platform_bootable_recovery/device.cpp
Elliott Hughes 498cda6ef6 Update the system update animation.
Switch to a Wear-like intro/loop system. We don't have an intro yet,
but hopefully this will let Wear delete more code when they move to N.
Unlike them, we don't hard-code the number of frames: we just look to
see what we have available. We do hard-code the fps though.

Also add a graphics test mode so you can see a demo of the UI components
without having to actually apply an OTA.

Also fix a bug where default locale is null rather than en-US: it's
more useful to show _some_ text if we don't have a locale (which should
only be during development anyway).

Bug: http://b/26548285
Change-Id: I63422e3fef3c41109f924d96fb5ded0b3ae7815d
2016-04-14 22:44:23 -07:00

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C++

/*
* Copyright (C) 2015 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.
*/
#include "device.h"
static const char* MENU_ITEMS[] = {
"Reboot system now",
"Reboot to bootloader",
"Apply update from ADB",
"Apply update from SD card",
"Wipe data/factory reset",
"Wipe cache partition",
"Mount /system",
"View recovery logs",
"Run graphics test",
"Power off",
NULL
};
const char* const* Device::GetMenuItems() {
return MENU_ITEMS;
}
Device::BuiltinAction Device::InvokeMenuItem(int menu_position) {
switch (menu_position) {
case 0: return REBOOT;
case 1: return REBOOT_BOOTLOADER;
case 2: return APPLY_ADB_SIDELOAD;
case 3: return APPLY_SDCARD;
case 4: return WIPE_DATA;
case 5: return WIPE_CACHE;
case 6: return MOUNT_SYSTEM;
case 7: return VIEW_RECOVERY_LOGS;
case 8: return RUN_GRAPHICS_TEST;
case 9: return SHUTDOWN;
default: return NO_ACTION;
}
}
int Device::HandleMenuKey(int key, int visible) {
if (!visible) {
return kNoAction;
}
switch (key) {
case KEY_DOWN:
case KEY_VOLUMEDOWN:
return kHighlightDown;
case KEY_UP:
case KEY_VOLUMEUP:
return kHighlightUp;
case KEY_ENTER:
case KEY_POWER:
return kInvokeItem;
default:
// If you have all of the above buttons, any other buttons
// are ignored. Otherwise, any button cycles the highlight.
return ui_->HasThreeButtons() ? kNoAction : kHighlightDown;
}
}