tags to further + group animations together. Each <code><set></code> can define its own + <code>ordering</code> attribute.</p> + + <p class="caps">attributes:</p> + <dl class="atn-list"> + <dt> + <code>android:ordering</code> + </dt> + <dd> + <em>Keyword</em>. Specifies the play ordering of animations in this set. + <table> + <tr><th>Value</th><th>Description</th></tr> + <tr><td><code>sequentially</code></td><td>Play animations in this set sequentially</td></tr> + <tr><td><code>together</code> (default)</td><td>Play animations in this set at the same time.</td></tr> + </table> + </dd> + </dl> + </dd> + + <dt id="obj-animator-element"><code><objectAnimator></code></dt> + <dd>Animates a specific property of an object over a specific amount of time. Represents + an {@link android.animation.ObjectAnimator}.</p> + + <p class="caps">attributes:</p> + <dl class="atn-list"> + <dt> + <code>android:propertyName</code> + </dt> + <dd> + <em>String</em>. <strong>Required</strong>. The object's property to animate, referenced by its name. For example you can specify + <code>"alpha"</code> or <code>"backgroundColor"</code> for a View object. + The <code>objectAnimator</code> element does not expose a <code>target</code> + attribute, however, so you cannot set the object to animate in the XML declaration. You have to + inflate your animation XML resource by calling {@link android.animation.AnimatorInflater#loadAnimator + loadAnimator()} and call {@link android.animation.ObjectAnimator#setTarget setTarget()} to set + the target object that contains this property. + </dd> + + <dt> + <code>android:valueTo</code> + </dt> + <dd> + <em>float, int, or color</em>. <strong>Required</strong>. The value where the animated property ends. Colors are represented + as six digit hexadecimal numbers (for example, #333333). + </dd> + + <dt> + <code>android:valueFrom</code> + </dt> + <dd> + <em>float, int, or color</em>. The value where the animated property starts. If not + specified, the animation starts at the value obtained by the property's get method. Colors are represented + as six digit hexadecimal numbers (for example, #333333). + </dd> + + <dt> + <code>android:duration</code> + </dt> + <dd> + <em>int</em>. The time in milliseconds of the animation. 300 milliseconds is the default. + </dd> + + <dt> + <code>android:startOffset</code> + </dt> + <dd> + <em>int</em>. The amount of milliseconds the animation delays after + {@link android.animation.ObjectAnimator#start start()} is called. + </dd> + + <dt> + <code>android:repeatCount</code> + </dt> + <dd> + <em>int</em>. How many times to repeat an animation. Set to <code>"-1"</code> to infinitely + repeat or to a positive integer. For example, a value of <code>"1"</code> means that the animation + is repeated once after the initial run of the animation, so the animation plays a total + of two times. The default value is <code>"0"</code>, which means no repetition. + + </dd> + + <dt> + <code>android:repeatMode</code> + </dt> + <dd> + <em>int</em>. How an animation behaves when it reaches the end of the animation. <code>android:repeatCount</code> + must be set to a positive integer or <code>"-1"</code> for this attribute to have an effect. Set to <code>"reverse"</code> + to have the animation reverse direction with each iteration or <code>"repeat"</code> to have the animation + loop from the beginning each time. + </dd> + + <dt> + <code>android:valueType</code> + </dt> + <dd> + <em>Keyword</em>. Do not specify this attribute if the value is a color. The animation framework automatically handles color + values + <table> + <tr><th>Value</th><th>Description</th></tr> + <tr><td><code>intType</code></td><td>Specifies that the animated values are integers</td></tr> + <tr><td><code>floatType</code> (default)</td><td>Specifies that the animated values are floats</td></tr> + </table> + </dd> + + </dl> + </dd> + +<dt id="val-animator-element"><code><animator></code></dt> + <dd>Animates a over a specified amount of time. + Represents a {@link android.animation.ValueAnimator}. + + <p class="caps">attributes:</p> + <dl class="atn-list"> + <dt> + <code>android:valueTo</code> + </dt> + <dd> + <em>float, int, or color</em>. <strong>Required</strong>. The value where the animation ends. Colors are represented + as six digit hexadecimal numbers (for example, #333333). + </dd> + + <dt> + <code>android:valueFrom</code> + </dt> + <dd> + <em>float, int, or color</em>. <strong>Required</strong>. The value where the animation starts. Colors are represented + as six digit hexadecimal numbers (for example, #333333). + </dd> + + <dt> + <code>android:duration</code> + </dt> + <dd> + <em>int</em>. The time in milliseconds of the animation. 300ms is the default. + </dd> + + <dt> + <code>android:startOffset</code> + </dt> + <dd> + <em>int</em>. The amount of milliseconds the animation delays after + {@link android.animation.ValueAnimator#start start()} is called. + </dd> + + <dt> + <code>android:repeatCount</code> + </dt> + <dd> + <em>int</em>. How many times to repeat an animation. Set to <code>"-1"</code> to infinitely + repeat or to a positive integer. For example, a value of <code>"1"</code> means that the animation + is repeated once after the initial run of the animation, so the animation plays a total + of two times. The default value is <code>"0"</code>, which means no repetition. + </dd> + + <dt> + <code>android:repeatMode</code> + </dt> + <dd> + <em>int</em>. How an animation behaves when it reaches the end of the animation. <code>android:repeatCount</code> + must be set to a positive integer or <code>"-1"</code> for this attribute to have an effect. Set to <code>"reverse"</code> + to have the animation reverse direction with each iteration or <code>"repeat"</code> to have the animation + loop from the beginning each time. + </dd> + + <dt> + <code>android:valueType</code> + </dt> + <dd> + <em>Keyword</em>. Do not specify this attribute if the value is a color. The animation framework automatically handles color + values. + <table> + <tr><th>Value</th><th>Description</th></tr> + <tr><td><code>intType</code></td><td>Specifies that the animated values are integers</td></tr> + <tr><td><code>floatType</code> (default)</td><td>Specifies that the animated values are floats</td></tr> + </table> + </dd> + + </dl> + </dd> + </dl> + +</dd> <!