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2014-03-11change how recovery animation is implementedDoug Zongker1-0/+0
Instead of one 'base' installing image and a number of overlay images that are drawn on top of it, we represent the installing animation with one PNG that contains all the animation frames, interlaced by row. The PNG is expected to have a text chunk with the keyword 'Frames' and a value that's the number of frames (as an ascii string). This representation provides better compression, removes the need to subclass ScreenRecoveryUI just to change the position of the overlay or number of frames, and doesn't require gr_blit() to support an alpha channel. We also remove the 'indeterminate' progress bar used when wiping data and/or cache. The main animation serves the same purpose (showing that the device is still alive); the spinning progress bar has been redundant for a while. This changes the default recovery animation to include the antenna-wiggling and gear-turning that's used in the Nexus 5 recovery animation. Change-Id: I51930a76035ac09969a25472f4e572b289418729 Conflicts: screen_ui.cpp screen_ui.h
2014-03-07change how recovery animation is implementedDoug Zongker1-0/+0
Instead of one 'base' installing image and a number of overlay images that are drawn on top of it, we represent the installing animation with one PNG that contains all the animation frames, interlaced by row. The PNG is expected to have a text chunk with the keyword 'Frames' and a value that's the number of frames (as an ascii string). This representation provides better compression, removes the need to subclass ScreenRecoveryUI just to change the position of the overlay or number of frames, and doesn't require gr_blit() to support an alpha channel. We also remove the 'indeterminate' progress bar used when wiping data and/or cache. The main animation serves the same purpose (showing that the device is still alive); the spinning progress bar has been redundant for a while. This changes the default recovery animation to include the antenna-wiggling and gear-turning that's used in the Nexus 5 recovery animation. Change-Id: I51930a76035ac09969a25472f4e572b289418729
2012-10-08revert to tacky 3D recovery animationDoug Zongker1-0/+0
Bug: 7204420 Change-Id: I16d3346ce54b1aa5a0e6a02839ae9fbd4718fffa
2012-09-21Remove unneeded AOSP imagesDees_Troy1-0/+0
2012-08-23change recovery images to android with spinnerDoug Zongker1-0/+0
Also make writing the locale a bit more robust. Change-Id: I803dd0aa0b9d6661fad74ea13fb085682402323c
2011-09-20update recovery with new 3D imagesDoug Zongker1-0/+0
Change-Id: I6d52fd1db27fdf1b61f41f598a2209b70385b106
2011-08-20change recovery images to match blue holo themeDoug Zongker1-0/+0
Change-Id: I912d3ab32973c5c5e7b6b1749698f8a71d884fa3
2011-03-04convert recovery images to palettized PNGsDoug Zongker1-0/+0
Cuts the byte size of the recovery images in half, roughly. Change-Id: I3c45b5e58423b57faca83fc67b4e24e8d643c5b1
2011-03-03convert recovery images to palettized PNGsDoug Zongker1-0/+0
Cuts the byte size of the recovery images in half, roughly. Change-Id: I453a499e9937163c545dab3c552201882766e218
2011-03-02change the default recovery assets to be in holograph styleDoug Zongker1-0/+0
Also remove the weird backwards compatibility thing for animations with fewer than 10 frames. Frames are always named "name01.png", "name02.png", ..., no matter how many there are. Change-Id: I7af64fdec1bfcdb0464998b735ec8d6c626ffe9d