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/*
* Copyright (C) 2017 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
package com.android.systemui.doze;
import static com.android.systemui.doze.DozeMachine.State.DOZE;
import static com.android.systemui.doze.DozeMachine.State.DOZE_AOD;
import static com.android.systemui.doze.DozeMachine.State.DOZE_AOD_PAUSED;
import static com.android.systemui.doze.DozeMachine.State.DOZE_AOD_PAUSING;
import static com.android.systemui.doze.DozeMachine.State.DOZE_PULSE_DONE;
import android.os.Handler;
import android.util.Log;
import android.view.Display;
import androidx.annotation.Nullable;
import com.android.keyguard.KeyguardUpdateMonitor;
import com.android.systemui.biometrics.AuthController;
import com.android.systemui.biometrics.UdfpsController;
import com.android.systemui.dagger.qualifiers.Main;
import com.android.systemui.doze.dagger.DozeScope;
import com.android.systemui.doze.dagger.WrappedService;
import com.android.systemui.statusbar.phone.DozeParameters;
import com.android.systemui.util.wakelock.SettableWakeLock;
import com.android.systemui.util.wakelock.WakeLock;
import javax.inject.Inject;
import javax.inject.Provider;
/**
* Controls the screen when dozing.
*/
@DozeScope
public class DozeScreenState implements DozeMachine.Part {
private static final boolean DEBUG = DozeService.DEBUG;
private static final String TAG = "DozeScreenState";
/**
* Delay entering low power mode when animating to make sure that we'll have
* time to move all elements into their final positions while still at 60 fps.
*/
private static final int ENTER_DOZE_DELAY = 4000;
/**
* Hide wallpaper earlier when entering low power mode. The gap between
* hiding the wallpaper and changing the display mode is necessary to hide
* the black frame that's inherent to hardware specs.
*/
public static final int ENTER_DOZE_HIDE_WALLPAPER_DELAY = 2500;
/**
* Add an extra delay to the transition to DOZE when udfps is current activated before
* the display state transitions from ON => DOZE.
*/
public static final int UDFPS_DISPLAY_STATE_DELAY = 1200;
private final DozeMachine.Service mDozeService;
private final Handler mHandler;
private final Runnable mApplyPendingScreenState = this::applyPendingScreenState;
private final DozeParameters mParameters;
private final DozeHost mDozeHost;
private final AuthController mAuthController;
private final Provider<UdfpsController> mUdfpsControllerProvider;
@Nullable private UdfpsController mUdfpsController;
private final DozeLog mDozeLog;
private final DozeScreenBrightness mDozeScreenBrightness;
private int mPendingScreenState = Display.STATE_UNKNOWN;
private SettableWakeLock mWakeLock;
@Inject
public DozeScreenState(
@WrappedService DozeMachine.Service service,
@Main Handler handler,
DozeHost host,
DozeParameters parameters,
WakeLock wakeLock,
AuthController authController,
Provider<UdfpsController> udfpsControllerProvider,
DozeLog dozeLog,
DozeScreenBrightness dozeScreenBrightness) {
mDozeService = service;
mHandler = handler;
mParameters = parameters;
mDozeHost = host;
mWakeLock = new SettableWakeLock(wakeLock, TAG);
mAuthController = authController;
mUdfpsControllerProvider = udfpsControllerProvider;
mDozeLog = dozeLog;
mDozeScreenBrightness = dozeScreenBrightness;
updateUdfpsController();
if (mUdfpsController == null) {
mAuthController.addCallback(mAuthControllerCallback);
}
}
private void updateUdfpsController() {
if (mAuthController.isUdfpsEnrolled(KeyguardUpdateMonitor.getCurrentUser())) {
mUdfpsController = mUdfpsControllerProvider.get();
} else {
mUdfpsController = null;
}
}
@Override
public void destroy() {
mAuthController.removeCallback(mAuthControllerCallback);
}
@Override
public void transitionTo(DozeMachine.State oldState, DozeMachine.State newState) {
int screenState = newState.screenState(mParameters);
mDozeHost.cancelGentleSleep();
if (newState == DozeMachine.State.FINISH) {
// Make sure not to apply the screen state after DozeService was destroyed.