-- end elements and attributes --> + +<dt>example:</dt> +<dd> + <pp>XML file saved at <code>res/animator/property_animator.xml</code>:</p> +<pre> +<set android:ordering="sequentially"> + <set> + <objectAnimator + android:propertyName="x" + android:duration="500" + android:valueTo="400" + android:valueType="intType"/> + <objectAnimator + android:propertyName="y" + android:duration="500" + android:valueTo="300" + android:valueType="intType"/> + </set> + <objectAnimator + android:propertyName="alpha" + android:duration="500" + android:valueTo="1f"/> +</set> +</pre> + <p>In order to run this animation, you must inflate the XML resources in your code to an {@link + android.animation.AnimatorSet} object, and then set the target objects for all of the animations + before starting the animation set. Calling {@link android.animation.AnimatorSet#setTarget + setTarget()} sets a single target object for all children of the {@link + android.animation.AnimatorSet} as a convenience. The following code shows how to do this:</p> + +<pre> +AnimatorSet set = (AnimatorSet) AnimatorInflater.loadAnimator(myContext, + R.anim.property_animator); +set.setTarget(myObject); +set.start(); +</pre> + + +</dd> <!-- end example --> + +<dt>see also:</dt> +<dd> +<ul> + <li><a href="{@docRoot}guide/topics/graphics/animation.html">Property Animation</a></li> + <li><a href="http://zoso:8080/resources/samples/ApiDemos/src/com/example/android/apis/animation/index.html">API Demos</a> for examples + on how to use the property animation system.</li> +</ul> +</dd> + +</dl> + +<h2 id="View">View Animation</h2> +The view animation framework supports both tween and frame by frame animations, which can both be declared +in XML. The following sections describe how to use both methods. + +<h3 id="Tween">Tween animation</h3> <p>An animation defined in XML that performs transitions such as rotating, fading, moving, and stretching on a graphic. @@ -254,18 +574,14 @@ image.{@link android.view.View#startAnimation(Animation) startAnimation}(hypersp <dt>see also:</dt> <dd> <ul> - <li><a href="{@docRoot}guide/topics/graphics/2d-graphics.html#tween-animation">2D + <li><a href="{@docRoot}guide/topics/graphics/view-animation.html#tween-animation">2D Graphics: Tween Animation</a></li> </ul> </dd> </dl> - - - - -<h3 id="Interpolators">Interpolators</h3> +<h4 id="Interpolators">Interpolators</h4> <p>An interpolator is an animation modifier defined in XML that affects the rate of change in an animation. This allows your existing animation effects to be accelerated, decelerated, repeated, @@ -456,22 +772,7 @@ sinusoidal pattern. </dl> - - - - - - - - - - - - - - - -<h2 id="Frame">Frame Animation</h2> +<h3 id="Frame">Frame animation</h3> <p>An animation defined in XML that shows a sequence of images in order (like a film). </p> @@ -562,7 +863,11 @@ rocketAnimation.{@link android.graphics.drawable.AnimationDrawable#start()}; </dl> </dd> <!-- end example --> +<dt>see also:</dt> +<dd> +<ul> + <li><a href="{@docRoot}guide/topics/graphics/view-animation.html#frame-animation">2D +Graphics: Frame Animation</a></li> +</ul> +</dd> </dl> - - - diff --git a/docs/html/guide/topics/resources/providing-resources.jd b/docs/html/guide/topics/resources/providing-resources.jd index 59f2e731dba5..a996ccc08d76 100644 --- a/docs/html/guide/topics/resources/providing-resources.jd +++ b/docs/html/guide/topics/resources/providing-resources.jd @@ -333,6 +333,86 @@ your application for other languages.</p> indicates the current locale.</p> </td> </tr> + <tr id="SmallestScreenWidthQualifier"> + <td>Smallest screen width</td> + <td>Examples:<br/> + <code>sw320dp</code><br/> + <code>sw600dp</code><br/> + <code>sw720dp</code><br/> + etc. + </td> + <td> + <p>Specifies a minimum "smallest screen width," in "dp" units, at which the resource + should be used. This configuration value represents the base screen size + of the device, regardless of the orientation of the display. It is based + on the smallest width the application will have in which to perform its + UI layout (in dp units) regardless of the orientation of the screen. The + value here takes into account screen decorations so if the device has some + persistent UI elements on the left or right edge of the display it must + present a value here that is smaller than the real screen size, accounting + for these UI elements reducing the application's available space.</p> + <p>Some values you may use here for common screen sizes:</p> + <ul> + <li>240x320 ldpi (QVGA phone): 320 + <li>320x480 mdpi (phone): 320 + <li>480x800 hdpi (high density phone): 320 + <li>480x800 mdpi (tablet/phone): 480 + <li>600x1024 mdpi (7" tablet): 600 + <li>720x1280 mdpi (10" tablet): 720 + </ul> + <p><em>Added in API Level 13.</em></p> + <p>Also see the {@link android.content.res.Configuration#smallestScreenWidthDp} + configuration field, which holds the current smallest screen width.</p> + </td> + </tr> + <tr id="ScreenWidthQualifier"> + <td>Screen width</td> + <td>Examples:<br/> + <code>w720dp</code><br/> + <code>w1024dp</code><br/> + etc. + </td> + <td> + <p>Specifies a minimum screen width, in "dp" units, at which the resource + should be used. This configuration value will change when the orientation + changes between landscape and portrait to match the current actual width. + When multiple screen width configurations are available, the closest to + the current screen width will be used. The + value here takes into account screen decorations so if the device has some + persistent UI elements on the left or right edge of the display it must + present a value here that is smaller than the real screen size, accounting + for these UI elements reducing the application's available space.</p> + <p><em>Added in API Level 13.</em></p> + <p>Also see the {@link android.content.res.Configuration#screenWidthDp} + configuration field, which holds the current screen width.</p> + </td> + </tr> + <tr id="ScreenHeightQualifier"> + <td>Screen height</td> + <td>Examples:<br/> + <code>h720dp</code><br/> + <code>h1024dp</code><br/> + etc. + </td> + <td> + <p>Specifies a minimum screen height, in "dp" units, at which the resource + should be used. This configuration value will change when the orientation + changes between landscape and portrait to match the current actual height. + When multiple screen height configurations are available, the closest to + the current screen height will be used. The + value here takes into account screen decorations so if the device has some + persistent UI elements on the left or right edge of the display it must + present a value here that is smaller than the real screen size, accounting + for these UI elements reducing the application's available space. Screen + decorations that are not fixed (such as a phone status bar that can be + hidden when full screen) are <em>not</em> accounted for here, nor are + window decorations like title bar, so applications must be prepared to + deal with a somewhat smaller space than they specify. + <p><em>Added in API Level 13.