Make fullscreen less flickery

This commit is contained in:
Ruben 2016-08-19 17:28:51 +01:00
parent fbdedb0234
commit 7f0feb346c
1 changed files with 4 additions and 107 deletions

View File

@ -18,6 +18,7 @@ import android.view.MotionEvent;
import android.view.SurfaceView;
import android.view.View;
import android.view.ViewGroup;
import android.view.WindowManager;
import android.widget.Button;
import android.widget.RelativeLayout;
import android.widget.TextView;
@ -41,60 +42,7 @@ public class GamingActivity extends AppCompatActivity implements Detector.ImageL
final int PERMISSIONS_REQUEST_CAMERA = 1;
/**
* Whether or not the system UI should be auto-hidden after
* {@link #AUTO_HIDE_DELAY_MILLIS} milliseconds.
*/
private static final boolean AUTO_HIDE = true;
/**
* If {@link #AUTO_HIDE} is set, the number of milliseconds to wait after
* user interaction before hiding the system UI.
*/
private static final int AUTO_HIDE_DELAY_MILLIS = 3000;
/**
* Some older devices needs a small delay between UI widget updates
* and a change of the status and navigation bar.
*/
private static final int UI_ANIMATION_DELAY = 300;
private final Handler mHideHandler = new Handler();
private TextView mContentView;
private final Runnable mHidePart2Runnable = new Runnable() {
@SuppressLint("InlinedApi")
@Override
public void run() {
// Delayed removal of status and navigation bar
// Note that some of these constants are new as of API 16 (Jelly Bean)
// and API 19 (KitKat). It is safe to use them, as they are inlined
// at compile-time and do nothing on earlier devices.
mContentView.setSystemUiVisibility(View.SYSTEM_UI_FLAG_LOW_PROFILE
| View.SYSTEM_UI_FLAG_FULLSCREEN
| View.SYSTEM_UI_FLAG_LAYOUT_STABLE
| View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY
| View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_HIDE_NAVIGATION);
}
};
private final Runnable mShowPart2Runnable = new Runnable() {
@Override
public void run() {
// Delayed display of UI elements
ActionBar actionBar = getSupportActionBar();
if (actionBar != null) {
actionBar.show();
}
}
};
private boolean mVisible;
private final Runnable mHideRunnable = new Runnable() {
@Override
public void run() {
hide();
}
};
private CameraDetector detector;
@ -119,10 +67,11 @@ public class GamingActivity extends AppCompatActivity implements Detector.ImageL
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
getWindow().addFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN);
getSupportActionBar().hide();
setContentView(R.layout.activity_gaming);
mVisible = true;
mContentView = (TextView) findViewById(R.id.fullscreen_content);
RelativeLayout videoLayout = (RelativeLayout) findViewById(R.id.video_layout);
@ -140,7 +89,7 @@ public class GamingActivity extends AppCompatActivity implements Detector.ImageL
mContentView.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View view) {
toggle();
// toggle();
}
});
@ -190,24 +139,6 @@ public class GamingActivity extends AppCompatActivity implements Detector.ImageL
}
@Override
protected void onPostCreate(Bundle savedInstanceState) {
super.onPostCreate(savedInstanceState);
// Trigger the initial hide() shortly after the activity has been
// created, to briefly hint to the user that UI controls
// are available.
delayedHide(100);
}
private void toggle() {
if (mVisible) {
hide();
} else {
show();
}
}
@Override
protected void onResume() {
super.onResume();
@ -270,40 +201,6 @@ public class GamingActivity extends AppCompatActivity implements Detector.ImageL
}
}
private void hide() {
// Hide UI first
ActionBar actionBar = getSupportActionBar();
if (actionBar != null) {
actionBar.hide();
}
mVisible = false;
// Schedule a runnable to remove the status and navigation bar after a delay
mHideHandler.removeCallbacks(mShowPart2Runnable);
mHideHandler.postDelayed(mHidePart2Runnable, UI_ANIMATION_DELAY);
}
@SuppressLint("InlinedApi")
private void show() {
// Show the system bar
mContentView.setSystemUiVisibility(View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
| View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION);
mVisible = true;
// Schedule a runnable to display UI elements after a delay
mHideHandler.removeCallbacks(mHidePart2Runnable);
mHideHandler.postDelayed(mShowPart2Runnable, UI_ANIMATION_DELAY);
}
/**
* Schedules a call to hide() in [delay] milliseconds, canceling any
* previously scheduled calls.
*/
private void delayedHide(int delayMillis) {
mHideHandler.removeCallbacks(mHideRunnable);
mHideHandler.postDelayed(mHideRunnable, delayMillis);
}
@Override
/**
* Detector callback gives the faces found so we can match their scores to the given scenario.