mPendingScreenState = Display.STATE_UNKNOWN;
mHandler.removeCallbacks(mApplyPendingScreenState);
applyScreenState(screenState);
mWakeLock.setAcquired(false);
return;
}
if (screenState == Display.STATE_UNKNOWN) {
// We'll keep it in the existing state
return;
}
final boolean messagePending = mHandler.hasCallbacks(mApplyPendingScreenState);
final boolean pulseEnding = oldState == DOZE_PULSE_DONE && newState.isAlwaysOn();
final boolean turningOn = (oldState == DOZE_AOD_PAUSED || oldState == DOZE)
&& newState.isAlwaysOn();
final boolean turningOff = (oldState.isAlwaysOn() && newState == DOZE)
|| (oldState == DOZE_AOD_PAUSING && newState == DOZE_AOD_PAUSED);
final boolean justInitialized = oldState == DozeMachine.State.INITIALIZED;
if (messagePending || justInitialized || pulseEnding || turningOn) {
// During initialization, we hide the navigation bar. That is however only applied after
// a traversal; setting the screen state here is immediate however, so it can happen
// that the screen turns on again before the navigation bar is hidden. To work around
// that, wait for a traversal to happen before applying the initial screen state.
mPendingScreenState = screenState;
// Delay screen state transitions even longer while animations are running.
boolean shouldDelayTransitionEnteringDoze = newState == DOZE_AOD
&& mParameters.shouldControlScreenOff() && !turningOn;
// Delay screen state transition longer if UDFPS is actively authenticating a fp
boolean shouldDelayTransitionForUDFPS = newState == DOZE_AOD
&& mUdfpsController != null && mUdfpsController.isFingerDown();
if (shouldDelayTransitionEnteringDoze || shouldDelayTransitionForUDFPS) {
mWakeLock.setAcquired(true);
}
if (!messagePending) {
if (DEBUG) {
Log.d(TAG, "Display state changed to " + screenState + " delayed by "
+ (shouldDelayTransitionEnteringDoze ? ENTER_DOZE_DELAY : 1));
}
if (shouldDelayTransitionEnteringDoze) {
mHandler.postDelayed(mApplyPendingScreenState, ENTER_DOZE_DELAY);
} else if (shouldDelayTransitionForUDFPS) {
mDozeLog.traceDisplayStateDelayedByUdfps(mPendingScreenState);
mHandler.postDelayed(mApplyPendingScreenState, UDFPS_DISPLAY_STATE_DELAY);
} else {
mHandler.post(mApplyPendingScreenState);
}
} else if (DEBUG) {
Log.d(TAG, "Pending display state change to " + screenState);
}
} else if (turningOff) {
mDozeHost.prepareForGentleSleep(() -> applyScreenState(screenState));
} else {
applyScreenState(screenState);
}
}
private void applyPendingScreenState() {
if (mUdfpsController != null && mUdfpsController.isFingerDown()) {
mDozeLog.traceDisplayStateDelayedByUdfps(mPendingScreenState);
mHandler.postDelayed(mApplyPendingScreenState, UDFPS_DISPLAY_STATE_DELAY);
return;
}
applyScreenState(mPendingScreenState);
mPendingScreenState = Display.STATE_UNKNOWN;
}
private void applyScreenState(int screenState) {
if (screenState != Display.STATE_UNKNOWN) {
if (DEBUG) Log.d(TAG, "setDozeScreenState(" + screenState + ")");
mDozeService.setDozeScreenState(screenState);
if (screenState == Display.STATE_DOZE) {
// If we're entering doze, update the doze screen brightness. We might have been
// clamping it to the dim brightness during the screen off animation, and we should
// now change it to the brightness we actually want according to the sensor.
mDozeScreenBrightness.updateBrightnessAndReady(false /* force */);
}
mPendingScreenState = Display.STATE_UNKNOWN;
mWakeLock.setAcquired(false);
}
}
private final AuthController.Callback mAuthControllerCallback = new AuthController.Callback() {
@Override
public void onAllAuthenticatorsRegistered() {
updateUdfpsController();
}
@Override
public void onEnrollmentsChanged() {
updateUdfpsController();
}
};
}