</em></p> + <p>Also see the {@link android.content.res.Configuration#screenHeightDp} + configuration field, which holds the current screen width.</p> + </td> + </tr> <tr id="ScreenSizeQualifier"> <td>Screen size</td> <td> @@ -392,46 +472,6 @@ is not related to the screen orientation.</p> which indicates whether the screen is long.</p> </td> </tr> - <tr id="ScreenWidthQualifier"> - <td>Screen width</td> - <td>Examples:<br/> - <code>w720dp</code><br/> - <code>w1024dp</code><br/> - etc. - </td> - <td> - <p>Specifies a minimum screen width, in "dp" units, at which the resource - should be used. This configuration value will change when the orientation - changes between landscape and portrait to match the current actual width. - When multiple screen width configurations are available, the closest to - the current screen width will be used. The value specified here is - approximate; screen decorations like a status bar or system bar may cause - the actual space available in your UI to be slightly smaller. - <p><em>Added in API Level 13.</em></p> - <p>Also see the {@link android.content.res.Configuration#screenWidthDp} - configuration field, which holds the current screen width.</p> - </td> - </tr> - <tr id="ScreenHeightQualifier"> - <td>Screen height</td> - <td>Examples:<br/> - <code>h720dp</code><br/> - <code>h1024dp</code><br/> - etc. - </td> - <td> - <p>Specifies a minimum screen height, in "dp" units, at which the resource - should be used. This configuration value will change when the orientation - changes between landscape and portrait to match the current actual height. - When multiple screen height configurations are available, the closest to - the current screen height will be used. The value specified here is - approximate; screen decorations like a status bar or system bar may cause - the actual space available in your UI to be slightly smaller. - <p><em>Added in API Level 13.</em></p> - <p>Also see the {@link android.content.res.Configuration#screenHeightDp} - configuration field, which holds the current screen width.</p> - </td> - </tr> <tr id="OrientationQualifier"> <td>Screen orientation</td> <td> diff --git a/docs/html/guide/topics/usb/adk.jd b/docs/html/guide/topics/usb/adk.jd index 8aaa65c9fd0b..6f23a17460b5 100644 --- a/docs/html/guide/topics/usb/adk.jd +++ b/docs/html/guide/topics/usb/adk.jd @@ -55,9 +55,7 @@ page.title=Android Open Accessory Development Kit </ol> </li> </ol> - - <h2>See also</h2> <ol> @@ -68,6 +66,12 @@ page.title=Android Open Accessory Development Kit <h2>Where to buy</h2> <ol> + <li><a href="http://shop.moderndevice.com/products/freeduino-usb-host-board"> + Modern Device</a></li> + + <li><a href="http://www.seeedstudio.com/depot/seeeduino-adk-main-board-p-846.html"> + Seeed Studio</a></li> + <li><a href= "http://www.rt-net.jp/shop/index.php?main_page=product_info&cPath=3_4&products_id=1"> RT Corp</a></li> @@ -78,6 +82,7 @@ page.title=Android Open Accessory Development Kit <li><a href="https://store.diydrones.com/ProductDetails.asp?ProductCode=BR-PhoneDrone"> DIY Drones</a></li> + </ol> </div> </div> @@ -105,13 +110,25 @@ page.title=Android Open Accessory Development Kit development boards:</p> <ul> + <li><a href="http://shop.moderndevice.com/products/freeduino-usb-host-board">Modern + Device</a> provides an Arduino-compatible board that supports the ADK firmware.</li> + + <li><a href="http://www.seeedstudio.com/depot/seeeduino-adk-main-board-p-846.html"> + Seeed Studio</a> provides an Arduino-compatible board that supports the ADK firmware.</li> + <li><a href="http://www.rt-net.jp/shop/index.php?main_page=product_info&cPath=3_4&products_id=1"> RT Corp</a> provides an Arduino-compatible board based on the Android ADK board design.</li> + <li><a href="http://www.microchip.com/android">Microchip</a> provides a A PIC based USB microcontroller board.</li> + <li><a href="https://store.diydrones.com/ProductDetails.asp?ProductCode=BR-PhoneDrone">DIY Drones</a> provides an Arduino-compatible board geared towards RC (radio controlled) and UAV (unmanned aerial vehicle) enthusiasts.</li> +<<<<<<< HEAD +======= + +>>>>>>> c38ed22... doc change: add link to seeedstudio board </ul> <p>We expect more hardware distributers to create a variety of kits, so please stay tuned for @@ -122,7 +139,7 @@ page.title=Android Open Accessory Development Kit accessory that is based on the <a href="http://www.arduino.cc/">Arduino open source electronics prototyping platform</a>, the accessory's hardware design files, code that implements the accessory's firmware, and the Android application that interacts with the accessory. The hardware - design files and firmware code are contained in the <a href= + design files and firmware code are contained in the <a href=ctive "https://dl-ssl.google.com/android/adk/adk_release_0512.zip">ADK package download</a>.</p> <p>The main hardware and software components of the ADK include:</p> diff --git a/include/utils/RefBase.h b/include/utils/RefBase.h index e88cb29b7f99..c0be59757011 100644 --- a/include/utils/RefBase.h +++ b/include/utils/RefBase.h @@ -117,16 +117,23 @@ public: typedef RefBase basetype; -protected: - RefBase(); - virtual ~RefBase(); + // used to override the RefBase destruction. + class Destroyer { + friend class RefBase; + friend class weakref_type; + public: + virtual ~Destroyer(); + private: + virtual void destroy(RefBase const* base) = 0; + }; - // called when the last reference goes away. this is responsible for - // calling the destructor. The default implementation just does - // "delete this;". // Make sure to never acquire a strong reference from this function. The // same restrictions than for destructors apply. - virtual void destroy() const; + void setDestroyer(Destroyer* destroyer); + +protected: + RefBase(); + virtual ~RefBase(); //! Flags for extendObjectLifetime() enum { diff --git a/include/utils/ResourceTypes.h b/include/utils/ResourceTypes.h index d1d98447436d..0603ed54017e 100644 --- a/include/utils/ResourceTypes.h +++ b/include/utils/ResourceTypes.h @@ -1988,7 +1988,8 @@ public: String16* outName, const String16* defType = NULL, const String16* defPackage = NULL, - const char** outErrorMsg = NULL); + const char** outErrorMsg = NULL, + bool* outPublicOnly = NULL); static bool stringToInt(const char16_t* s, size_t len, Res_value* outValue); static bool stringToFloat(const char16_t* s, size_t len, Res_value* outValue); diff --git a/libs/utils/RefBase.cpp b/libs/utils/RefBase.cpp index ae55a6143b27..6fae30cfabf3 100644 --- a/libs/utils/RefBase.cpp +++ b/libs/utils/RefBase.cpp @@ -49,6 +49,11 @@ namespace android { // --------------------------------------------------------------------------- +RefBase::Destroyer::~Destroyer() { +} + +// --------------------------------------------------------------------------- + class RefBase::weakref_impl : public RefBase::weakref_type { public: @@ -56,7 +61,7 @@ public: volatile int32_t mWeak; RefBase* const mBase; volatile int32_t mFlags; - + Destroyer* mDestroyer; #if !DEBUG_REFS @@ -65,6 +70,7 @@ public: , mWeak(0) , mBase(base) , mFlags(0) + , mDestroyer(0) { } @@ -345,10 +351,6 @@ void RefBase::incStrong(const void* id) const const_cast<RefBase*>(this)->onFirstRef(); } -void RefBase::destroy() const { - delete this; -} - void RefBase::decStrong(const void* id) const { weakref_impl* const refs = mRefs; @@ -361,7 +363,11 @@ void RefBase::decStrong(const void* id) const if (c == 1) { const_cast<RefBase*>(this)->onLastStrongRef(id); if ((refs->mFlags&OBJECT_LIFETIME_WEAK) != OBJECT_LIFETIME_WEAK) { - destroy(); + if (refs->mDestroyer) { + refs->mDestroyer->destroy(this); + } else { + delete this; + } } } refs->decWeak(id); @@ -394,7 +400,9 @@ int32_t RefBase::getStrongCount() const return mRefs->mStrong; } - +void RefBase::setDestroyer(RefBase::Destroyer* destroyer) { + mRefs->mDestroyer = destroyer; +} RefBase* RefBase::weakref_type::refBase() const { @@ -420,7 +428,11 @@ void RefBase::weakref_type::decWeak(const void* id) if ((impl->mFlags&OBJECT_LIFETIME_WEAK) != OBJECT_LIFETIME_WEAK) { if (impl->mStrong == INITIAL_STRONG_VALUE) { if (impl->mBase) { - impl->mBase->destroy(); + if (impl->mDestroyer) { + impl->mDestroyer->destroy(impl->mBase); + } else { + delete impl->mBase; + } } } else { // LOGV("Freeing refs %p of old RefBase %p\n", this, impl->mBase); @@ -430,7 +442,11 @@ void RefBase::weakref_type::decWeak(const void* id) impl->mBase->onLastWeakRef(id); if ((impl->mFlags&OBJECT_LIFETIME_FOREVER) != OBJECT_LIFETIME_FOREVER) { if (impl->mBase) { - impl->mBase->destroy(); + if (impl->mDestroyer) { + impl->mDestroyer->destroy(impl->mBase); + } else { + delete impl->mBase; + } } } } diff --git a/libs/utils/ResourceTypes.cpp b/libs/utils/ResourceTypes.cpp index a64918d050e5..ecb8c0c2ef08 100644 --- a/libs/utils/ResourceTypes.cpp +++ b/libs/utils/ResourceTypes.cpp @@ -2499,6 +2499,9 @@ uint32_t ResTable::identifierForName(const char16_t* name, size_t nameLen, goto nope; } } + if (outTypeSpecFlags) { + *outTypeSpecFlags = ResTable_typeSpec::SPEC_PUBLIC; + } return m->id; nope: ; @@ -2513,6 +2516,9 @@ nope: index); return 0; } + if (outTypeSpecFlags) { + *outTypeSpecFlags = ResTable_typeSpec::SPEC_PUBLIC; + } return Res_MAKEARRAY(index); } } @@ -2523,6 +2529,8 @@ nope: return 0; } + bool fakePublic = false; + // Figure out the package and type we are looking in... const char16_t* packageEnd = NULL; @@ -2534,7 +2542,13 @@ nope: else if (*p == '/') typeEnd = p; p++; } - if (*name == '@') name++; + if (*name == '@') { + name++; + if (*name == '*') { + fakePublic = true; + name++; + } + } if (name >= nameEnd) { return 0; } @@ -2639,6 +2653,9 @@ nope: if (dtohl(entry->key.index) == (size_t)ei) { if (outTypeSpecFlags) { *outTypeSpecFlags = typeConfigs->typeSpecFlags[i]; + if (fakePublic) { + *outTypeSpecFlags |= ResTable_typeSpec::SPEC_PUBLIC; + } } return Res_MAKEID(group->id-1, ti, i); } @@ -2655,7 +2672,8 @@ bool ResTable::expandResourceRef(const uint16_t* refStr, size_t refLen, String16* outName, const String16* defType, const String16* defPackage, - const char** outErrorMsg) + const char** outErrorMsg, + bool* outPublicOnly) { const char16_t* packageEnd = NULL; const char16_t* typeEnd = NULL; @@ -2672,6 +2690,16 @@ bool ResTable::expandResourceRef(const uint16_t* refStr, size_t refLen, p = refStr; if (*p == '@') p++; + if (outPublicOnly != NULL) { + *outPublicOnly = true; + } + if (*p == '*') { + p++; + if (outPublicOnly != NULL) { + *outPublicOnly = false; + } + } + if (packageEnd) { *outPackage = String16(p, packageEnd-p); p = packageEnd+1; diff --git a/media/libmedia/MediaScanner.cpp b/media/libmedia/MediaScanner.cpp index 28c8642687d9..45bdff4cd4a4 100644 --- a/media/libmedia/MediaScanner.cpp +++ b/media/libmedia/MediaScanner.cpp @@ -89,7 +89,7 @@ status_t MediaScanner::doProcessDirectory( if (pathRemaining >= 8 /* strlen(".nomedia") */ ) { strcpy(fileSpot, ".nomedia"); if (access(path, F_OK) == 0) { - LOGD("found .nomedia, setting noMedia flag\n"); + LOGV("found .nomedia, setting noMedia flag\n"); noMedia = true; } diff --git a/media/libstagefright/NuHTTPDataSource.cpp b/media/libstagefright/NuHTTPDataSource.cpp index 62fb73256987..bee0d5e03092 100644 --- a/media/libstagefright/NuHTTPDataSource.cpp +++ b/media/libstagefright/NuHTTPDataSource.cpp @@ -100,7 +100,6 @@ NuHTTPDataSource::NuHTTPDataSource(uint32_t flags) mNumBandwidthHistoryItems(0), mTotalTransferTimeUs(0), mTotalTransferBytes(0), - mPrevBandwidthMeasureTimeUs(0), mDecryptHandle(NULL), mDrmManagerClient(NULL) { } @@ -535,16 +534,6 @@ void NuHTTPDataSource::addBandwidthMeasurement_l( mTotalTransferBytes -= entry->mNumBytes; mBandwidthHistory.erase(mBandwidthHistory.begin()); --mNumBandwidthHistoryItems; - int64_t timeNowUs = ALooper::GetNowUs(); - if (timeNowUs - mPrevBandwidthMeasureTimeUs > 2000000LL) { - if (mPrevBandwidthMeasureTimeUs != 0) { - double estimatedBandwidth = - ((double)mTotalTransferBytes * 8E3 / mTotalTransferTimeUs); - LOGI("estimated avg bandwidth is %8.2f kbps in the past %lld us", - estimatedBandwidth, timeNowUs - mPrevBandwidthMeasureTimeUs); - } - mPrevBandwidthMeasureTimeUs = timeNowUs; - } } } diff --git a/media/libstagefright/include/NuHTTPDataSource.h b/media/libstagefright/include/NuHTTPDataSource.h index 0d682340515a..25695688c6cf 100644 --- a/media/libstagefright/include/NuHTTPDataSource.h +++ b/media/libstagefright/include/NuHTTPDataSource.h @@ -97,7 +97,6 @@ private: size_t mNumBandwidthHistoryItems; int64_t mTotalTransferTimeUs; size_t mTotalTransferBytes; - int64_t mPrevBandwidthMeasureTimeUs; DecryptHandle *mDecryptHandle; DrmManagerClient *mDrmManagerClient; diff --git a/packages/SystemUI/res/values/dimens.xml b/packages/SystemUI/res/values/dimens.xml index 88cd43c74da0..ff979a064307 100644 --- a/packages/SystemUI/res/values/dimens.xml +++ b/packages/SystemUI/res/values/dimens.xml @@ -30,6 +30,8 @@ <dimen name="status_bar_recents_thumbnail_max_height">64dp</dimen> <!