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-rw-r--r--libs/input/SpriteController.cpp24
1 files changed, 21 insertions, 3 deletions
diff --git a/libs/input/SpriteController.cpp b/libs/input/SpriteController.cpp
index eb2bc98ec9e9..c1868d3a94d6 100644
--- a/libs/input/SpriteController.cpp
+++ b/libs/input/SpriteController.cpp
@@ -144,13 +144,16 @@ void SpriteController::doUpdateSprites() {
}
}
- // Resize sprites if needed.
+ // Resize and/or reparent sprites if needed.
SurfaceComposerClient::Transaction t;
bool needApplyTransaction = false;
for (size_t i = 0; i < numSprites; i++) {
SpriteUpdate& update = updates.editItemAt(i);
+ if (update.state.surfaceControl == nullptr) {
+ continue;
+ }
- if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
+ if (update.state.wantSurfaceVisible()) {
int32_t desiredWidth = update.state.icon.bitmap.width();
int32_t desiredHeight = update.state.icon.bitmap.height();
if (update.state.surfaceWidth < desiredWidth
@@ -170,6 +173,12 @@ void SpriteController::doUpdateSprites() {
}
}
}
+
+ // If surface is a new one, we have to set right layer stack.
+ if (update.surfaceChanged || update.state.dirty & DIRTY_DISPLAY_ID) {
+ t.setLayerStack(update.state.surfaceControl, update.state.displayId);
+ needApplyTransaction = true;
+ }
}
if (needApplyTransaction) {
t.apply();
@@ -236,7 +245,7 @@ void SpriteController::doUpdateSprites() {
if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
|| (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
| DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
- | DIRTY_VISIBILITY | DIRTY_HOTSPOT))))) {
+ | DIRTY_VISIBILITY | DIRTY_HOTSPOT | DIRTY_DISPLAY_ID))))) {
needApplyTransaction = true;
if (wantSurfaceVisibleAndDrawn
@@ -445,6 +454,15 @@ void SpriteController::SpriteImpl::setTransformationMatrix(
}
}
+void SpriteController::SpriteImpl::setDisplayId(int32_t displayId) {
+ AutoMutex _l(mController->mLock);
+
+ if (mLocked.state.displayId != displayId) {
+ mLocked.state.displayId = displayId;
+ invalidateLocked(DIRTY_DISPLAY_ID);
+ }
+}
+
void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
bool wasDirty = mLocked.state.dirty;
mLocked.state.dirty |= dirty;