SDK doc change: fix android:glEsVersion description, add live_wallpaper feature, indicate market filtering on features.

Bug: 2160782
Change-Id: I8560f32b04a4044f58b8f7dd678aec781d56b9d9
diff --git a/docs/html/guide/practices/screens_support.jd b/docs/html/guide/practices/screens_support.jd
index 643d307..0fad4c6 100644
--- a/docs/html/guide/practices/screens_support.jd
+++ b/docs/html/guide/practices/screens_support.jd
@@ -260,7 +260,7 @@
 same physical size on all screens in a given configuration. </p> -->
 
 <p>Although the platform currently supports the nine possible size-density
-configurations listed in the table, you do not necessarily need to custom
+configurations listed in the table, you do not necessarily need to create custom
 resources for each one of them. The platform provides robust compatibility
 features, described in the sections below, that can handle most of the work of
 rendering your application on the current device screen, provided that the UI is
diff --git a/docs/html/guide/topics/manifest/uses-feature-element.jd b/docs/html/guide/topics/manifest/uses-feature-element.jd
index d7fc563..8594452 100644
--- a/docs/html/guide/topics/manifest/uses-feature-element.jd
+++ b/docs/html/guide/topics/manifest/uses-feature-element.jd
@@ -14,23 +14,44 @@
 <dd><code><a
 href="{@docRoot}guide/topics/manifest/manifest-element.html">&lt;manifest&gt;</a></code></dd>
 
+ <div class="sidebox-wrapper"> 
+  <img id="rule" src="{@docRoot}assets/images/grad-rule-qv.png"> 
+  <div id="qv-sub-rule"> 
+    <img src="{@docRoot}assets/images/icon_market.jpg" style="float:left;margin:0;padding:0;"> 
+    <p style="color:#669999;">Android Market and &lt;uses-feature&gt; elements</p> 
+    <p>Android Market filters the applications that are visible to users, so
+that users can see and download only those applications that are compatible with their
+devices. One of the ways Market filters applications is by feature compatibility.</p>
+
+<p style="margin-top:1em;">To do this, Market checks the
+<code>&lt;uses-feature&gt;</code> elements in each application's manifest, to
+establish the app's feature needs. Market then shows or hides the application to
+each user, based on a comparison with the features available on the user's
+device. </p>
+
+<p style="margin-top:1em;">By specifying the features your application requires,
+you enable Android Market to present your application only to users whose
+devices meet the application's feature requirements, rather than presenting it
+to all users. </p>
+</div>
+</div>
+
 <dt>description:</dt>
-<dd>This element declares a specific feature used by the application.
-Android provides some features that may not be equally supported by all
-Android devices. In a manner similar to the <code><a
-href="uses-sdk-element.html">&lt;uses-sdk></a></code>
-element, this element allows an application to specify which device-variable
-features it uses. In this way, the application
-will not be installed on devices that do not offer the feature.</p>
+<dd>This element declares a specific feature used by the application. Android
+provides some features that may not be equally supported by all Android devices.
+In a manner similar to the <a
+href="uses-sdk-element.html">{@code &lt;uses-sdk>}</a> element, this element
+allows an application to specify which device-variable features it uses. For
+example, an application might specify that it requires a camera with auto-focus
+capabilities.</p>
 
-<p>For example, an application might specify that it requires a camera with auto-focus capabilities.
-If a device does not provide a camera with auto-focus, then it will not allow
-installation of the application.</p>
-
-<p>In order to maintain strict device compatibility, it's very important that you use
-this element to declare all applicable features (listed below) that your application uses. Failure
-to declare a feature may result in your application being installed on a device
-that does not support the feature and your application failing.</p>
+<p>Declaring a {@code &lt;uses-feature>} element is informational only, meaning
+that the Android system itself does not check for matching feature support on
+the device before installing an application. However, note that other services
+(such as Android Market) or applications may check your application's 
+{@code &lt;uses-feature>} declarations as part of handling or interacting 
+with your application. For this reason, it's very important that you declare all of
+the features (from the list below) that your application uses. </p>
 
 <p>For some features, there may exist a specfic attribute that allows you to define
 a version of the feature, such as the version of Open GL used (declared with
@@ -38,11 +59,12 @@
 exist for a device, such as a camera, are declared using the
 <a href="#name">{@code name}</a> attribute.</p>
 