-- Width of scrollable area in recents --> <dimen name="status_bar_recents_width">356dp</dimen> + <!-- Amount to offset bottom of notification peek window from top of status bar. --> + <dimen name="peek_window_y_offset">-12dp</dimen> </resources> diff --git a/packages/SystemUI/res/values/styles.xml b/packages/SystemUI/res/values/styles.xml index 86ffb4d1ea06..91a8855e3684 100644 --- a/packages/SystemUI/res/values/styles.xml +++ b/packages/SystemUI/res/values/styles.xml @@ -16,25 +16,25 @@ <resources xmlns:android="http://schemas.android.com/apk/res/android"> - <style name="TextAppearance.StatusBar.Title" parent="@android:style/TextAppearance.StatusBar"> + <style name="TextAppearance.StatusBar.Title" parent="@*android:style/TextAppearance.StatusBar"> <item name="android:textAppearance">?android:attr/textAppearanceSmall</item> <item name="android:textStyle">bold</item> <item name="android:textColor">?android:attr/textColorPrimary</item> </style> <style name="TextAppearance.StatusBar.IntruderAlert" - parent="@android:style/TextAppearance.StatusBar"> + parent="@*android:style/TextAppearance.StatusBar"> </style> <style name="TextAppearance.StatusBar.SystemPanel" - parent="@android:style/TextAppearance.StatusBar"> + parent="@*android:style/TextAppearance.StatusBar"> <item name="android:textAppearance">?android:attr/textAppearance</item> <item name="android:textStyle">normal</item> <item name="android:textColor">#FF808080</item> </style> <style name="TextAppearance.StatusBar.TextButton" - parent="@android:style/TextAppearance.StatusBar"> + parent="@*android:style/TextAppearance.StatusBar"> <item name="android:textAppearance">?android:attr/textAppearance</item> <item name="android:textStyle">normal</item> <item name="android:textColor">#FFFFFFFF</item> diff --git a/packages/SystemUI/src/com/android/systemui/statusbar/CommandQueue.java b/packages/SystemUI/src/com/android/systemui/statusbar/CommandQueue.java index d55a7c2f95af..07f9ad82e182 100644 --- a/packages/SystemUI/src/com/android/systemui/statusbar/CommandQueue.java +++ b/packages/SystemUI/src/com/android/systemui/statusbar/CommandQueue.java @@ -54,7 +54,7 @@ public class CommandQueue extends IStatusBar.Stub { private static final int MSG_SET_LIGHTS_ON = 0x00070000; - private static final int MSG_SHOW_MENU = 0x00080000; + private static final int MSG_TOP_APP_WINDOW_CHANGED = 0x00080000; private static final int MSG_SHOW_IME_BUTTON = 0x00090000; private static final int MSG_SET_HARD_KEYBOARD_STATUS = 0x000a0000; @@ -82,7 +82,7 @@ public class CommandQueue extends IStatusBar.Stub { public void animateExpand(); public void animateCollapse(); public void setLightsOn(boolean on); - public void setMenuKeyVisible(boolean visible); + public void topAppWindowChanged(boolean visible); public void setImeWindowStatus(IBinder token, int vis, int backDisposition); public void setHardKeyboardStatus(boolean available, boolean enabled); } @@ -160,10 +160,11 @@ public class CommandQueue extends IStatusBar.Stub { } } - public void setMenuKeyVisible(boolean visible) { + public void topAppWindowChanged(boolean menuVisible) { synchronized (mList) { - mHandler.removeMessages(MSG_SHOW_MENU); - mHandler.obtainMessage(MSG_SHOW_MENU, visible ? 1 : 0, 0, null).sendToTarget(); + mHandler.removeMessages(MSG_TOP_APP_WINDOW_CHANGED); + mHandler.obtainMessage(MSG_TOP_APP_WINDOW_CHANGED, menuVisible ? 1 : 0, 0, + null).sendToTarget(); } } @@ -240,8 +241,8 @@ public class CommandQueue extends IStatusBar.Stub { case MSG_SET_LIGHTS_ON: mCallbacks.setLightsOn(msg.arg1 != 0); break; - case MSG_SHOW_MENU: - mCallbacks.setMenuKeyVisible(msg.arg1 != 0); + case MSG_TOP_APP_WINDOW_CHANGED: + mCallbacks.topAppWindowChanged(msg.arg1 != 0); break; case MSG_SHOW_IME_BUTTON: mCallbacks.setImeWindowStatus((IBinder)msg.obj, msg.arg1, msg.arg2); diff --git a/packages/SystemUI/src/com/android/systemui/statusbar/StatusBar.java b/packages/SystemUI/src/com/android/systemui/statusbar/StatusBar.java index 23ae8230aef4..e567dc7a71b5 100644 --- a/packages/SystemUI/src/com/android/systemui/statusbar/StatusBar.java +++ b/packages/SystemUI/src/com/android/systemui/statusbar/StatusBar.java @@ -78,7 +78,7 @@ public abstract class StatusBar extends SystemUI implements CommandQueue.Callbac disable(switches[0]); setLightsOn(switches[1] != 0); - setMenuKeyVisible(switches[2] != 0); + topAppWindowChanged(switches[2] != 0); // StatusBarManagerService has a back up of IME token and it's restored here. setImeWindowStatus(binders.get(0), switches[3], switches[4]); setHardKeyboardStatus(switches[5] != 0, switches[6] != 0); diff --git a/packages/SystemUI/src/com/android/systemui/statusbar/phone/PhoneStatusBar.java b/packages/SystemUI/src/com/android/systemui/statusbar/phone/PhoneStatusBar.java index 1e46246ab61b..84ae766c91ac 100644 --- a/packages/SystemUI/src/com/android/systemui/statusbar/phone/PhoneStatusBar.java +++ b/packages/SystemUI/src/com/android/systemui/statusbar/phone/PhoneStatusBar.java @@ -1019,7 +1019,7 @@ public class PhoneStatusBar extends StatusBar { } // Not supported - public void setMenuKeyVisible(boolean visible) { } + public void topAppWindowChanged(boolean visible) { } public void setImeWindowStatus(IBinder token, int vis, int backDisposition) { } @Override public void setHardKeyboardStatus(boolean available, boolean enabled) { } diff --git a/packages/SystemUI/src/com/android/systemui/statusbar/tablet/TabletStatusBar.java b/packages/SystemUI/src/com/android/systemui/statusbar/tablet/TabletStatusBar.java index 4e1077091e9d..b304ebca2a67 100644 --- a/packages/SystemUI/src/com/android/systemui/statusbar/tablet/TabletStatusBar.java +++ b/packages/SystemUI/src/com/android/systemui/statusbar/tablet/TabletStatusBar.java @@ -245,11 +245,12 @@ public class TabletStatusBar extends StatusBar implements 512, // ViewGroup.LayoutParams.WRAP_CONTENT, ViewGroup.LayoutParams.WRAP_CONTENT, WindowManager.LayoutParams.TYPE_STATUS_BAR_PANEL, - WindowManager.LayoutParams.FLAG_LAYOUT_IN_SCREEN + WindowManager.LayoutParams.FLAG_LAYOUT_NO_LIMITS | WindowManager.LayoutParams.FLAG_ALT_FOCUSABLE_IM | WindowManager.LayoutParams.FLAG_SPLIT_TOUCH, PixelFormat.TRANSLUCENT); lp.gravity = Gravity.BOTTOM | Gravity.RIGHT; + lp.y = res.getDimensionPixelOffset(R.dimen.peek_window_y_offset); lp.setTitle("NotificationPeekWindow"); lp.windowAnimations = com.android.internal.R.style.Animation_Toast; @@ -955,14 +956,14 @@ public class TabletStatusBar extends StatusBar implements mHandler.sendEmptyMessage(on ? MSG_SHOW_CHROME : MSG_HIDE_CHROME); } - public void setMenuKeyVisible(boolean visible) { + public void topAppWindowChanged(boolean windowVisible) { if (DEBUG) { - Slog.d(TAG, (visible?"showing":"hiding") + " the MENU button"); + Slog.d(TAG, (windowVisible?"showing":"hiding") + " the MENU button"); } - mMenuButton.setVisibility(visible ? View.VISIBLE : View.GONE); + mMenuButton.setVisibility(windowVisible ? View.VISIBLE : View.GONE); // See above re: lights-out policy for legacy apps. - if (visible) setLightsOn(true); + if (windowVisible) setLightsOn(true); // XXX: HACK: not sure if this is the best way to catch a new activity that might require a // change in compatibility features, but it's a start. diff --git a/policy/src/com/android/internal/policy/impl/PhoneWindowManager.java b/policy/src/com/android/internal/policy/impl/PhoneWindowManager.java index 13205e80bc7c..ca3d864334e0 100755 --- a/policy/src/com/android/internal/policy/impl/PhoneWindowManager.java +++ b/policy/src/com/android/internal/policy/impl/PhoneWindowManager.java @@ -324,6 +324,8 @@ public class PhoneWindowManager implements WindowManagerPolicy { static final Rect mTmpVisibleFrame = new Rect(); WindowState mTopFullscreenOpaqueWindowState; + WindowState mTopAppWindowState; + WindowState mLastTopAppWindowState; boolean mTopIsFullscreen; boolean mForceStatusBar; boolean mHideLockScreen; @@ -334,7 +336,6 @@ public class PhoneWindowManager implements WindowManagerPolicy { Intent mDeskDockIntent; int mShortcutKeyPressed = -1; boolean mConsumeShortcutKeyUp; - boolean mShowMenuKey = false; // track FLAG_NEEDS_MENU_KEY on frontmost window // support for activating the lock screen while the screen is on boolean mAllowLockscreenWhenOn; @@ -1842,12 +1843,11 @@ public class PhoneWindowManager implements WindowManagerPolicy { // the status bar. They are protected by the STATUS_BAR_SERVICE // permission, so they have the same privileges as the status // bar itself. - pf.left = df.left = cf.left = vf.left = mUnrestrictedScreenLeft; - pf.top = df.top = cf.top = vf.top = mUnrestrictedScreenTop; - pf.right = df.right = cf.right = vf.right - = mUnrestrictedScreenLeft+mUnrestrictedScreenWidth; - pf.bottom = df.bottom = cf.bottom = vf.bottom - = mUnrestrictedScreenTop+mUnrestrictedScreenHeight; + pf.left = df.left = cf.left = mRestrictedScreenLeft; + pf.top = df.top = cf.top = mRestrictedScreenTop; + pf.right = df.right = cf.right = mRestrictedScreenLeft+mRestrictedScreenWidth; + pf.bottom = df.bottom = cf.bottom + = mRestrictedScreenTop+mRestrictedScreenHeight; } else { pf.left = mContentLeft; pf.top = mContentTop; @@ -1915,6 +1915,7 @@ public class PhoneWindowManager implements WindowManagerPolicy { /** {@inheritDoc} */ public void beginAnimationLw(int displayWidth, int displayHeight) { mTopFullscreenOpaqueWindowState = null; + mTopAppWindowState = null; mForceStatusBar = false; mHideLockScreen = false; @@ -1950,6 +1951,12 @@ public class PhoneWindowManager implements WindowManagerPolicy { } } } + if (mTopAppWindowState == null && win.isVisibleOrBehindKeyguardLw()) { + if (attrs.type >= FIRST_APPLICATION_WINDOW + && attrs.type <= LAST_APPLICATION_WINDOW) { + mTopAppWindowState = win; + } + } } /** {@inheritDoc} */ @@ -1993,22 +2000,13 @@ public class PhoneWindowManager implements WindowManagerPolicy { } } - boolean topNeedsMenu = mShowMenuKey; - if (lp != null) { - topNeedsMenu = (lp.flags & WindowManager.LayoutParams.FLAG_NEEDS_MENU_KEY) != 0; - } - - if (DEBUG_LAYOUT) Log.v(TAG, "Top window " - + (topNeedsMenu ? "needs" : "does not need") - + " the MENU key"); - mTopIsFullscreen = topIsFullscreen; - final boolean changedMenu = (topNeedsMenu != mShowMenuKey); - if (changedMenu) { - final boolean topNeedsMenuF = topNeedsMenu; + if (mTopAppWindowState != null && mTopAppWindowState != mLastTopAppWindowState) { + mLastTopAppWindowState = mTopAppWindowState; - mShowMenuKey = topNeedsMenu; + final boolean topNeedsMenu = (mTopAppWindowState.getAttrs().flags + & WindowManager.LayoutParams.FLAG_NEEDS_MENU_KEY) != 0; mHandler.post(new Runnable() { public void run() { @@ -2023,9 +2021,7 @@ public class PhoneWindowManager implements WindowManagerPolicy { final IStatusBarService sbs = mStatusBarService; if (mStatusBarService != null) { try { - if (changedMenu) { - sbs.setMenuKeyVisible(topNeedsMenuF); - } + sbs.topAppWindowChanged(topNeedsMenu); } catch (RemoteException e) { // This should be impossible because we're in the same process. mStatusBarService = null; diff --git a/services/java/com/android/server/StatusBarManagerService.java b/services/java/com/android/server/StatusBarManagerService.java index 8df817789af2..568a5e3b6c6a 100644 --- a/services/java/com/android/server/StatusBarManagerService.java +++ b/services/java/com/android/server/StatusBarManagerService.java @@ -16,21 +16,16 @@ package com.android.server; -import android.app.PendingIntent; import android.app.StatusBarManager; import android.content.BroadcastReceiver; -import android.content.ComponentName; import android.content.Context; import android.content.Intent; -import android.content.IntentFilter; import android.content.pm.PackageManager; import android.content.res.Resources; -import android.net.Uri; import android.os.IBinder; import android.os.RemoteException; import android.os.Binder; import android.os.Handler; -import android.os.SystemClock; import android.util.Slog; import android.view.View; @@ -248,25 +243,23 @@ public class StatusBarManagerService extends IStatusBarService.Stub * Hide or show the on-screen Menu key. Only call this from the window manager, typically in * response to a window with FLAG_NEEDS_MENU_KEY set. */ - public void setMenuKeyVisible(final boolean visible) { + public void topAppWindowChanged(final boolean menuVisible) { enforceStatusBar(); - if (SPEW) Slog.d(TAG, (visible?"showing":"hiding") + " MENU key"); + if (SPEW) Slog.d(TAG, (menuVisible?"showing":"hiding") + " MENU key"); synchronized(mLock) { - if (mMenuVisible != visible) { - mMenuVisible = visible; - mHandler.post(new Runnable() { - public void run() { - if (mBar != null) { - try { - mBar.setMenuKeyVisible(visible); - } catch (RemoteException ex) { - } + mMenuVisible = menuVisible; + mHandler.post(new