Apply depth even when surface is null
We need to update mDepth even when the surface is null, otherwise
events will be ignored and mDepth will have the wrong value when
waking up from screen-off.
Test: pull up app drawer, screen off, unlock
Test: go to overview, screen off, unlock
Test: launch app, observe blurs and zoom
Fixes: 191153501
Change-Id: I33f5d84a50e24f05a09769b1f7f3c27969f847cd
diff --git a/quickstep/src/com/android/launcher3/statehandlers/DepthController.java b/quickstep/src/com/android/launcher3/statehandlers/DepthController.java
index 5b4e5f2..e6333d1 100644
--- a/quickstep/src/com/android/launcher3/statehandlers/DepthController.java
+++ b/quickstep/src/com/android/launcher3/statehandlers/DepthController.java
@@ -161,14 +161,14 @@
if (mSurface != surface) {
mSurface = surface;
if (surface != null) {
- dispatchTransactionSurface(mDepth);
+ dispatchTransactionSurface();
}
}
}
@Override
public void setState(LauncherState toState) {
- if (mSurface == null || mIgnoreStateChangesDuringMultiWindowAnimation) {
+ if (mIgnoreStateChangesDuringMultiWindowAnimation) {
return;
}
@@ -176,7 +176,7 @@
if (Float.compare(mDepth, toDepth) != 0) {
setDepth(toDepth);
} else if (toState == LauncherState.OVERVIEW) {
- dispatchTransactionSurface(mDepth);
+ dispatchTransactionSurface();
}
}
@@ -202,35 +202,30 @@
if (Float.compare(mDepth, depthF) == 0) {
return;
}
- if (dispatchTransactionSurface(depthF)) {
- mDepth = depthF;
- }
+ mDepth = depthF;
+ dispatchTransactionSurface();
}
- private boolean dispatchTransactionSurface(float depth) {
+ private void dispatchTransactionSurface() {
boolean supportsBlur = BlurUtils.supportsBlursOnWindows();
- if (supportsBlur && (mSurface == null || !mSurface.isValid())) {
- return false;
- }
ensureDependencies();
IBinder windowToken = mLauncher.getRootView().getWindowToken();
if (windowToken != null) {
- mWallpaperManager.setWallpaperZoomOut(windowToken, depth);
+ mWallpaperManager.setWallpaperZoomOut(windowToken, mDepth);
}
- if (supportsBlur) {
+ if (supportsBlur && (mSurface != null && mSurface.isValid())) {
// We cannot mark the window as opaque in overview because there will be an app window
// below the launcher layer, and we need to draw it -- without blurs.
boolean isOverview = mLauncher.isInState(LauncherState.OVERVIEW);
boolean opaque = mLauncher.getScrimView().isFullyOpaque() && !isOverview;
- int blur = opaque || isOverview ? 0 : (int) (depth * mMaxBlurRadius);
+ int blur = opaque || isOverview ? 0 : (int) (mDepth * mMaxBlurRadius);
new SurfaceControl.Transaction()
.setBackgroundBlurRadius(mSurface, blur)
.setOpaque(mSurface, opaque)
.apply();
}
- return true;
}
@Override