diff --git a/quickstep/src/com/android/launcher3/statehandlers/DepthController.java b/quickstep/src/com/android/launcher3/statehandlers/DepthController.java index c7522f2d82..4cf74dbd9c 100644 --- a/quickstep/src/com/android/launcher3/statehandlers/DepthController.java +++ b/quickstep/src/com/android/launcher3/statehandlers/DepthController.java @@ -42,6 +42,9 @@ import com.android.systemui.shared.system.SurfaceControlCompat; import com.android.systemui.shared.system.TransactionCompat; import com.android.systemui.shared.system.WallpaperManagerCompat; +import app.lawnchair.preferences.BasePreferenceManager; +import app.lawnchair.preferences.PreferenceManager; + /** * Controls blur and wallpaper zoom, for the Launcher surface only. */ @@ -114,8 +117,12 @@ public class DepthController implements StateHandler, private View.OnAttachStateChangeListener mOnAttachListener; + private final BasePreferenceManager.FloatPref mDrawerOpacity; + public DepthController(Launcher l) { mLauncher = l; + + mDrawerOpacity = PreferenceManager.getInstance(mLauncher).getDrawerOpacity(); } private void ensureDependencies() { @@ -228,7 +235,8 @@ public class DepthController implements StateHandler, if (supportsBlur) { final int blur; - if (mLauncher.isInState(LauncherState.ALL_APPS) && mDepth == 1) { + boolean isDrawerSolid = mDrawerOpacity.get() == 1f; + if (isDrawerSolid && mLauncher.isInState(LauncherState.ALL_APPS) && mDepth == 1) { // All apps has a solid background. We don't need to draw blurs after it's fully // visible. This will take us out of GPU composition, saving battery and increasing // performance.