Runnable() { + public void run() { + if (mBar != null) { + try { + mBar.topAppWindowChanged(menuVisible); + } catch (RemoteException ex) { } } - }); - } + } + }); } } diff --git a/services/jni/com_android_server_UsbService.cpp b/services/jni/com_android_server_UsbService.cpp index 6aeede2eddde..93f23c39f312 100644 --- a/services/jni/com_android_server_UsbService.cpp +++ b/services/jni/com_android_server_UsbService.cpp @@ -135,7 +135,7 @@ static int usb_device_removed(const char *devname, void* client_data) { jobject thiz = (jobject)client_data; jstring deviceName = env->NewStringUTF(devname); - env->CallVoidMethod(thiz, method_usbDeviceRemoved, env->NewStringUTF(devname)); + env->CallVoidMethod(thiz, method_usbDeviceRemoved, deviceName); env->DeleteLocalRef(deviceName); checkAndClearExceptionFromCallback(env, __FUNCTION__); return 0; diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp index 1d75a7b55cb5..a35811def507 100644 --- a/services/surfaceflinger/Layer.cpp +++ b/services/surfaceflinger/Layer.cpp @@ -61,6 +61,7 @@ Layer::Layer(SurfaceFlinger* flinger, mBufferManager(mTextureManager), mWidth(0), mHeight(0), mNeedsScaling(false), mFixedSize(false) { + setDestroyer(this); } Layer::~Layer() @@ -77,8 +78,8 @@ Layer::~Layer() } } -void Layer::destroy() const { - mFlinger->destroyLayer(this); +void Layer::destroy(RefBase const* base) { + mFlinger->destroyLayer(static_cast<LayerBase const*>(base)); } status_t Layer::setToken(const sp<UserClient>& userClient, diff --git a/services/surfaceflinger/Layer.h b/services/surfaceflinger/Layer.h index 278d64e9738c..5330c0865f55 100644 --- a/services/surfaceflinger/Layer.h +++ b/services/surfaceflinger/Layer.h @@ -44,7 +44,7 @@ class UserClient; // --------------------------------------------------------------------------- -class Layer : public LayerBaseClient +class Layer : public LayerBaseClient, private RefBase::Destroyer { public: Layer(SurfaceFlinger* flinger, DisplayID display, @@ -92,7 +92,7 @@ public: return mFreezeLock; } protected: - virtual void destroy() const; + virtual void destroy(RefBase const* base); virtual void dump(String8& result, char* scratch, size_t size) const; private: diff --git a/tools/aapt/Command.cpp b/tools/aapt/Command.cpp index 8ac7590152b4..223b1fa4912c 100644 --- a/tools/aapt/Command.cpp +++ b/tools/aapt/Command.cpp @@ -343,6 +343,9 @@ enum { REQUIRED_ATTR = 0x0101028e, SCREEN_SIZE_ATTR = 0x010102ca, SCREEN_DENSITY_ATTR = 0x010102cb, + REQUIRES_SMALLEST_WIDTH_DP_ATTR = 0x01010364, + COMPATIBLE_WIDTH_LIMIT_DP_ATTR = 0x01010365, + LARGEST_WIDTH_LIMIT_DP_ATTR = 0x01010366, }; const char *getComponentName(String8 &pkgName, String8 &componentName) { @@ -423,6 +426,24 @@ int doDump(Bundle* bundle) return 1; } + // Make a dummy config for retrieving resources... we need to supply + // non-default values for some configs so that we can retrieve resources + // in the app that don't have a default. The most important of these is + // the API version because key resources like icons will have an implicit + // version if they are using newer config types like density. + ResTable_config config; + config.language[0] = 'e'; + config.language[1] = 'n'; + config.country[0] = 'U'; + config.country[1] = 'S'; + config.orientation = ResTable_config::ORIENTATION_PORT; + config.density = ResTable_config::DENSITY_MEDIUM; + config.sdkVersion = 10000; // Very high. + config.screenWidthDp = 320; + config.screenHeightDp = 480; + config.smallestScreenWidthDp = 320; + assets.setConfiguration(config); + const ResTable& res = assets.getResources(false); if (&res == NULL) { fprintf(stderr, "ERROR: dump failed because no resource table was found\n"); @@ -542,6 +563,19 @@ int doDump(Bundle* bundle) } } } else if (strcmp("badging", option) == 0) { + Vector<String8> locales; + res.getLocales(&locales); + + Vector<ResTable_config> configs; + res.getConfigurations(&configs); + SortedVector<int> densities; + const size_t NC = configs.size(); + for (size_t i=0; i<NC; i++) { + int dens = configs[i].density; + if (dens == 0) dens = 160; + densities.add(dens); + } + size_t len; ResXMLTree::event_code_t code; int depth = 0; @@ -598,6 +632,8 @@ int doDump(Bundle* bundle) bool specTouchscreenFeature = false; // touchscreen-related bool specMultitouchFeature = false; bool reqDistinctMultitouchFeature = false; + bool specScreenPortraitFeature = false; + bool specScreenLandscapeFeature = false; // 2.2 also added some other features that apps can request, but that // have no corresponding permission, so we cannot implement any // back-compatibility heuristic for them. The below are thus unnecessary @@ -614,6 +650,9 @@ int doDump(Bundle* bundle) int largeScreen = 1; int xlargeScreen = 1; int anyDensity = 1; + int requiresSmallestWidthDp = 0; + int compatibleWidthLimitDp = 0; + int largestWidthLimitDp = 0; String8 pkg; String8 activityName; String8 activityLabel; @@ -628,10 +667,11 @@ int doDump(Bundle* bundle) } else if (depth < 3) { if (withinActivity && isMainActivity && isLauncherActivity) { const char *aName = getComponentName(pkg, activityName); + printf("launchable-activity:"); if (aName != NULL) { - printf("launchable activity name='%s'", aName); + printf(" name='%s' ", aName); } - printf("label='%s' icon='%s'\n", + printf(" label='%s' icon='%s'\n", activityLabel.string(), activityIcon.string()); } @@ -696,23 +736,51 @@ int doDump(Bundle* bundle) withinApplication = false; if (tag == "application") { withinApplication = true; - String8 label = getResolvedAttribute(&res, tree, LABEL_ATTR, &error); - if (error != "") { - fprintf(stderr, "ERROR getting 'android:label' attribute: %s\n", error.string()); - goto bail; + + String8 label; + const size_t NL = locales.size(); + for (size_t i=0; i<NL; i++) { + const char* localeStr = locales[i].string(); + assets.setLocale(localeStr != NULL ? localeStr : ""); + String8 llabel = getResolvedAttribute(&res, tree, LABEL_ATTR, &error); + if (llabel != "") { + if (localeStr == NULL || strlen(localeStr) == 0) { + label = llabel; + printf("application-label:'%s'\n", llabel.string()); + } else { + if (label == "") { + label = llabel; + } + printf("application-label-%s:'%s'\n", localeStr, + llabel.string()); + } + } } - printf("application: label='%s' ", label.string()); + + ResTable_config tmpConfig = config; + const size_t ND = densities.size(); + for (size_t i=0; i<ND; i++) { + tmpConfig.density = densities[i]; + assets.setConfiguration(tmpConfig); + String8 icon = getResolvedAttribute(&res, tree, ICON_ATTR, &error); + if (icon != "") { + printf("application-icon-%d:'%s'\n", densities[i], icon.string()); + } + } + assets.setConfiguration(config); + String8 icon = getResolvedAttribute(&res, tree, ICON_ATTR, &error); if (error != "") { fprintf(stderr, "ERROR getting 'android:icon' attribute: %s\n", error.string()); goto bail; } - printf("icon='%s'\n", icon.string()); int32_t testOnly = getIntegerAttribute(tree, TEST_ONLY_ATTR, &error, 0); if (error != "") { fprintf(stderr, "ERROR getting 'android:testOnly' attribute: %s\n", error.string()); goto bail; } + printf("application: label='%s' ", label.string()); + printf("icon='%s'\n", icon.string()); if (testOnly != 0) { printf("testOnly='%d'\n", testOnly); } @@ -792,6 +860,12 @@ int doDump(Bundle* bundle) XLARGE_SCREEN_ATTR, NULL, 1); anyDensity = getIntegerAttribute(tree, ANY_DENSITY_ATTR, NULL, 1); + requiresSmallestWidthDp = getIntegerAttribute(tree, + REQUIRES_SMALLEST_WIDTH_DP_ATTR, NULL, 0); + compatibleWidthLimitDp = getIntegerAttribute(tree, + COMPATIBLE_WIDTH_LIMIT_DP_ATTR, NULL, 0); + largestWidthLimitDp = getIntegerAttribute(tree, + LARGEST_WIDTH_LIMIT_DP_ATTR, NULL, 0); } else if (tag == "uses-feature") { String8 name = getAttribute(tree, NAME_ATTR, &error); @@ -837,6 +911,10 @@ int doDump(Bundle* bundle) // these have no corresponding permission to check for, // but should imply the foundational telephony permission reqTelephonySubFeature = true; + } else if (name == "android.hardware.screen.portrait") { + specScreenPortraitFeature = true; + } else if (name == "android.hardware.screen.landscape") { + specScreenLandscapeFeature = true; } printf("uses-feature%s:'%s'\n", req ? "" : "-not-required", name.string()); @@ -1103,6 +1181,15 @@ int doDump(Bundle* bundle) printf("uses-feature:'android.hardware.touchscreen.multitouch'\n"); } + // Landscape/portrait-related compatibility logic + if (!specScreenLandscapeFeature && !specScreenPortraitFeature && (targetSdk < 13)) { + // If app has not specified whether it requires portrait or landscape + // and is targeting an API before Honeycomb MR2, then assume it requires + // both. + printf("uses-feature:'android.hardware.screen.portrait'\n"); + printf("uses-feature:'android.hardware.screen.landscape'\n"); + } + if (hasMainActivity) { printf("main\n"); } @@ -1128,6 +1215,34 @@ int doDump(Bundle* bundle) printf("other-services\n"); } + // For modern apps, if screen size buckets haven't been specified + // but the new width ranges have, then infer the buckets from them. + if (smallScreen > 0 && normalScreen > 0 && largeScreen > 0 && xlargeScreen > 0 + && requiresSmallestWidthDp > 0) { + int compatWidth = compatibleWidthLimitDp; + if (compatWidth <= 0) compatWidth = requiresSmallestWidthDp; + if (requiresSmallestWidthDp <= 240 && compatWidth >= 240) { + smallScreen = -1; + } else { + smallScreen = 0; + } + if (requiresSmallestWidthDp <= 320 && compatWidth >= 320) { + normalScreen = -1; + } else { + normalScreen = 0; + } + if (requiresSmallestWidthDp <= 480 && compatWidth >= 480) { + largeScreen = -1; + } else { + largeScreen = 0; + } + if (requiresSmallestWidthDp <= 720 && compatWidth >= 720) { + xlargeScreen = -1; + } else { + xlargeScreen = 0; + } + } + // Determine default values for any unspecified screen sizes, // based on the target SDK of the package. As of 4 (donut) // the screen size support was introduced, so all default to @@ -1146,7 +1261,8 @@ int doDump(Bundle* bundle) xlargeScreen = targetSdk >= 9 ? -1 : 0; } if (anyDensity > 0) { - anyDensity = targetSdk >= 4 ? -1 : 0; + anyDensity = (targetSdk >= 4 || requiresSmallestWidthDp > 0 + || compatibleWidthLimitDp > 0) ? -1 : 0; } printf("supports-screens:"); if (smallScreen != 0) printf(" 'small'"); @@ -1154,12 +1270,18 @@ int doDump(Bundle* bundle) if (largeScreen != 0) printf(" 'large'"); if (xlargeScreen != 0) printf(" 'xlarge'"); printf("\n"); - printf("supports-any-density: '%s'\n", anyDensity ? "true" : "false"); + if (requiresSmallestWidthDp > 0) { + printf("requires-smallest-width:'%d'\n", requiresSmallestWidthDp); + } + if (compatibleWidthLimitDp > 0) { + printf("compatible-width-limit:'%d'\n", compatibleWidthLimitDp); + } + if (largestWidthLimitDp > 0) { + printf("largest-width-limit:'%d'\n", largestWidthLimitDp); + } printf("locales:"); - Vector<String8> locales; - res.getLocales(&locales); const size_t NL = locales.size(); for (size_t i=0; i<NL; i++) { const char* localeStr = locales[i].string(); @@ -1170,16 +1292,6 @@ int doDump(Bundle* bundle) } printf("\n"); - Vector<ResTable_config> configs; - res.getConfigurations(&configs); - SortedVector<int> densities; - const size_t NC = configs.size(); - for (size_t i=0; i<NC; i++) { - int dens = configs[i].density; - if (dens == 0) dens = 160; - densities.add(dens); - } - printf("densities:"); const size_t ND = densities.size(); for (size_t i=0; i<ND; i++) { diff --git a/tools/aapt/ResourceTable.cpp b/tools/aapt/ResourceTable.cpp index 68c38928882e..d98b285dd1e3 100644 --- a/tools/aapt/ResourceTable.cpp +++ b/tools/aapt/ResourceTable.cpp @@ -1963,10 +1963,11 @@ uint32_t ResourceTable::getResId(const String16& ref, bool onlyPublic) const { String16 package, type, name; + bool refOnlyPublic = true; if (!ResTable::expandResourceRef( ref.string(), ref.size(), &package, &type, &name, defType, defPackage ? defPackage:&mAssetsPackage, - outErrorMsg)) { + outErrorMsg, &refOnlyPublic)) { NOISY(printf("Expanding resource: ref=%s\n", String8(ref).string())); NOISY(printf("Expanding resource: defType=%s\n", @@ -1979,7 +1980,7 @@ uint32_t ResourceTable::getResId(const String16& ref, String8(name).string())); return 0; } - uint32_t res = getResId(package, type, name, onlyPublic); + uint32_t res = getResId(package, type, name, onlyPublic && refOnlyPublic); NOISY(printf("Expanded resource: p=%s, t=%s, n=%s, res=%d\n", String8(package).string(), String8(type).string(), String8(name).string(), res)); diff --git a/tools/aapt/ResourceTable.h b/tools/aapt/ResourceTable.h index bbb81408c830..734c541f9b61 100644 --- a/tools/aapt/ResourceTable.h +++ b/tools/aapt/ResourceTable.h @@ -162,13 +162,13 @@ public: uint32_t getResId(const String16& package, const String16& type, const String16& name, - bool onlyPublic = false) const; + bool onlyPublic = true) const; uint32_t getResId(const String16& ref, const String16* defType = NULL, const String16* defPackage = NULL, const char** outErrorMsg = NULL, - bool onlyPublic = false) const; + bool onlyPublic = true) const; static bool isValidResourceName(const String16& s); |