-<p>Any software or hardware features that may vary among Android-powered
-devices will be listed on this page among the attributes below. If you see any features
-here that you use in your application, you should include a {@code
-&lt;uses-feature>} element for each one. For example, if your application uses the device
-camera, then you should include the following in your {@code AndroidManifest.xml}:</p>
+<p>Any software or hardware features that may vary among Android-powered devices
+will be listed on this page among the attributes below. If you see any features
+here that you use in your application, you should include a
+{@code &lt;uses-feature>} element for each one. For example, if your
+application uses the device camera, then you should include the following in
+your {@code AndroidManifest.xml}:</p>
 
 <pre>
 &lt;uses-feature android:name="android.hardware.camera" />
@@ -77,10 +99,29 @@
 <dd>
 <dl class="attr">
   <dt><a name="glEsVersion"></a>{@code android:glEsVersion}</dt>
-  <dd>The GLES version needed by the application.
-     The higher 16 bits represent the major number and the lower 16 bits
-     represent the minor number. For example, for GL 1.2,
-     the value should be set as {@code 0x00010002}.
+  <dd>The OpenGL ES version required by the application. The higher 16 bits
+represent the major number and the lower 16 bits represent the minor number. For
+example, to specify OpenGL ES version 2.0, you would set the value as
+"0x00020000". To specify OpenGL ES 2.1, if/when such a version were made
+available, you would set the value as "0x00020001".
+
+  <p>An application should specify at most one <code>android:glEsVersion</code>
+attribute in its manifest. If it specifies more than one, the
+<code>android:glEsVersion</code> with the numerically highest value is used and
+any other values are ignored.</p>
+
+  <p>If an application does not specify an <code>android:glEsVersion</code>
+attribute, then it is assumed that the application requires only OpenGL ES 1.0,
+which is supported by all Android-powered devices.</p>
+
+  <p>An application can assume that if a platform supports a given OpenGL ES
+version, it also supports all numerically lower OpenGL ES versions. Therefore,
+an application that requires both OpenGL ES 1.0 and OpenGL ES 2.0 must specify
+that it requires OpenGL ES 2.0.</p>
+
+  <p>An application that can work with any of several OpenGL ES versions should
+only specify the numerically lowest version of OpenGL ES that it requires. (It
+can check at run-time whether a higher level of OpenGL ES is available.)</p>
   </dd>
 
   <dt><a name="name"></a>{@code android:name}</dt>
@@ -90,7 +131,7 @@
   <table>
     <tr> 
        <th>Feature</th>
-       <th>Value</th> 
+       <th>Attribute Value</th> 
        <th>Description</th> 
     </tr><tr>
        <td rowspan="2">Camera</td>
@@ -130,6 +171,11 @@
       <td>The application requires a device with a light sensor.
       </td>
     </tr><tr>
+      <td>Live Wallpaper</td>
+      <td>{@code android.software.live_wallpaper}</td>
+      <td>The application uses or provides Live Wallpapers and should be installed only on devices that support Live Wallpapers.
+      </td>
+    </tr><tr>
       <td>Proximity sensor</td>
       <td>{@code android.hardware.sensor.proximity}</td>
       <td>The application requires a device with a proximity sensor.
diff --git a/docs/html/sdk/android-2.1.jd b/docs/html/sdk/android-2.1.jd
index ecdc366..b546f0f 100644
--- a/docs/html/sdk/android-2.1.jd
+++ b/docs/html/sdk/android-2.1.jd
@@ -218,6 +218,21 @@
 <li>Updated {@link android.app.WallpaperManager}.</li>
 </ul>
 
+<p>Additionally, if your application uses or provides Live Wallpapers, you must
+remember to add a <a
+href="{@docRoot}guide/topics/manifest/uses-feature-element.html"><code>&lt;uses-feature></code></a>
+ element to the application's manifest, declaring the attribute
+<code>android:name="android.software.live_wallpaper"</code>. For example:</p>
+
+<pre class="no-pretty-print">
+&lt;uses-feature android:name="android.software.live_wallpaper" />
+</pre>
+
+<p>When you've published your application, Android Market checks for the
+presence of this element and uses it as a filter, ensuring that your application
+is not made available to users whose devices do not support Live Wallpapers.
+</p>
+
 <h4>Telephony</h4>
 
 <ul>