Keep blur applied if drawer is not solid
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@@ -42,6 +42,9 @@ import com.android.systemui.shared.system.SurfaceControlCompat;
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import com.android.systemui.shared.system.TransactionCompat;
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import com.android.systemui.shared.system.WallpaperManagerCompat;
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import app.lawnchair.preferences.BasePreferenceManager;
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import app.lawnchair.preferences.PreferenceManager;
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/**
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* Controls blur and wallpaper zoom, for the Launcher surface only.
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*/
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@@ -114,8 +117,12 @@ public class DepthController implements StateHandler<LauncherState>,
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private View.OnAttachStateChangeListener mOnAttachListener;
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private final BasePreferenceManager.FloatPref mDrawerOpacity;
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public DepthController(Launcher l) {
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mLauncher = l;
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mDrawerOpacity = PreferenceManager.getInstance(mLauncher).getDrawerOpacity();
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}
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private void ensureDependencies() {
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@@ -228,7 +235,8 @@ public class DepthController implements StateHandler<LauncherState>,
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if (supportsBlur) {
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final int blur;
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if (mLauncher.isInState(LauncherState.ALL_APPS) && mDepth == 1) {
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boolean isDrawerSolid = mDrawerOpacity.get() == 1f;
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if (isDrawerSolid && mLauncher.isInState(LauncherState.ALL_APPS) && mDepth == 1) {
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// All apps has a solid background. We don't need to draw blurs after it's fully
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// visible. This will take us out of GPU composition, saving battery and increasing
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// performance.
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